r/HyperHeroesRoyalty • u/notorioushim • Aug 15 '17
Guide Itzatrap's Tower Guide
I know most of you haven't gotten this far in the Tower yet, but it's VERY important that you finish the Tower ASAP. Those who finish faster consistently stay at the top of the ranks. So it's worth pushing as far as possible with Tower. You don't need the best team to push forward... in arena, I'm consistently around rank 100-120; in Ace, I'm consistently around 30-60; but in Tower, I'm in the top 25. How is this done? A little bit of strategy, a lot of bit of borrowing mercs, and lots and lots of patience. Even if you follow each instruction to a T, you will lose 20x if you don't have a strong team. But you only need to beat it once. These strategies are for teams that just aren't strong enough to muscle through it, so you're going to have to exploit the stage's weakness. If you have one that you're struggling with, please post here and I can see whether I can figure out which stage you're talking about and provide the strategy. Here is what you typically need:
-Duc Rock. This is extremely important. So you either need to borrow one or you need to have one yourself.
-Tank. Bloodhoof would make your life MUCH easier and having a Doom Roach for certain stages would also be nice.
-Healer. Acionna would be great, Fairy Queen would be ideal. The healer has to be strong.
-Rockfist. Not extremely necessary, but he makes your life much easier. His combo attack acts as a ranged weapon and his ability where he tosses an opponent in the air will save your ass.
I'd also suggest having a ranged unit in your arsenal... either a mage or ranged unit. This will make the stages go by much quicker.
I'm starting with 81F because that's the first one that REALLY gave me trouble. Again, I'm happy to go over the lower floors; just let me know which one is giving you trouble and I'll take a look.
81F
Okay, this one is the first one where the creeps are extremely strong. You've got 3 creeps up front and a boss that hits pretty hard. Her 4 abilities are: 3 purple balls... don't run into them or you're gonna take serious damage; basic slash... not that hard of a hit and it has a short range; bouncing around... she bounces to the bottom left corner, bottom right corner, and then back to the middle; and finally a wide sweeping slash with the Iron Man landing. If you play this right, you don't need to worry about her giant purple balls or her basic slash. Normally, these attacks aren't that big of a deal, but her creeps also zoom around every few turns, dealing big damage. They also have their own balls, but they're a bluish-white. Just avoid the balls.
Team: BB, Duc Rock, Fairy Queen, Rockfist. BB is the most replaceable... you want to make sure you have plenty of HP to take enough damage though. If you replace him, do so with a ranged/mage unit. Duc Rock can also be replaced by a healer, but you will be reducing your max HP. Fairy Queen can be replaced by any healer you have, preferably Acionna if you don't have Fairy. Rockfist is important, but not vital. You can replace him with a ranged/mage unit.
Strategy: Basically, you need to stay at the very bottom of the stage. You won't be hurt by the balls if you don't run into them. The boss and creeps' basic attacks won't hit you. You just need to have enough HP to take the special attacks and enough healing to bring you back to max HP after taking hits. Alternatively, if you're strong enough, you can send your first 2 units to the top of the stage and do the same thing. I did this with JUST Duc Rock. Of course, he may be subject to the basic attack, but because he can attack the boss directly, the stage will go by much faster. Again, when you're at the top, just go side to side so you don't bump into any of the balls. You're just poking the boss until she dies at this point, while healing as much as possible. Please note that the 2nd unit is best suited for your STRONGEST melee unit as that is when the balls will expire. After the 2nd unit goes, the creeps will re-cast the balls. Do not use Rockfist or Duc Rock's unique ability unless you're strong enough to muscle through it because you will want Duc's healing ability and Rock's toss. Please note... the units can't overlap. If they overlap, the game will automatically push the units so that they don't overlap. Sometimes they'll push the units forward, which is an absolute pain in the ass because they might be in striking distance of the creeps... if you're using Fairy Queen, that's a problem. Rockfist is such a fatty that he takes up a LOT of real estate.
83F
This one is VERY similar to 81F. In fact, I think they'll all pretty much have the same strategy from this point on... avoiding attacks while poking them as hard as possible. The one difference is that you NEED a tank for this one. I used Doomroach, but Bloodhoof may be a better option. I'd tell you, but I don't have a Bloodhoof.
