Introduction
Welcome to the Scarlet Devil Tower! These first ten floors serve as more of a warmup round to get you used to how the Tower works than anything else - even new players can probably take on at least a few of these! So march on up, take on your foes, and get some loot! Most of the Floors in this section of the tower have the same setup: one enemy will buff the enemy team’s CRI ATK, one will buff the enemy team’s CRI Acc, and one will both buff both the enemy team’s Yin DEF as well as provide them resistance to a certain group of units.
This is a guide to the first ten floors of the Scarlet Devil Tower. If you’re looking for an overview of how the Tower works, click here. To return to the floor index, click here.
1F
Enemy | HP | Weak To | Resists | Barriers | Spell Gauge | Skills |
---|---|---|---|---|---|---|
Moon Spirit | 47400 | Star | Sun | 5 | N/A | Raises the CRI ATK of all allies by 2 Levels for 2 Turns |
Fire Fairy | 51700 | Water | Wood | 5 | N/A | Raise the CRI Acc of all allies by 3 Levels for 2 Turns |
Star Fairy | 50100 | Sun | Moon | 5 | N/A | Increases the Yin DEF of all allies by 3 Levels for 1 Turn & Reduces the damage taken by those who live in the Netherworld by 30% for all allies for 3 Turns |
The first floor is somewhat of a cakewalk compared to what’s to come: all of the enemies have rather low HP for the floor, and none of their skills are particularly threatening. You’ll want to go with solid Yang nukers if you’re not Full Breaking the enemies, as 3 Levels of Yin DEF Up is going to butcher the damage output of Yin attackers - that, or simply target the Star Fairy first, as the buff only lasts for 1 Turn.
Due to the sheer ease of this floor, it’s recommended that you don’t bring any of your most powerful All targeting Last Word attackers. Additionally, try not to bring anyone who lives in the Netherworld - such as Youmu or Yuyuko.
2F
Enemy | HP | Weak To | Resists | Barriers | Spell Gauge | Skills |
---|---|---|---|---|---|---|
Wood Spirit | 56700 | Metal | Water | 5 | N/A | Raises the CRI ATK of all allies by 2 Levels for 2 Turns |
Water Kappa | 62400 | Earth | Metal | 5 | N/A | Raise the CRI Acc of all allies by 3 Levels for 2 Turns |
Sun Tegu | 59300 | Moon | Star | 5 | N/A | Increases the Yin DEF of all allies by 3 Levels for 1 Turn & Reduces the damage taken by those who live in the Scarlet Devil Mansion by 30% for all allies for 3 Turns |
Second verse, same as the first. Don’t bring any of your powerful attackers if you can help it, try to favor Yang damage, and try to avoid bringing any of the Scarlet Devil Mansion residents (Such as Remilia, or Patchouli). You may also want to avoid bringing in a copy of Pokemon Red or Blue - another first installment with disproportionate popularity, just like the Embodiment of Scarlet Devil, the game they're all from!
3F
This floor is your introduction to typeless enemies in the Tower. Rather rude of them not to have a convenient, glaring weakness. Since the first enemy has no weaknesses, your best bet is to either bring an Anomaly Breaker, or simply overpower them with a stronger attacker(s). Also, try not to bring anyone with a connection to the moon (Such as Luna Child or Remilia Scarlet). Three wolf moon t-shirts are perfectly acceptable.
