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Fast Progression

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The fastest runs are not built by buying everything. They are built by fixing the thing slowing the run, prestiging when the run slows down, and putting PP into upgrades that shorten the next loop.

PhasePlanPayoff
OpeningRunners plus one main damage branch. Miners are stable; Demodwarves are strong early burst if you have the Demolition path.You need mountain damage and ore collection at the same time.
First PP loopsIf the next PP marker is one clear away, take it; if the next marker is several slow clears away, prestige and spend. The first clean target is usually 14-15 PP.A slow extra mountain can be worse than a faster next run.
Mithril wallShift into Spelunkers, dens, Mithril Divining, and Greyglitter Leylines.Mithril luck improves damage-based mithril progress, while dens and spelunking add more reliable sources.
Timed checksBring burst tools before Goblin King Peak and later special mountains. For bombs, keep Efficient Delivery and Tightly Packed current. For fire, keep Flamers plus Rapid Ignition/Searing Wounds. For Ballistas, pair Harpoon Ballista with Lubed Crank, Monster Bane, and Multi-shot.Timed mountains punish low burst even if the long-run economy looks fine.
Long runsOnly coast if the run keeps earning PP, artifacts, mithril, or special progress without constant intervention.If the next useful reward is far away, prestige and spend permanent upgrades.
BranchGood ForWatch Out
MinersStable early damage, luck, pickaxe upgrades, and C.L.U.S.T.E.R.P.I.C.K. later.Needs Cyberdwarf and Tier 4 prestige before the cluster-pick payoff.
DemolitionCheap early burst, bombs, TNT, den pressure, and fast PP loops.Needs support from Runesmiths, Scientists, and mithril upgrades for deeper scaling.
ArtilleryBurst tools for walls, bosses, rockets, and timed checks.Expensive if bought before your gold and mithril economy is stable; Duke Cannons are late-run payoff, not required for every clear.
FlameworksStraightforward fire damage, Flamers, burning effects, and Flamelord's Wrath payoff.Excellent when the fire line is already open, but do not sit idle waiting for Wrath if another damage branch is already funded and killing mountains.
BallisticsHarpoons, den support, multishot, and projectile scaling that can overtake fire in longer supported runs.Takes setup. A few unsupported Ballista tiers will not feel like a complete damage plan.
LaboratoryScientists, Alchemy, lasers, Cyberdwarf, and late utility.Lasers help science/gold plans, but high damage still needs enough runners, Maw support, or machines to collect the ore.
LineUse It ForDo Not Misread It
FlamersFast, obvious mountain damage. A good default once Flameworks is unlocked because the fire line starts paying off before every late system is perfect.Flamers being strong does not mean you should ignore hauling, Alchemy, or key-gate progress.
Harpoon BallistaLonger runs, dens, multishot scaling, and projectile-focused prestige. Ballistas need support, but can become a main carry when you build around them.If they feel weak, check whether you only bought the unit without the accuracy, multishot, fire, and support upgrades.
Great Duke CannonLate artillery burst and cannon-chain upgrades after the run can afford the mithril and gold cost.Do not rush it just because a cannon upgrade has a big number. If the run is not already stable, spend on the current carry or on Alchemy/forging/gate prep.
Laser CannonScience damage, gold support, and late utility with Scientists and Laboratory upgrades.Laser output can make ore piles worse if runners, Maw pull, Bulldozers, or Gyrocopters are behind.
DemodwarvesEarly burst, PP loops, and den pressure before late specialized branches are ready.They are strongest when you keep the bomb upgrades current instead of buying every new building.
ProblemPermanent Fix
The opening is too slow.Swift Start, Ancestor's Picks, and Marching Orders.
Ore piles up or gets reclaimed.Fleet-Footed And Rock-Hard, runner support, Maw upgrades, and later Manufactorum.
Mithril blocks upgrades.Greyglitter Leylines, Holy Pickaxe, den support, and spelunking upgrades.
Dens and artifacts are inconsistent.Fated Finds, Undermined Foundations, and artifact carryover.
Special mountains stop the run.Commit to one damage branch, bring burst, and collect the gate artifacts before pushing deeper.
TrapBetter Move
Buying every cheap upgrade.Buy the upgrade that changes the next mountain, den, or timed check.
Ignoring hauling because damage looks high.If the ground is full of ore, collection is the bottleneck.
Holding a run long after PP slows down.Prestige once permanent progress per minute drops.
Spreading mithril over every branch.Spend mithril on the branch carrying the run or on systems that make more mithril.