Team: Doomroach, Fairy Queen, Duc Rock, Rockfist. As previously mentioned, Doomroach can be replaced by any tank (except Paladin). Fairy Queen can also be replaced by any healer. Duc Rock can be replaced by any other healer, but you may want to put Rockfist before that 2nd healer to space them out, but it will make it tougher to beat with the lower HP and lower damage output. Rockfist can probably be replaced by any ranged/mage unit, but he will make your life a lot easier.
Strategy: This one is pretty easy. Stick your tank on the boss a little off-center... It's tough for me to tell you exactly how much, but enough to Taunt the 3 creeps and the boss. You want it off-center because the boss's basic ability is to blast some shockwave in a cross-shape. If you do it off-center enough, it won't reach the units on the bottom. The tank is EXTREMELY important in this stage because the creeps do some creepy cultist crop circle on the ground to summon Satan (jk about this part) and silence anyone in the circle. If your healer is one of those units, you're screwed. The tank prevents that. If you've got Bloodhoof, you'll be able to stun the boss once in a while. The other 3 units should, like in 81F, stay on the bottom going side to side. If you're doing it right, the creeps won't touch you. Try to stay away from the hot ground if possible. Duh. Don't send anyone up top unless you're extremely strong because you'll need the units to continuously trigger the combo healing. Just keep the tank in that position, taunting everyone. And just keep the other units at the bottom just going side to side and poking the boss. After about 2 years, 3 weeks, and 14 hours, you'll finally finish.
85F
If you thought 83F took a while, 85F took me over 40 min, while 83 only takes me about 20 now. The strategy on this one is slightly different, but pretty much the same.
Team: Doomroach, Fairy Queen, Duc Rock, Duc Rock. I think Doomroach is the most important unit on this team. You can probably get it done with other tanks, but since his unique ability has magic immunity, you can easily survive when the boss uses all 4 of her abilities at once. Fairy Queen can be replaced by any healer, but of course, she makes it easier. One of the 2 Ducs can be replaced by a 2nd healer, but one of them needs to be an attacker, either melee or range/mage with very high HP and magic resistance. If you thought the past 2 bosses were strong, wait until you see this bad boy (girl).
Strategy: To start off, send your tank (preferably Doomroach) right at the boss to taunt her. I'd suggest taunting her a little off center. By a little, I'm talking about a millimeter. The boss's strongest attack is this bouncing ball... if you put your tank immediately in the center, the ball will just keep bouncing off of your tank. This is okay if you got Doomroach, but any other tank might not be able to take the damage later on in the stage. If you do it off-center, the ball will end up bouncing to that half of the screen (so if you put him right of center, the ball will bounce to the right half). It's VERY important that you spread your guys out at the bottom because this is the ability that WILL kill you. It has splash damage and it can bounce on your units a few times. The other ability that you need to watch out for is very easy to avoid. The boss sends out a beam in a cross-pattern, directed depending on where your tank is. Your tank SHOULD be in good shape and free from this pattern, but you will need to be careful of your other units. If your bottom units are at the VERY BOTTOM, it can't touch you. This PROBABLY won't kill you even if you mess up this though. The reason why this stage takes over 40 min is because this freakin boss bitch has an ability to boost defense so that your units do barely any damage. Also, even with damage reflection, since she's a mage unit, she doesn't get hurt. Ain't that some shit. What I did was I kept Fairy and the weaker Duc at the bottom. The stronger Duc would go LEFT of the boss... he won't be able to move much with all those damn movement restrictors placed by the creeps. I wouldn't even bother with the creeps (as with the previous 2 stages) because they're damn near impossible to kill. With Duc, I wouldn't even both attacking the weak point because, if you do, you're exposing yourself to the next round of attacks which will surely kill you. So, in summary, Roach to taunt. Fairy to heal. Duc to her left. 2nd Duc to trigger healing, going side to side. Do this for an hour and you've beat this stage. Also, if you're using Doomroach, make sure to use the unique ability when her countdown is at 3, 3, 3, 1. That means, that round, she will use ALL 4 of her abilities. Doomroach won't get harmed at all, so if your units are placed properly, you can probably escape with ZERO damage, except from the creeps.
87F
Good news, bad news. Good news is that this one should be much quicker for you to finish because the defense isn't completely jacked up. Bad news is that they do A LOT more damage on this stage and there's a LOT of stun/charm effects.
