Beat Stage
  • VE Tower
  • Stage 17

Beat Stage

Ranking #1
Nov 25, 2022 15:00 – Dec 16, 2022 14:59 (JST)
Effective Type
DSTDSTMNDMND
Difficulties
BAS

Rankings

Season 19Groups reshuffled

Ranking period
Nov 25, 2022 15:00 – Dec 16, 2022 14:59 (JST)
Results ≈
Dec 22, 2022 15:00 (JST) inferred
Difficulties
BAS
Groups reshuffled
Ranking groups were reshuffled for this ranking: you competed against a new pool of players.

Ranking Rewards

  • Rank #1
    • ×1,000
    • ×20
    • ×2
  • Rank #2
    • ×1,000
    • ×17
    • ×3
    • ×2
  • Rank #3
    • ×1,000
    • ×15
    • ×5
    • ×2
  • Rank #4 to 10
    • ×750
    • ×10
    • ×10
    • ×2
  • Rank #11 to 50
    • ×500
    • ×8
    • ×12
    • ×2
  • Rank #51 to 100
    • ×400
    • ×6
    • ×14
    • ×2
  • Rank #101 to 500
    • ×300
    • ×3
    • ×17
  • Rank #501 to 1,000
    • ×200
    • ×2
    • ×18
  • Rank #1,001 to 5,000
    • ×100
    • ×8
    • ×2
  • Rank #5,001 to 10,000
    • ×50
    • ×5
    • ×5
  • Rank #10,001 and Up
    • ×25
    • ×2
    • ×8

The statues (gold frame) are the featured rewards.

Boost Character Recruit

Opened with this ranking and featured exactly the boost characters.

Official noticeNew High Difficulty VE Tower Stage - Beat StageGroup shuffle noticeVE Tower Ranking Group Shuffle (Planned for 11/2022 (JST))

How the VE Tower Works

The rules in the game's own Help text, plus the facts the game data shows.

  • 3 floors per stage. Each floor is fought by its own team of 5 characters + 5 memories, and a character or memory used on one floor cannot be used again in the same stage (15 characters per run).
  • Tries instead of stamina: 3 a day. The "VE Tower 2x Tries Course" pass added +3. inferred
  • No EXP, no quest missions; first-clear rewards are paid once per floor. Mock battles and Tower Challenges use no tries and give no drops.
DifficultyOpponent Lv. (F1 / F2 / F3)Rec. BPFirst clearsMedals per clear
B30 / 40 / 5081,000 60 150
A40 / 50 / 60130,000 60 180
S60 / 70 / 80170,000 60 210

In-game Help

What is the VE Tower?

In the VE Tower, you take on difficult battles to complete all floors for each stage and aim for the highest floor.

You can obtain VE Tower Medals as a reward for completing floors.
Use the VE Tower Medals you collect to purchase assorted items at the Gear Shop.

Conditions to Unlock VE Tower
Complete Main Quest 5-18 (NORMAL).

Rankings

Ranking events are held every month in select stages of the VE Tower.
Players compete for the highest scores of these stages during the event period.
You can obtain rewards based on your final rank.
The rewards will be sent to your Gift Box after the event has ended.

Boost Characters

In the VE Tower, certain characters are designated as boost characters. If set to your team, boost characters are granted special effects, such as higher stats, but only during battles in the applicable stage. These characters are granted special effects regardless of their rarity.
*A badge will be displayed on the character icon for boost characters that form part of your team in the VE Tower.

Stages

You can select the stage to you wish to play in the VE Tower.
There are assorted opponents in each of the stages.
Complete a stage by defeating the opponent on the final floor.

Stages are added as your rank is updated.

Difficulty

After selecting a stage, you can choose a difficulty. The higher the difficulty, the more powerful the opponents. In exchange, you can obtain better rewards and get higher scores for ranking events.

Floor

Start from the first floor and aim for the top floor.
If you win a battle, you can try the next floor.

You cannot retry a floor that you have already completed in the middle of a stage.

