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Tower Events are events that allows you to proceed to the next floor by acquiring a floor pass from defeating floor bosses and rune bosses. You can obtain floor rewards and unlock upper levels as you go to the next floor. The higher floor you enter, the better chance of obtaining better rewards. Ranking is based on the highest floor reached.

Overview[]

One Tower Battle Point (Tower BP) is required to start a round battle. Tower BP recovery is 1 per 45 minutes. Full Tower BP recovery takes 3 hours & 45 minutes. The length of round battles is 30 minutes, while rune boss battle is 20 minutes. The level of difficulty determines the number of fights per round battle.

Level of Difficulty BEGINNER INTERMEDIATE ADVANCED EXTREME ULTIMATE ELITE
Unlock Requirement N/A 50F 150F 500F 1000F 3000F
Number of Fights 1 2 3 4 4 4
Floor Boss Max Level Level 20 Level 120 Level 220 Level 320 Level 420 Level 800
Max HP 0.35M 6M

Boss: 5M
Minion: 1M

45M

Boss: 30M
Minions: 5M ×3

172M

Boss: 120M
Minions: 13M ×4

462M

Boss: 310M
Minions: 38M ×4

1520M

Boss: 720M
Minions: 200M ×4

Regular
Rewards
10-30 Passes 40-60 Passes 90-110 Passes 190-210 Passes 380-400 Passes 760-800 Passes
Rune Time
Rewards
100-300 Passes 400-600 Passes 900-1100 Passes 1900-2100 Passes 3800-4000 Passes 7600-8000 Passes
Rune Boss Max Level Level 50 Level 150 Level 250 Level 350 Level 450 Level 800
Max HP 1.8M

Boss: 1M
Minions: 0.2M ×4

14M

Boss: 10M
Minions: 1M ×4

102M

Boss: 80M
Minions: 5.5M ×4

192M

Boss: 140M
Minions: 13M ×4

592M

Boss: 440M
Minions: 38M ×4

1800M

Boss: 1000M
Minions: 200M ×4

Regular
Rewards
30-90 Passes 120-180 Passes 270-330 Passes 570-630 Passes 1140-1200 Passes 2280-2400 Passes
Rune Time
Rewards
160-480 Passes 640-960 Passes 1440-1790 Passes 3040-3360 Passes 6080-6400 Passes 12160-12800 Passes
Limited
Rune Boss
Max Level N/A Level 200 Level 300 Level 400 Level 500 Level 800
Max HP N/A 19M

Boss: 15M
Minions: 1M ×4

147M

Boss: 110M
Minions: 9.25M ×4

267M

Boss: 200M
Minions: 16.75M ×4

680M

Boss: 500M
Minions: 45M ×4

1800M

Boss: 1000M
Minions: 200M ×4

Regular
Rewards
N/A 240-300 Passes 390-450 Passes 690-750 Passes 1260-1320 Passes 2520-2640 Passes
Rune Time
Rewards
N/A 1280-1600 Passes 2080-2400 Passes 3680-4000 Passes 6720-7040 Passes 13440-14080 Passes

Floor boss gives 1 envelope while a rune boss gives 3 envelopes as regular reward. This number increases to 10 and 16, respectively, during Rune Time Movement.

Chest received as rewards from beginner is 1, from intermediate is 2, from advanced is 3, and from extreme and ultimate is 4. While the rune boss in both extreme and ultimate gives rainbow chest/s, it does not mean guaranteed drop for items. The number of chests are tripled during Rune Time Movement.

If all the units have been used and you are not able to finish all the round in one BP, you will be asked to continue. Continuing with another BP gives a Continue Bonus which provides +50% to ATK/DEF. A second continue bonus, if the first one is not over yet, resets the time of the bonus but provides  another +50% to ATK/DEF, and can bring the total continue bonus to up to 200%.

Rune Bosses[]

Rune Bosses have a chance of appearing after winning a Final Round. You have 20 minutes to defeat a Rune Boss.

