Endless Frontier 2 launched on April 20, 2026, and its meta is no longer guesswork. The player community has spent three months testing team builds, medal splits, and relic presets, and the results are specific enough to act on. This Endless Frontier 2 tier list ranks the best units, then lays out the exact teams the meta runs for speed runs, pushes, castle building, rebirth, and Spirit Highlands.

Our rankings come from three places: the tested consensus of the game’s player community (current as of late July 2026), the EF2-Data project that mirrors the game’s own unit files, and our own runs. Where a call is still an early read rather than settled consensus, we say so. If you are looking for rankings for the original game, that is a different roster, and our Endless Frontier support tier list covers it.

This tier list is part of our Endless Frontier 2 guide, the hub that explains every system and indexes all our EF2 coverage.

Key Takeaways

  • Priest and Fairy run the meta: the standard speed team is all Priests and Fairies, with 90 percent of your medals on the castle and 10 percent on a single core Priest.
  • Your castle is the real S tier: medals go to the fortress first, and you only start feeding a unit once the castle stops dying instantly.
  • Rebirth uses two separate presets: a Dark Archer wave team to revive at a higher wave, and a Drums of the Battlefield medal team you switch to at the end of a speed run.
  • Skeleton Warrior is the value pick: a two-star you should fully ascend early, because it clears Spirit Highlands stages your five-stars cannot.
  • Do not evolve everything: keep at least one unit unevolved until you beat Spirit Highlands, since evolving can lock you out of stage solutions.
  • Race magic matters account-wide: Human magic automates quests, Elf magic skips waves, Undead magic cuts cooldowns, and Orc magic adds wave pulls.

Endless Frontier 2 Tier List (August 2026)

These rankings reflect the tested meta as of August 2026. The game splits its roster across four races (Humans, Elves, Undead, and Orcs), and most units carry a unique passive that stacks per copy, so the tier list rewards the passives the meta teams are built around rather than raw damage alone.

TierUnits
S TierPriestFairyDark Archer
A TierSkeleton WarriorBomberDeath KnightIce MageGolemDrums of the Battlefield
B TierWolf WarriorGreen EagleHand of DeathEntDark Sorcerer

Winged Knight and Abyss Mage sit outside the main tiers as combat specialists, covered in the combat section. Their kits read well in the game data, but the farming meta does not run them, so ranking them against speed-team staples would compare jobs that never compete.

How We Ranked These Units

Three inputs, in order of weight. First, community consensus: the game’s most active players have converged on a specific set of team builds, handcrafted and verified through months of shared testing. When the community agrees the speed team is Priests and Fairies, that is a tested build, not a theory.

Second, the game’s own numbers: the community’s EF2-Data project mirrors the client’s unit database, including each unit’s unique passive and its exact value. Every passive percentage in this guide (Death Knight’s 7 percent game speed, Fairy’s 20 percent quest gold, Drums of the Battlefield’s 20 castle levels) reads straight from that data. Third, our own runs, which we used to sanity-check the team builds and the castle-first advice.

One structural note: units evolve into stronger second forms, marked with a II suffix, and some passives change on evolution. Death Knight trades its game speed passive for a wave call passive when it evolves, which is exactly the kind of detail that decides whether evolving helps or hurts a specific team.

Speed Teams for Farming Medals

Speed runs are the engine of the whole game: shorter runs mean more rebirths per day, more medals per minute, and better soul rest gains. The meta team is simple and strict, and our Endless Frontier 2 speed run guide walks the full routine stage by stage.

  • Team: all Priests and Fairies, filling leftover slots with game speed units (Death Knight at +7 percent per copy, or Wolf Warrior).
  • Medals: keep 90 percent on the castle, 10 percent on a single core Priest (or 5 percent each on two Priests). Nothing on anyone else.
  • Placement: put your two medaled Priests on opposite sides of the castle. Press and hold a unit until a flag appears, then drag the flag to set its position.
  • Skills: fire lightning when the wave meter hits about 70 percent, and press the wave call buttons while lightning is active.
  • Length: speed runs need to last at least 20 minutes, then you swap to your medal relic preset, rebirth, and check whether you set a new medals-per-minute record.
Endless Frontier 2 speed team fighting waves around the castle
Wave clears decide run speed, so the meta team is built from supports and game speed passives.