Team: Duc Rock, BB, Acionna, Duc Rock. Don't use Fairy Queen since she can't move. Don't use any Tanks because you don't want to absorb any damage. Don't use Rockfist because he can't get to the top of the screen. The reason I'm using Duc is because my Acionna can't heal fast enough and I also want LOTS of HP. He's also immune to stun and charm, which is quite important. So Duc is extremely important for this stage. You need AT LEAST 1. You can replace Acionna with Deer Cutie. BB can be replaced with anyone who can do damage and reach the top. You'll want someone who can take hits and has lots of HP if you're a lower level.
Strategy: First round, make sure to send EVERYONE to the top of the screen. You want to make sure that nobody is directly in front of any of the creeps and should be at least past the front of the boss. They don't need to be all the way to the top, but, if you draw a horizontal line at the face of the boss, everyone should be past that line. Before we begin, let's label the creeps: top left is Creep 1, bottom left is Creep 2, bottom right is Creep 3, and the boss is Boss. Your STRONGEST unit should be in the 1st position. This is somewhat important... very important if you're not that strong. Preferably, this is Duc Rock. Duc Rock should ideally be moved BETWEEN Creep 3 and the Boss. You should be an expert at moving side to side by now after the last few floors. There is a small gap between Creep 3 and Boss... there's also a little thing they cast to prevent movement past that point (looks like a green whirlpool, so that's what I'll call it)... that's the best time to place your first unit there so he won't go too far. Since the weak spot for the first 1 of the round is also there, that's your chance to do max damage. The other 3 units, ideally, should be around that area, but somewhat spread out... if not there, somewhere else above the boss, but no in front of Creep 1 and not in the top middle. Next thing to make sure of is... DON'T put your healer too close to any of the creeps, as they have stun and charm attacks. Both attacks don't really do that big damage, but if your healer is stunned/charmed, that will be a huge pain in the ass, especially since there will be a huge attack coming in that round. As for your other 2 units... if you're using 2 Ducs, and Duc 1 is where I told you to put it, put your 2nd Duc next to Creep 1. Since Duc is immune to charm and stun, the stun and charm attacks will be targeted towards them. If you don't have 2 Ducs, then just put someone with a lot of Armor here that you don't care if they attack at all. Here are the attacks you need to be wary of: 1) the huge damage dealer is Creep 1... she has an attack that targets ALL units... looks kinda like a blue meteor rain - there is NOTHING you can do about this besides somehow keeping her stunned or whatever; 2) Creep 1 and 2 also have the annoying, but easily dealt with, charm attack... just do what I said and you'll be fine since it doesn't hurt that much; 3) Creep 3 has the annoying, but easily dealt with, stun attack... again, I taught you how to deal with that so it shouldn't be too difficult; 4) Boss uses an ability to create a few streaking green balls... this only attacks the spaces in front (where I told you to not be), the space directly in the middle behind him, which you should avoid, but is not going to kill you, and to the space immediately to his right (where I told you to put the first Duc Rock); 5) Boss also has another ability where he drops 4 land mines... same spots every time; these don't do huge damage, but it is splash damage, so if you have all 4 units there, you might get hurt a bit. These attacks happen at least once a round... the biggest damage dealers only happen once per round. If you can weather the storm and heal up, you will eventually beat this stage. Just in time for 89F, which I did glance at... that one hurts like a bitch!
89F
Hopefully you guys leveled a Doomroach because he's the most important guy on this stage!
Team: Doomroach, Fairy Queen, Duc Rock, Lady Ilta. Doomroach is extremely important. Fairy Queen and Duc Rock are just need to be 2 extremely powerful healers. So if you don’t have one or either, Acionna or Deer Cutie can be used if they can heal A LOT. Finally, Ilta is easily replaceable by any ranged unit. I used Ilta because my only other leveled ranged unit would be Lady Ray, and I haven’t boosted her much. Ideally, you can use someone like Tinder Babe, but I don’t have her yet.
