Tower of Titans is a long series of quests to challenge player’s rosters, in the form of floors within a tower. This event is for the player themselves, and guilds will not be assisting or sharing progress.
The event is scheduled to happen monthly, although this may change, and it is designed to alternate with Lost City of Gold. It is 96 hours long, beginning on Fridays at 15:00 UTC.
The rewards (detailed below), contain unique and familiar items throughout the event, and are awarded upon completion of floors.
Gameplay and Mechanics
All known quest data for every floor is located -> here <-
There are 6 difficulties for the tower – you are able to pick which difficulty you wish to challenge so long as you have the minimum merchant level required for it. Each step up in difficultly is accompanied with better rewards than the previous:
You begin at floor 1, and are allowed 4 participants per fight. You can only send a team to 1 floor at a time.
Quest time is 1 hour, rest time is 2 hours.
There are a total of 30 floors.
Every 3rd floor you will encounter a boss fight. These bosses carry with them modifiers that either enhance themselves, or hinder your teams abilities.
If your hero’s power rating is red it means it is being debuffed by one of the boss’s modifiers
Quest items, such as a power booster, are usable the same as on any other quest, although loot bugles are not able to be used as there are no components for it to affect.
Modifiers are randomly assigned every time the event rolls around, and every player sees the same modifiers within the Towers. The different Towers do NOT share the same modifiers, and are randomized separately.
|More likely to attack fighters
|Red type heroes have increased threat
|More likely to attack Fighters. Ignores some of their Defense, too
|Red type heroes have increased threat, and -30% DEF
|More likely to attack rogues
|Green type heroes have increased threat
|More likely to attack Rogues. Ignores some of their Evasion, too
|Green type heroes have increased threat, and have decreased EVA
|More likely to attack spellcasters
|Blue type heroes have increased threat
|More likely to attack Spellcasters. Takes less damage from them, too
|Blue type heroes have increased threat and do 20% less damage
|Takes less damage from spellcasters
|Blue type heroes deal 50% less damage
|Takes less damage from Fighters and Rogues
|Red and Green type heroes deal 30% less damage
|Bonuses to all stats
|Enemy has bonus stats, likely increased HP/ATK/EVA
|Great bonuses to all stats
|Enemy has +40% HP, more damage, and a small EVA chance
|First attack deals double damage
|Enemies first hit, AoE included, deals 2x damage
|First attack deals double damage and is more likely to be a Critical Hit
|Enemy has 2x damage, and higher CR on first attack
|Less likely to receive Critical Hits
|All heroes have less CR
|Much less likely to receive Critical Hits
|All heroes have less CR
|Takes less damage, especially from Critical Hits
|Enemy takes 10% less damage, and 25% less damage from crits
|Armored & Plated
|Takes much less, especially from Critical Hits
|Enemy takes 20% less damage, and 50% less damage from crits
|Has an easier time hitting evasive targets
|All heroes have less evasion
|Can easily hit evasive targets
|All heroes really have less evasion
|Lands Critical Hits more often
|Enemy has increased CR
|Lands Critical Hits much more often
|Enemy has greatly increased CR
|Stronger and slightly more frequent Critical Hits
|Likely twice as many crits from the boss, and enemy CD is doubled
|Much stronger and slightly more frequent Critical Hits
|Likely thrice as many crits from the boss, and enemy CD is tripled
|Has a chance to avoid attacks
|Enemy has increased evasion
|Has a good chance to avoid attacks.
|Enemy has evasion
|Has extra HP
|Enemy has 50% more HP
|Has tons of HP
|Enemy has 75% more HP
|More likely to use group attacks. They're stronger, too.
|More frequent area o effect attacks that hit harder.
|Much more likely to use group attacks. They're much stronger, too
|Significant increase to number of AoEs used, they also do 50% more damage each
|Attacks can't miss on the first 3 rounds
|Heroes have 0% evasion for the first 3 rounds
|More likely to break equipment
|Increased break chance
The Final Floor
The final floor contains a boss fight with no modifiers, but incredibly beefy stats. These stats are influenced by which tower difficulty you are in, but are not influenced at all by the appearance of the boss.
If you are the first player to reach the top of the difficulty tower you are challenging, you will fight Kabam Chuck!
If you are not the first, then you will instead fight a hero from the roster of a player who has already cleared the Tower.
Again, the appearance of the boss is purely cosmetic, and the stats of the actual hero the boss appears to look like, have no effect.
Common event rewards are present on many boss floors, such as:
- Ascension Shards
- Research Scrolls
- Champion Coins
In addition, floors all drop gear and other common quest drops as well.
Unique to Tower rewards
Skill Reroll Dice
- The number on these dice correspond to hero skill slots that it can reroll:
- Basic Skill Die –
- Can reroll the skill in the hero’s first skill slot
- Super Skill Die –
- Can reroll the skill in the hero’s second skill slot or first skill slot
- Mega Skill Die –
- Can reroll the skill in the hero’s third skill slot, second skill slot, or first skill slot
- Perfect Skill Die –
- Can reroll any skill slot
- Basic Skill Die –
- The level of dice you receive is based on the difficulty you complete the floor on. Easiest difficulty rewards I tier, and hardest IV tier
- These dice do nothing to improve the chance of rolling rare/epic skills! They simply replace the gem cost.
Awarded upon completion of the Tower
Single use item that promotes any hero to their new titan-exclusive class. Further info can be found within Hero Academia located here