Enemy | HP | Weak To | Resists | Barriers | Spell Gauge | Skills |
---|---|---|---|---|---|---|
Fairy Maid | 70600 | None | None | 5 | N/A | Raises the CRI ATK of all allies by 2 Levels for 2 Turns |
Metal Bake-danuki | 67500 | Fire | Earth | 5 | N/A | Raise the CRI Acc of all allies by 3 Levels for 2 Turns |
Earth Lunar Rabbit | 67800 | Wood | Fire | 5 | N/A | Increases the Yin DEF of all allies by 3 Levels for 1 Turn & Reduces the damage taken by those with a connection to the moon by 30% for all allies for 3 Turns |
4F
Enemy | HP | Weak To | Resists | Barriers | Spell Gauge | Skills |
---|---|---|---|---|---|---|
Sun Devil | 77100 | Moon | Star | 5 | N/A | Raises the CRI ATK of all allies by 2 Levels for 2 Turns |
Fire Tengu | 79900 | Water | Wood | 5 | N/A | Raise the CRI Acc of all allies by 3 Levels for 2 Turns |
Metal Ghost | 75800 | Fire | Earth | 5 | N/A | Increases the Yin DEF of all allies by 3 Levels for 1 Turn & Reduces the damage taken by humans by 30% for all allies for 3 Turns |
Once again, try to bring Yang attackers if possible, and avoid bringing humans this time. Keep in mind the HP of the enemies is starting to get a bit high now, so now would be about the time to start rotating through your more powerful attackers - but be aware the next floor is a dramatic step up in difficulty. You may even say it’s the strongest floor. I wouldn’t, but some fairies might.
5F
Enemy | HP | Weak To | Resists | Barriers | Spell Gauge | Skills |
---|---|---|---|---|---|---|
Fire Fairy | 85300 | Water | Wood | 5 | N/A | Raises the CRI ATK of all allies by 2 Levels for 2 Turns |
Cirno | 85400 | Sun, Earth | Moon, Metal | 6 | 2 | Increases the unit’s resistance to Solo targeting attacks by 3 Levels for 3 Turns |
Fairy | 82900 | None | None | 5 | N/A | Skill 1: Increases the unit’s resistance to All targeting attacks by 3 Levels for 3 Turns. Skill 2: Restore 1 barrier to all allies. |
Welcome to the first miniboss floor, and a rather significant jump in difficulty. This floor’s kind of a doozy: First, the HP count is significantly higher than the preceding floors. Secondly, this is your introduction to Solo and All Resist, which will reduce your damage by a large amount. Thirdly, you cannot take your time: Cirno has a Spell Gauge, and a Spell Card from a level 100 enemy is going to hurt. Lastly, the third Fariy is typeless, which further complicates matters.
As Cirno is the deadliest enemy on this floor, your absolute first priority is bringing along units who can perform either Sun or Earth breaks. Due to Cirno’s Solo resistance, it’s also a better idea to bring along attackers with All targeting Spell Cards - as the typeless black Fairy only raises her own All resistance, it’s easy to save her for last, as she’s not a major threat.
Lastly, Medicine Melancholy can just use Anomaly Breaks to bypass the third fairy’s lack of resistances entirely, giving you an easy way past this floor.
6F
Enemy | HP | Weak To | Resists | Barriers | Spell Gauge | Skills |
---|---|---|---|---|---|---|
Wood Ghost | 93400 | Metal | Water | 5 | N/A | Raises the CRI ATK of all allies by 2 Levels for 2 Turns |
Star Spirit | 95100 | Sun | Moon | 5 | N/A | Raise the CRI Acc of all allies by 3 Levels for 2 Turns |
Water Lunar Rabbit | 96500 | Earth | Metal | 5 | N/A | Increases the Yin DEF of all allies by 3 Levels for 1 Turn & Reduces the damage taken by Magicians by 30% for all allies for 3 Turns |
Back to generic filler floors. The HP is getting pretty high at this point, but you can still just brute force past it with sheer damage if you don’t have the proper Element Breaks remaining for the day or just can’t be bothered. Make sure not to bring any magicians, like Marisa Kirisame or Byakuren Hijiri (Yes, she may be a muscle wizard who flexes and punches people, but she’s a magician all the same.)
7F
Enemy | HP | Weak To | Resists | Barriers | Spell Gauge | Skills |
---|---|---|---|---|---|---|
Earth Fairy | 105900 | Wood | Fire | 5 | N/A | Raises the CRI ATK of all allies by 2 Levels for 2 Turns |
Moon Fairy | 102900 | Star | Sun | 5 | N/A | Raise the CRI Acc of all allies by 3 Levels for 2 Turns |
Metal Fairy | 104100 | Fire | Earth | 5 | N/A | Increases the Yin DEF of all allies by 3 Levels for 1 Turn & Reduces the damage taken by Phantoms by 30% for all allies for 3 Turns |
You know the drill. Of note on this floor is that only Youmu Konpaku is a phantom - whilst she is dead, Yuyuko Saigyouji is a ghost. There’s a distinction in Japanese about the two’s species that doesn’t translate over to english very well.