Set Groups

You can set up groups of specialized teams when taking on the VE Tower. In "Set Groups," you can see which teams are taking on which floors and choose which team you would like to use for each stage.

Characters and memories used in the battle on one floor cannot be used on other floors.
You can set up to 10 groups.
Groups that are taking on the VE Tower cannot be changed until they are finished.

Tries

When playing in the VE Tower, you consume "tries" rather than stamina.

One try will be consumed when you take on the first floor of a stage. Once you have consumed a try on a stage, you will not consume more tries until you complete or forfeit the stage.

Tries are restored after a certain amount of time passes.

While you are trying one stage, you can also select and try a different stage. However, this will cause you to forfeit your current stage.

Floor Results

Floor Results will be displayed for each floor when you win a battle.

In Floor Results, you will obtain first clear rewards when you complete a floor, as well as item drops.
*You cannot obtain user EXP or character EXP in the VE Tower.
*There are no quest missions in the VE Tower.
*You cannot obtain the same first clear rewards for completing floors again.

Scores based on the battle will be displayed in Floor Results. Data will be saved as a high score if the total sets a new record.

Score Components
-Quest Completion Pts: Points based on difficulty and floor.
-Max Damage: Points based on total maximum damage dealt in one turn.
-Survivors: Points based on the number of characters that were not knocked out.
-Critical Hits: Points based on the number of critical hits that were dealt.
-Technical Hits: Points based on the number of technical hits that were dealt.
-Plus Ultra Moves: Points based on the number of Plus Ultra Moves that were dealt.
-Status Ailments: Points based on the number of status ailments that were dealt.
-Skill Chains: Points based on the number of skill chains built.
-Turns: Points based on the number of turns required to complete.

Stage Results

When you complete all floors, Stage Results will be displayed that show the results of the current stage.
*Stage Results will also be displayed when you end a stage try in forfeit or defeat.

Scores by floor and total score will be displayed in stage results.
In stages where rankings are available, rank by total high score will be displayed.

Mock Battle

In a mock battle, you can choose whichever floor you would like and battle without consuming tries.
Try out different teams whenever you like.

In mock battles, Floor Results are displayed, but you cannot set a new floor high score or obtain item drops.

Tower Challenges

Tower Challenges are added to each stage after rankings are completed. You will receive rewards for achieving a set challenge and become able to take on the next one. The conditions of each challenge can be confirmed from "Tower Challenges" on the VE Tower screen. You can battle on the stage needed for achieving the conditions without consuming tries.

In Tower Challenges, you cannot achieve new Floor high scores nor obtain drop items.

Boost Characters

Boost characters get special battle bonuses on VE Tower stages. Every card of these characters, any rarity, gets the bonus on this stage. Cards of an effective type are highlighted.

  • Minoru Mineta 5 cards

    • Power UP +30%
    • Critical Hit Rate UP +20%
  • Mirio Togata 6 cards

    • Power UP +30%
    • Critical Hit Rate UP +20%
  • Endeavor 9 cards

    • Power UP +30%
    • Critical Hit Rate UP +20%

Floors

Opponents and rewards are the game's final data. If anything was retuned between this stage's rankings, the earlier values were not kept. HP = base + growth × (Lv − 1) + the battle's bonus, the formula the game server uses. Power and Speed are worked out the same way. inferred Action patterns are decoded from the opponent's AI data: skill names in the order it uses them (it repeats the list; ×n = n times in a row), its passives, and what makes it switch patterns. inferred

Effective Type DSTDSTMNDMNDRec. BP 81,000Opponent Lv. 30 / 40 / 50Per full clear ×150 · ×60 (First clear)

1st Floor

  • Lv. 30
  • Rec. BP 81,000
Arena
U.A. High Grounds (Day)
First clear
  • Hero Gem×20
Drops
  • ×40100%
Recommended
  • Power UP
  • Confusion Resist. UP
  • Blind Resist. UP

Opponents 2

  • MND

    Kyoka Jiro BOSS MND

    • Lv.30
    • HP65,800
    • Power8,650
    • Speed208
    • Defense100
    • Crit Rate10%
    Traits & skills

