Every medal in your account came from a run, and runs are a skill. This Endless Frontier 2 speed run guide covers the tested routine for every stage of the game: the Priest and Fairy teams that carry your first weeks, the game speed brackets that reshape the mix, and the late game Bomber core you only switch to after your pets are maxed. Push runs get the same treatment, phase by phase.
This page is part of our Endless Frontier 2 guide. The team builds come from the community’s tested consensus, and the unit passives behind them are ranked in our unit tier list.
Key Takeaways
- Speed runs pay twice: medals from the rebirth, plus soul rest income based on your best medals-per-minute record, so more short runs beat fewer deep ones.
- Early game is Priests and Fairies: 90 percent of medals on the castle, 10 percent on one core Priest, and a roughly 7-Priest, 3-Fairy team.
- Mid game follows the brackets: as your game speed climbs, the mix shifts toward Fairies: 6/4, then 5/5, then 4/6.
- Bomber core is late game: the community rule is both Tinkey and Icy at 5 stars before you switch, because their master skills are what free your Priests and Fairies to work from the barracks.
- Push runs are a different sport: separate team, separate relic preset, separate spells, and a speed run right after to reset your soul rest record.
Speed Runs, Push Runs, and Soul Rest
A speed run farms medals: rebirth fast, often, and efficiently. A push run chases a deeper wave record at the cost of medal efficiency. The reason speed wins most days is soul rest, the system that pays you idle medals based on your best medals-per-minute record. Every speed run that sets a new record raises your income around the clock.
Two ground rules apply at every stage. Speed runs need to last at least 20 minutes to count for a record. And rebirth with your medal preset active and the Current Team option selected on the rebirth screen, so the swap you made at the end of the run is what the rebirth counts.
Early Game: the First Weeks
Before your game speed and pets are built, the routine is simple and strict:
- Medals: 90 percent on the castle, 10 percent on a single core Priest (or 5 percent each on two). Nothing on anyone else.
- Team: Priests and Fairies only, starting around 7 Priests and 3 Fairies, evolving toward more Fairies as your speed grows.
- Skills: 2 heal and 1 lightning while your castle still takes real damage, flipped to 2 lightning and 1 heal once it stops.
- Timing: cast lightning when the wave meter hits about 70 percent, and press the wave call buttons while it is active.
- Placement: press and hold your medaled Priests and drag their flags to opposite sides of the castle.
The starting speed team: 7 Priests, 3 Fairies, one Priest as the medal core.
This stage is also when the pet project starts. Tinkey and Icy fragments get bought out every day from day one, because the late game switch below is gated on them. Our Endless Frontier 2 pet tier list has the full farming routine.
Mid Game: the Game Speed Brackets
As relics, race magic, and unit passives raise your game speed, the tested Priest-to-Fairy mix shifts. The community runs these brackets:
| Game Speed | Priests | Fairies |
|---|---|---|
| Up to ~75% | 7 × | 3 × |
| 75% – 135% | 6 × | 4 × |
| 136% – 220% | 5 × | 5 × |
| 221% – 370% | 4 × | 6 × |
The logic: Priest buffs carry slow runs, and Fairy skips carry fast ones. You can also swap between a full 10-Fairy team and a full 10-Priest team mid-run to stack skips while keeping Priest buffs active, a trick worth learning before the late game automates it away.
Mid game housekeeping that pays off later: evolve your Fairies and Priests as Spirit Highlands allows (the late game team wants 14 of each, evolved), and keep the Tinkey and Icy buyouts going. When a run ends, swap to your medal preset before you rebirth, every time.
Late Game: the Bomber Core
The switch point is exact: the community rule is both Tinkey and Icy at 5 stars before you move to a Bomber core. Those two master skills let Fairies and Priests add their skips and speed procs from the barracks, which frees your fielded slots for damage and a better medal core.
The medal routine changes with the team. Before the pets are done, it is the 90/10 split. After, you level the castle with the +100 button until it stops, then +10, and your core medals go to the Bomber.
The team is a Bomber core with two evolved Fairies, two Priests, and five Abyss Mages:
The late game team: Bomber core, 2 evolved Fairies, 2 Priests, 5 Abyss Mages.
Two supporting requirements: around 14 evolved Fairies and 14 evolved Priests in the barracks (that is where the 30 percent caps on their pet-granted procs top out), and Winged Knight substitutes for missing Abyss Mages. Both are honor shop units, so this team assembles over weeks, not days.
The ceiling variant is the full Fairy team: a Bomber core plus 9 Fairies fielded, backed by 12 more in the barracks (21 total). It runs faster than Bomber plus Abyss Mages, but it demands constant manual lightning casts, so it is a lap-time build, not an idle one.