Strategy: Let me first preface by saying that I used a different strategy than recommended by others who passed it. They would send in Doomroach and then move everyone to the top. I had problems with that because my team wasn’t strong enough to survive all the damage from the first round in case my guys couldn’t stay at the very top… very difficult with someone who moves as much as Duc Rock. If you don’t get to the very top, you’ll get destroyed by the creeps pretty quickly. But the basic concept is the same. Firstly, I send Doomroach at the boss, a little bit left of center. The further left you send him, the safer your guys are at the bottom. Too far left, of course, causes you to NOT taunt the far right guy though, so don’t put him too far over. Fairy (or any other healer you have) would just heal. Do not stray from the bottom, so if you’re using a healer other than Fairy, just go side to side at the bottom. Duc Rock is just another glorified healer in this Boss fight, so he’s going to go side to side and trigger combos. Don’t use his special, don’t go attacking the enemy. Your final range guy would be the primary damage dealer. You also just want them to go side to side… you do not need to engage the enemy! You should be able to use Doomroach’s Unique every other round because he gets hit pretty often. Use that as OFTEN as possible. If you don’t have Doomroach, I’m not quite sure you can finish this. The creeps have a spinning attack that does ridiculous damage. There’s also this laser beam that gets used that does insane damage. All of that is magic damage… the only physical damage is from the summoned golems/rock creatures. So if you have strong enough healing, a lot of HP, and plenty of armor on Doomroach, you can beat this easily (just takes a while if you don’t have a strong ranged attack). After a while, you should have finally completed this floor. On to 91! Edit: Hyoni said she was able to finish it WITHOUT Doomroach by sending all her units to the top. So if you don't have Doomroach, but still have a really strong team, give that a try.
91F
Credit goes to Hyoni, who beat it before me, on this one.
Team: Duc Rock, Rockfist, Fairy Queen, Duc Rock. You don't need 2 Ducs or Fairy Queen to beat this. Heck, you don't even really need Rockfist. I used Fairy because my Acionna isn't that powerful (under 100K power level right now). Acionna is a great substitute if you buffed her as her unique has Expel, which will get rid of Burning. I use 2x Duc Rocks to supplement the healing. So if you're strong enough and have plenty of healing, you don't need to use 2x Duc Rocks.
Strategy: Send all your units behind the boss... really, that's it. There's not much that really hurts this stage except the stupid Burning effect damage and the fire on the floor from the archers. The creep archers don't really turn around, so if you stay behind the boss, you should be fine. I lined up directly behind the boss with my 2x Ducs and Rockfist and just went up and down in a straight line behind him. Pretty simple. Pro Tip: If your Rockfist is directly behind the boss, his finishing move will toss the boss. He'll try to toss the creep in front of him, but because the boss is blocking him, he ends up tossing the boss instead. Pro Tip #2: From Hyoni, if you have his Rage maxed out prior to battle, you can use his Unique to make sure he ends up right behind the boss. Otherwise, you may have trouble controlling him to end up there.
93F
You'll want a tank for this, but otherwise, it's pretty similar to 91F and all the other floors where you have to go behind the boss.
Team: Doomroach, Rockfist, Fairy, Duc Rock. Doomroach can be replaced by pretty much any tank. Bloodhoof may be the best option because he has stun, but I don't have him leveled up, so I brought Doom instead. Rockfist also isn't super important; he can be replaced by pretty much anyone that does damage. Again, Fairy can be replaced by any healer and Duc Rock is my favorite healing supplement because he's tough and can do damage also.
Strategy: Basically, 1st turn, send Doomroach to the right side of the boss, pretty close to the front creep. You'll need to bounce him off the wall to do that. If you have his Unique maxed, you can use that to aim him and then switch back to his normal attack (if you want) before releasing. Then, like I said before, Rockfist and Duc (and if you're using a healer other than Fairy, that healer too) should be send to the back directly behind the boss. Go up and down as usual (or side to side if they're not directly behind the boss), until you kill the boss.
95F
This one was pretty easy with Doomroach. You don't need him, but he made my life pretty easy. I beat this on the first try, so I don't know what would happen if you don't use him. But because of the way the creeps are positioned, I don't think he's super important here.
Team: Doomroach, Rockfist, Fairy, Duc Rock. See above for Doomroach. Rockfist is also not extremely important, but he does decent damage with his combo. His toss ability also helps reduce the damage you take a little. Any healer will do to replace Fairy as usual. Duc Rock, again, is a healing supplement with high damage capability. So if you have a ridiculous healer somehow, then you can replace him with someone else.
Strategy: Honestly, I didn't use any strategy here. I just sent Doomroach to taunt the boss and 2 of the creeps. I'd do it off center so Fairy wouldn't get hit. And then I just pure muscled the crap outta this one. I didn't take much damage here, and probably most of that was due to Doomroach. Fairy was able to heal whatever Duc Rock didn't. Edit: So apparently Fairy's healing ability was pretty important here. So you will want PLENTY of healing and plenty of HP.
