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[0.5.5] Scorps Plants COC Endgame Guide

presentationDruid
presentationOracle
End Game
0.5.5 FR
Verified
Updated on Sep 6, 2026
Sep 6, 2026

Build Overview

Ultimate Plant Daddy Endgame Build Guide

⭐ Click Favorite above to save this guide for all updates & changes.
⭐ If you have any questions, join me live on Twitch and ask away!
⭐ A fully detailed LEVELING GUIDE can be found separately. Follow that, before you use this one.

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Welcome to the most detailed Plant COC Endgame Build Guides.

Although this guide will be heavily focusing on the Oracle, you could use this guide as a Lich, Gemling Legionnaire or anything else you might want to try.

Plant Daddy is an incredibly fun and busted build that is extremely viable in the Endgame and have a very high ceiling. This guide will tackle all details you need to know for a few variants.

The combination between Entangle Thunderstorm Thrashing Vines with something like Cast on Critical is really good and very versatile. You are able to choose between multiple option to add into your Cast on Critical and they all work very well. You can go for:

Cast on Critical + Bone Cage
Cast on Critical + Bone Cage + Thunderstorm
Cast on Critical + Thunderstorm
Cast on Critical + Thunderstorm + Thrashing Vines
Cast on Critical + Comet

Our Early Endgame variant will feature Cast on Critical + Bone Cage as its really good damage, lower mana cost and scales with Physical Spell Skill damage. For the Mid Endgame we will be doing Cast on Critical + Bone Cage + Thunderstorm which will combine multiple benefits together however it will cost us a bit more mana, which is why we are trasnitioning here in the Mid instead of going for it early on. Later on, in the Late Endgame section, we could move into Cast on Critical + Comet which requires more damage scaling and mana managements.

The variant with Thunderstorm + Thrashing Vines has been tested and it's actually really good. It completely automates the build to a 1 button build however I found that it lacks the damage that Bone Cage brings especially early on.

The variant with Comet is insanely powerful especially if we add something like Living Bomb but it requires a ton of mana and mana management, therefore it is often left for the Late Endgame.

Within this guide you will find details and instructions aswell as explanations for a ton of things including Skills Gems, Support Gems, Passive Tree Priority, Items and many more.

Build Variants

EARLY ENDGAME - Tier 1 - Tier 7 MAPS

From the point you get into the endgame and go for Tier 1 Maps, all the way to Tier 7 Maps, would be considered as Early Endgame.

Here, its important to cap all of our Resistances and get the right mods to support this build. Since we are at lower levels our Passive Tree pathing is a little more linear since

In this variant, we will be using Entangle to mass clear the maps, with the help of Thunderstorm for rares.

On bosses we will be using Sigil of Power and then Thrashing Vines + Thunderstorm while spamming Entangle.

Once you start being comfortable with TIER 7 MAPS, then you can start getting into Tier 8/9 maps and therefore you will endter the MID ENDGAME SECTION so go to the next variant.

Equipment

item
1
item
7
item
6
item
5
item
4
item
8
item
2
item
3
item
9
item
10
item
item
item
item
item
Jewels
item
Equipment Priority
+11

⭐Weapon(s):

You can choose to go for a Wand + Focus or look for a Staff. Both are really good, however Staff might have a higher ceiling later on and could potentially be easier to craft, rather than trying to get 2 perfect items.

On the Wand make sure you add the new Soulcore called ''Jiquani's Soul Core of Abundance''. This provides us with +1 Level to All Plant Skill Gems. Which adds more damage on Entangle and Thrashing Vines which make it better than our other 2 choices.

The mods we are looking for are:

  • + Level of all Physical Spell Skills / + Level of all Spell Skills
  • Increased Spell Physical Damage
  • Increased Spell Damage
  • Increased Cast Speed
  • Increased Critical Hit Chance for Spells
  • Increased Critical Spell Damage Bonus
  • +# to Energy Shield (Focus)
  • % Increased Energy Shield (Focus)

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⭐Gloves:

An amazing piece of unique gloves are the Nightscale because of the Critical Hit Chance it provides but also the insane Mana Efficiency it brings to the build. Great QOL all around.

These however, are NOT mandatory to have once you enter Maps, you can just roll a normal Rare Glove and then try to find them / buy them.

Rare Gloves should focus on: Cast Speed / Resistances / Rarity of Items

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⭐Amulet:

This is one of the most important items that will provide us with a ton of Damage and Defensives.

