The Demon Spire is home to some of the most challenging content in the game. Like the tower mode of many other similar games, you clear up to level 60, with each level having increasing difficulty, but doing so grants exclusive rewards. Rewards are calculated based on how many stars you get cumulatively – if you get 3 stars for all 60 stages, you will have 180 in total, allowing you to obtain all possible rewards. However, individual stages calculate stars differently. Instead of subtracting one star for every character you lose in battle, how fast you complete the stages determines the number of stars you get. The requirements for each stage vary and are displayed before you start the battles. Battles also lock your team to a certain level, forcing you to have evolved units or investment in potentials for the higher levels of the Spire. This guide will attempt to make Spire completion as accessible as possible. Before we begin, please check out the Team Builder to see what basic preparations and team compositions will work well here.
Head Maid Aiko
In wave 1, you only need to break the robot’s armor (And lower her HP to below 99%) to pass the first wave.
Aiko will signal you to get ready, and during this turn, you will receive a buff where if you guard with a unit, the party will receive a boost to ult dmg by 10% for 2 turns.
Hence the strategy here is to guard until the robot’s armor is up, before unleashing everything you have to break the armor (the robot also receives a def down debuff from Aiko that increases per attempt within the run itself).
You have a total of 3 tries (by turn 7)
Failure to do will result in wipeout.
In wave 2, you only need to kill both Bacteria Girl and Little Dirt to pass the second wave.
You are free to do as much damage as you want on the first turn entering wave 2. Once Aiko readies and places 2 buffs on you, you will need to follow the rules of the buffs or face a wipe out.
You cannot use more than 2 ult in a turn
And more than 4 basic attacks in a turn
And all guard when satan is alerted.
Also avoid any form of damage to Satan (Including counter attack from your own Satan) as it will result in a wipeout as well.
Follow aiko advice when she says the following: “Dirt Begone” or “Annoying Bacteria, Disappear” as she will place a debuff on Little Dirt or Bacteria Girl accordingly to help you in dealing damage to these slime girls.
Displacement Master Ba’al
Magic Displacement Assistant
Soul Displacement Assistant
You need to take down both assistants together to clear the fight. Baal does not need to be defeated.
Baal will start the fight by debuffing your units according to their class.
These debuffs are only activated whenever you attack and ult.
Baal will also constantly do an AoE attack every turn.
On turn 4, Baal will throw a Mental Disorder Potion which will cripple the unit hit with the following debuff: Decrease attack power by 500%. On attack, deal true damage to the party for 25% of the target’s max HP. When guarding, deal true damage to the party for 25% of the target’s max HP. Lasts 2 turns.
It is recommended to bring a guardian with the ability to taunt to absorb this debuff.
Whenever you use your ult to heal/shield, the following buffs will be placed on your Healers/Supports:
On attack, damage party equal to 50% of your attack power. On ult, damage party equal to 50% of your attack power. Lasts 2 turns.
Whenever you use your ult to damage, the following buffs will be placed on your attackers:
On attack, heal party equal to 50% of your attack power. On ult, heal party equal to 50% of your attack power.
Essentially, your units’ roles will be swapped.
The most straight forward strategy to this floor is to use Iris along with some healers/supports capable of HoT (Heal over Time). By using Iris’s ult to apply DoT and healing through HoT, you only need to ult whenever your units are able to and guard during the downtime to prevent yourself from taking unnecessary damage. Iris’s DoT will ensure both assistant go down at the same time.
In the scenario, you do not kill both assistant at the same time, you will be wiped the following turn.
Minayomi and Ritsuki both start the fight taking 75% less damage for 7 turns.
Similar to their playable counterpart, Minayomi’s ult will apply a 10% increase in damage taken to the unit hit. Ritsuki’s ult will apply a 5% increase in damage taken to all units. This occurs every 3 turns (Turn 4, Turn 7, Turn 10 etc.). A guardian with taunt is useful here to absorb the debuffs.
On turn 8, Minayomi will ready a stance. Damaging minayomi with ult during her stance will result in your units’ attack power to be reduced by 40% for 1 turn. In the following turn, she will unleash a barrage of AoE strikes, followed by a barrage of single target strikes. It is best to use a guardian with taunt to absorb the hits.
As minayomi readies her stance, Ritsuki will inflict the following debuff on everyone: on normal attack or guard, paraylse the unit.
This means the only way to avoid the paralysis is either immunity or performing an ult on that turn.
