Automaton Tower Mini Guide [Floors 91-100]
![Automaton Tower Mini Guide [Floors 91-100]](https://epic7x.com/wp-content/uploads/2019/07/twoer.jpg)
Table of Contents
Overview
Automaton Tower is the newest content out by SmileGate. In this mode, it has some things that are a bit different from the Abyss Tower.
- You cannot use Guardians (Rip Arky)
- 2 battles per floor
- They cost energy per floor
- You can retry without losing energy
- Floor 1-90 monsters can be weaken up to 30% with stigma usage
- Can’t weaken floors 91-100
Floors
- 1-20 = 5 energy
- 21 – 50 = 10 energy
- 51 – 80 = 15 energy
- 80 – 100 = 20 energy
Zirø _ has completed the tower and his video is below:
Floor 91 (Sez)
Sez has the notable skills:
- Cold Blooded (Passive) – Inflicts two bleed stacks effects for 2 turns on Fire Element when attacked
- Encroach (Passive) – Attacks all enemies before increasing the caster’s combat readiness. Extends debuff durations by 1 turn when used against Fire Elemental heroes.
- Dark Shadow – Penetrates the enemy with dark energy, dispelling immunity. A critical hit will activate Encroach.
- Conviction (4 turns) – Inflicts a lethal blow on the enemy, dealing damage proportional to number of debuffs inflicted on the enemy.
Tips
In this floor, the first wave of the mobs are water. The white mob at the back can steal your buffs. The second wave consists of Sez, 3 water mobs and a dark nightmare mob (inflicts aoe bleed). Avoid bringing fire elemental heroes. Bringing any strong single target DPS such as C. Lorina, a healer with cleanse in the team and it will be easy to deal with.
Floor 92 (Basar)
Mobs are written below:
First Wave
- Copper Wyvern (earth) x1
- Cult Devoutee (dark) x1
- Swamp Remus (earth) x1
Second Wave
- Basar (earth) x1
- Greedy Caides (earth) x1
- Flying Beasts (earth) x3
Basar Skills
- Desert Force – Decreases combat readiness and dispells all buffs of Ice elemental heroes at the beginning of the caster’s turn.
- Sand Wind – Attacks with wind magic. A critical hit increases the speed of the caster for 2 turns.
- Hurricane – Attacks all enemies by releasing a hot sand hurricane, making them unable to be buffed for 2 turns. Grants stackable increased Attack and Speed to caster on each skill use.
- Sandstorm (4 turns) – Attacks all enemies with sand magic dispelling all buffs. Damage dealt increases if enemy is not buffed.
Tips
This floor has heavy debuffs such as poison, decrease hit chance, stuns, provokes and attack down. You definitely want to bring a cleanser/immunity to deal with this stage. Bring non water DPS and good soul weavers for this stage are Achates and Destina.
Floor 93 (Cecelia)
Mobs:
First Wave
- Ironblood Archer (fire) x1
- Fire Goblin Warrior (fire) x1
- Fiery Caides (fire) x1
Second Wave
- Cecelia (fire) x1
- Magma Testudo (fire) x1
- Dawn Dark Broom (light) x3
Phantom Cecelia Skills
- Royal Guard – Increases the caster’s combat readiness when attacked.
- Deliverance – Pierces the enemy with a spear, increases Defense for 2 turns.
- Steel Cloudburst – Attacks all enemies with magical spear, decreasing Defense for 2 turns, and stunning Earth Elementals heroes for 1 turn.
- Ruin (5 turns) – Attacks all enemies with a spear infused with dark energy, provoking for 1 turn.
Tips
Avoid bringing any earth heroes. Make sure to bring a cleanser/debuff immunity to clear those defense debuffs to keep your DPS heroes alive.
Floor 94 (Celestial Mercedes)
First Wave
- Phantom Crescent Moon Rin (dark) x1 – 49064 hp
- Phantom Assassin Cartuja (dark) x1 – 51184 hp
Second Wave
- Celestial Mercedes (dark) x1
- Dusk Dark Boom (dark) x3
Celestial Mercedes Skills
- Coercion (passive) – Decreases all combat readiness increase effects by 100%.