    ■Traits
    ・Increases the skill impact and critical hit rate of all of her allies every turn.
    ・Increases the defense of all of her allies (excl. herself) and prevents all of her allies (excl. herself) from getting a status ailment.
    ・One of her temporary buffs is canceled after receiving 8 attacks from an opponent whose power is increased (multi hit attacks=1 attack).
    ・The critical hit rate of some of her skills increase when her power is increased.
    ・Increases the power of all of her opponents when she is knocked out.
    ・Takes reduced burning and bleeding damage.
    ・Her resistances to skills sealed, confusion, paralysis, binding, freezing, and fear increase when she is affected by these status ailments.

    ■Main Skills
    ・A skill that increases the power of all of her allies and decreases the speed of all of her opponents.
    ・A damage-dealing skill that affects all, decreases her opponent's skill impact, decreases the defense of opponents whose power is not increased, and further confuses them.

    Action pattern

    ActionsStereo Speakers ×5Thunderous Roar

    PassiveSession · Cool

  • MND

    Katsuki Bakugo MND

    • Lv.30
    • HP61,800
    • Power9,200
    • Speed188
    • Defense100
    • Crit Rate15%
    • Burning 50%
    Traits & skills

    ■Traits
    ・His skill impact increases every turn.
    ・His skill impact and critical hit rate increase after receiving an attack from an opponent whose power is not increased (multi hit attacks=1 attack).
    ・One of his temporary buffs is canceled after receiving 8 attacks from an opponent whose power is increased (multi hit attacks=1 attack).
    ・The critical hit rate of some of his skills increases when his power is increased.
    ・Takes reduced burning and bleeding damage.
    ・His resistances to skills sealed, confusion, paralysis, binding, freezing, and fear increase when he is affected by these status ailments.

    ■Main Skills
    ・A damage-dealing skill that increases his skill impact when his opponent's power is not increased.
    ・A damage-dealing skill that affects all that blinds his opponents whose power is not increased.
    ・Uses a Plus Ultra Move that gives him piercing shot, and increases his skill impact when his opponent's power is not increased.

    Action pattern

    ActionsExplosive Speed Turbo ×2Stun Grenade ×2

    PassiveLord Explosion Murder · Brains Camp

    HP below 50% → Destroy Mode

    Destroy ModeCondensed Strength

    ActionsStun GrenadeExplode-A-Pult ×2Explosive Speed Turbo ×2

2nd Floor

  • Lv. 40
  • Rec. BP 81,000
Arena
U.A. High Athletic Field Gamma
First clear
  • Hero Gem×20
Drops
  • ×50100%
Recommended
  • Power DOWN
  • Confusion Resist. UP
  • Paralysis Resist. UP

Opponents 2

  • MND

    Kyoka Jiro BOSS MND

    • Lv.40
    • HP61,800
    • Power9,150
    • Speed228
    • Defense100
    • Crit Rate10%
    Traits & skills

    ■Traits
    ・Her skill impact increases every turn.
    ・When her power is not decreased, the power and defense of all of her allies (excl. herself) is increased, and prevents all of her allies (excl. herself) from getting a status ailment.
    ・The skill impact of some of her skills increases when her opponent's power is decreased.
    ・Takes reduced burning and bleeding damage.
    ・Her resistances to skills sealed, confusion, paralysis, binding, freezing, and fear increase when she is affected by these status ailments.

    ■Main Skills
    ・A skill that increases the speed of all of her allies and decreases the power of all of her opponents.
    ・A damage-dealing skill that affects all, decreases her opponent's skill impact, and when her own power is not decreased, decreases her opponent's defense and further confuses them.
    ・Uses a Plus Ultra Move that gives her piercing shot, and when her power is not decreased, greatly increases her critical hit rate and confuses her opponent.