1 Tower BP is also required to start a fight against Rune Bosses. The number of teams that can be used to fight against the Rune Boss is depending on the level of difficulty where the Rune Boss had spawned.

Aside from floor passes and various rewards, 1 or 2 runes can be obtained from defeating each Rune Boss. Each rune has it's own special effect and the effects are as follows:

  1. - Soldiers +10%
  2. - DEF +100%
  3. - ATK +50%
  4. - Skill Chance +3%

The BP Refill is a possible reward from defeating a floor boss and also a possible reward from defeating a Rune Boss in beginner level. It instantly recovers a BP and resets recovery time, i.e., if you had 5 minutes left to recover a battle point, after collecting the Rune your timer will indicate 45 minutes.


After collecting 5 runes, you will enter Rune Time. The effect of the runes collected are doubled. In addition, more rewards can be obtained. At the end of Rune Time, runes previously earned disappears.

KO Gauge[]

Tower bosses have a feature called KO Gauge. The KO Gauge reduces as you attack the main boss. When the gauge is emptied, you will enter KO Chance period. The higher the rarity of the card, the larger amount of damage can be dealt in reducing KO Gauge. Attacking with opposing element deals 2x damage.

Rarity DMG to KO Gauge Max DMG to KO Gauge (220 + base DMG)
Base Opposing
element
Base Opposing
element
N / R 10 20 230 240
SR / HSR 20 40 240 260
UR / HUR / GSR 30 60 250 280
GUR 40 80 260 300
XSR 45 90 265 310
LR 50 100 270 320
XUR 55 110 275 330
GLR 70 140 290 360
XLR 95 200 315 410
SR summon - 80 - 300
GSR summon - 120 - 340
UR summon - 180 - 400
GUR summon - 240 - 460
XUR summon - 340 - 550
KO Gauge HP
Difficulty Floor Boss Rune Boss Limited Rune Boss
Beginner 80 (40 at lower floors) 180 (100 at lower floors) -
Intermediate 350 (150 at lower floors) 600 (400 at lower floors) 600 (450,500,550 are also possible values depending on the SC of the main witch )
Advanced 700 1800 2000
Extreme 950 2500 3000
Ultimate 2000 3500 4500
Elite 4000 7000 9000

Combo Damage[]

Cards with Turn Skip Skill can be used to inflict a series of attack called COMBO. Every attack to the main boss increases the damage dealt to the KO Gauge by 10. When 7 Combo is reached and above, cards will deal an additional 100 damage to the KO Gauge. The damage dealt to the KO Gauge stops increasing when 12 Combo is reached.

Number of Turns Required[]

The following tables show the minimum required turns per card rarity to empty the KO Gauge. First table is for non-opposing elements dealing base amount of damage, while second table is for opposing elements dealing twice the base amount of damage. Since it shows minimum required turns, numbers in both tables are for battles where there is continuous combo, i.e., skipped the enemy's turn right from turn 1.

Base Damage with Combo[]

Beginner Intermediate Advanced Extreme Ultimate Elite
Rarity FB RB FB RB 2nd RB FB RB 2nd RB FB RB 2nd RB FB RB 2nd RB FB RB 2nd RB
N / R 4 6 7 9 9 9 14 15 10 17 20* 15 22 26 24 37 46
SR / HSR 3* 4 7* 8 8 8 13 14 10* 16 18 14 20 24 12 35 44
UR / HUR / GSR 3* 4 7* 8 8 8 13 14 10* 16 18 14 20 24* 22 33 41
GUR 2* 3 5 7 7 8* 12 13 9 15 17 13 19 23* 21 33 40
XSR 2* 4* 6* 7 7 8 12 13 9 15 17 13 19 23 21 32 40*
LR 2* 3 5 7 7 8* 12 13 9 15 17 13 19* 22 20 32* 39
XUR 2* 3 5 7 7 8* 12 13 9* 15* 16 13 18 22 20 31 38
GLR 2* 3* 5* 7* 7* 7 11 12 8 14 16* 12 17 21 19 29 36
XLR 1* 2* 4* 6* 6* 6 10 11 8* 13 14 11 16 19 18* 27 33

