Tower Guide: Floors, Teams and Rewards - Anime Dice Wiki
The one mode where damage and health decide the outcome, and the reasoned approach to clearing it.
Overview
The tower is a separate branch from the incremental loop, and the only content where damage and health decide the outcome. Your lineup fights escalating floors, and the rewards feed back into systems you already use. Treat the tower as a roster strength check rather than an income source, per our how-to-play guide.
Tower Clearing in Practice
The video below shows a fast battle and instant roll run, which gives a sense of the pace involved in tower content. Watch how quickly floors escalate and how much a single trait difference matters, then check our team building guide for lineup structure.
What the Tower Gives You
Tower rewards are the progression currency for the two rerollable systems, which is why the mode is worth running even when your plot income is already healthy. The grades guide covers what Gems actually buy, and the reroll guide covers the crystal side.
| Reward | Used For | Repeatable |
|---|---|---|
| Gems | Grade rerolls at the hub | Yes, per wave |
| Trait crystals | Trait rerolls | Yes, per wave |
| Easy floors | Cheapest reward source | Yes, and low cost |
| Milestone clears | Progress markers | One-time per floor |
How to Approach the Tower
The order in which you approach tower content matters as much as the lineup you bring. Running floors too early spends effort on content your roster cannot support, while running them too late leaves Gem income on the table. The upgrade priority guide places damage and health correctly in the spending order.
Stabilise Plot Income First
Confirm every pad is filled and your income multipliers are purchased. Tower floors do not generate cash, so a weak plot starves the upgrades that would clear them.
Build a Balanced Lineup
Bring a mix of damage and durability rather than your six highest-income units. Income tells you nothing about whether a unit survives an escalating floor.
Clear the Easy Floors Repeatedly
Early floors are the cheapest repeatable source of Gems and trait crystals. Farming them is more efficient than one heroic push at a floor you cannot hold.
Spend Rewards on Keepers
Use earned Gems on your top earner and trait crystals on units you have already decided to keep long term, exactly as the reroll guide describes.
Why the Tower Exists
Understanding the tower's role in the overall loop makes it easier to decide when to invest there. It is not an alternative path to wealth, it is the supply chain for the rerollable modifier systems that make individual units better. The unit tier list covers how those modifiers change rankings.
Combat Value
The only place damage and health stats have any effect.
Gem Supply
The main repeatable source of grade reroll currency.
Trait Crystals
Fuel for the other rerollable system on unit cards.
Strength Check
A quick read on whether your roster is genuinely strong.
Milestones
One-time rewards for clearing new floors the first time.
Focused Investment
Rewards a small number of specialist units, not a broad roster.
How Floors Scale
Floor difficulty climbs faster than plot income does, which is why a roster that comfortably farms your pad can still stall two or three floors above its comfort zone. That gap is deliberate, and it is what makes trait and grade investment on a few combat units worthwhile. The grades guide covers the investment.
The practical approach is to push until a floor fails twice, then return to the plot and improve income before trying again. Tower progress follows roster strength, and roster strength follows income and modifiers, so the loop always comes back to your cash generation.
Tower Mistakes to Avoid
The errors below all come from treating the tower as a primary progression path rather than a supply chain for modifiers. Each wastes time that would compound faster on the plot. The tips guide covers the wider set of habits worth fixing.
- Bringing only high-income units instead of a balanced lineup
- Funding damage before plot income is stable
- Pushing one floor repeatedly instead of farming easy ones
- Spending tower Gems on units you plan to replace
- Ignoring the mode entirely and losing the Gem income
Frequently Asked Questions
What is the tower in Anime Dice?
An endless combat mode where your lineup fights through escalating floors. It is the only content in the game where damage and health stats matter, and it supplies the Gems and trait crystals used for the rerollable modifier systems.
Do I need damage upgrades for the tower?
Eventually yes, but not early. Damage and health sit last in the documented spending priority because they contribute nothing to plot income. Fund them once your income is stable and the tower becomes your bottleneck.
What do tower rewards give me?
Gems, which are used exclusively for grade rerolls at the hub, and trait crystals for trait rerolls. Both are limited elsewhere, which makes the tower the main repeatable source of modifier currency in the game.
How many floors are there?
The mode is structured as an endless climb rather than a fixed set of floors, so there is no final clear. Progression is measured by how high your roster can comfortably hold, not by a completion count.
Should I farm easy floors or push higher ones?
Farm the easy ones repeatedly. They are the cheapest repeatable source of Gems and crystals, and one heroic push at a floor you cannot hold produces less than several comfortable clears of content you have already beaten.
Why do my units die on higher floors?
Because floor difficulty scales faster than raw income does. A lineup built purely for cash generation lacks the damage and health multipliers the tower tests, which is why a small number of combat specialists is worth maintaining.