    Action pattern

    ActionsStereo Speakers ×3Thunderous Roar ×2

    PassiveSession · Cool

    HP below 50% → Destroy Mode

    Destroy ModeNot Rockin'

    ActionsEarphone Jack (PU)Stereo Speakers ×2Thunderous RoarStereo Speakers ×2

  • MND

    Denki Kaminari MND

    • Lv.40
    • HP65,800
    • Power9,150
    • Speed228
    • Defense100
    • Crit Rate10%
    • Paralysis 50%
    Traits & skills

    ■Traits
    ・Paralyzes opponents that attack him when his power is increased.
    ・His defense decreases when he is confused.
    ・Increases the power of all of his opponents when he is knocked out.
    ・Increases the skill impact and critical hit rate of all of his allies every turn.
    ・Increases the defense of all of his allies (excl. himself), and gives all of his allies (excl. himself) immunity to skills sealed, confusion, paralysis, binding, freezing, and fear.
    ・The skill impact of some of his skills increases when his opponent's power is decreased.
    ・He becomes confused if he uses a skill while his power is decreased.
    ・Takes reduced burning and bleeding damage.
    ・His resistances to skills sealed, paralysis, binding, freezing, and fear increase when he is affected by these status ailments.

    ■Main Skills
    ・A damage-dealing skill that decreases his opponent's power.
    ・A damage-dealing skill that decreases his opponent's defense and paralyzes them when his power is not decreased.
    ・Uses a Plus Ultra Move that gives him piercing shot, and when his power is not decreased, greatly increases his critical hit rate and paralyzes all of his opponents.

    Action pattern

    ActionsTarget Electro ×2Human Stun Gun ×2Indiscriminate Shock 1.3M Volts ×3

    PassiveElectrified Physique · Mood Maker · Goofball Dudes

3rd Floor

  • Lv. 50
  • Rec. BP 81,000
Arena
U.A. High Stadium Field
First clear
  • Hero Gem×20
Drops
  • ×60100%
Recommended
  • Power UP
  • Power DOWN
  • Confusion Resist. UP

Opponents 1

  • DST

    Kyoka Jiro BOSS DST

    • Lv.50
    • HP105,800
    • Power16,650
    • Speed248
    • Defense100
    • Crit Rate10%
    Traits & skills

    ■Traits
    ・Her skill impact increases every turn.
    ・When her power is not decreased, her skill impact and speed increase and she takes reduced damage.
    ・Her power increases after receiving an attack from an opponent that is confused.
    ・Takes reduced burning and bleeding damage.
    ・Gives herself immunity to skills sealed, confusion, freezing, and fear.
    ・Her resistances to paralysis, binding, and blinding increase when she is affected by these status ailments.

    ■Main Skills
    ・A skill that increases her own speed and decreases the skill impact of all of her opponents.
    ・A damage-dealing skill that affects all that decreases her opponent's skill impact, and when her power is not decreased, confuses her opponent and decreases the defense of her opponents whose power is not increased.
    ・A damage-dealing skill that affects all that, when her power is not decreased, greatly increases her critical hit rate, extends the Action Skill cooldown time of opponents whose power is not increased, and decreases the defense of opponents that are confused.
    ・Uses a Plus Ultra Move that gives her piercing shot, and when her power is not decreased, greatly increases her critical hit rate, confuses her opponent, and gives her the ability to land a bullseye when her opponent's power is not increased.

    Action pattern

    ActionsStereo Speakers ×2Heartbeat FuzzThunderous Roar ×3

    PassiveSession · Cool

    HP below 50% → Destroy Mode

    Destroy ModeNot Rockin'

    ActionsEarphone Jack (PU)Thunderous Roar ×2Stereo Speakers ×2Heartbeat Fuzz

Score

How a floor's score is counted on this stage (score table 6). A value applies from its threshold up to the next one.