Opposing Damage with Combo[]

Beginner Intermediate Advanced Extreme Ultimate Elite
Rarity FB RB FB RB 2nd RB FB RB 2nd RB FB RB 2nd RB FB RB 2nd RB FB RB 2nd RB
N / R 3* 4 7* 8 8 8 13 14 10* 16 18 14 20 24 12 35 44
SR / HSR 2* 3 5 7 7 8* 12 13 9 15 17 13 19 23* 21 33 40
UR / HUR / GSR 2* 3* 5* 7* 7* 7 11 12 8 14 16* 12 17 21 20* 30 38*
GUR 1* 2 4* 6* 6* 7* 11* 11 8* 13 15* 11 16 20* 18 28 35
XSR 1* 2* 4* 5 5 6 10 11 7 13* 14 11 16 19 18 28* 34
LR 1* 2* 3 5* 5* 6* 10 11* 7 12 14* 11* 15 18 17 27* 33
XUR 1* 2* 3* 5* 5* 5 10* 10 7* 12 13 10 15 18 17* 26 32
GLR 1* 2* 3* 4* 4* 5* 9* 9 6* 11 12 9 14* 16 15 24* 29
XLR 1* 1* 2* 3* 3* 4* 8* 8 5* 10* 11* 8 12 15* 13 21* 26*
SR booster 1* 2 4* 6* 6* 7* 11* 11 8* 13 15* 11 16 20* 18 28 35
GSR booster 1* 2* 3* 5* 5* 5* 9 10 7* 12* 13 10 14 17 16 25 31
UR booster 1* 1* 2* 3 3 4* 8* 8 5* 10* 11 8 12 15* 14* 21 26
GUR booster 1* 1* 2* 3* 3* 3* 7* 7 4* 9* 10* 7 11* 13* 12 19* 23
XUR booster 1* 1* 2* 2* 2* 3* 5 6* 3* 7* 8* 6* 9* 11* 10 15* 19
Notes
* The 1st or the last turn does not have to be part of the combo.

KO Chance[]

During KO Chance, attacks inflicted break the damage limit, allowing you to deal large amount of damages. A card not in burst mode can deal up to 5M DMG, regardless of element and rarity. While in burst mode, cards can deal up to the following maximum damage:

  • GSR and GUR cards can deal up to 10M DMG per hit
  • XSR and XUR can deal up to 20M DMG per hit
  • GLR cards can deal up to 30M DMG per hit.
  • XLR cards can deal up to 60M DMG per hit.

KO Chance lasts for 5 turns. After the 5 turns, if the main boss/rune boss is not defeated, the KO Gauge returns at full amount so it is better to take them down while in KO Chance.

Element Boost[]

Starting from the 26th Tower event, Element Boost has been added. Element boost multiplies your floor passes gained by a certain amount for each team that matches the bonus condition.

There are currently two bonus conditions: consists of five cards of advantage element, and consists of five cards of advantage symbol. The multipliers are as follows:

  • 5% for 1 team
  • 10% for 2 teams
  • 20% for 3 teams
  • 50% for 4 teams

Each condition is counted separately. For example, if the advantage element is cool and the advantage symbol is sea, if you have 3 cool/sea teams and one passion/sea team, your boosts are 20% (from element) and 50% (from symbol), for a total of 70% element boost.

