Before the Tower · Chapter 4
Tower 4: Marcus & Faleris
The first time you must swap the team rather than upgrade it.
| Recommended level | HP | Element | Counter direction | Region |
|---|---|---|---|---|
| Lv40 | 72,900 | Fire | Weak to Water | desert dunes |
Faleris is Fire, with 72,900 HP. Up to this point most people are still running the roster the first three towers built for them — Fire into Grass, Ice and Ground into Dragon and Electric. The fourth tower is designed to land exactly on that seam: the Fire mainstay you've drilled the most is completely useless here.
Pre-fight checklist
| Item | Detail |
|---|---|
| Recommended entry level | The site data anchor is Lv40. |
| Element to bring | Water. Don't try to push through on your old Fire team — the type relationship is what it is, and forcing it just trades five minutes for a result you already know. |
| Your own kit | Desert temperature management still applies: heat resistance by day, a Fire Pal on the field by night. Both of these will eat a fair amount of your prep time before you ever reach the door. |
| Supplies | Water Pals mostly live around bodies of water and in dungeons. A dedicated catching trip before you enter is faster than hunting for a substitute inside your existing roster. |
Counter picks you can actually catch before this tower
Computed from this site's 1.0 data: wild, dungeon and alpha catches only, with skill-learning level at or below this tower's recommended level. High power does not guarantee a win — cooldowns, durability and your own weapon tier all count.
Water coverage
| Pal | Counter skill | Power | Learned at | Earliest catch |
|---|---|---|---|---|
| Solmora Lux | Aqua Surge | 500 | Lv40 | Lv13–13dungeon |
| Penking Lux | Aqua Surge | 500 | Lv40 | Lv36–48dungeon |
| Amione | Hydro Laser | 450 | Lv40 | Lv9–10wild |
| Ghangler | Lantern Sweep | 450 | Lv30 | Lv10–10dungeon |
| Skutlass | Hydro Laser | 450 | Lv40 | Lv10–10dungeon |
| Azurobe | Hydro Laser | 450 | Lv40 | Lv11–18dungeon |
Route and anchors Human guide experience (EA walkthrough layer; 1.0 pacing not yet re-verified)
The stretch from Twilight Dunes into the Desolate Dunes is the main line's first "go catch a specific Pal for the next tower" moment. The first three towers could be handled with whatever you picked up along the way; the fourth cannot.
The site's recomputation is unusually kind to this stretch: several holders of high-power Water moves already appear in dungeons around Lv13. In other words you don't have to wait until Lv40 to go looking — catch one early, level it alongside you, and it comes into its own right as Tower 4 arrives.
Silver key chests can be collected now. Whatever locations you noted down in the earlier regions, clear them on this pass.
Inside the tower
Faleris's main threat is the trail of fire it lays down while diving. The dive has a fixed wind-up and a fixed landing point, and hugging a pillar cuts the line outright — the single most health-efficient move in this fight.
Sustained ranged Water damage is the primary output here. Faleris spends a lot of time airborne where melee Pals simply cannot reach it, which is exactly why this fight hinges on whether the skill element is right rather than on how strong the Pal is.
The recovery frames after it lands from a dive are your focus-fire window. There aren't many of them in five minutes, so take every one to the full.
Failure diagnosis
| What you're seeing | Fix this first |
|---|---|
| Your Pal keeps swinging at air | The target is airborne. Switch to a Pal with ranged damage, or hold your skills until it lands and is in recovery. |
| The dive-fire keeps chipping you down | You're standing in the open. This fight wants you actively seeking pillars and using terrain to sever its dive path. |
| The old Fire team can't dent it | That's by design. Tower 4 asks for a change of role, not an upgrade — go back to the candidate table, pick a Water Pal, and raise it. |
After the fight
Tower 4 marks a turn in the main line's rhythm: from here on, every tower asks to be prepared for individually. The fifth is Dark, swinging your direction to Dragon — and Dragon Pals cost more to obtain than anything you've needed so far.