In thisTower of Fantasy Build Guidewe’re going to be covering a basic TankBuildthat focuses on the use of the (SR) weapon,Ice Maul.This weapon comes with the character or Simulacra, Ene. This build is suited for early world exploration, challenging world bosses, and joint operations. It’s also effective at ascending the floors in the endless mode, Bygone Phantasm. So overall, it’s very effective, and a cheap build, perfect for getting started as a free to play player. Tower of Fantasy has extensive playstyle for each weapon, and combining weapons to create a build is a bit complex. In this Build Guide I’ll explain how to get the most from this Build, so if you’ve been struggling to find a free to play starter build, then this Guide is for you.
Before we get started, please note that characters in Tower of Fantasy are basically weapons, that come with a character skin. In the game we call these characters “Simulacra”, and at the moment seem to be cosmetic only. So in our guides, we will be using the term “Character” and “Weapon” simultaneously and interchangeably.

Tower Of Fantasy F2P Starter Build – Ene, the Ice Pummeler
Ene comes with the SR weapon, the Pummeler. This is slower-paced maul weapon that focuses on dealing heavy attacks with Ice damage. Players get at least one SR character every 10 wishes, so there’s a high chance you will get Ene early on. Pummeler is a Defense weapon, with a high Shatter rank. So the aim of this build is to shatter enemy shields faster. We can build Ene with Fortitude, Attack, or Balance resonance. With Fortitude taking additional Defense weapon, Balance taking one DPS, and one Support, as well as attack adding two DPS to round off the set.
The choice of additional weapons in the set with Pummeler always come to what you get from wishing. Ene have a mostly self sufficient weapon, so she’s flexible to build, and doesn’t require certain weapons to create effective set. In most cases, you can put Ene with whatever SSR weapons you get from Special Orders/summons, and get the ball rolling. However, you need to construct different weapon sets around the content you’re facing, such as varied elements for the open world, especially with how important Flame is in solving puzzles at the moment. Pummeler is Ice, so in the open world you should add a Flame and Volt element weapon in your set. But against challenging content you should optimize your weapons for the highest shatter and damage rate.

Ene’s weapon Pummeler takes a lot of field time, so she prefers to be paired with a burst DPS. All of following have a decent burst DPS: King, Samir, and Crow. So if you pulled one of them from the Special Orders system, you have a good team synergy. Besides a burst DPS, you will need a weapon with a high charge ability, to help the team fill energy faster. Weapons with high recharge are Zero, Tsubasa, Coco Ritter, and Pepper. So you have a varied and flexible roster to select from, and if you don’t have any of them, consider picking one from the SSR selector Ticket.
Ene, the Ice Pummeler Talent Skills
Ice Shell (Passive)
The common passive of all Ice element weapons is that they are great to trigger when bosses have their shields up. The Frostbitten effect prolongs the duration bosses need to recharge their ultimate, giving players more time to break their shield. Aside from that, it’s a good Crowd control tool to stop enemies in their tracks.
Wording on the skill description might be a little confusing, but the trigger condition of Ice Shell is the first attack after fully charging the weapon. So don’t forget to do couple attacks before switching out.

Normal Attack
Ene has a very strong combo that knocks back enemies with each hit. All of Ene attacks are Ice, and they have strong shatter effect. During her Outburst buff, these attacks deal more damage, and the fourth combo knocks the target up in the air.
Overall, it’s a decent combo to play an on-field Tank and shield breaker. Normal Attacks don’t have much range, so there are times where you will be spamming Normal Attacks on the target with highest shield to break it. Other times, you will resort to more AOE-oriented talent such as Dodge Attacks.

If you unlock 5-star Ene, by getting 5 additional duplicates of her, you will add a stun to normal attacks. This stun has a 2.5 seconds duration at base level, and a cooldown of 20 seconds.
Focus Smash (Charged Attack)
One of the rare talents that grants immunity to all control effects in the game. Holding attack button allows players to go through three stages of charge. During the charge animation, nothing can move, knock, stun, freeze, or electroshock the player. Use the Charged Attack strategically to tank all the boss' heavy attacks that are hard to dodge.