- Mana Enhance (passive) – Increases the caster’s attack and speed after attacking. The effect can be stacked.
- Dimensional Rupture – Attacks all enemies with a massive light sphere, increasing combat readiness of all allies by 30%.
- Finale (3 turns) – Attacks all enemies by releasing spells of the Last Spellbook, decreasing attack and defense for 3 turns.
On the first wave, Rin can apply unable to be buffed debuff and has a defense penetrating attack. Assassin Cartuja can decrease attack and defense. His combat readiness increases by 30% when you use a non attack skill or he successfully evades. His special attack stuns someone and reduce combat readiness by 100%.
On the second wave, the brooms can dispel your buffs. I suggest going straight for C Mercedes and burst her down. Raw DPS works well here with an attack buffer and defense breaker. She does a lot of damage as the battle drags on, so kill her fast!
Floor 95 (Shooting Star Achates & Fighter Maya)
First Wave
- Fighter Maya (light) x1 – 34032 hp
Fighter Maya Skills
- Finishing Attack – Attacks with a powerful smash. Damage dealt increases proportional to the enemy’s current health.
- Break Guard – Attacks with a shield, dispelling all buffs. Activates finishing attack.
- Reclaim (passive) – When attacked, dispel all debuffs, before increasing Combat Readiness by 20% and increasing attack and defense. The effect can be stacked.
- Strike of Provocation – Attacks with a blunt weapon, with a 75% chance to stun for 1 turn.
- Target Confirmed – Attacks with a blunt weapon, targeting for 3 turns. Activates break guard.
Second Wave
- Shooting Star Achates (dark) x1 – 69239 hp
- Green Cannon x3 – 17334 hp
SS Achates Skills
- Immortal Magic (passive) – Grants immortality and immunity to combat readiness decrease effects to all allies except for the caster.
- Enhance Magic – Uses strengthening magic to increase combat readiness of all allies by 30%.
- Sparkling Star – Attacks with surprise magic, with a 70% chance each to inflict silence and decreased hit chance for 2 turns.
Tips
In the first wave Fighter Maya cleanses everything, so 99% of debuffs won’t work on her except for F. Kluri’s S3. Kluri’s S3 is a defense break that doesn’t hit so Maya won’t cleanse it. You can bring your best single target DPS and try to mow her down that way. Your DPS also need 8k hp and 650 def to avoid getting one shot by her stun attack. Units that can ignore defense are also good here.
In the second wave, the green cannons will reduce an allies combat readiness when attacking. Their special attack will burn a target. It is best to go after SS Achates right away since the cannons are immortal and she will keep increasing their combat readiness. Immunity is invaluable here to negate burns and decrease combat readiness on your team.
Here is Thanh Phan taking on 95:
Floor 96 (Martial Artist Ken)
First Wave
- Captain Rikoris x1 – 19197 Hp
- Taranor Royal Guard x2 – 21519 Hp
Second Wave
- Martial Artist Ken x1 – 82902 Hp
Martial Artist Ken Skills
- Indomitable – Decrease damage suffered from a critical hit by 30%. When attacked by skills that deal increased damage proportional to the caster’s max Health, the caster does not receive the increased damage.
- Eye for an Eye – Counterattacks with Dragon Flame after suffering a critical hit.
- Dragon Flame – Rapidly kicks the enemy, increasing the caster’s combat readiness by 30%. Increases the caster’s Attack after attacking. The effect can be stacked.
- Knockout – Batters the enemy, decreasing Attack for 1 turn.
- The Coming of Asura (2 turns) – Attacks all enemies with a powerful ground pound, decreasing Defense for 2 turns and increasing the Attack of the caster for 2 turns. Damage dealt increases proportional to the enemy’s max health.
Tips
There are two ways to beat ML Ken. Go the defensive route with low critical rate characters with debuffs (bleed or burns) or use high nuking team to take him out before his critical hits start hurting a lot.
If you use the debuff route, then you want Dizzy or any character that can apply either attack down or decrease hit chance. Both will significantly reduce ML Ken’s damage output. Keep your characters critical rate to 25% or less.
