Before the Tower · Chapter 6

Tower 6: Saya & Selyne

The first time HP doubles. This fight tests endurance, not burst.

Recommended levelHPElementCounter directionRegion
Lv55234,900Dark + NeutralWeak to Dragon (vs Dark) + Dark (vs Neutral)Sakura Island

From 105,000 at Tower 5 to 234,900 at Tower 6 — health more than doubles across a single tower, and the clock is still five minutes. Selyne is dual-typed Dark and Neutral: Dragon into Dark, Dark into Neutral, and you need both. But what actually wipes people isn't the typing, it's the density of the moon-blade barrage.

Pre-fight checklist

ItemDetail
Recommended entry levelThe site data anchor is Lv55.
Element to bringDragon into Dark, Dark into Neutral. Don't misread this as Dark countering both — Dark only counters Neutral, and gains nothing against its own Dark face.
Your own kitA 47,000-per-minute damage requirement means your weapon tier has to keep pace. This is not a fight your Pal carries alone.
SuppliesStock up on healing. In a dense barrage fight, health management outweighs everything else.

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.

Dragon coverage

PalCounter skillPowerLearned atEarliest catch
RelaxaurusDragon Meteor600Lv50Lv10–10dungeon
AzurobeDragon Meteor600Lv50Lv11–18dungeon
ChilletDragon Meteor600Lv50Lv11–11alpha
Jormuntide IgnisDragon Meteor600Lv50Lv13–13dungeon
ElphidranDragon Meteor600Lv50Lv20–23wild
WixenDragon Meteor600Lv50Lv23–27wild

Dark coverage

PalCounter skillPowerLearned atEarliest catch
JellroyDark Whisp600Lv50Lv11–18dungeon
NitemaryDark Whisp600Lv50Lv13–13dungeon
SplatterinaDark Whisp600Lv50Lv13–13dungeon
Needoll NoctDark Whisp600Lv50Lv33–36wild
Kitsun NoctDark Whisp600Lv50Lv35–35dungeon
GildraDark Whisp600Lv50Lv39–44wild

Route and anchors Human guide experience (EA walkthrough layer; 1.0 pacing not yet re-verified)

Sakurajima was added before 1.0, so the walkthrough layer has relatively complete records of it — but those records come from EA 0.6.x, and 1.0 reshuffled wild habitats and spawn levels. Treat specific spawn locations as something to verify against your own current version.

Dark candidates come out surprisingly plentiful in the site's recomputation: holders of 600-power Dark moves appear in Lv11–18 dungeons, Lv13 dungeons, and Lv33–36 wild spawns. In other words, Tower 6's Dark face costs you no detour — following the main line is enough to fill it.

This is also a good point to audit the roster. Some members you assembled across the first five towers have fallen behind on level; swapping in the same role beats grinding the old one up.

Read the full area guide

Inside the tower

The moon-blade barrage is this fight's theme. It covers a lot of ground with short gaps, and trading damage simply doesn't work against 234,000 HP. Duck behind a pillar for one volley, come out for one round of damage — that's the only stable loop.

Leading with Dragon is the safest route, since you already levelled one for the previous tower and Dark can slot in as secondary damage. Building around Dark instead means paying an extra levelling cost.

Across five minutes you'll get roughly four to six full damage windows. Work out what each window is worth and you'll know whether you're enough — if you're not, back out and level up. Grinding to the buzzer and restarting is the most expensive option on the table.

Failure diagnosis

What you're seeingFix this first
The barrage grinds your health awayYour timing is off. Wait for a volley to finish before stepping out, rather than snatching damage inside the gaps.
Five minutes in and only half the health is goneYour total damage is short. This is the first point on the whole main line that explicitly demands your weapon tier keep pace.
You brought Dark and still can't dent its Dark faceDark doesn't counter Dark. Its Dark face needs Dragon; Dark only handles its Neutral face.

After the fight

Tower 7 returns to Fire, back to the element you first got comfortable with at Tower 2. Don't mistake it for revision — 310,000 HP will teach you that the same element at a different stage is an entirely different problem.

Applicable version1.0
Updated
SourceSite 1.0 data recomputation + editor witness + human guide experience