The mods we are looking for are:

  • + Level of All Spell Skills (Prio)
  • + Spirit (Prio)
  • Critical Hit Chance
  • Critical Damage Bonus
  • Spell Damage
  • Elemental Resistances
  • +# Energy Shield
  • % Increased Maximum Energy Shield
  • Rarity of Items

Try prioritizing the above mods and combining a few Offensive + Defensive mods.

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⭐Rings:

Good Ring base early on is Pearl Ring due to Cast speed but feel free to grab anything you can aslong as you have decent modifiers.

The mods we are looking for are:

  • to maximum Mana
  • Cast Speed
  • to maximum Life
  • Rarity
  • Resistances

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⭐Body Armour:

Our Body Armour base should be Armour + Energy Shield Hybrid. Later on we can experiment and switch to a pure Energy Shield base. The higher our level is, the more points we can invest on the tree, so the more valuable ES will become.

You also want to look out for some Spirit here so we can add more Spirit Gems to the build. Early on, it also depends whether you have Spirit on your Amulet.

On the Body Armour, Helmet, Boots, Belt, you want to focus on:

  • Armour or Armour/ES base
  • Max Life
  • Resistances

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⭐Jewels:

The difficulty of finding good jewels will always depend whether its a league start or whether you already have a main. For this build our BIS jewel is Sapphire however we can definitely work with some mods on Emerald and even Ruby.

Sapphire Mods to look out for:

  • Increased Spell Damage
  • Increased Damage with Plant Skills
  • Increased Cast Speed
  • Increased Critical Hit Chance with Spells
  • Increased Critical Damage Bonus with Spells
  • Mana on Kill

Skill Gems

Support Gem Requirements:

Str 30

Dex 10

Int 50

1

Entangle

Level 15

supportexplosivegrowthplayertwo
supportrapidcastingplayertwo
supportbranchingfissuresplayertwo
supportheftplayer
2

Thrashing Vines

Level 14

supportexplosivegrowthplayertwo
supportrapidcastingplayertwo
supportconcentratedareaplayer
supportheftplayer
3

Thunderstorm

Level 15

supportmagnifiedareaplayertwo
prolongeddurationsupportplayertwo
supportshockplayer
supportlivinglightningplayertwo
4

Cast on Critical

Level 14

bonecageplayer
supportspellcascadeplayer
supportastralprojectionplayer
supportefficiencyplayertwo
5

Sigil of Power

Level 11

supportmagnifiedareaplayertwo
prolongeddurationsupportplayertwo
supportcooldownrecoveryplayer
Gem Priority
+19

⭐Skill Gems:

  • Entangle: This ability is our main damaging ability which we will use to clear all maps and spam on bosses. It scales with Physical Spell Damage and its empowered by other abilities in our kit such as Thunderstorm. Critical Hit Chance is also important on this skill because it will help trigger Cast on Critical. But because we are an Oracle this is far easier to manage.

    For the 4th support gem we go for Heft so we can get extra Physical Damage on the ability. If you feel it's too slow and/or you dont need the extra damage, feel free to replace Heft with Mobility.

    If you get a Perfect Jewellers Orb, then simply add both.
  • Thrashing Vines: This ability is one of our main damaging abilities for bosses. The vines on the ground will keep slapping anything next to them and they even get empowered by other abilities such as Thunderstorm the same way Entangle is being empowered. Similar to the other one, this ability scales with Physical Spell Damage too.

    For the 4th support gem we go for Heft so we can get extra Physical Damage on the ability.

    If you get a Perfect Jewellers Orb, then add Blindside since we are constantly Blinding due to Accelerated Growth II.
  • Thunderstorm: This ability is the one that empowers both of the other Plant abilities above. Not only it deals Lightning Damage which can Shock the enemies but it also Overgrows our Plants dealing extra damage and effects. We mainly use this ability on bosses, but feel free to use it every once in a while on rares or maps if needed.

    For the 4th support gem we go for Living Lightning II so we can trigger the little lightning dudes to deal more damage and extra shock.
  • Sigil of Power: This ability is obtained through our Chiming Staff on Weapon Set Two. We place it on the ground just before the boss fight and we stand on it to get the benefits which increase our damage. Make sure you buy higher level of Sigil of Power through better Chiming Staff.

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⭐Spirit Gems:

This build utilizes Cast on Critical due to the amazing Critical Hit we have as an Oracle through Forced Outcome.

On Cast on Critical we have multiple abilities we can go for but we are choosing Bone Cage. You could also experiment with Thunderstorm and automate. However, Bone Cage is insanely strong and its yet another ability that synergizes beautifully with our Physical Spell Damage Scaling.