The advantage of this talent is staying close to the boss, and being immune to effects, so you start attacking as soon as the boss finishes the animation. That’s very important when trying to break boss shields, or meeting a DPS check. It’s a talent that require no endurance, and can be initiated anytime, in and out of “Outburst”

During Outburst, the talent functions the same, with all the “Hyperbody” and immunity effects. But instead of holding then unleashing a devastating blow, players keep striking rapidly with Pummeler as they hold the attack button. This is effective at breaking shields, and can be connected to normal attack combos for fluid combat. you may change direction while holding, to strike multiple enemies around you.
Pummel (Plunge Attack)
You can initiate a plunge attack easily from any distance above ground, either by tapping jump then attack, or even when enemy knock you up into the air. This acts similarly to most of Ene’s attacks, it launches enemies into the air. Pummel doesn’t consume endurance, so it can be spammed non-stop. But the downside it isn’t a very high damage talent, unless you do it from a higher altitude. So it’s a good alternative for crowd control rather than DPS, when all other tools are on cooldown or not available.
Say you have run out of “Outburst”, and used all dodge charges, so you may’t dodge attack anymore. In this scenario, you can spam a jump attack, and keep enemies knocked aback. It’s a quick move, and if you play Tank in joint operations with other players, they will appreciate the crowd control to slow down enemies.
Shockwave (Heavy Plunge Attack)
Similar to Pummel, but instead of tapping attack, you can hold attack in midair. This attack consumes endurance but has much greater crowd control, it literally cartwheels enemies into the ground, and knocks them up. It’s so fun to pull off mid-fight, but the endurance consumption makes it less desirable.
Usually, you don’t want to spend endurance on Ene, and rather save it for other DPS weapons in your arsenal. It’s still useful to knock flying enemies out of the air with and decent at breaking shields for the multiple hits. But it’s not the most useful move in Ene’s kit by far.
Outburst (Skill)
On a long 45 seconds cooldown, you can activate Ene’s skill to gain a special buff for 25 seconds. This buff affects every part of Ene’s kit, adding more interesting and effective ways to deal with enemies. However, you have to be mindful when using it, since it doesn’t have a full uptime. Ideally, you want to use Outburst while Ene is on the field, then after the duration expires, you can switch to other weapons. You use all skills and bursts of other weapons in the backend of Ene’s cooldown, then switch back to it when the skill is ready again. That’s why Pummeler is best used with burst DPS weapons.
Outburst modifies all attacks, allowing them to deal more damage, add more hits or both. So overall, it’s effective to activate outbursts when you want to DPS or shield break with Pummeler. Not only that, but Outburst also enchants the knock-up in most talents, making it stronger, and allowing a much more aggressive playstyle.
Outburst also enables another skill, Windfury. Windfury becomes available once you activate Outburst, and has a 10 seconds cooldown. If Windfury is used on cooldown, it can be cast 3 times, with a total of 30 seconds of uptime. Windfury summons a wind current that allows you to dodge for free, which is useful at triggering dodge attacks nonstop. It’s the main tool in breaking shields against packs of enemies.
Jumping Smash (Dodge Attack)
Dodge Attacks are the bread and butter of Ene build. You can use the dodge button, with any direction button, and then attack. It’s so smooth to execute, deals decent damage, and break shields effectively. You can spam it as long as you have dodge charges, or freely after you activate Outburst.
It’s good against both single target and AOE situations. If you use it in close proximity to enemies, it can hit all of them. Each cast can hit four times in a row, and knock them up with every hit. If executed after a perfect dodge, you will have enemies frozen in time, unable to react. This allows for a rapid cast of combos on helpless enemies. You might prefer to use a full normal attack string during a perfect dodge since enemies can’t disrupt you in the meantime.
Worldsplitter (Quick Dodge Attack)
This move acts similarly to Jumping Smash, but you have to let go of the directional arrows before performing it. Worldsplitter deals less damage than Jumping Smash, but spreads the damage in a wider AOE, and is also longer in range. It’s useful for dealing with enemies that cast area damage, forcing you to stay out of range. With Worldsplitter you can still reach these enemies from a further distance.