For the nuking route, bring your best attackers with a defense breaker and an attack buffer. If you can do 81k damage when ML Ken is defense broken in 2-3 rounds, you will survive.
Here is Soul Sphere using Sigret, Tywin, Dizzy and Luna:
Here is Gunther in action vs ML Ken:
Floor 97 (Blood Blade Karin)
Second Wave
- Blood Blade Karin (dark) x1 – 111745 Hp
- Kitty Clarissa (dark) x1 – 22896 Hp
- Church of Ilyros Axe (dark) x1 – about 20k Hp
Blood Blade Karin
- Raging Bloodblade (passive) – If the caster is inflicted with less than 3 debuffs at the end of the turn, increases Combat Readiness by 30%, granting the caster increased Attack for 1 turn.
- Cursed Sword (passive) – Extra turns cannot be triggered.
- Sequential Cutter – Quickly strikes the enemy with a sword, absorbing Health proportional to damage dealt. Damage dealt increases on debuffed enemies.
- Blade Art: Flash (3 turns) – Slashes the enemy, making them unhealable for 2 turns. Grants the caster stackable increased Attack after using this skill.
- Blade Art: Dragon (4 turns) – Strongly strikes the enemy with a sword, inflicting bleeding for 3 turns. If the enemy’s health fall below 50%, inflicts two additional bleeding effects for 3 turns.
Tips
Bring many debuffers to this fight to avoid giving bonus combat readiness to BBK. You need 3 debuffs on her to avoid that. Dizzy or Surin are some that will be good for this stage if you have them built. Having a cleanser or debuff immunity here also helps.
Floor 98 (Silver Blade Aramintha)
First Wave
- Swamp Remus x2 –
- Orichalcum Minister x2 – 12134 Hp
Second Wave
- Silver Blade Aramintha x1 – 55625 Hp
- Celeste x1 – 39369 Hp
- Trapper Float (light) x2 – about 31220 Hp
Silver Blade Aramintha Skills
- Inviolable Territory – At the start of battle, inflicts all enemies with the unable to be buffed debuff that cannot be dispelled, and decreases the caster’s effect resistance by 25%.
- Flame Friction – Attacks an enemy with an explosion of flames, with a 75% chance to decrease hit chance for 2 turns. If the caster is buffed, decreases the enemy’s Combat Readiness by 50%.
- Flame Release – Grants the caster and an ally increased Attack and increased Critical Hit Chance for 2 turns, increasing Combat Readiness by 30%. Grants stackable increased Attack to the caster after using the skill.
- Meteor Fall – Drops a giant meteor, decreasing defense of all enemies for 2 turns, and increasing defense of the caster for 2 turns. If the caster is buffed or has less than 50% health, summons up to two Trapper Svoats before increasing combat readiness by 50%.
Tips
Bringing a cleanser is key to this fight. Since you cannot be buffed at all, just bring good DPS with healers to sustain. Single target DPS is great for this floor.
Floor 99 (Destina)
First Wave
- Cult Devotee(dark) x2 – 12385 Hp
- Inpectio Howler (dark) x2 – 13616 Hp
Second Wave
- Destina -> Ruele of Light below 30% Hp (earth – light) x1 – 53741/80820 Hp
- Sun Seed (light) x2 – 12048 Hp
- Judge Kise (light) x1 – 26725 Hp
Destina’s Skills
- Longing Memory (passive) – If the caster’s Health is less than 30%, transforms into Ruele of Light and Summons Judge Kise, killing all Sun Seeds and increasing ally’s combat readiness by 100%.
- Peaceful Energy (passive) – When a debuffed ally is attacked, decreases the caster’s cooldown by 1 turn, increasing combat readiness of the caster and ally by 30%.
- Key to an Oath – Attacks with a staff, triggering a Dual Attack from the ally with the highest attack.
- Regen (3 turns) – Blesses an ally, dispelling all debuffs and recovering health proportional to the number of inflicted debuffs.
- Destina’s Grace (5 turns) – Grants an ally the blessing of a Spirit Lord, changing a debuff into a random buff for 2 turns. Summons up to one Sun Seed.
