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Scarlet Devil Tower Floor Guide - 31-40f

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Table of Contents

Introduction

Hi friends, welcome back to the Scarlet Devil Tower! The gimmick this time around is that every non-boss floor comes in pairs of two, with one enemy focusing on lowering damage taken by a single attribute and raising their allies CRIT ATK, and the other focusing on raising their allies CRIT DEF, Accuracy, and giving all enemies Burning barriers. Nothing too bad. 

This is a guide to floors 31 through 40 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.

31F

Enemy HP Weak To Resists Barriers Spell Gauge Skills
Ghost (Sun) 400000 Moon Star 5 N/A Skill 1: Lowers the damage taken from Sun type bullets for all allies by 50% for 1 Turn. Skill 2: Grants all allies 7 Levels of CRIT ATK UP for 1 Turn.
Yatsuhashi Tsukumo 645000 Sun, Metal Moon, Water 5 2 Skill 1: Grants all allies 5 Levels of Accuracy UP for 1 turn & Grants all allies 5 Levels of CRIT DEF UP for 1 turn. Skill 2: Gives all enemies 3 Layers of Burning Barriers for 2 Turns.

Floor 31 sets the stage for the rest of the non-boss floor, and as such they will all refer back to it. The primary things to watch out this time around are that you're going to be taking a fairly larger amount of damage each turn than you may be used to for a non-boss floor - between the mix of either Burning Barriers or enemy Accuracy up each turn, your opponents may just meat grinder you down if given time. Additionally, whilst you may wish to avoid bringing CRIT heavy characters if you aren't going for Full Breaks with them for the sake of convenience, the CRIT DEF UP skill isn't used every turn - as such, you can attempt to restart the encounter until you get a scenario where you use your burst on a enemy and they don't use CRIT DEF UP.

This particular floor resists Sun heavily, so either take out the Sun ghost first before you attempt to abuse Yatsuhashi's Sun weakness, or just don't bring Sun at all. Or, like with the CRIT DEF UP skill, you can just fish for a turn where the enemy doesn't use Sun DEF UP.

I hear instruments don't like being left out in the sun...?

32F

Enemy HP Weak To Resists Barriers Spell Gauge Skills
Small Devil (Fire) 416000 Water Wood 5 N/A Skill 1: Lowers the damage taken from Water type bullets for all allies by 50% for 1 Turn. Skill 2: Grants all allies 7 Levels of CRIT ATK UP for 1 Turn.
Ran Yakumo 652000 Fire, Star Sun, Earth 5 2 Skill 1: Grants all allies 5 Levels of Accuracy UP for 1 turn & Grants all allies 5 Levels of CRIT DEF UP for 1 turn. Skill 2: Gives all enemies 3 Layers of Burning Barriers for 2 Turns.

Same deal as 31F. Just watch out for the Water reduction this time. Kind of odd for Ran to be around a fire fairy - isn't she worried her tails will catch ablaze...?

33F

Enemy HP Weak To Resists Barriers Spell Gauge Skills
Big Fairy (Wood) 422000 Metal Water 5 N/A Skill 1: Lowers the damage taken from Metal type bullets for all allies by 50% for 1 Turn. Skill 2: Grants all allies 7 Levels of CRIT ATK UP for 1 Turn.
Watatsuki no Yorihime 659400 Metal, Star Sun, Earth 5 2 Skill 1: Grants all allies 5 Levels of Accuracy UP for 1 turn & Grants all allies 5 Levels of CRIT DEF UP for 1 turn. Skill 2: Gives all enemies 3 Layers of Burning Barriers for 2 Turns.

Same deal as 31F. This time, the resist skill is Metal, so watch out for it. You have to wonder how a fairy of all things wound up with a Lunarian princess - perhaps there's a reality where they don't mind impurity?

34F

Enemy HP Weak To Resists Barriers Spell Gauge Skills
Bake-danuki (Water) 438000 Earth Metal 5 N/A Skill 1: Lowers the damage taken from Earth type bullets for all allies by 50% for 1 Turn. Skill 2: Grants all allies 7 Levels of CRIT ATK UP for 1 Turn.
Nitori Kawashiro 665000 Earth, Star Sun, Metal 5 2 Skill 1: Grants all allies 5 Levels of Accuracy UP for 1 turn & Grants all allies 5 Levels of CRIT DEF UP for 1 turn. Skill 2: Gives all enemies 3 Layers of Burning Barriers for 2 Turns.

Same deal as 31F. This time, the resist skill, Earth, also happens to be the shared weakness of both opponents, so it may be worth it to restart the fight until they don't use the Earth resist on the turn of a big Earth type Last Word - or just Full Break them. 

35F

Enemy HP Weak To Resists Barriers Spell Gauge Skills
Sanae Kochiya 400000 Sun, Metal Moon, Water 6 1 Skill 1: Reduces all opponents Yin ATK by 8 Levels for 1 Turn & Grants all allies 2 Levels of Solo Resist for 3 turns. Skill 2: Reduces all opponents Yang ATK by 8 Levels for 1 Turn & Grants all allies 2 Levels of Solo Resist for 3 Turns.
Reimu Hakurei 600000 Moon, Metal Water, Star 6 1 Skill 1: Grants all allies 3 Levels of Evasion UP for 1 Turn & Reduces damage taken from Youkai for all allies by 40% for 1 turn. Skill 2: Grants all allies 2 Barriers.
Marisa Kirisame 400000 Sun, Earth Moon, Metal 6 2 Increases own Yang ATK by 8 Levels for 1 turn.

Welcome to the miniboss floor, and it is a bit less threatening than it looks on the surface. Breaking down your opponents:

Sanae provides the team with a rapidly stacking amount of Solo resistance, and butchers either your Yin or Yang ATK for a turn.

Reimu provides the team with a large amount of Evasion, damage reduction against youkai, and constant Barrier restoration.

Marisa just hits hard.

Combine Marisa's damage output with the fact that their burst gauges are so low, and defensive tactics become incredibly difficult. Between Sanae's randomness in her ATK DOWN, and Reimu's problematic Evasion and Youkai damage reduction, it's probably for the best to just try to Full Break this floor if you can. If doing so, remember that Sanae and Marisa share a weakness to Sun, and Sanae and Reimu share a weakness to Metal - so if you can bring any characters with All targeting versions of those breaks, they'll get extra value out of this fight.

Lastly, remember that if you own Medicine Melancholy, Barrier recovery does not remove Barrier Abnormalities - as such, it is relatively trivial for her to Full Break this floor. 

36F

Enemy HP Weak To Resists Barriers Spell Gauge Skills
Rabbit (Earth) 443200 Wood Fire 5 N/A Skill 1: Lowers the damage taken from Moon type bullets for all allies by 50% for 1 Turn. Skill 2: Grants all allies 7 Levels of CRIT ATK UP for 1 Turn.
Hong Meiling 683500 Sun, Metal Moon, Water 5 2 Skill 1: Grants all allies 5 Levels of Accuracy UP for 1 turn & Grants all allies 5 Levels of CRIT DEF UP for 1 turn. Skill 2: Gives all enemies 3 Layers of Burning Barriers for 2 Turns.

Same deal as 31F - this time around, it's not likely you'll bring Moon anyway, as Meiling resists it and the rabbit is neutral to it, so don't worry about the resist skill. 

37F

Enemy HP Weak To Resists Barriers Spell Gauge Skills
Tengu (Star) 454700 Sun Moon 5 N/A Skill 1: Lowers the damage taken from Fire type bullets for all allies by 50% for 1 Turn. Skill 2: Grants all allies 7 Levels of CRIT ATK UP for 1 Turn.
Watatsuki no Toyohime 679600 Fire, Star Sun, Earth 5 2 Skill 1: Grants all allies 5 Levels of Accuracy UP for 1 turn & Grants all allies 5 Levels of CRIT DEF UP for 1 turn. Skill 2: Gives all enemies 3 Layers of Burning Barriers for 2 Turns.

Same deal as 31F. Just watch out for the Fire resistance this time.

38F

Enemy HP Weak To Resists Barriers Spell Gauge Skills
Fairy Maid (Moon) 461200 Star Sun 5 N/A Skill 1: Lowers the damage taken from Star type bullets for all allies by 50% for 1 Turn. Skill 2: Grants all allies 7 Levels of CRIT ATK UP for 1 Turn.
Ringo 690300 Metal, Star Sun, Water 5 2 Skill 1: Grants all allies 5 Levels of Accuracy UP for 1 turn & Grants all allies 5 Levels of CRIT DEF UP for 1 turn. Skill 2: Gives all enemies 3 Layers of Burning Barriers for 2 Turns.

Same deal as 31F. This time around, watch out for the Star damage resistance - particularly relevant as both the fairy and Ringo are weak to Star. 

39F

Enemy HP Weak To Resists Barriers Spell Gauge Skills
Spirit 432200 None None 5 N/A Skill 1: Lowers the damage taken from Wood type bullets for all allies by 50% for 1 Turn. Skill 2: Grants all allies 7 Levels of CRIT ATK UP for 1 Turn.
Koishi Komeiji 748600 Sun, Wood Moon, Fire 5 2 Skill 1: Grants all allies 5 Levels of Accuracy UP for 1 turn & Grants all allies 5 Levels of CRIT DEF UP for 1 turn. Skill 2: Gives all enemies 3 Layers of Burning Barriers for 2 Turns.

Same as 31F, and the last floor with these particular gimmicks. Watch out for the Wood resist. 

40F

Enemy HP Weak To Resists Barriers Spell Gauge Skills
Reisen Udongein Inaba 552000 Metal, Star Sun, Water 6 1
Fujiwara no Mokou 610800 Moon, Water Wood, Star 6 2 Extra Attack: Bans the use of Spread Shots for the opponent for 5 Turns.
Reisen 520500 Metal Star Sun, Water 6 1

It's not clear if this is a error, as my memory on the fight is hazy, but the recorded data only shows Mokou as having a Extra Attack that bans Spread Shots (which you can avoid by just...switching.). Please wait warmly for this fight to be verified.

Edit: Yeah they don't have any skills just blast them.

Maybe the rabbits are just slacking off with Mokou.

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