The full Fairy variant: Bomber core plus 9 Fairies fielded, 12 more in the barracks.
One gem tactic rounds out the late game: if you are speed running right after a push, spend 100 gems at the start of the run to refund your castle medals and split them with your core, then tap the timer numbers to speed it up and carry on.
Push Runs, Phase by Phase
- Prep the team: 1 to 2 Priest cores, 3 to 4 frontline bodies (Golem, Hand of Death, or Green Eagle if your castle reliably maxes), and ice mages, wind mages, or Dark Sorcerers in the rest.
- Prep the relics: a preset with every allied tower HP relic you own, topped off with set bonuses like game speed. Our relics guide covers the presets.
- Prep the spells: 1x Wings of Salvation, 2x Judgement Lightning.
- Open fast: run your speed team until lightning stops clearing a full wave in one cast, then swap to the push team.
- Level the castle: push castle levels as far as they go, swapping the gold level cap units for castle level units once leveling slows.
- Finish: Wings of Salvation when the castle starts dying, lightning on cooldown, and swap Priests out for more castle level units once healing stops keeping up.
A push run lineup: Priest cores, a tank wall, and castle level and medal passives behind it.
After the push, go straight into a speed run to set a fresh medals-per-minute record for soul rest. And the gold trick on the way out: tap the gold bag man to death, revive instantly while the gold is still on screen, and the next run starts with a bank.
The Daily Loop
The run routine slots into a short daily checklist the community converged on:
- Speed runs of 20+ minutes, rebirthing with the medal preset and Current Team selected.
- Tinkey and Icy buyouts plus 12 or more extra pet fragments with gems, and 3 to 4 Spirit Highlands ticket buys, used immediately so they refresh.
- Hourly shop refreshes when you are at the screen anyway, hunting Priests, Fairies, and ascension copies.
- A push run only when your castle, relics, and team have grown enough to beat the old record, followed by a speed run.
Free gems fund the buyouts. The three working codes pay 500 each, tracked on our Endless Frontier 2 codes page.
Gear for Long Idle Sessions
Idle games run for hours whether you watch them or not, so the gear that helps is a bigger screen, comfortable controls, and charging that keeps up. Prices checked August 2026.
TCL NXTPAPER 11 Plus
An 11.5-inch 120Hz Android tablet at 46% off as a renewed unit. Idle RPGs like EF2 are a different game on a screen this size.
Mophie Powerstation with Stand
A 10,000mAh MagSafe bank with a built-in stand, 40% off: prop the phone up and let a 20-minute speed run play out while it charges.
Anker 20,000mAh Power Bank
Twice the capacity of most banks with a built-in USB-C cable, so an all-day session never ends at 1 percent.
Frequently Asked Questions
What is the best speed run team in Endless Frontier 2?
Stage dependent. Early on it is Priests and Fairies (around 7 and 3), shifting toward Fairies as game speed climbs. Late game, after Tinkey and Icy hit 5 stars, the meta team is a Bomber core with two evolved Fairies, two Priests, and five Abyss Mages, with a full Fairy variant as the fastest manual option.
When should I switch to the Bomber core in Endless Frontier 2?
The community rule is both Tinkey and Icy at 5 stars first. Their master skills let barracks Fairies and Priests keep buffing you, which is what makes dropping fielded supports safe. The medal routine changes with the switch: castle levels via the +100 and +10 buttons first, then core medals on the Bomber.
How does soul rest work in Endless Frontier 2?
Soul rest pays idle medals based on your best medals-per-minute record. Speed runs of at least 20 minutes set the record, which is why the meta favors many fast runs and finishes every push with a speed run to refresh the number.
What team should I use for push runs in Endless Frontier 2?
1 to 2 Priest cores, 3 to 4 frontline tanks (Golem, Hand of Death, or Green Eagle), and ice mages, wind mages, or Dark Sorcerers behind them, with every allied tower HP relic equipped and a 1x Wings of Salvation, 2x Judgement Lightning spell loadout.
How long should a speed run be in Endless Frontier 2?
At least 20 minutes. Shorter runs do not qualify for a medals-per-minute record, and the record is what your soul rest income is based on.
Summary
Run speed first, push occasionally, and let the stage decide your team: Priests and Fairies with a 90/10 split early, bracket mixes as your game speed climbs, and the Bomber core only after Tinkey and Icy hit 5 stars. Every push ends with a speed run, every rebirth uses the medal preset, and the daily gem spending keeps the whole engine fed. The unit tier list and pet tier list cover the pieces this routine is built from.