Compare two farming sessions with your own rewards and time ↓
Where combat happens
Go to the central hub and follow the TOWERS entrance near the Grades and Traits stations. Choose a mode and select your owned team. Recent footage shows Equip Best → Fight → Auto → Hide as the sequence for starting and minimizing a repeating run. Inspect the selected units before Fight; automatic selection is a convenience, not proof of an optimal team.

| Tower | Difficulty |
|---|---|
| Dragon Tower | Easy |
| Cursed Tower | Medium |
| Pirate Tower | Hard |
| Infinity Tower | Infinity |
Infinity is a separate selection in the newer source, not another name for all three normal towers. Update 4 footage reports an additional Tower and tier-four potions in Infinity; the video's captions do not securely identify the new Tower name. The four names above remain useful earlier references, not a claim that Update 4 has exactly four choices.
Start a run and use its result
- Choose Dragon/Easy to learn your team's outcome, or a mode you have already reached comfortably.
- Check the actual reward/entry panel and your Damage/Health. Resource costs and drops may differ between modes.
- Select your team, press Fight, and use Auto if you want the supported repeating behavior. Hide minimizes the combat display; it does not prove a clear.
- Watch where progress stops. If units die before dealing enough damage, improve survivability or replace the weakest copy. If they survive but barely reduce enemy health, compare Damage.
- Change one thing, rerun the same mode and compare the reached floor/result. Spend only what fits your session goal.
Watch a Tower run and compare farming results
Start with the team-selection and run sequence, then jump to the creator comparing progress on Easy and Medium. Use your own rewards and elapsed time to choose a farm.

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Superlex Plays · How to become OVERPOWERED in Anime Dice Roblox
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The reached floors and rewards belong to this earlier Superlex session, not a universal clear requirement or guaranteed reward rate. The cover is the creator's promotional artwork, not a stats reference.
What can the Tower supply?
Creator sessions show Gems, Trait Rerolls and other reward resources being collected from runs, then spent at the Grade and Trait stations. A Daily quest also awards 5 Tickets for defeating two Towers in the captured quest list. The newer session discusses mode-specific percentages, but its demonstratives do not safely bind every number to a named reward/mode; no fabricated per-floor payout table is provided.
Choose a run for the resource you need
| Your goal | Run or check | Useful result |
|---|---|---|
| Gems for Grade / Trait Rerolls | Compare successful runs on difficulties your current team can clear | Track the actual target resource; a larger mixed reward total may not solve your shortage. |
| Tier-four potions | Infinity Tower, as named in the Update 4 announcement | The developer adds this potion tier here; potion names and drop chances are not published in that announcement. |
| New potion choices | The new Update 4 Tower | The developer announces nine new potions with the new Tower; check the available reward list before spending time there. |
| Tickets from a Tower quest | Complete the two-Tower objective if it appears in your Daily list, then claim it | The captured Daily example pays 5 Tickets; repeatedly winning after claiming does not repeat that quest payout. |
For an efficient farm, include queueing, fights, failed attempts and claim time in your measurement. Example using hypothetical run rewards: 20 Gems in five minutes with every run completed is 4 Gems/minute. A harder run offering 30 Gems, completed only 40% of the time with five minutes per attempt, averages 2.4 Gems/minute if failures pay nothing. The easier mode wins that example. If failed runs pay partial rewards, count those too.
Compare your farming reward per minute
Choose one resource you need and record two sessions with your own team. For each session, add up the amount actually collected across all attempts and the total elapsed minutes, including failed runs, retries, queueing and waiting. Count partial rewards from failures too. Do not enter the advertised payout for a successful run as your session total.
Observed reward rate = total collected reward ÷ total elapsed minutes. Repeat enough attempts to reduce the influence of one lucky drop, and compare similar team and boost conditions. This helps choose a farm for that resource; it is not a guaranteed future rate or a score combining different rewards. A claimed Daily reward is a one-time bonus, so record it separately when comparing repeatable Tower farming.
Choose Traits by the combat stat that changes
| Change | Damage effect | Health effect |
|---|---|---|
| Money III → Samurai | 1× → 3×: +200% | 1× → 3×: +200% |
| Damage III → Samurai | 2× → 3×: +50% | 1× → 3×: +200% |
| Health III → Samurai | 1× → 3×: +200% | 2× → 3×: +50% |
| Samurai → Shogun | 3× → 5×: +66.7% | 3× → 5×: +66.7% |
These ratios use the recorded Trait effects and hold the character's other modifiers fixed. They explain why replacing an all-stat Trait with a specialized lower multiplier can weaken a fighter. They do not predict a clear floor or the cost of successfully rerolling that Trait. Compare your actual two copies before replacing a team member.
Match the trait to the problem
Money III's 2× Income helps the cash plot. Damage III's 2× Damage or Health III's 2× Health targets a combat limitation. Samurai's 3× all three supports both. Compare actual copies and the full Trait effects before rerolling a working keeper.
An earlier CHALLS run stopped around floor 7–8 on Medium. In Superlex’s other session (about 10:45–11:52), the same player compared nearly floor 100 on Easy with floor 24 on Medium, reported fewer resources from Medium and chose the easier run. Higher difficulty need not be your better farm. With the same team and boosts, record each run’s duration and the amount of the resource you actually need; compare both resource per run and resource per minute = amount ÷ minutes. If 10 Gems take 2 minutes versus 12 Gems in 4 minutes, that is 5 versus 3 Gems/minute; choose according to your resource target and available time. That arithmetic example is illustrative, not a Tower payout table. Neither creator result is a required account benchmark. There are no established fixed stat thresholds for every floor in these sources. Improve a keeper or buy permanent upgrades according to the observed failure.
Sources & calculation notes Reviewed 15 Sep 2026
Keep unverified tower payouts blank here until the game shows them.
Sources revisited September 15, 2026. Older observations keep their original conditions; a source recheck is not a new in-game test. Calculator outputs are estimates from your inputs.
- AwesWikis · tower system
- Tower guide · Anime Dice Roblox Wiki
- CHALLS · Beginner guide (captions)
- Superlex Plays · Progression (captions)
- Superlex Plays · Grade session (captions)
- RexonSIM · Update4 session (captions)
- Roblox · new Tower, nine potions and Infinity tier-four potions