This multiplier is separate, meaning it stacks with boosts from cards. Floor passes are calculated by the following formula: B × E × C = T

  • B - Base floor passes received
  • E - Element boost
  • C - Boost from cards
  • T - Total floor passes received

As an example, if you get 2000 points, have 3 full advantage element teams (+20% floor passes), 2 full advantage symbol teams (+10% floor passes) and have a booster that boosts for 180%, your total floor passes will be: 2000 × (1 + 0.20 + 0.10) × (1 + 1.80) = 7280

Elite difficulty and Symbols[]

Starting from the 34th Tower event, Elite difficulty and the Symbols have been added. The enemies will have a certain Symbol, which causes them to only receive usable amounts of damage from the corresponding Resist Symbol in the Elite difficulty. The Symbol matchups are:

  • Sun will resist Sea and deal extra damage to Earth
  • Sea will resist Earth and deal extra damage to Sun
  • Earth will resist Sun and deal extra damage to Sea

Ultimate Skill[]

Also starting from the 34th Tower event, every team has an Ultimate Skill. When used, the Ultimate Skill will deal 100% damage of remaining HP to all enemies, effectively instantly winning you the battle.

The Ultimate Skill can only be used once per battle round. To use the Ultimate Skill, you need to fill the ULT gauge. This gauge is visible on the left side of the battle screen. When you attack with a card, a number on the top of the gauge will show how much is added to the gauge. When it is full, the ULT skill is ready to be used. How much is added to the gauge depends on the amount of cards with Symbol advantage in the team:

  • 0 cards → +2
  • 1 card → +3
  • 2 cards → +4
  • 3 cards → +5
  • 4 cards → +10
  • 5 cards → +20

The amount needed to fill the ULT gauge depends on the difficulty:

  • Beginner → 20
  • Intermediate → 30
  • Advanced → 50
  • Extreme → 75
  • Ultimate → 100
  • Elite → 100

Using the ULT skill consumes all gauge points. Some things to note on the ULT gauge:

  • Each team number has its own, separate ULT gauge, shared across all elements (passion team 1 shares its ULT gauge with cool team 1).
  • Each difficulty has its own separate set of ULT gauges (what you do with the beginner ULT gauges does not affect the intermediate ULT gauges)
  • The gauge does NOT clear when you modify your teams, not even when replacing all cards.

Some tips for using the Ultimate Skill:

  • Do not use the Ultimate Skill just because. It can be a great life saver when no cards proc on turn 1, so make sure you have it available as much as possible.
  • If you have just used the Ultimate Skill with a team, and the next time that team fight it does proc some cards on turn 1, consider extending the fight a bit if you can, to refill the ULT gauge. This will depend a bit on the amount of turn skills you can achieve, so make sure you calculate that in advance. You might also extend the fight past the first KO chance, so make sure you can reach the second as well.

Rewards[]

Rewards are given for reaching certain floors as well as defeating bosses. Floor rewards change each event and can be seen in the event details and ranking screens in the game. Boss rewards from the chests are random and can include the following cards and items:

  • Floor Passes (amount is dependent on tower difficulty)
  • All N cards that are available from Regular Summon.
  • R, SR, UR cards that are available from Premium Summon
  • Rare Medals
  • Awakening materials
  • Custom Skills materials
  • Tower cost refill (BP refill)
  • Rune Bosses can also drop the current event amalgamation materials.  no longer after garnet event

Maximizing Battle Points[]

Last Battle Point Tricks[]

Outside of Rune Time[]

  1. Do not use the last BP to start a Round Battle because of the possibility of a Rune Boss encounter.
  2. If (accidentally) started a Round Battle using the last BP, you can do either of the following:
    1. Option 1: Start the last fight for the round battle, but don't deal the finishing damage until you are sure that the time passed is enough for another BP to recover.
      1. This requires that your phone/device doesn't (automatically) exit the app while it is idle waiting for the time to pass.
      2. Do not finish the battle and go to reward screen/rank update screen. The 20-minute time limit for Rune Boss starts after killing all enemies of the last fight for the Round Battle.
    2. Option 2: Start the last fight for the round battle when the remaining time for the next BP is less than 20 minutes.
      1. For those that have devices that automatically exits idle apps, this option is safer.
      2. Alarms/reminders come in handy for this option so that you'll still be able to start the last fight before the time limit for the round battle expires. You'll also have enough time for a BP to recover before a Rune Boss disappears.