The exact Priest-to-Fairy mix shifts with your accumulated game speed. The community breaks it into brackets: one mix for 75 to 135 percent game speed, another for 136 to 220, and a third for 221 to 370, moving toward more Fairies as your speed climbs. You can also swap between a 10-Fairy team and a 10-Priest team mid-run to stack skips while keeping Priest buffs active.

Two advanced variants exist. A Bomber core team splits medals between the castle and a single Bomber instead, leveling castle medals first with the +100 button. And a full Fairy version runs faster still, but it asks for 21 Fairies (9 on the team, 12 in Barracks) and constant manual lightning casts. If you are speed running right after a push, you can also spend 100 gems to refund medals from your castle and move them to your core.

Push Teams for Wave Records

Push runs trade medal efficiency for a deeper wave record. The community’s push build works in phases:

  1. Prep: 1 to 2 Priests as cores, 3 to 4 frontline bodies (Golem, Hand of Death, or Green Eagle if you reliably max your castle), and ice mages, wind mages, or Dark Sorcerers in the remaining slots.
  2. Relics: a preset with every allied tower HP relic you own, topped off with set bonuses like game speed.
  3. Spells: 1x Wings of Salvation, 2x Judgement Lightning.
  4. Open fast: start the run with your speed team until lightning stops clearing a full wave in one cast, then swap to the push team.
  5. Level the castle: pump castle levels as far as they go, swapping gold level cap units for castle level units once leveling slows.
  6. Finish: use Wings of Salvation when the castle starts dying, keep lightning on cooldown, and swap Priests out for more castle level units once healing stops keeping up.

After a push, go straight into a speed run to reset your medals-per-minute for soul rest. One community trick worth knowing: tap the gold bag man to death and revive instantly while the gold is still on screen, and you start the next run with a pile of gold already banked.

Castle Teams: Gold Levels and HP

Endless Frontier 2 castle surrounded by defending units
The castle has its own upgrade tracks, and two dedicated teams exist just to serve them.

The community runs two teams whose only job is castle work. The gold level team is a wall of Golems that holds the circle while you push the castle’s gold levels as high as they go. If you are short on Golems, other tanky bodies fill in, and a team of Ents and Bombers raises your gold income for the same purpose.

The HP team exists for pushes: a full lineup of Ice Mages, each adding 5 castle levels through its unique passive, with every medal on the castle. The passive family is the point here. Fire Mage adds 3 castle levels, Ice Mage 5, Bomber 10, Drums of the Battlefield 20, and Bigfoot II 30, all stacking per copy, so any of them can substitute when your Ice Mage count runs short.

Rebirth Teams: Wave and Medal Presets

Endless Frontier 2 gives you a dedicated Rebirth Team formation, and the meta uses it for two separate presets with two separate jobs.

  • Wave team, all Dark Archers: revives you at a higher wave after rebirth, so your next run starts deeper. Missing Dark Archers substitute with other strong bodies until you have a full ten.
  • Medal team, Drums of the Battlefield: gets more medals out of the revive itself. The long-term goal is ten fully ascended (A3) Drummers, built slowly. Before then, any A3 six-star unit and an A2 unit with a five-star pet fill the gaps.

The workflow: run your speed team, switch to the medal preset at the end of the run, then rebirth with the Current Team option selected on the rebirth screen. The medal team works even before you have a five-star Moon pet, as long as it sits on its own preset.

Spirit Highlands and Tower of Challenges

Spirit Highlands is the stage-puzzle mode, and it is where unit collections win or lose. Our Spirit Highlands guide covers how stages, stars, and sweeping work; the short version is that tribe matchups and placement decide stages, so change both before giving up.

Two pieces of advice from the community carry more weight than any tier ranking:

  • Ascend one Skeleton Warrior to A3 as early as you can. The two-star is cheap to max, and it clears Spirit Highlands stages that expensive five-stars cannot slot into.
  • Keep at least one unit unevolved until you beat Spirit Highlands. Evolving a unit can lock you out of stage solutions that need the base form. This is the one place where upgrading is a trap.