8F
Enemy | HP | Weak To | Resists | Barriers | Spell Gauge | Skills |
---|---|---|---|---|---|---|
Sun Bake-danuki | 109300 | Moon | Star | 5 | N/A | Raises the CRI ATK of all allies by 2 Levels for 2 Turns |
Tengu | 114400 | None | None | 5 | N/A | Raise the CRI Acc of all allies by 3 Levels for 2 Turns |
Wood Bake-danuki | 116750 | Metal | Water | 5 | N/A | Increases the Yin DEF of all allies by 3 Levels for 1 Turn & Reduces the damage taken by those who live in the Forest of Magic by 30% for all allies for 3 Turns |
This is another one of those floors with a typeless enemy, so bust out an Anomaly Breaker if you can or just overpower them with sheer damage. For this floor’s resistance, only Alice and Marisa live in the Forest of Magic, and neither do a lot of damage, so the wood bake-danuki’s skill shouldn’t matter much.
9F
Enemy | HP | Weak To | Resists | Barriers | Spell Gauge | Skills |
---|---|---|---|---|---|---|
Water Lunar Rabbit | 121700 | Earth | Metal | 5 | N/A | Raises the CRI ATK of all allies by 2 Levels for 2 Turns |
Fire Kappa | 121000 | Water | Wood | 5 | N/A | Raise the CRI Acc of all allies by 3 Levels for 2 Turns |
Star Lunar Rabbit | 122600 | Sun | Moon | 5 | N/A | Increases the Yin DEF of all allies by 3 Levels for 1 Turn & Reduces the damage taken by those who live in Eientei by 30% for all allies for 3 Turns |
This is the last of the easy floors, so I hope you enjoyed them! Of note on this floor is, bizarrely, a Fire Kappa that’s weak to water - what kind of kappa is weak to water…? Be ready: the next floor is your first Boss floor, and it’s a doozy.
10F
Enemy | HP | Weak To | Resists | Barriers | Spell Gauge | Skills |
---|---|---|---|---|---|---|
Hong Meiling | 191400 | Sun, Metal | Moon, Water | 6 | 2 | Increases all allies resistance to All targeting attacks & Increases own Yin attack by 5 Levels for 1 Turn |
Sakuya Izayoi | 198000 | Fire, Star | Sun, Earth | 6 | 2 | Increases the Yin DEF of all allies by 5 Levels for 1 Turn & Increases the accuracy of all allies by 5 Levels for 1 Turn. |
Extra Attack: Bans the use of Focus Shots for all enemies for 5 Turns. (Occurs once.) |
Welcome to the first Boss Floor - marked by the ominous and menacing purple auras of energy around your foes. First of all, this is your introduction to Extra Attack: as a refresher, this is a debuff that occurs before the first turn of the battle, and again under certain conditions that will be listed if applicable. For this floor, the Extra Attack prevents you from using Focus Shots. If your battle plan revolves around the use of Focus Shots, remember that you can bypass the Extra Attack by swapping out your frontline units, as it doesn’t affect the backline! Secondly, Boss Floors have more HP. In this case, a lot more: almost twice the HP of the miniboss floor!
For this floor, you’re generally going to want to take out Sakuya first: Since her Spell Gauge is only 1 count, she can fire off a Spell Card every other turn. This will quickly deplete your Graze reservoirs, and leave you dead in short order. In comparison, Meiling’s 2 count Spell Gauge is much less threatening. Failing that, if you’re lacking in powerful Solo targeting Last Words, your best bet is to take out Meiling, at which point you can bombard Sakuya with All targeting Last Words to your heart’s content.