During Rune Time[]

  1. If it is a Round Battle, choose either of the 2 options above.
    1. You will get all the Rune Time rewards.
    2. You will still have a BP for a possible Rune Boss, although the Rune Boss fight is now out of Rune Time.
  2. If it is a Rune Boss, start the fight and hold off the finishing skill/damage then only finish it when you think Rune Time is already over.
    1. You'll get all the Rune Boss rewards as if it is finished during Rune Time.
    2. will also get the rune/s.
    3. DO NOT FINISH the BATTLE and go to the reward screen or rank update screen. Even if you will only go to the main tower screen after Rune Time, you will not get the rune/s because the fight was considered done within Rune Time.

Starting Rune Time with Full BP[]

This is a method to start rune time with 5 tower BP.

  1. When you have 3 or 4 Runes, wait till you have at least 2 BP.
  2. Start a fight on your selected level of difficulty.
  3. If a Rune Boss didn't appear after winning the fight, go back to Step 1.
  4. If a Rune Boss appeared, Start Fight with Rune Boss.
  5. Kill the Rune Boss, proceed to either "Victory Screen", "Reward Screen", or "Rank Update Screen".
  6. Force close or exit the VC app on your device.
    1. For Apple devices, refer to here on how to force close apps.
    2. For Android devices, look for VC app on the list of recent applications opened and exit the app from there.
    3. You can always re-launch the game after force closing.
    4. If reopening the game, do not re-enter the Tower. This will not gather the Rune/s yet, thus not triggering Rune Time.
    5. This also allows you to do other activities in the game such as treasure hunts, mini games, or kingdom, deck management, and AW hunts or Campaign progress.
  7. Go to the main Battle screen to view how much time until your Tower BP is restored.
    • Optionally, you can set a timer or alarm to notify you when the BP will be restored should you miss the in-game notification for this.
  8. Once your Timer/Time indicates that your Tower BP is restored, enter the Tower battle screen to collect your Rune. If you only get a 4th rune, go back to step 1.
  9. If everything goes well and Rune Boss gave you enough for 5 Runes, Rune Time will start and you will have 5 BP to use.

Tower Event Timeline[]

This is the timeline of the Tower-Type Events and their related event cards.

Original Tower (#1 ~ #12)[]

Tower Events #1 ~ #12
Event Extreme / Advanced Intermediate / Beginner Second Rune Boss UR DMG Cards SR DMG Cards
1st  True Murakumo  Murakumo N/A  Almace Joyeuse  Ridill
2nd  Scorching Surtr  Surtr N/A  Tupsimati Ababinili  Muspell
3rd  Teen Shion  Little Shion  Kaede  Daisy Peony  Lira
4th  True Alpheratz  Alpheratz  Furyu  Almach Mirach  Erakis
5th  Spinel  Petitrite  Chalcedony  Lapis Lazuli Turquoise  Amy
6th  Sunny Tagirihime  Tagirihime  Ooinu  Amakoyane Futodama  Morphium
7th  Stylish Kisaragi  Kisaragi  Oracle In Love  Timah Charlotta  Tenderness
8th  Mature Hina  Hina  Arare Princess  Utai Peachy  Anya
9th  Mystic Eos  Divine Eos  Halley  Galileo Mirei  Captain Cook
10th  Mage Emilie  Apprentice Emilie  Alyssa  Nero Mao  Luluka
11th  Mighty Tyrano  Tyrano  Raptor  Tricera Ptero  Ichthyo
12th  Ninja Hatsune  Rookie Hatsune  Yami  Water Ninja
 Fire Ninja
 Wind Ninja

GLR Amalgamations Tower (#13 ~ #19)[]

