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Scarlet Devil Tower Floor Guide - 1-10F

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Table of Contents

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.

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