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.
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.
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 13 Sep 2026
Reported values retain their source conditions. 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)