The Tower of Challenges runs on the same playbook: check the posted solutions first, then fall back on tribe matchups and positioning. The Skeleton Warrior copies you built for Spirit Highlands do double duty here, and its rebirth medal passive (+3 percent per copy) keeps paying even when it is benched.

Combat, Dungeons, and Racial Restrictions

Endless Frontier 2 dungeon damage meter showing unit rankings
ekkorr’s own store screenshots show a dungeon damage meter naming Pilot II, Fire Mage, Priest II, and other core units.

Combat content (dungeons, boss hunts, ranking battles) is the one place where damage types still gate teams. The main wave grind has no physical or magical immunity wall, but dungeon and challenge content checks both, so keep one strong hitter of each type raised.

The Dark Archer leads here twice over: its arrows silence multiple targets, and its unique passive adds 10 percent dungeon materials per copy (20 percent for Dark Archer II), which makes it the farming pick as well as the damage pick. Winged Knight (a Human five-star with a three-hit combo and knockback finisher) and Abyss Mage (an Undead five-star whose chain lightning jumps between enemies) round out the combat seats. Pilot and Fire Mage top the damage meter in ekkorr’s store screenshots, which is a real signal but a thin one, so treat both as early reads.

Dungeons can also restrict entry to a single race. ekkorr’s store screenshots show the Dark Hermit boss gated behind Orc-only entry, and that system is why a bench of leveled off-race units is the price of admission for some boss content and its relic rewards.

Every Ranked Unit Explained

Unique passives stack per copy you own, which is why the meta cares so much about specific units in bulk. Passive values below read from the game’s unit data.

Priest (S Tier)

The backbone of every meta team. The speed team runs Priests in bulk, your single medal core is a Priest, and push teams keep 1 to 2 Priest cores until the castle can no longer be healed through. Its passive adds 4 percent dungeon materials per copy (6 percent as Priest II), so the copies keep working even in combat content. If you medal exactly one unit in your first week, it is this one.

Fairy (S Tier)

The other half of the speed team. Fairies stack skips, and their passive adds 20 percent quest gold per copy, the largest quest gold value in the data, which feeds the gold engine that levels everything else. The advanced full-Fairy speed team wants 21 copies (9 fielded, 12 in Barracks), which tells you how far the meta is willing to go for this unit.

Dark Archer (S Tier)

The rebirth wave team is ten of these, reviving you at a higher wave every cycle. In combat it silences groups, and its passive is the roster’s best dungeon material boost (10 percent per copy, 20 as Dark Archer II). Early players funnel spare investment into the Dark Archer line once the support core is set, the same role it held in the first game.

Skeleton Warrior (A Tier)

The community calls it the best budget unit in the game, and the case is practical: it is a two-star you can fully ascend (A3) long before any five-star, Spirit Highlands stage solutions lean on it, and every copy adds 3 percent to your rebirth medals from the bench. Get one to A3 as soon as the shop allows. Refresh the unit shop every hour while you are at it.

Bomber (A Tier)

The advanced speed core. The Bomber variant of the speed team splits medals between the castle and a single Bomber, and its passive adds 10 castle levels per copy, third highest in the castle level family. It also pairs with Ents on the gold income team. A five-star with jobs on three different presets is a safe place to spend.

Death Knight (A Tier)

The standard speed team filler. Its 7 percent game speed per copy is the biggest single game speed passive in the data, and game speed is the stat the entire farming meta optimizes. Note the evolution trade: Death Knight II swaps game speed for a 7 percent wave call passive, so check which your team needs before evolving.

Ice Mage (A Tier)

The HP team is ten of these. At 5 castle levels per copy, the Ice Mage is the workhorse of the castle level passive family, cheap enough to stack a full team and strong enough to matter on pushes. Its evolved form switches to a +3 unit levels passive, another evolution decision worth pausing on.

Golem (A Tier)

The wall. Gold level teams run ten Golems, push teams run 3 to 4 as the frontline, and its 2 percent double wave passive adds run speed from the bench. It is not a damage unit and does not need to be. Somebody has to stand between the waves and your castle while the economy units work.