Outside of Outburst, Worldsplitter performs three consecutive hits that travel in a straight line. While Outburst is active, these hits become five. In both situations, the hits knock enemies up. The straight line pattern is intended, since letting go of the direction button during dodge forces the dodge to go only backward. So with Worldsplitter, you end up away from enemies. This is not the same as Jumping Smash, which can end up in any direction you desire, including aiming forward into the enemy packs.
Overwhelming Maul (Discharge)
Discharge is the ultimate talent that requires full energy in order to be triggered. Energy fills over time when the active character uses any talent, and fills at a faster rate if the active character has a higher charge value. To perform discharge, you have to switch to the weapon you want to trigger for its ultimate. In a short animation play, one bar of energy will be consumed, and Discharge is unleashed.
Ene herself has a low charge value and takes up a long amount of field time, which makes it hard to fully charge all weapons. Mostly Ene’s build doesn’t have enough charge value to use discharge talents of the entire team in sequence; So in a practical scenario, you don’t focus on using Overwhelming Maul and prioritize Discharge of other DPS weapons.
The ultimate talent of Ene is a strong vertical smash, that knocks all enemies in its path into the air. It’s a good talent for shield breaking, but it’s not easy to use as an opener. Against some bosses though, you will find it hard to break their shield in time, before bosses unleash their own ultimate. In such a case, you have to save Discharge, and keep the character with the highest charge rate on the field, to build a second discharge. That way, when the enemy summons their shields, you immediately switch to Ene, break the shield, and switch to your DPS.
Ene - The Ice Pummeler Advancements
Also known as Stars these are powerful effects added to the basic kit, you may unlock them by getting extra copies of Ene. Each character has a basic kit, and six additional advancements. So you can maximize a character by getting total of seven copies. While getting additional copies of SSR characters is very hard, especially the limited ones; Getting copies of Ene on other hand is much easier, as she’s an SR character.
At a minimum, you get 8 SR characters and one SSR character every 80 wishes, and the game only has five SR characters to pick from. So players usually max advancements of all SR characters very quickly.
This Advancement has two parts, one is a taunt, which is only meaningful in multiplayer. It emphasizes the tank role, as it will draw the aggro of all nearby enemies. It also encourages building a weapon set with a Fortitude resonance in multiplayer modes, to fulfils the tank role.
The other part is invaluable in any content. It ignores an entire instance of damage, and grants Hyperbody. Hyperbody is a status that increases resistance to control skills, allowing you to keep using combos and talents without enemies stopping your character. That, on top of the damage prevention, will help you tank the toughest of hits, and survive.
It’s best against bosses with dangerous mechanics that can one-shot your character, so you can tank the hit instead of running away. It has a 15 seconds cooldown, so be mindful of when you switch to Pummeler, to trigger the effect.
Generic HP increase, for more survivability.
Three Stars
Ene not only prevents one instance of damage but also take 50% less damage for 6 seconds every 20 seconds. Again, focusing on immense tankiness.
Four Stars
More HP for the build.
Five Stars
This is a very important talent in PVP and a nice addition to PVE. There is a 20 seconds cooldown, as normal attacks can stun enemies for 2.5 seconds. In PVP, you can lock down other players and quickly burst their shields down. It’s a dangerous tool against enemies who fight on the ground. Unfortunately the top PVP weapons all rely on fighting in the air, and at a range, so Ene doesn’t get a chance to stun them most of the time.
In PVE, you’re able to interrupt any small or medium sized enemy. You either use it against mobile enemies to stop them from moving, or time it while they cast a skill, to interrupt them.
Finally, Six Star comes with additional damage buff for 25 seconds after Discharge. This encourages you to use a Discharge as an opener for Ene combos.
Ene, the Ice Pummeler Companions & Weapons Set
Tower of Fantasy combat relies on using three weapons and switching between them to create unique combos. So figuring out which weapons to use with Ene, the Ice Pommeler is an important part of her build. As a general role, Ene works well with a weapon with high burst damage, and a high charge value.
