Before the Tower · Chapter 6
Tower 6: Saya & Selyne
The first time HP doubles. This fight tests endurance, not burst.
| Recommended level | HP | Element | Counter direction | Region |
|---|---|---|---|---|
| Lv55 | 234,900 | Dark + Neutral | Weak 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
| Item | Detail |
|---|---|
| Recommended entry level | The site data anchor is Lv55. |
| Element to bring | Dragon 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 kit | A 47,000-per-minute damage requirement means your weapon tier has to keep pace. This is not a fight your Pal carries alone. |
| Supplies | Stock 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
| Pal | Counter skill | Power | Learned at | Earliest catch |
|---|---|---|---|---|
| Relaxaurus | Dragon Meteor | 600 | Lv50 | Lv10–10dungeon |
| Azurobe | Dragon Meteor | 600 | Lv50 | Lv11–18dungeon |
| Chillet | Dragon Meteor | 600 | Lv50 | Lv11–11alpha |
| Jormuntide Ignis | Dragon Meteor | 600 | Lv50 | Lv13–13dungeon |
| Elphidran | Dragon Meteor | 600 | Lv50 | Lv20–23wild |
| Wixen | Dragon Meteor | 600 | Lv50 | Lv23–27wild |
Dark coverage
| Pal | Counter skill | Power | Learned at | Earliest catch |
|---|---|---|---|---|
| Jellroy | Dark Whisp | 600 | Lv50 | Lv11–18dungeon |
| Nitemary | Dark Whisp | 600 | Lv50 | Lv13–13dungeon |
| Splatterina | Dark Whisp | 600 | Lv50 | Lv13–13dungeon |
| Needoll Noct | Dark Whisp | 600 | Lv50 | Lv33–36wild |
| Kitsun Noct | Dark Whisp | 600 | Lv50 | Lv35–35dungeon |
| Gildra | Dark Whisp | 600 | Lv50 | Lv39–44wild |
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.
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 seeing | Fix this first |
|---|---|
| The barrage grinds your health away | Your 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 gone | Your 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 face | Dark 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.