Tower Events #13 ~ #19
Event Ultimate Extreme / Advanced Intermediate / Beginner Second Rune Boss UR DMG Cards SR DMG Cards
13th N/A  Soloist Lu  Lu  Irisa  Feli
 Caro
 Timi
14th  Captain Mikli  Pilot Mikli  Mikli  Jorna  Krull
 Strahler
 Effole
15th  Lenalee  Crusch  Catherine  Dariel  Feuille
 Roll
 Nonon
16th  Shanlian  Arsia  Kokone  Olivia  Linlin
 Amalia
 Greta
17th  Chef Luana  Cook Luana  Luana  Umeko  Chloe
 Lena
 Leviatan
18th  Akebono  Aboro  Sazanami  Nagi  Hatsuharu
 Nanakusa
 Suzu
19th  Royal Applause  Floral Applause  Applause  Farfalla  Ipheion
 Zuiko
 Pericallis

XLR Tower Rewards (#20 ~ #23)[]

Tower Events #20 ~ #23
Event Ultimate Extreme / Advanced Intermediate / Beginner Second Rune Boss UR DMG Cards SR DMG Cards
20th  Garnet  Janitor Garnet  Lady Garnet  Citrine  Emerald
 Onyx
 Koz
21st  Aria  Flashy Brillante  Brillante  Minore  Viviana
 Ikari
 Mimi
22nd  Captain Shell  Sky Shell  Nova Shell  Cheluna  Amiel
 Sharitel
 Arche
23rd  Murasaki Shikibu  Chic Izumi Shikibu  Ono No Takamura  Sei Shonagon  Yugiri
 Tamakazura
 Amath Haq

Non-SR Amalgamations Towers (#24 ~ 31)[]

Tower Events #24 ~ 31
Event Extreme - Ultimate Beginners - Advanced Second Rune Boss UR DMG Cards SR DMG Cards
24th  Master Olen  Olen  Chouette  Souris  Topo
25th  Nocturnal Hinoki  Hinoki  Futaba  Maron  Ms. Kyoko
26th  Hero Prinny  Asagi  Sicily  Prinny
27th  Elated Haunt  Sad Haunt  Aristia  Sophia  Yulan
28th  Bath Amaterasu  Fall Amaterasu  Akizu  Landlady Holly  Maid Izumi
29th  Saint Moroz  Moroz  Carol  Renna  Schnee
30th  Sacred Oracle  Angelic Oracle  Mayoi  Shushi  Mutsuki
31st  Sweet Cairn  Chocolaty  Sweet Jigan  Haru  Chio

Removal of SR cards (#32 ~ 33)[]

Tower Events #32 ~ 33
Event Extreme - Ultimate Beginners - Advanced Second Rune Boss UR DMG Cards
32nd  Shirin  Idise  Aisha  Mysti
33rd  Elisa  Carcalla  Fey  Raina

Addition of Elite difficulty (#34 ~ #45 (end of game))[]

Tower Events #34 ~ #45 (end of game)
Event Extreme - Elite Beginners - Advanced Second Rune Boss UR DMG Cards
34th  Celestial Angel  Cagnolino  Wald  Nella
35th  Mother Gaia  Agate  Lapis Lazuli  Ritu
36th  Summer Enosea  Nudi  Ruriera  Mouette
37th  Shrine Amaterasu  Shigure  Party Fox  Tamaki
38th  Superstar Hades  Aruru  Syne  Arael
39th  Halloween Succubus  Cerca  Bian  Alissa
40th  Jormungandr  Hel  Albion  Gram
41st  Snow Queen  Kai  Gifting Faer  Gerda
42nd  Firebird  Crane Azusa  Princess Suzune  Tortoise Kiyo
43rd  Bitter Chocolaty  Gatlin  Valentine Yulicka  Koume
44th  Prep Hades  Prep Aruru  Cat Vianne  Prep Jukka
45th  Linnea  Altira  Zaphkiel  Shateiel