Later on, towards the Late Endgame, we might switch it for Comet and/or Grim Pillars.

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⭐Important To Know:

  1. All Skills should be on Weapon Set 1, Cast on Critical should be on both Weapon Sets and Sigil of Power should be on Weapon Set 2.
  2. Your leveling priority should be Entangle > Bone Cage > Thrashing Vines > Thunderstorm
  3. Your Quality priority should be Entangle > Cast on Critical > Bone Cage > Thunderstorm > Thrashing Vines

Passive Tree

main:
123
123
set 1:
20
20
set 2:
20
20

Please follow the priority of the nodes that you see above.

Only go for Enhanced Barrier earlier if you are struggling with your defensives.

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Ascendancy:

Our Ascendancy priority is going to remain the same as the leveling which is getting Forced Outcome first for the Crit and then The Unseen Path for the secret nodes.

When you manage to get your 4th Ascendancy we will go for Entwined Realities and we will need to respecc a few points on the tree as this node will allow us to save a ton of points.


Atlas Tree

Dont forget that you cannot Refund your Atlas Tree nodes, therefore they are locked in. If you overjuice your maps you wont be able to progress. The Atlas above is a good representation on how to go slower on the juice but also pack it up with Magic Monsters so you can get some loot/currency and XP.

If you are still in the Early Endgame Variation and you got more points, just go for something chill like Strongboxes next.

Quest Rewards

Check which quests you’ve completed on your character
ClearfellBeira of the Rotten Pack
+10% to Cold Resistance
Hunting GroundsThe Crowbell
Grants Two Weapon Set Passive Skill Points
FreythornThe King in the Mists
+30 to Spirit
Ogham FarmlandsUna's Hut
Grants Two Weapon Set Passive Skill Points
Ogham ManorCandlemass, the Living Rite
+20 to maximum Life
KethKabala, Constrictor Queen
Grants Two Weapon Set Passive Skill Points
Valley of the TitansMedallion
30% increased Charm Charges gained
+1 Charm Slot
DesharFinal Letter
Grants Two Weapon Set Passive Skill Points
The Spires of DesharSisters of Garukhan
+10% to Lightning Resistance
Jungle RuinsMighty Silverfist
Grants Two Weapon Set Passive Skill Points
The Venom CryptsVenom Draught
25% increased Stun Threshold
Jiquani's MachinariumBlackjaw, the Remnant
+10% to Fire Resistance
The Azak BogIgnagduk, the Bog Witch
+30 to Spirit
The Molten VaultThe Molten Vault
Reforging Bench
AggoratBlood Sacrifice
Grants Two Weapon Set Passive Skill Points
Journey's EndCaptain Hartlin
Two Weapon Set Passive Skill Points
Skill Gem(Lv 13)
Delirium Drop
Whakapanu IslandGreat White One
+30% increased Global Armour, Evasion and Energy Shield
Eye of HinekoraNavali's Rest
5% increased Maximum Mana
Halls of the DeadYama The White
Grants Two Weapon Set Passive Skill Points
Halls of the DeadTawhoa's Test
+5% to Lightning Resistance
Abandoned PrisonGoddess of Justice
30% increased Mana Recovery from Flasks
Halls of the DeadTasalio's Test
+5% to Cold Resistance
Halls of the DeadNgamahu's Test
+5% to Fire Resistance
Halls of the DeadTribal Medicine
+30% increased Global Armour, Evasion and Energy Shield
WolvenholdOswin, the Dread Warden
Grants Two Weapon Set Passive Skill Points
The Khari CrossingAkthi and Anundr
Two Weapon Set Passive Skill Points
The Khari CrossingMolten Shrine
5% increased Maximum Life
QimahTabana's Pillar
15% increased Armour, Evasion and Energy Shield
Kriar VillageLythara, the Wayward Spear
+40 to Spirit
Howling CavesThe Abominable Yeti
Grants Two Weapon Set Passive Skill Points

Changelog

6th of September:

  • Added Thunderstorm with Bonecage on COC for mid Variant.
  • Added Atlas Tree Nodes for Early and Mid Endgame
  • Updated the Mid Endgame Gear and Tree.

4th of September:

Polishing the Early Endgame Variation
Adding Mid Endgame Variation

3rd of September:

Creation of the Guide

Comments

3
S
SilentCrown8h ago

Hello when is the end game update

0
S
SilentGolem3d ago

are the build variants broken?

1
S
Scorpius
Author
2d ago

No, they are work in progress. The leveling guide includes the Endgame Variants too as I havent deleted them yet until i transfer and test it all for this fresh guide.

1

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