Crow (Thunderblades)
Thunderblades is an SSR dual dagger weapon that comes with the character Crow. It has a very short range, rapid attack speed, and deals Volt (Lightning) damage. It has quite a low value in both shatter and charge, so it’s not suitable for staying on field for a long period of time. Instead, we use Crow as a burst DPS, and switch to him only when the weapon is fully charged, to trigger his Discharge. Crow deals most of his damage within a 5~8 seconds duration after switching, so he’s an ideal companion for Ene, who takes up much more time on the field time.
In place of Crow, we may use Samir, or sometimes King, as they both can deal a lot of damage in a short amount of time, then switch them out.
Tsubasa (Icewind Arrow)
Icewind Arrow is a nice weapon that synergizes well with Ene, since both deal Ice damage. Tsubasa has a high charge value, and can shoot from a range, even stops in mid air to attack. This compensates for the lack of range in Crow, and the limited range of Ene.
You need to switch to Tsubasa when the weapon is fully charged to trigger Discharge. Tsubasa Discharge is extremely good at dealing damage over time, and freezes targets, to prepare for Crow’s burst. You have the option to stay on Tsubasa for 7 seconds, as her Discharge buffs her for this duration. You use these 7 seconds to deal high damage, and charge the weapons again.
Having a bow weapon in this build is handy, and allows players to hit weak points or headshots if needed. So it adds a lot of versatility, not just damage and charge value.
Ene, the Ice Pummeler Matrices
Matrices are attachments that provide stat increase and more effects. Each weapon has four slots and Matrices comes in all rarities. R and SR Matrices come with a 3 piece bonus, allowing only one set effect to be active at any time. While SSR Matrices comes with two piece and four piece bonuses, so you may get two types of bonus at the same time. This is either from the same set by using four pieces, or mixing two pieces of one set and matching with two pieces from another.
In the early stages of the game, you barely have access to any SSR Matrices. So we will focus on basic sets in this guide.
Matrices of Ene
For a starter set, you may use (R) Bullseye set, which grants the wielder Frost damage. Then works towards getting three pieces of the (SR) Sobek set, which grants more damage based on number of enemies nearby. You could also use (SR) Ene’s set, which grants additional instances of damage every three seconds, but Sobek is overall the stronger pick, and can be farmed from world bosses with the same name. However, you may also use the Robarg set, this inflicts damage over time on enemies upon shattering their shields.
In the endgame (and in case you want to maximize the shatter damage of Ene) you’re able to’t find a better FIT than the SSR Shiro Matrices. But these are hard to get, and require good planning as well as resorting to gacha pulls.
Matrices of Crow
Crow is all about doing damage in a short amount of time, so we can always use DPS Matrices on him. We start with (R) Tenet Guard, for Volt damage. Then upgrade to (SR) Sobek, since you can’t find a more suitable one in the SR category.
For endgame, mix and match between two SSR set bonuses, such as Samir, Crow, and upcoming Claudia. Otherwise, use the four set Zero for ideal burst DPS.
Matrices Tsubasa
Tsubasa is another DPS in team, but we focus more on her charge abilities. This means she can use both DPS and utility Matrices. I prefer maximizing her charge, to gain the most out of her in a short period of time. So I recommend using either (SR) Echo set, or (SR) Pepper set.
The Echo set grants a fixed amount of charge upon switching to the wielder with a Discharge. So it fulfill its role instantly, and doesn’t require Tsubasa to stay on the field any longer than needed. While Pepper’s set increases the charge Tsubasa does by percentage, it needs Tsubasa to attack for a certain period of time in order to get any real value from the set.
Barbarossa on the other hand grants the damage increase buff to another character, after switching the wielder out. So it’s more useful if your Tsubasa has enough charge, and you want to maximize the damage of Crow.
That wraps up ourEne Ice Pummeler build guidefor Tower of Fantasy. Be sure to stay tuned for moreTower of Fantasy Guidesas we will be putting together someBuild Guides,andGame systems guides.Don’t forget to check out ourTower of Fantasy Getting Started Guide.