Roll Anime to Fight Infinite Tower Guide: Climb Higher, Easily
The Infinite Tower is Roll Anime to Fight’s endless-climb mode, added in the INFINITETOWER! update era. It’s where leveled teams go after the Wave 76 gate — and where Infinite Tickets get spent.
Entry: Infinite Tickets
Tickets came from verified code rewards — SLAYERSISHERE! shipped 5 and INFINITETOWER! shipped 3 (both expired); current codes (GUILDUPDATE!, FACTIONUPDATE!) each carry one. That makes tower entries another reason to redeem codes the day they drop.
Tower vs. standard waves
The climb is a density-and-endurance check: no comfortable farming range, just escalating floors. The composition rules from team building apply harder here:
- AoE matters more than raw single-target — floor density scales past what one precision unit handles. Historically that’s why AoE carries anchored tower teams.
- The wall must hold unattended — deep climbs outlast your attention; a sturdy tank slot is non-negotiable.
- Depth over width, again — the tower rewards one overwhelming carry (merge logic) more than a balanced museum.
Climbing “easily” — what actually helps
Players search for the easy method; the honest version is preparation, not tricks:
- Merge your carry to its current ceiling before spending a ticket.
- Pop a Time Potion on the climb — the mode’s length makes potions more valuable here than anywhere else.
- Climb during event windows when drops are boosted.
- Treat each run as a merge-fodder budget check: if you stalled at the same floor twice, the answer is levels, not retries.
What it pays
Deep floors pay Gold and scarce-material drops — the same economy that feeds evolution. For wave-76-capable teams, tower runs during boosts are among the better uses of a play session.