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Tower: win the decision, not the gear check

Rule-2 snapshot: read chapters and universal controls in the normalized three-hero mode. The stat-enabled rework needs a separately checked guide.

By Space Zodiacs · Source checked . Check current in-game previews after updates.

Check the rule version first

This is the checked Tower rule-version-2 article, not a preview of the stat-enabled Tower rework. Rule 2 is the inspected source's normalization model. Apply the following stat, mode and reward details only when your run uses that version; new rules need their own checked guide.

The rules that change your team choice

Tower uses exactly three owned, available heroes and normalized combat stats. Levels, rank, equipment, Sigils, mastery, Overdrive and account bonuses do not provide a stat advantage. Native kits and elements still differ, so a unit with the right utility can earn its slot even when you have not invested heavily in it.

Easy, Medium and Hard each contain 100 floors. Clear floor 100 to unlock the next mode, then explicitly enter it. Each mode keeps its own progress. This is manual battle: choose a skill and its legal target on each player turn. There is no automatic climb.

Read the next enemy action

Every hero can use Guard and Interrupt in addition to its native skills. Guard shields the acting hero against an incoming attack. Interrupt cancels one enemy action and then goes on cooldown. Save it for an announced order that would undo several of your turns.

When a burst or execution marks a victim, plan the victim's defensive turn. An unrelated hero guarding itself does not protect that marked ally. Native ally protection can also help, but inspect the target and timing rather than guessing from the animation.

Ten chapters, different answers

How modes become harder

The enemy HP budget does not simply balloon with floor number. Medium and Hard use stronger announced mechanics, more frequent orders and tighter targeting pressure. The same team can need a different turn plan. Use the scout and chapter hint before starting; swap a slot when its job no longer fits the encounter.

Phantom Knight offers an ally barrier and Silence. Cancer Female offers team healing and a long-cooldown single-target recovery. Those are useful tools, not a guaranteed clear team. Universal Interrupt is often the direct answer to an announced order even when native control is unavailable.

Rewards are first-clear rewards

Easy pays a Regular box on each first clear and a Premium box every tenth floor. Medium and Hard pay a Premium box on each first clear and a Chaos box every tenth. Receipts are permanent per mode and floor; completing Hard does not reset it into a repeatable box farm. Losses cost no Energy, so study the feedback and retry a better plan.

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