Upon dropping them below 50% HP, they will gain buffs accordingly:
Ritsuki will reduce both Minayomi and her Ult max CD by 1 turn. Minayomi gains the ability to increase her attack power by 12.5% for one turn whenever she is attacked as well as performing a True Damage counter on all enemies for 33% of her attack power.
Upon dropping them below 25% HP, they will gain buffs accordingly:
Ritsuki increases her attack power by 50%. Minayomi gains the ability to perform 3 follow-up attack on the target, take 50% less damage from normal attack, take 33% more damage from ult.
Upon killing Minayomi first, Ritsuki will begin to guard for 2 turns. On the following turn after a 2nd guard, she will wipe out your team.
Upon killing Ritsuki first, Minayomi gains the ability to increase her attack power by 30% everytime she attacks.
Sex Machine Satan
Easter Satan does not damage your units at all. Instead, she places the following debuffs and buffs:
Decrease recover rate by 500%
Shield decrease by 500%
On attack, deal true damage to self for 5% of max HP.
On ult, deal true damage to self for 25% of max HP
On guard, recover 25% of max HP (unaffected by healing buffs and debuffs)
This fight becomes a balancing act between dealing enough damage as failure to do so (dealing too much/little damage) will result in a wipeout. She has a total of 3 phases at 3 different HP threshold. It is also important to prepare your ults (Minimum of 1, to a Maximum of 3) to “satisfy” easter satan whenever she requires of you. Failure to do so will result in debuffs that will slow down your progress in finishing her off.
She will hint to you whether you are dealing too much/little damage within the turn window by saying the following:
Too rough indicates doing too much damage/Too much teasing indicates doing too little damage.
Phase 1: You have until turn 11 to push her below the 77% HP threshold
(Do not push her below 77% HP before turn 6).
Phase 2: You have until turn 27 to push her below the 33% HP threshold.
Phase 3: You are free to push her as hard as you can.
1000 Year Elder Lotiya
Dream Eater Aridya
Defeat Lotiya to complete the floor.
Aridya is troublesome on this floor as she inflicts debuffs that increases the damage your units will take. You can keep her in check by inflicting her with sleep status constantly or bringing sleep immunity to your party (Aridya Leader to keep Enemy Aridya asleep, Marlene Leader to give party immunity to sleep etc.).
Lotiya starts the fight by inflicting a heavy DoT AoE to your whole party.
Lotiya recovers HP whenever she deals damage and attacks in a fixed pattern during her ults.
Lotiya will wake Aridya up on Turn 2, while not dealing any damage that turn.
On turn 5, Lotiya will cast a debuff, Excessive Blood Loss, preventing your units from healing for 3 turns
Lotiya often attacks with a fixed pattern, favoring units on Pos 2, 3 and 4 on even turns, and then Pos 1, 3 and 5 on odd turns. This can be easily figured by seeing who Aridya targets her sleep status with, as Lotiya will pile up on the damage by making use of Aridya’s debuff.
It is recommended to bring a strong guardian with taunt, like Satan, into this fight and have them placed on Pos 3 as that is the most heavily targeted position. The taunt will be capable of absorbing the sleep status from allies too as Aridya will only target the taunt, allowing breathing room for your other attackers to priortise attacking instead of guarding.
Snake Servant 1
Snake Servant 2
Defeat Mesmiia to complete the floor.
The gimmick here is that Mesmiia will apply very strong debuffs to your team (E.g. Your team will take 60% more damage from basic attack, 30% more damage from ult attack)
The servants will not attack you.
Their role here is to give you a one-time cleanse from Mesmiia’s debuff.
Having 2 servants mean you’re given 2 cleanses throughout the whole fight (Only one character needs to hit/damage the servant to trigger the cleanse for the whole party, the rest can continue hitting mesmiia).
PERSONAL RECOMMENDATION: Cleanse on Turn 7 and then Turn 12.
Mesmiia will reset everyone’s ult the following turn once you have used your ult to damage her (So hold off on ult-ing too early if you want to align and do more damage).
Also take note that per ult damage on mesmiia, she will gain a 33% def against ult damage, meaning you shouldn’t use all 5 to ult her. Choose your best multiplier to go together.
Units with strong basic attack buffs are favored in this floor.
Queen Daphne Bloom
Emancipated Dragon Iris
Daphne will start a trial on every 5 turns (Turn 5, 10, 15 etc.)
The trial you will get can vary amongst the 4 listed below, so read carefully
Energy buff 2: Hit Daphne with ONLY 2 ult
Energy buff 3: Hit Daphne with ONLY 1 ult
Energy debuff 2: Hit Daphne with ONLY 2 basic attack
Energy debuff 3: Hit Daphne with ONLY 3 basic attack
Failure to meet the above requirements will result in Iris releasing a wipeout the following turn.
As Iris inflicts a DoT to your team that can get progressively harder to deal with, it is important to note that before the turn Daphne begins her trial, your units receive a buff (Nether Breath) to cleanse the DoT on themselves by guarding. (On turn 4, 9, 14 etc.)
Iris and Daphne gets a buff upon dropping below 50% HP, increasing their damage and shields.
Upon killing Iris first, Daphne will take 3 turns to charge up a wipeout, meaning you will need to kill Daphne within that time frame.
If you chose the route of killing Daphne first, Iris will take 1 turn to charge up a wipeout.
It is recommended to juggle both their HP and spread your damage accordingly.
Bally has an absurd amount of HP and damage reduction with tons of debuff and buff that you need to carefully read throughout the whole duration of the battle. Bally clears all debuffs every 2 turns. Bally can also cast Trinity (throughout the duration of the whole fight), a ST skill that damages and inflicts the target that was hit with a debuff causing them to take 30% more damage from light enemies and it is stackable.
Tyrella is nothing of importance but her dmg ramps up by 30% per phase, up to a total of 90%.
Upon dropping below 25% HP, Tyrella will prepare a wipeout the following turn. Be ready to burst down Tyrella if you are going to drop her below the mentioned HP threshold.
Bally goes through 3 phases, assuming the form of each archdemon (Satan, Iblis & Baal)
Upon dropping Bally below 99% HP, she will take one turn to give a terrible signal and take the Form of Satan the following turn.
In this form, she will have 5 turns of counter damage (along side a 70% damage reduction that last 5 turns)
The following turn after assuming satan form, she will cast Advanced Brutal Tears, a taunt which increases her damage by 650% on top of her 200% counterstrike.
Avoid attacking and have everyone guard (healers and supports are free to move unless they are capable of doing damage).
The following turn after this, Bally wants to have some fun and will cast AoE Magic Harmony Attack.
And will deal high damage to your units in Position 1, 3 & 5. (You need to guard the turn before)
During satan phase, Tyrella will gain her first buff (+30% dmg).
Once you drop Bally to below 66%, she will give another terrible signal before going into her second phase, assuming the Form of Iblis. (This is by far the hardest phase of the fight, with numerous wipeout conditions)
In this form, Bally will inflict a DoT on your units whenever she attacks (last 5 turns, along side a 70% damage reduction that last 5 turns).
Flaming Rose always targets units in pos 3 and occurs every 3 turns (Turn 15, 18 etc.)
Ponytail Slash always targets units in pos 2, 3 and 4 and occurs every 4 turns (Turn 12, 16 etc.). Any hits with Ponytail Slash on a unit that is not covered by shield or guard will allow Bally to lifesteal. If Ponytail Slash occurs on a turn that is a multiple of 3 (12, 24 etc.), it will be priortised and skip Flaming Rose.
If the following turn after assuming the Form of Iblis is neither Flaming Rose nor Ponytail Slash, Bally will use Anti-Magic Barrier, which negates one turn of damage. During Anti-Magic Barrier, Bally will give herself a debuff where she deals 50% less damage to targets that guard for 2 turns.
The following turn after Anti-Magic Barrier, Bally will cast Annihilative Flame, dealing high damage to one random unit (Recommend to guard all the turn before as it is a sure-kill without guard).
If none of the above meets their condition, Bally will perform 2 actions, either attacking twice or attacking once and casting Trinity to a random target.
Both Flaming Rose and Ponytail Slash have priority over Anti-Magic Barrier and will delay it by a turn, but Annihilative Flame has priority over both Flaming Rose and Ponytail Slash, skipping their use entirely.
During the entire phase of Iblis, it is important to note the following:
You need to always have one unit guard, the other 4 are free to do what you need.
Reason for this is that Bally will punish you with a wipeout if all 5 units attack/ult.
It is also noted that guarding position 3 is the easiest to manage as Bally often favors targeting units in position 3.
During iblis phase, Tyrella will gain her second buff (now +60% dmg)
Once you drop Bally to 33% hp threshold, Bally will give her final signal. The following turn, Bally will begin her final phase, Form of Baal
Honestly, this phase is the easiest.