Drums of the Battlefield (A Tier)

An Orc five-star that never attacks: it beats a drum, buffs allies, and anchors the rebirth medal team. Its passive adds 20 castle levels per copy, second only to Bigfoot II, and the meta’s long-term goal is ten A3 Drummers swapped in at the end of every speed run. A pure specialist, but the specialty is medals, which is the game’s real currency.

Wolf Warrior (B Tier)

The other speed team filler. Its 4 percent double wave passive compresses runs the same way skips do, and the community lists it alongside Death Knight for leftover speed team slots. B tier only because it is the second choice for the same job.

Green Eagle (B Tier)

A push team frontliner with the roster’s best wave skip passive: 5 percent per copy to the Elf skip proc. The community slots it into the wall when your castle is reliably maxed, since it brings economy value the pure tanks do not.

Hand of Death (B Tier)

The second wall option for push teams, with a 3 percent double wave passive. Interchangeable with Golem in the frontline role, so build whichever your summons hand you first.

Ent (B Tier)

Half of the gold income team (Ents plus Bombers), and the roster’s biggest double wave passive at 5 percent per copy. A quiet economy unit: it will never top a damage meter, but gold income and extra waves are exactly what the farming loop wants.

Dark Sorcerer (B Tier)

The sleeper in the rebirth economy: 10 percent more medals per rebirth per copy, the largest medal passive in the game, plus a backline slot on push teams. Its evolved form adds +20 to unit level caps instead, so like Death Knight, check the trade before evolving.

Why Your Castle Outranks Every Unit

The biggest strategic change from the first game is structural. Endless Frontier 2 is a circle defense: enemies converge on your fortress from all sides, and the castle has its own level, attack, and defense tracks paid in the same medals your heroes want. The community’s advice for new players is blunt: put every medal on the castle at the start, and only start feeding a unit once the castle stops dying instantly and you are pushing with skills.

Even deep into the meta, the speed team keeps 90 percent of medals on the castle. Level it with the +100 and +10 buttons until they stop working, then give your chosen core the same treatment, and repeat every revive. One warning the community agrees on: refunding medals from your castle mid-run can end the run on the spot, so save refunds for the start of a speed run (the 100 gem tactic above).

What to Level First

The community’s quick start list, in order:

  1. Castle first: all medals until it stops dying instantly, then a single chosen unit (Priest is the popular pick) after the castle each revive.
  2. Three skills fast: start with 2 heal and 1 lightning, then flip to 2 lightning and 1 heal once your tower stops taking real damage.
  3. Tower HP relics: max the relics that raise allied tower HP before anything else, then econ relics in this order: quest gold, quest open, quest upgrade, quest time.
  4. One A3 Skeleton Warrior: for Spirit Highlands, as early as the shop allows.
  5. Hold one unevolved unit: until Spirit Highlands is done, for stage solutions.

Free reward codes also exist: as of early August 2026 there are three, each worth 500 rewards, entered in the settings menu. Our Endless Frontier 2 codes page tracks them, tested in-game.

Race Magic Utilities

Each race brings a distinct account-wide utility through its race magic:

  • Human: automates quests, the gold engine that funds unit levels.
  • Elf: skips waves, the speed meta’s favorite tool.
  • Undead: cuts skill cooldowns.
  • Orc: adds extra wave pulls, compressing runs the same way skips do.

Relics: Priority Order and 6-Star Presets

Endless Frontier 2 artifact collection screen with set bonuses
Relic sets stack bonuses per piece, and the community keeps preset builds for each goal.

Relics follow a strict priority: max the allied tower HP relics first, then relics whose two main stats are econ, in this order: quest gold, quest open, quest upgrade, quest time. Our Endless Frontier 2 relics guide walks the whole system, from the early econ relics to the 6-star presets.

At the six-star stage, the community maintains named preset builds per goal: quest open and upgrade presets, quest gold and time presets built around a full Abundance set, tower HP and game speed presets, and medal presets mixing full six-piece sets with Abundance, Yorha, or Beast set pieces. Six-star relic drops are random, so the free-to-play path is to collect around 20 six-star relics, ascend until you own one of each econ type, max those, and complete sets from there. Budget note: maxing a single ascended six-star relic to level 50 costs 11,600k HC.

