Tower of Trials Floor 28

Published April 25, 2023

## **Floor 28**

### **Stage Attribute**

All Together Now - All heroes set to the team will participate from the start of the battle.

### **Boss: Level 200 Strength Attribute Tarmiel**

**Attack:** 10, 677

**Defense:** 21, 322

**HP:** 966, 627

**Unique Effects:**

* Skill Use Increase:  Increases the number of skill uses by 2.
* Embrace of Ocean: All allies' basic stats will increase by 6% every time the hero restores HP with his own Grace. (Limit 5 times)
* Grace of Ocean: If the hero is attacked during the enemy's turn, immediately recovers 30% of damage taken. If taking damage twice or more from skills of the same enemy in the same turn, restricts all skill effects, including Ultimate Moves, of that enemy for 2 turns. (Excludes Stance and Recovery Skills)
* Immunity: The hero becomes immune to Stun, Petrify, Freeze, Corrosion, Skill Disable, Skill Effect Block, and Burn, as well as Coerce, Expel, and Darkness.
* Hide: Cannot select targets when an ally other than the hero exists on the battlefield.
* Basic Stats Increase: Increases the hero's basic stats by 100% when an enemy uses a Rank Up Skill during the enemy's turn. (Limit 10 times)
* 4 Hidden Unique Effects

**Skill Effects:**

* Piercing Spout
	+ Inflicts Flood damage equal to 200% of Attack on one enemy.
	+ Inflicts Flood damage equal to 300% of Attack on one enemy.
	+ Inflicts Flood damage equal to 500% of Attack on one enemy.
* Holy Light
	+ For 1 turn(s), increases Attack of all allies by 15% and, if taking damage when attacked, applies an effect which decreases damage dealt by all enemies by 5% for 1 turn. (Can be stacked up to 3 times).
	+ For 2 turn(s), increases Attack of all allies by 20% and, if taking damage when attacked, applies an effect which decreases damage dealt by all enemies by 7% for 1 turn. (Can be stacked up to 3 times).
	+ For 1 turn(s), increases Attack of all allies by 45% and, if taking damage when attacked, applies an effect which decreases damage dealt by all enemies by 10% for 1 turn. (Can be stacked up to 3 times).
* Ocean
	+ Inflicts Detonate damage equal to 420% of Attack on all enemies.

**First Time Stage Clear Reward**

* Super Awakening Coin x20
* Monster Card Pack II
* Character Card Pack II

### **General Strategy**

First, it should be noted that all four of your units will be in the battle. If possible, utilizing a full Goddess team seems to be the most surefire way to beat the stage. This could be due to one of the hidden Unique Effects of the boss or simply due to the high stat increases the Goddess team provides itself. Of course, this is also highly contingent on you having Light Mael of Sunshine as he is the best DPS on the team. If you are able to use the Goddess team, a recommended build would be Mael himself, Blue Tarmiel for damage mitigation and Ultimate Move Guage control, Green Sariel to counter attacks from the minions, and Blue Festival Ludociel to cleanse Debuffs applied to you as the minions will apply Ignite when they are attacked. Luckily, Mael's Sunspot Debuff and Green Sariel's Crit Debuffs aren't cleansed by the boss or his allies.

Tarmiel's Stance skill allows you to protect Green Sariel when no counters are available for him as the boss is a strength-type, meaning Sariel is vulnerable to his attacks. You don't want to stack both Stance abilities in a single turn as it isn't necessary. Use Blue Tarmiel's Stance to protect Sariel or the team if an Ultimate is about to be used and you can't prevent it. Blue Tarmiel's Holy Relic also allows Sariel to tank better during his Stances and deal more damage with them which allows for great synergy, Don't waste time attacking with Ludociel as his damage is much lower than Mael's unless you have a rank 3 skill and need to get rid of it.

In terms of using Ultimate Moves of your own, don't bother. The boss takes massively reduced damage from Ultimate Moves so your regular skills will do much more. Naturally, use them if you really need the space, but don't make it a priority. You likely won't have that issue too often as the minions steal Ultimate Move Gauge orbs from you. The only unit that can deal good damage with an Ultimate is Mael as his Sunspot Debuffs don't get cleansed.

Note that Green Sariel himself isn't entirely necessary, he just allows for a much faster strategy. He can be replaced by Blue Goddess Elizabeth for a slower approach, Red Sariel for the increased basic stats to the team, Light Eternal Rebirth Elizabeth as a secondary DPS, etc. The team can be mixed to a degree, but Mael makes the team as effective as it is.