VR is a PVE dungeon made of 80 floors. Each floor needs to be conquered once to be able to challenge the next.
You get 3 VR glasses (Energy for VR) every day. 1 VR glasses = 1 floor.
You can either challenge a new floor, or press the "Rush" button to receive powder and gold instantly.
Each VR floor has a first-time clear reward. Challenging the same floor twice or more gives zero rewards.
"Rush" gives rewards proportional to your highest floor cleared.
Each floor has 2 waves. Kill the boss in Wave 2 to win. When the boss dies, everyone else also dies.
There is no time limit or turn limit.
Failing the floor does not consume VR glasses.
You cannot bring friend support units.
We assume that you have followed a Rerolling guide and have Erica, Joyce, and Celeste.
Other common Rookie Sprint units like Chaldea(Neno), Ariel, Noclyn, or Preema may also be referenced.
RGB 3 and 4 star units as well as ML 3 star units can be referenced as they're relatively easy to find.
Most VR floors can be beaten with just a healer (Joyce), a DPS (Erica), and a DEF breaker (Celeste and/or Marsha). Clear Wave 1 with conventional damage, and in Wave 2, inflict DEF down on the boss and hit it with your highest damage attacks.
Remember the element advantage (green beats blue, blue beats red, red beats green). Attacking with a weak element gives you -50% Accuracy (50% chance to miss the attack). This doesn't matter too much in terms of damage, but will matter in terms of landing debuffs.
Follow the Earlygame Build Guide and make sure your main units' gear are fully upgraded.
Erica, Joyce, Celeste, Marsha: You start with these units if you've followed a proper starting guide.
Rookie Sprint units such as Chaldea, Noclyn, Preema, Naranthir
3★ and 4★ units such as Mulier, Clone Clara, Kagura, Blossom, Layla, etc
Your Damage comes from DPS units such as Erica, Celeste, Layla, or whoever else you might have.
Your Sustain comes from Joyce or another healer you have built.
Your DEF Down comes from Marsha, Celeste, or any other sub-dps/debuffer.
Your 4th slot is a flex-pick. You can employ more DPS, more debuffs, more healing, anything else you might need.
Listed below are particularly difficult levels that require special tactics. Click the floor titles to expand.
If you are stuck on a level but isn't seeing one on the list, first make sure that you aren't simply being stat-checked by improving the gear on your units, and if you're still stuck, use the Feedback form
Blaster-type Cheetah will apply Invincible (1t) to Odea after 4 turns.
Kill Odea before the Invincible is applied.
Wait 1 turn for the Invincible to expire, and then continue attacking Odea.
Kill the Cheetah before it can apply Invincible.
Nothing special, just your healer + DEF break + DPS + extra.
Mechanical Scout will immediately take the first or second turn at the start of wave 2. It will then heal all enemies.
When Bartholo is hit with an AOE attack, she will counter with an AOE attack.
Bartholo's ultimate will Stun (1t) targets with less than 50% HP.
Zaphael will heal herself on her turn and remove 1 buff from all enemies.
Every 2 turns, Vengeful Kothir will apply Stealth (1t) to herself at the end of the turn. If the stealth is not removed on her next turn, she will gain ATK Up (1t).
This floor punishes ungeared or poorly geared teams.
Using single target DPS such as Celeste to avoid triggering Bartholo means you cannot hit Kothir while she is stealthed.
Using an AOE attack will remove Stealth from Kothir, but will trigger an AOE counter from Bartholo.
Ultimately, the best and easiest solution is to tackle this floor normally with your Healer + DEF Down + DPS. Erica will defeat the enemies quickly as long as your healer can heal faster than Bartholo's counters.
Put DEF Down on Kothir, and ignore the other three bosses; the faster you finish the fight, the better.
The usual Healer + DEF Down + DPS.
Celeste can stun Bartholo if necessary, remove Kothir's stealth with her S2, and apply DEF Down.
If you're struggling with this floor, upgrade your Survivor and Guardian set gears further.
Every 2 times Shani is attacked, she will apply Shield (49500HP, 1t) and DEF Up (1t).
Mechanical Scout will constantly push itself and apply ATK Up (2t) and DEF Up (2t) to Shani.
First of all, kill the Mechanical Scout first.
After that, there are several strategies:
Shani's buffs will expire after she attacks, leaving her defenseless. Your next attack done right after Shani's turn will damage her. After killing all the minions, simply leaving the game on Auto Battle will kill Shani eventually.
Time your attacks. Apply DEF Down to Shani, and hit her with your highest damage attack right after she attacks. Alternatively, strip her buffs and then hit her with a high-damage attack, being mindful of which attack will trigger the shield.
Apply Unbuffable to Shani. This prevents her from shielding herself. Then, damage and kill her.
The usual Healer + DEF Down + DPS will work eventually.