Pet Priorities

Pets split into combat picks and econ picks, and the community’s farming order is specific:

  • Main pets, farm at least 2 at 6 frags per day: Tinkey and Icy first, then Moon, Boom, and E-77, then Wakong, Cat Knight, Cerbero, and Windy.
  • Econ pets, spare frags (3 per day minimum): level Joe, Joker, Wakong, Sleepy, Leo, and Rapty to 2 across the board, then push one of Joe or Joker to 5, Leo and Sleepy toward unlocking Quest 28, and Rapty the same.
  • Free to play: level the econ pets evenly until Quest 27 unlocks.

A five-star Moon pet also upgrades the rebirth medal team, though the preset works without it. Our Endless Frontier 2 pet tier list ranks all 41 pets, with the frag costs and the daily gem routine.

Coming from Endless Frontier 1? Read This First

Endless Frontier 2 codex showing units across all four races
The Codex tracks the roster across all four races, with evolved forms as separate entries.

Progress does not transfer, but your VIP status does, and veterans get a currency bonus for linking. The transfer takes two minutes:

  1. Open Endless Frontier 1 and go to Settings. You will see a code in the format XXXX-XXXX-XXXX-XXXX.
  2. Write it down exactly, dashes included. The game does not let you copy it.
  3. Open Endless Frontier 2, go to Settings, and enter the code in the VIP field.

Expect a familiar core loop on a different battlefield: quests, rebirth, dungeons, a trial tower, and PvP ranking battles all return, while the corridor rush of the original became a hold-the-circle defense. Our Endless Frontier complete guide covers the original game if you want to compare the two directly.

Gear for Long Idle Sessions

Idle games punish small screens and dead batteries more than any other genre: Endless Frontier 2 runs for hours whether you watch it or not. A bigger display for the codex-and-spreadsheet side of the hobby and reliable charging for the AFK side cover most of what the genre asks for. Prices checked August 2026.

Frequently Asked Questions

What are the best units in Endless Frontier 2?

As of August 2026, the tested meta centers on Priest, Fairy, and Dark Archer. Speed teams run Priests and Fairies with 90 percent of medals on the castle, the rebirth wave team is ten Dark Archers, and Drums of the Battlefield anchors the medal team. Skeleton Warrior is the standout budget unit for Spirit Highlands.

What is the best team for speed runs in Endless Frontier 2?

All Priests and Fairies, with leftover slots going to game speed units like Death Knight. Keep 90 percent of your medals on the castle and 10 percent on a single core Priest, place your cores on opposite sides of the castle, and run at least 20 minutes before rebirthing.

Should I evolve every unit in Endless Frontier 2?

No. Keep at least one unit unevolved until you finish Spirit Highlands, because evolving can lock you out of stage solutions that need the base form. Some passives also change on evolution: Death Knight trades 7 percent game speed for a wave call passive when it becomes Death Knight II.

Can I transfer my Endless Frontier 1 account to Endless Frontier 2?

Progress does not transfer, but VIP status does. Copy the code from Endless Frontier 1’s settings menu (format XXXX-XXXX-XXXX-XXXX, dashes included) and enter it in the VIP field of Endless Frontier 2’s settings. Linking also grants a currency bonus.

Is Endless Frontier 2 free to play?

Yes. The game is free on Android and iOS with in-app purchases, and the community’s meta builds all have free-to-play paths, including the 20-relic six-star plan and leveling econ pets evenly until Quest 27 unlocks. Three reward codes (Ekkorr, Endless Frontier 2, Idle Defense) add 500 rewards each.

How many races does Endless Frontier 2 have?

Four: Humans, Elves, Undead, and Orcs, each with its own race magic utility and its own units. Dungeons can restrict entry to a single race, so every race needs at least a few leveled units on the bench.

Summary

Endless Frontier 2’s meta is tested and specific: castle first with a 90/10 medal split, Priests and Fairies for speed, Dark Archers and Drummers on separate rebirth presets, and one A3 Skeleton Warrior for Spirit Highlands before you evolve anything you might regret. Tower HP relics before econ, econ pets before vanity picks, and more runs per day beats deeper single runs.

We will keep the rankings current as patches land and the community’s testing settles. If idle games are your genre, our TBH: Task Bar Hero class tier list covers the current Steam side of the same itch.