Quest Completion Pts

  • B300 pts
  • A600 pts
  • S1,000 pts

MAX Damage

  • 20,000–24,99950 pts
  • 25,000–29,999100 pts
  • 30,000–34,999150 pts
  • 35,000–39,999200 pts
  • 40,000–44,999250 pts
  • 45,000–49,999300 pts
  • 50,000–54,999350 pts
  • 55,000–59,999360 pts
  • 60,000–64,999370 pts
  • 65,000–69,999380 pts
  • 70,000–74,999390 pts
  • 75,000–79,999400 pts
  • 80,000–84,999410 pts
  • 85,000–89,999420 pts
  • 90,000–94,999430 pts
  • 95,000–99,999440 pts
  • 100,000–104,999450 pts
  • 105,000–109,999465 pts
  • 110,000–114,999480 pts
  • 115,000–119,999495 pts
  • 120,000–124,999510 pts
  • 125,000–129,999525 pts
  • 130,000–134,999540 pts
  • 135,000–139,999555 pts
  • 140,000–144,999570 pts
  • 145,000–149,999585 pts
  • 150,000–154,999600 pts
  • 155,000–159,999615 pts
  • 160,000–164,999630 pts
  • 165,000–169,999650 pts
  • 170,000–174,999670 pts
  • 175,000–179,999690 pts
  • 180,000+710 pts

Survivors

  • 2100 pts
  • 3150 pts
  • 4175 pts
  • 5+200 pts

Critical Hits

  • 2–32 pts
  • 4–54 pts
  • 6–77 pts
  • 8–911 pts
  • 10–1115 pts
  • 12–1325 pts
  • 14–1537 pts
  • 16–1751 pts
  • 18–1967 pts
  • 20–2186 pts
  • 22–23107 pts
  • 24–25130 pts
  • 26–27139 pts
  • 28–29147 pts
  • 30–31156 pts
  • 32–33164 pts
  • 34–35173 pts
  • 36–37181 pts
  • 38–39188 pts
  • 40+196 pts

Technical Hits

  • 12 pts
  • 24 pts
  • 38 pts
  • 413 pts
  • 519 pts
  • 627 pts
  • 735 pts
  • 845 pts
  • 955 pts
  • 1067 pts
  • 1180 pts
  • 1294 pts
  • 13110 pts
  • 14+126 pts

Plus Ultra Moves

  • 210 pts
  • 320 pts
  • 440 pts
  • 550 pts
  • 6+60 pts

Status Ailments

  • 14 pts
  • 29 pts
  • 315 pts
  • 424 pts
  • 535 pts
  • 648 pts
  • 763 pts
  • 880 pts
  • 999 pts
  • 10120 pts
  • 11143 pts
  • 12168 pts
  • 13175 pts
  • 14181 pts
  • 15186 pts
  • 16191 pts
  • 17194 pts
  • 18+197 pts

Skill Chains

  • 13 pts
  • 28 pts
  • 314 pts
  • 420 pts
  • 528 pts
  • 636 pts
  • 746 pts
  • 856 pts
  • 968 pts
  • 1080 pts
  • 1194 pts
  • 12+108 pts

Floor bonus

  • 1st Floor+10%
  • 2nd Floor+20%
  • 3rd Floor+30%

Number of Turns

  • 0–1 turn(s)+55%
  • 2 turn(s)+53%
  • 3 turn(s)+51%
  • 4 turn(s)+46%
  • 5 turn(s)+43%
  • 6 turn(s)+40%
  • 7 turn(s)+37%
  • 8 turn(s)+33%
  • 9 turn(s)+27%
  • 10 turn(s)+22%
  • 11 turn(s)+17%
  • 12 turn(s)+12%
  • 13 turn(s)+8%
  • 14 turn(s)+7%
  • 15 turn(s)+6%
  • 16 turn(s)+5%
  • 17 turn(s)+4%
  • 18 turn(s)+3%
  • 19 turn(s)+2%
  • 20+ turn(s)+1%

Floor score = (Quest Completion Pts + MAX Damage + Survivors + Critical Hits + Technical Hits + Plus Ultra Moves + Status Ailments + Skill Chains), raised by the floor bonus and the turn bonus. A run's score is the sum of its floors; your best total was your ranking score. inferred

The game computed scores on its server. The % bonuses must apply to the whole floor total (the Tower Challenge score targets are out of reach otherwise); whether the floor and turn bonuses add up or multiply is not known.

Tower Challenges

No Tower Challenges were ever added to this stage: only stages 1–13 got them.