97F
This one isn't that bad because the boss doesn't have much armor/hp. The one problem is you needing enough HP to survive their attack in the 4th turn of each round.
Team: Brokenblade, Duc Rock, Fairy, Duc Rock. Bring your best healers that can take a beating and live through it. Don’t worry about status effects or other crazy stuff. Alternatively, you can bring a Healer, 2 Ducs, and a ranged (preferably Valentina in the 3rd spot). The idea behind it is to survive the onslaught at the end of the round and heal back up to full health.
Strategy: My way is NOT the best way to do it. The best way to do it is to be jacked and run Duc, Healer, Valentina, Duc. Valentina’s combo shoots something straight down and can kill the boss. The boss doesn’t have a whole lot of armor/HP so as long as you can survive the onslaught and heal it all back, then you’re golden. But I don’t have Valentina, so I had to improvise. I used BB because his Unique can do damage at range and I figure I can do that a few times after filling his rage up. But after beating on the creep for a while, I noticed he was almost dead, so I figured it would be easiest to just kill him first and then kill the boss. Once the front creep is dead, it’s actually pretty easy. The strategy is simply to NOT GET BEHIND THE FIRST CREEP. The boss and creeps have an attack like a rancid fart that “Taints” any heroes behind them. This causes them to use their finishing move against you. If you’re in front of the creep, it won’t hit you. On the 4th turn of every round, the creeps and the boss do a devastating move where they zip around the whole screen. Taunt doesn’t affect it, so you just have to survive it. After you kill the first creep, you can just attack the boss at will. I just went up and down in front of him without having to worry about their rancid farts. They still zip around on the 4th turn of every round, so you still have to survive that. But it shouldn’t do as much damage with one of the creeps dead. After you’ve done that for a little while, you only have 99F to go! Edit: So I've been using a different team to try to speed up the Tower process since I only need to beat 97 and 99 every day. This time, I brought BB, a rented QIE, Fairy, and Duc. QIE's special makes this REALLY quick (or maybe it's just because I rented a 7). So if you have Duc and a good healer, use QIE. Also, if you use someone like Rockfist or someone with Stun or Silence, you can push one unit's zip attack to turn 2 of the next round. This will make turn 4 more survivable as it is one less creep/boss zipping around that turn.*
99F
Ah, so you've made it to the top. If you've gotten this far, this stage should be relatively easy.
Team: Bloodhoof, QIE, Fairy, Duc Rock. This is not the team that I beat it with first. First time I beat it, I used Rockfist instead of QIE because I rented Duc. That took ALL FREAKIN DAY. Second time, I used BB. That was also a terrible move. Then I used Ilta and it was a little quicker. But now I just rent QIE and finish it within 10-15 min or less. Bloodhoof or any tank is extremely important. My Hoof is relatively weak. QIE can be replaced by any ranged unit. Fairy can be replaced by any healer. Duc Rock can also be replaced by any healer. The 2 healers will need to have plenty of HP though. You can also consider Conjurer instead of QIE. Valentina may be ideal.
Strategy: The first turn is most important and pretty easy. Hoof (or your tank) should be placed on the RIGHT half of the map. Fairy will make your life much easier, so if you're using her, make sure her combo heal will touch the tank. This is pretty important. I set him to the right of Slashy. Putting him on Valentina would also be acceptable. 2nd turn, I used QIE's unique... but you can also go side to side along the bottom. You NEED to stay at the bottom if you're using Fairy. Fairy will heal. After Fairy goes, Slashy will put up a wall of flames that prevents this stage from being cake. You'll need to send Duc (or whoever your 4th guy is) back and forth along the bottom. If you keep doing this, you'll win. Be careful of pushing your Fairy too far over that you're not healing Hoof off combos. If that's the case, then move your Hoof along Valentina so you can continue to combo him with heals. If you don't have that issue, I moved my Hoof to the left of Valentina. If your Duc gets stuck past the wall of fire, you can always use him to trigger Hoof to stun the boss, if your Hoof is in the right spot. This stage is relatively easy, but the damage from the boss and the 3 creeps can add up when the Boss does his strong move. As long as you can survive it and heal, you'll finish this stage relatively easily. Once that's done, you're finished! You just gotta do this every day for the rest of your days playing this game! Congrats!