If you have built Bonnie for Red Hunt, she will work great here, as her S2 applies Unbuffable and DEF Down.
Mulier can constantly apply Unbuffable and push Shani back.
Every time Ariel is attacked, she has a 25% chance to apply Shield (88,600HP, 2t).
Ariel will constantly taunt, stun, and reduce your units' action gauge.
First of all, kill all three Field Sniper minions.
After that, the strategy is very similar to Floor 56:
Since Ariel's shields activate on a random chance, there will be random gaps where she isn't shielded. You can leave the game on Auto Battle and Ariel will die eventually.
Apply Unbuffable to Ariel. This prevents her from shielding herself. After that, damage and kill her.
The usual Healer + DEF Down + DPS will work eventually.
A unit with team-wide Immunity buff (Moira, Shani, etc...) will prevent Ariel from CCing your units.
If you have built Bonnie for Red Hunt, she will work great here, as her S2 applies Unbuffable and DEF Down.
Mulier can constantly apply Unbuffable and push Ariel back.
On her turn, if Janis is debuffed, she will self-cleanse 1 debuff and heal 15% (55,400HP).
Janis will apply Unhealable (1t) with her attacks.
When Janis attacks a target, if the target is below 50% HP after attacking, she will follow-up with an AOE attack.
Every 4 turns, Janis will use her ultimate. If the target is below 30% HP after attacking, she will deal an AOE splash damage to your team.
There are two different ways to defeat this stage:
Do not debuff the Janis. If Janis has no debuffs, her heal will not trigger.
If your gear is very good, you can simply ignore and out-damage Janis' heal, by DEF breaking and nuking her.
Bring a healer with a debuff cleanse to remove Unhealable and allow your units to receive heals.
If you are using Strategy (1), All units used on this floor must NOT have a debuff on their S1 attack.
Erica has no debuffs whatsoever.
While Joyce has a debuff, she can spam her S2 and S3 skills by only S2ing herself (for cooldown reduction). This means Joyce will never have to use her S1 and potentially debuff Janis.
If you have built Dildri, Silbal, or Patea for red hunt, they can be brought in as long as their debuff skills are not used.
It might be necessary to bring less than 4 units to this floor (For example, Joyce Erica Empty Empty).
Mechanical Scout will gain a huge amount of action gauge at the start of wave 2. It heals all enemies whenever it takes turns.
When Clone Bartholo is attacked, she pushes all enemies.
When enemies other than Clone Bartholo is attacked, Clone Bartholo will increase her ATK, DEF, and SPD by 10% (up to 50%). This resets after she attacks.
When Clone Bartholo is attacked 4 times at the start of battle, she will summon 4 minions. The skill then goes on regular cooldown for 5 turns.
This floor looks intimidating: Attack Bartholo, and enemies are pushed. Attack the minions, and Bartholo hits harder.
There is no reason to fear, however. As long as you can manage the incoming damage, you can safely kill everyone with AOE.
First, kill the Mechanical Scout. If you have single-target attackers, aim the Scout first.
Bartholo will summon minions after being attacked 4 times. Keep using AOE attacks, and aim Clone Bartholo with your single-target.
Keep fighting. DEF Down Bartholo and attack. She will summon minions again after 5 turns.
This floor tests your fundamentals and your gear.
The usual Healer + DEF Down + DPS works well. Erica is invaluable here. DEF Down is very important. Celeste can both nuke the problem units and apply DEF Down constantly.
An AOE Immunity unit can prevent Bartholo from taunting and stunning your units, but is not necessary.
If the incoming damage is too high, upgrade your healer, use a Knight with Backwards Glance to redirect damage, or use DEF Up.
Order of Truth Monk will cleanse all debuffs from all enemies.
Odea will forcibly take a turn after being attacked 4 times in a row without attacking.
Every 2 turns, Odea will apply Continuous Heal (1t) to herself.
Odea will gradually increase her ATK every time she takes a turn.
First of all, kill the Order of Truth Monks.
Continuous Heal restores 15% of the target's max HP on the beginning of target's turn. This equates to a 42,800HP heal for Odea. There are several ways to deal with this:
Ignore the heal and out-damage Odea.
Apply Unbuffable to Odea. This prevents Continuous Heal from being applied.
Apply Unhealable to Odea. This makes Continuous Heal do nothing.
Apply Restrict to Odea. This prevents Odea from self-pushing to take a turn when she is attacked 4 times.
Your Erica will be less useful here because of element disadvantage. Celeste will still work great.
Mulier has both Unbuffable and Unhealable for added flexibility.
Blossom is cheap to build, has Unhealable, and helps heal your team.
Clone Clara can apply Unhealable, although her Gauge Reduce is less useful here.
Kagura can apply Restrict and SPD Down on Odea. Restrict cancels all gauge push effects so that Odea cannot self-push.
Mutant Snowy Wolf will reset its healing skill’s cooldown when any enemy, including itself, is attacked. It will restore 30% HP to all enemies on its turn.
Heavy Mercenary and Mutant Frost Spider will inflict various debuffs such as Silence, ATK Down, SPD Down, and Gauge Reduce.
Every 4 turns, Clone Clara fires her ultimate which inflicts Silence (3t) and Unhealable (3t). She will also use this skill once when her HP goes below 50%.
Units affected by Silence have their speed reduced by 90%.
This is one of the hard VR levels. Sit tight because it gets intense.
No progress can be made while Mutant Snowy Wolf is alive. Kill it first.
If you cannot out-damage its heal, you must inflict it with Unhealable.
After the Wolf is dead, kill the other two minions.
Clone Clara and Heavy Mercenary will constantly silence your units. Cleanse Silences as soon as possible.
Damage and kill Clone Clara as normal.
A healer with frequent cleanses are essential. Joyce can spam her heals by S2ing herself, then S3ing next turn. As long as Joyce herself isn't silenced this will manage your debuffs - put her in the backline (position 4) to make her less likely to be targeted.
If you cannot normally DEF Down and kill the Wolf due to lack of damage, first of all upgrade your gear, and then consider bringing Unhealable units.
Mulier, Clone Clara, and Blossom has Unhealable to help you kill the Wolf.
The two Violent Hydro Mech Soldiers will constantly heal and cleanse all enemies.
Mechanical Scout will buff the Dragon with ATK Up (2t) and DEF Up (2t).
Vidar the Dragon counters with an AOE attack every 5 times it is attacked.
On its turn, the Dragon attacks with an AOE damage that inflicts DEF Down (2t) and does extra damage based on ATK.
The Dragon stacks an ATK buff every time it attacks, including its counter attack.
This floor is a gear-check. You cannot stop the Dragon from attacking you, and the more it attacks, the more it will hurt. The Mech Soldiers and Scouts serve to stall the fight to give the Dragon time to stack ATK buffs.
First, kill the Mech Soldiers to remove healing.
Kill the Mechanical Scout if you do not have buff-strip.
Focus fire on the Dragon. Put DEF Down on it and hit it hard.
High damage from good gear is essential in beating this stage.
Erica is NOT as useful here because she is element disadvantaged.
Celeste can strip buffs, DEF down, and nuke the dragon.
Layla can nuke the dragon.
Marsha's ATK down can keep the Dragon's damage in check. Her ultimate inflicts DEF down to the Dragon, and protects Marsha with Immunity so that she herself doesn't get hit with DEF down.
Mulier can reduce AOE damage from the Dragon (but not the splash damage!) and prevent it from being buffed.
The three Wintry Hunters have a 30% chance to counterattack if hit by an attack. Their odds of countering increase when they are buffed.
Lina's Skill 2 heals and massively increases the gauge of a target (usually herself). If Lina S2s herself, she will gain enough gauge to take an extra turn immediately.
Lina's Skill 3 heals, pushes, and applies Continuous Heal buff (heal 15% at the start of turn) to the enemy team. Remember that the Wintry Hunters will counter more often if they have a buff.
Lina will become increasingly faster and stronger as the Wintry Hunters die.
Welcome to the hardest floor in Virtual Reality. Strap in because this shit gets tight.
You CANNOT kill any of the Wintry Hunter minions in Wave 2. If you do, Lina will become uncontrollably fast.
Since you have to focus fire on Lina, she will use all her healing skills on herself. If Lina uses S2 on herself she gains enough action gauge to immediately take another turn.
Since Lina grabs multiple turns by using S2, she will consume the Cont. Heal buff faster (heals more) and expire any debuffs faster.
So how do you kill Lina?
Unhealable debuff prevents Lina from healing both from her skills and from Cont. Heal.
Unbuffable debuff prevents Lina from applying Cont. Heal on herself.
Restrict debuff prevents Action Gauge increasing effects. This shuts down Lina's S2.
Reduce Action Gauge skills can further disable Lina from taking more turns.
Celeste is very strong on this floor. Do not use Celeste's S3 so that she keeps self-pushing (while ult is up, she gains 20% gauge push every time ally takes a turn). Hit Lina with S1 to inflict DEF Down.
Preema can apply Unbuffable and DEF Down & reset a cooldown of one of your units for flexible debuff management.
Naranthir has Unhealable, Unbuffable, and reduces gauge by 100%, pushing Lina all the way back to 0%. This should be timed if possible to maximize the amount of pushback.
Mulier has Unhealable, Unbuffable, and Gauge reduce. She can also spam her S3 by soulburning (use astrogen) which reduces the ult cooldown.
Clone Clara's S3 applies Unhealable and reduces gauge by 100%, pushing Lina all the way back to 0%. This should be timed if possible to maximize the amount of pushback.
Blossom applies Unhealable with S1.
Kagura applies SPD Down and Restrict which shuts down Lina's S2.
Cooldown Increase can prevent lina from healing or doing anything, but those effects are vanishingly hard to find.
The most common CD increasing units are Claire, Obsidian and Laiisma who are all extremely rare.
Yerica is rarely used as a budget Claire of sorts but it is not recommended to build one just to clear this VR floor.
Debuff Duration Increase is a highly uncommon effect that may be of limited use. If you have already built Cindy for clearing Story Mode Chapter 2 Part 10-9 or Julia for Red Hunt, you might be able to use them to extend existing debuffs on Lina.
Do keep in mind that Lina (and most PVE bosses in genera) are immune to Poison.
Maximum debuff: Zero DPS units, all debuffs, a healer to sustain; If you can maintain a 100% uptime of debuffs on Lina you will eventually win. Slow but steady progress will lead you to victory.
Ex) Joyce Mulier CClara Blossom
Blitzkrieg: Shut down Lina's ability to take turns and kill her quickly with high damage. Reduce action gauge, SPD Down, DEF Down is crucial.
Ex) Kagura CClara Celeste + your strongest non-water DPS
Hybrid: No two accounts have the same units and gear, you should adapt to what is available to you. Mix and match different debuffs for maximum effect.
Ex) Joyce Celeste Kagura Mulier
Welcome to the last stage of Virtual Reality. Floor 80 is a unique double-feature where you need to get through two different boss battles with just one team. Don't be discouraged because if you already beat Floor 78, you're definitely strong enough to take on this floor.
Wave 1 mainly involves a boss that constantly takes turns and debuffs the team.
Wave 2 involves holding out against a boss who can randomly stun you and push your cooldowns while you focus on the minions before killing the boss.
All in all, you need:
Good healing
Good damage, DEF Down, and some amount of single-target DPS
Either a prompt AOE debuff cleanse or consistent AOE Immunity
(Optional) Restrict to stop boss from self-pushing in Wave 1
(Optional) Damage control methods such as ATK Down or DEF Up
(Optional) Damage boost methods such as ATK UP
(Optional) 150% Effect Resistance on your healer to prevent all debuffs
Erica is back! She's a killer DPS here & she even buffs your team.
Celeste is useful as always.
Joyce is especially handy on this floor due to her ability to spam heals and cleanses by applying S2 to herself.
Moira, Ermes can cast AOE Immunity on the team.
Noclyn can help with offense and debuff cleanse. She has ample time to spool up during Wave 1.
Kagura can shut down Galornia's self-pushes in Wave 1.
B.Galornia will Self-Push 50% if she is attacked while having a debuff. You can do three things here:
Do not debuff the boss (Not recommended). Not bringing any debuff will make the fight very long and very slow.
Deal with the pushes and roll with the punches. Your healer should be able to keep up with the damage.
Apply Restrict to shut off her self-pushing.
Keep fighting the boss until she gets to 50% HP, at which point...
At 50% HP, Galornia will summon a copy of herself. Turn off auto-battle and target the copy.
STOP putting debuffs on the "Main" Galornia (the one in the center with the boss health bar).
Target the copy (the one on the side with her own health bar) with your single target attacks.
AOE attackers like Erica can attack anyone like normal.
Kill the copy first, then kill the main boss.
There is a Black golem, a Yellow golem, and Div Apostle.
Div Apostle attacks 2 targets and has a 35% chance each to stun them (50% base chance - 15% universal resist). Every 3 turns, she attacks with an AOE that increases skill CD by 2 turns.
Black golem will FULLY HEAL Apostle every turn.
Yellow golem will FULLY CLEANSE and apply Immunity on Apostle.
NO PROGRESS CAN BE MADE while both Golems are alive. Focus fire on the Black and Yellow golems.
Div apostle gains more SPD and ATK every time a golem dies. When both golems die, she enters her second phase.
Apostle will immediately take a turn and reset skill cooldowns to minimum after her second phase is triggered.
She will then use her new skill: Void Singularity.
The first time the skill is used, it deals AOE damage and applies 5 TURNS of ATK Down.
The second time the skill is used, it also applies 5 TURNS of DEF Down.
The third time the skill is used, Apostle will also heal proportional to the amount of damage dealt.
Further attacks will keep triggering all 3 effects.
Good news: Apostle loses her CD Increase AOE Attack. Bad news: She will now fuck you up with a five turn debuff.
5 Turn Debuffs must be IMMEDIATELY cleansed. Time your healers' skills carefully. If one of your squishy units get caught with a DEF Down they might get killed very fast.
Apostle still has her Stun attack, so pray that she does not disable your healer at the most crucial time, or build your healer with extremely high RES (150%).
While you juggle with debuffs, attack and kill the Apostle normally with your DEF Down and DPS. Good luck!