Bally will reset your team’s ult CD to 0 and debuff your team with a 7 turn CD change immunity.
She will also begin ramping up her damage.
Bally will also cast several kinds of AoE, most of which can be easily tanked with shields or a high enough HP pool. Furry Accumulation can be countered against by using 2 ults on Bally on the turn she announces it, as she applies the following buff to herself: When attacked with an ult, decrease attack power by 50% for 1 turn.
During Baal phase, Tyrella will gain her last buff (now +90% dmg in total)
I recommend finishing off Tyrella the moment you reach Baal form.
Tyrella will also ready her wipeout if you kill Bally before her.
Bally will also start stripping you of your shield and you are vulnerable to getting one-shotted by Tyrella here.
Once you get rid of Tyrella, Bally is a pushover but still retains a high hp pool with damage reduction.
Sacred Blessing Milae
Milae starts the fight by setting all your allies to 20% of their max hp. Bring enough healers/shields to bring your HP up to a healthy amount to continue the rest of the fight.
By default, Milae hits twice per turn. Milae cannot be damaged until all 4 other angels are dead.
Wind angel attacks once and does a follow up attack 3 times (meaning 4 hits in total).
Fire angel attacks once and applies a DOT that lasts 3 turns.
Water angel attacks once and heals the whole party.
Dark angel attacks once and reduces all your allies attack by 50%.
On Turn 4, the angels will buff Milae during Holy Gathering and Milae will follow up with a Holy Crush, a heavy ST ultimate.
During Holy Gathering, Milae will gain a potent 200% attack buff while the angels are debuffed by -200% attack. These last 2 turns.
On Turn 5, Milae will ready baptism, in which your team will gain the following buff – (When this character guards, reduce damage taken by 500%)
You have to guard your whole party on this turn to prevent a wipe out the following turn.
Fire and Wind angel also deal damage during Baptism (Water and Dark Angel deal 0 dmg during baptism).
Upon finishing an angel, Milae will receive their power respectively (meaning their ability to apply DOT, do a follow up attack 3 times, reduce allies atk by 50% etc.). She will also take 100% more damage with each fallen angel that slowly builds up to negate her 400% damage reduction (also the reason why Milae cannot be damaged until all 4 other angels are dead).
Milae will also follow up with a heavy ST (Not to be confused with Holy Crush) to one random character the following turn.
Milae’s Holy Crush and avenging her fallen angel’s heavy ST can be delayed as Baptism takes priority to occur on every turns of 5 (Turn 5/10/15 readies Baptism, Turn 6/11/16, deal AoE wipeout if not guarded)
Once Milae has finished conducting her baptism, she will resume casting Holy Crush and heavy ST.
Avoid killing an angel before the turn where Holy Gathering will be cast unless you are able to tank both Holy Crush and Milae avenging her fallen angel’s heavy hit.
Recommendation: Have a HP pool of at least 2.5million for your character so that they are able to tank Holy Crush/Milae’s attack when buffed by Holy Gathering. Even higher HP pool for dark characters. (Shield is good here, especially since it’s not cheap to hit a hp pool of 2.5 million)
Recommend to kill Fire and Wind angel as priority first to prevent more damage during Baptism.
This is a DPS check, so guarding to avoid instant death to holy crush (appears to be targeting units with the highest HP at time of attack) or Milae’s normal attack during holy gathering is a waste of time.
The faster you kill her angels, the easier it will be to beat the floor. Guard only needs to be used when Baptism is readied.
Oni of Bliss Ibuki Shuten
A straight forward fight. In the first phase (100%-75% HP) Ibuki is able to attack twice a turn and uses her ult every 3 turns ( Turn 4, 7, 10 etc.), which deals 5 hits spread across your units, from pos 1 to pos 5. She gains a 10% buff to her ult damage for every attack. She also removes any debuffs that increases the damage she takes on her ult.
When starting the second phase (75%-50%), Ibuki will drink Golden Gourd, recovering some HP after falling below 75% HP threshold and gain a 30% attack power buff. She will continue to hit twice a turn and deal 5 hits on her ult, similar to her first phase.
Upon dropping Ibuki below 50%, her third phase will begin. She gains a buff, increasing her attack by 3% (50 stacks max) everytime she attacks. She is now able to attack thrice a turn (she increases a stack of her buff per attack, meaning she is gaining 9% attack buff each turn), using her ult at every 2 turns (basically everytime she gains 7 stack of ult buff) and it now deals a total of 7 hits, starting from pos 1 to pos 5, and then hitting pos 1 and pos 2 again for the last two hits. You can opt to guard your units in pos 1 and pos 2 if they are unable to tank the hits from the ult.