Ruele of Light’s Skills
- Power of the Oath (passive) – If the caster is debuffed when attacked, Judge Kise counter attacks with Sever. if Judge Kise is dead, the caster is granted increased Attack and Speed.
- Peaceful Energy (passive) – When a debuffed ally is attacked, decreases the caster’s cooldown by 1 turn, increasing combat readiness of the caster and ally by 30%.
- Key to an Oath – Attacks with a staff, triggering a Dual Attack from the ally with the highest attack.
- Light Pillar (3 turns) – Summons a light pillar, dispelling all buffs and granting increased attack and defense for 2 turns. Grants the target a stackable increased Attack and Speed after using this skill.
- Light Ascending (4 turns) – Revives and recovers the Health of one dead ally with recovery magic. If the target is not dead, recovers Health and dispels all debuffs. When debuffs are dispelled, also grant revive for 2 turns.
Judge Kise Skills
- Basic Attack – Can apply decrease defense.
- Sever – Applys AoE dispel and then unable to be buffed debuff.
- Ultimate – Increase your skill cooldown.
Tips
The minions from wave 1 hit very hard, so kill them fast. On the second wave, the sun seeds do AoE damage. The key here is to not debuff Destina/Ruele/Judge Kise and they won’t gain combat readiness. This gives you time to focus down on Destina/Ruele. Bring strong single target DPS like Commander Lorina, Luna or Sol Badguy.
Also, you can bypass Ruele if you have enough damage to one shot Destina when she is just slightly above 30% health.
PSA: Automaton Floor 99 – You can bypass Ruele phase by killing Destina before she hits 30% hp
byu/MunchinOnApples inEpicSeven
As long as you don’t bring debuffs to this battle and only attack Destina/Ruele, then this floor will be very easy. Commander Lorina and Luna are both good here. Most healers will work here as long as they bring enough sustain. Keep in mind Judge Kise will keep anti-debuff on your team very often and she hits hard. Having a tank with Aurius will also help here.
Floor 100 (Scornful Gaze Brassia)
First Wave
- Rust-Skull Warlock (light) x4 – 12263 hp
Second Wave
- Scornful Gaze Brassia (light) x1 – 108681 hp, 70% effect resist
Skills
- Sacred Immunity (passive) – Caster is immune to Combat Readiness decreases, poison, unable to be buffed and decrease speed. If the caster is inflicted with three or more debuffs, at the beginning of the turn, dispels all debuffs and grants an extra turn.
- Sacred Mana Enhance (passive) – If an enemy is buffed at the begining of a turn, dispels all buffs before granting the caster a barrier that cannot be dispelled. If the caster’s health is less than 50%, grants immunity for 1 turn.
- Judgement of Light – Attacks the enemy decreasing combat readiness while increasing the caster’s combat readiness. Grants one random buff to the caster for 3 turns when caster’s health is less than 50%.
- Purifying Strike (2 turns) – Attacks all enemies, granting the caster one random buff for 3 turns before dispelling three debuffs. Grants two random buffs for 3 turns when the caster’s health is less than 50%.
- Extinction Ray (4 turns) – Attacks all enemies with a powerful beam, penetrating defense by 50% before granting stackable increased Attack and Speed to the caster. When the caster’s health is less than 50%, decreases cooldown of this skill by 1 turn.
Tips
This is the hardest fight. I am stucked here. People with Dark Corvus can beat this easily if they have a good supporting cast with Iseria.
The boss is extremely fast. You cannot apply more than 3 or more debuffs as she will cleanse it every 2 turns and gain a random buff. If she gets a greater attack buff, she will hurt a lot. She has 250+ speed and will lap your units over and over. Basically she gets 2 turns before your units get one.
Her ultimate ignores 50% of your defense. She hits hard and fast. Below 50% health, she will gain an debuff immunity buff. If you buff your team, she will get a barrier every turn that cannot be dispelled. That makes buffing your team a bad idea. She will also strip 1 buff of a character each time they take a turn.
Top teams so far for this floor includes:
Team 1
Team 2
Team 3
Have a look below: