★ Version 3.1 → Map Update: Roya Frostlands
┣ Aemeath: Builds, Materials, Sig. Weapon
┣ Reruns & Builds: Lupa, Chisa
┣ Tapes of Last Words | Vista Views
┗ Smartprint Cubes | Soliskin
★ Exclusives: Tier List Maker | State of the Meta

Check out how to beat the Hazard Zone's Hazard Tower in Wuthering Waves Version 3.0. We have the best characters and stage guides for each floor here!
List of Contents
| Floor | Character 1 | Character 2 | Character 3 |
|---|---|---|---|
| 1 | DPS | Sub-DPS | Support |
| 2 | DPS | Sub-DPS | Support |
| Floor | Character 1 | Character 2 | Character 3 |
|---|---|---|---|
| 3 | DPS | Sub-DPS | Support |
| 4 | DPS | Sub-DPS | Support |
The Hazard Tower is the hardest of the three towers in the Hazard Zone, so we suggest going for two full teams of your strongest characters.
If possible, make sure the buffs provided by the Tower work in favor with your team but if not, you may use any team that have neither increased RES from enemies nor the tower. In addition, you should always have your most powerful support here so reserve your Shorekeeper and Mornye here!
To fully clear all four floors of the Hazard Tower, you will need at least 2 full teams since each floor consumes 5 Vigors each. Floor 3 and 4 were added in Version 2.6.
| Interference | |
|---|---|
| Enemy Fusion RES & Spectro RES are decreased by 10%, and their Electro RES & Glacio RES are increased by 10%. When Resonators cast Intro Skill, their ATK increases by 5% per second, stacking up to 4 times. At max stack, they gain 40% Fusion DMG Bonus. The effect ends when the Resonator is switched off the field. |
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| Objectives | |
| Enemies (Lv. 100) |
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| Enemy RES | |
| Vigor Cost | 5 Vigor |
For the Sub-DPS and Support options, the top option is the best one to use.
| Main DPS | Sub DPS | Support |
|---|---|---|
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In this Tower of Adversity Cycle, the first two Hazard Tower floors' buffs revolve around Spectro and Fusion, with the latter being highly recommended for most players. We suggest using a Mono Fusion team of any combination, especially if you have Lupa and Brant together.
Outside of Fusion teams, a Spectro team is the next best option to use, with Spectro Frazzle comps performing the best in the archetype. Lastly, you can use Cartethyia's Aero Erosion team if you don't have any of the recommended teams, as Aero has an attribute advantage over Electro, which helps in dealing with Thundering Mephis.
| Interference | |
|---|---|
| Enemy Fusion RES & Spectro RES are decreased by 10%, and their Electro RES & Glacio RES are increased by 10%. When Resonators cast Intro Skill, their ATK increases by 5% per second, stacking up to 4 times. At max stack, they gain 40% Fusion DMG Bonus. The effect ends when the Resonator is switched off the field. |
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| Objectives | |
| Enemies (Lv. 100) |
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| Enemy RES | |
| Vigor Cost | 5 Vigor |
For the Sub-DPS and Support options, the top option is the best one to use.
| Main DPS | Sub DPS | Support |
|---|---|---|
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Floor 2's Interference is the same as the first floor, so the same teams will perform the best. Electro and Glacio teams should be highly avoided, while Fusion and Spectro comps should be used in this cycle.
For this floor, you will be fighting against enemies that have the Electro attribute. On top of the Electro RES provided by the Interference, these enemies have an innate resistance towards the attribute. Use the Mono Fusion team if you have it, preferably the one you already used in Floor 1 to maximize Vigor.
| Interference | |
|---|---|
| 60s after the battle starts, Resonators' total DMG is increased by 5%. After that, their total DMG is increased by 5% every 5s, up to 60%. Enemy's All-Attribute RES is increased by 15%. When the enemy takes Tune Rupture DMG or Fusion Burst DMG, this effect is removed. Total DMG is increased by 10%, and enemies take 100% more total Fusion Burst DMG and 100% more Tune Rupture DMG. When a Resonator casts Tune Break, their total DMG dealt increases by 10%. This effect can be triggered once every 15s and can stack up to 3 times. |
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| Objectives | |
| Enemies (Lv. 100) |
|
| Enemy RES | |
| Vigor Cost | 5 Vigor |
| Aemeath's kit is standard-to-change upon her release in Version 3.1. We suggest waiting for the update to come out before completing the content. |
| Main DPS | Sub DPS | Support |
|---|---|---|
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The best team for Hazard Tower Floor 3 will likely be Aemeath together with Lynae and Mornye. With Aemeath's official kit revealed, she is known to be a DPS unit revolving around both Tune Break and Fusion Burst for her damage, making her essentially the most fitting for the upper floors of this tower.
We suggest waiting for Version 3.1 to release and build her before tackling this floor to have an easier time clearing content.
| Main DPS | Sub DPS | Support |
|---|---|---|
| Any Non-Negative Status DPS |
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While Aemeath is likely to be the best DPS unit for this floor, any general DPS will still perform with the Tune Break comp core of Lynae and Mornye together. Both characters provide a lot of general damage buffs that revolve around Off-Tune Buildup and Tune Break DMG, making any unit utilize the Interference benefits.
Teams that scale off Resonance Liberation DMG will particularly benefit from Lynae's buffs, but you will already see huge improvement in damage with the massive All DMG amplification the two provide together.
| Interference | |
|---|---|
| 60s after the battle starts, Resonators' total DMG is increased by 5%. After that, their total DMG is increased by 5% every 5s, up to 60%. Enemy's All-Attribute RES is increased by 15%. When the enemy takes Tune Rupture DMG or Fusion Burst DMG, this effect is removed. Total DMG is increased by 10%, and enemies take 100% more total Fusion Burst DMG and 100% more Tune Rupture DMG. When a Resonator casts Tune Break, their total DMG dealt increases by 10%. This effect can be triggered once every 15s and can stack up to 3 times. |
|
| Objectives | |
| Enemies (Lv. 100) |
|
| Enemy RES | |
| Vigor Cost | 5 Vigor |
| Aemeath's kit is standard-to-change upon her release in Version 3.1. We suggest waiting for the update to come out before completing the content. |
| Main DPS | Sub DPS | Support |
|---|---|---|
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Similar to the third floor, Floor 4's Interference is centered towards Tune Break and Fusion Burst, so we expect Aemeath to perform the best in this floor. Aside from the high synergy of the Interference with Aemeath's kit, she is the only known DPS to apply Tune Rupture DMG, essentially removing the RES buff that enemies have.
| Main DPS | Sub DPS | Support |
|---|---|---|
| Any Non-Negative Status DPS |
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For the fourth floor, any general non-Negative Status DPS will still perform well. The Tune Break core made up of Lynae and Mornye gives essential general buffs to Tune Break, as well as, All-Type DMG amplification that suits just about any standard DPS in the game.

| All Hazard Zone Towers | ||
|---|---|---|
| Hazard Zone Reset Date and Countdown March 2, 2026 |
||
Hazard Zone refreshes every 28 days.
| All Overdrive Zone Towers | ||
|---|---|---|
| All Experimental Zone Towers | ||
|---|---|---|
| Stable Zone Tower | ||
|---|---|---|
Another trash ass modifier that doesn't work at all, no echo skill that i use from any character even Cantarella wont trigger the echo buff for me at all in hazard tower. So tired of hazard tower being an over tuned bs mode that has modifiers that only work for some people.
Hazard Tower (Hazard Zone) Guide for Version 3.0



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Floors 3, 4 is pure Chisa bait