Asides from guarding or just face-tanking her ult, this is purely a stat check floor. The longer you let Ibuki live, the harder she hits. It is best to face her ult either with a shield, guardian with taunt or simply have the HP pool to tank it.
Fallen Dragon Karina
Another stat check floor.
Karina starts off the fight with 3 stacks of crystallization. You will need to use 3 ults on the same turn to remove the stacks. While the stacks are active, Karina gains attack and defense buffs. Karina also attacks 3 times a turn, dealing 2 follow up hits of 30% power each per attack.
On clearing 1 stack of her crystallization for the first time, she will first cast Total Rebuttal (AoE ult) before recovering full HP (Crystallization Dominance) the following turn. Her full heal can be denied if you can inflict 100% decrease recovery rate (S.nana, 3★ Shizuka).
She can then cast Paranoia, which gives her the ability to counter attack twice for 10% of her attack power.
Everytime you use 3 ults on the same turn to clear a stack of crystallization, Karina will follow up with Blood Lotus, a ST ult, on one unit.
Loose Inhibitions/Three Prolonged Claws targets pos 1, 3 and 5. (Occurs on Turn 4, 8, 12, 20, 24, 28. Turn 16 is skipped due to priority for Melodies of Sorrow to be cast) (Loose Inhibitions is replaced by Three Prolonged Claws after Karina uses Crystallization Dominance) (Three Prolonged Claws is the stronger version of Loose Inhibitions, where it hits 2 times to pos 1, 3 and 5 instead of just 1 hit to those 3 positions).
And her most troublesome skill, Melodies of Sorrow, will strike with varying numbers of hits across all your units. Occurs every 5 turns (Turn 6, 11, 16, 21 etc.)
Recommended to bring a strong shielder and/or guardian with taunt to absorb the hits.
You need to constantly use 3 ults on the same turn to keep Karina’s buff in check as well as give yourself some breathing room from her onslaught.
Recommended to just guard against Melodies of Sorrow as choosing to guard Three Prolonged Claws on top of Melodies of Sorrow means that you are not going to pass the stat check and will most likely end up taking more than 30 turns to down Karina.
Loyal Maid Aiko
Slightly Overworked Nana
All 3 are immune to recovery debuffs and DoT.
Aiko begins the battle with the ability: HP can’t go below 66%. Only when you have downed either Shizuka or Nana, this ability will change to: HP can’t go below 33%. Once the other duo (Shizuka/Nana) has been downed, then can you kill Aiko.
Aiko heals twice per turn. Aiko’s ult cleanses damage taken debuffs for her ally.
The important mechanic here is that you should avoid doing more than 20%/25%/30% damage to a single character in one turn. Doing so will enable Aiko to grant her allies potent buffs and massive debuffs to you that will only make your run harder.
Doing more than 20% damage on Shizuka/Nana: On attack, increase recovery rate/attack for self
Doing more than 25% damage on Shizuka/Nana: On attack, decrease recovery rate/attack of target
Doing more than 30% damage on Shizuka/Nana: All your allies ult max CD is increased by 3
It is best advised to spread your damage and be aware how much you are doing to each character. This mechanic can be ignored when Aiko is the only one left.
Upon downing one of the duos (Shizuka/Nana), Aiko will take over their duty and gain their buffs (E.g. if Shizuka is downed, Aiko will gained to ability to decrease target’s recovery rate)
When both duos are down, Aiko will take a turn to enter a mode, which allows her to deal damage on attack.
Nana has the following buffs: On attack, target takes 5% more damage (50 stacks max). On ult, target takes 10% more damage (20 stacks max). Upon dropping to below 66% HP, Nana gains the ability to increase her attack power by 15% (50 stacks max). Upon dropping to below 33% HP, Nana gains the ability to increase her party’s attack power by 25% (10 stacks max) on ult.
Shizuka has the following buffs: On attack, reduce target’s recovery rate by 35% for 3 turns. On ult, increase target ult CD by 4. Upon dropping to below 66% HP, Shizuka gains the ability to increase recovery rate by 10% (20 stacks max) everytime she attack. Upon dropping to below 33% HP, she gain the ability to decrease all enemies recovery rate by 15% (10 stacks max) on ult.
Recommendation for order of kill: Shizuka > Nana > Aiko