Tower of Doom Premium 2 completed in 15 turns. Every battle is cleared in 1 turn except for the midboss, which is always 6 turns.
I found a set of levels in Tower of Doom that was surprisingly trivial for the most part. Since my last lowest turns attempt in Tower of Doom, I learned I could copy save files to practice on the same set of levels instead of only getting 1 attempt. There were only 3 levels that gave me trouble.
Level 1 had Riptides with high HP spawn far away. The final boss forced me to roll very high damage boosts with The Strongman and obtain high damage heroes and Sparks. The hardest level by far was level 6. Unlike the other Darkmess Eye missions, this one spawned them very far away. It took a creative strategy to be able to reach them, including RNG and map manipulation by exiting and reentering portals.
Time stamps:
Level 1 - 00:28
Level 2 - 03:15
Level 3 - 05:35
Level 4 - 07:01
Level 5 - 08:08
Level 6 (Final Attempt) - 35:10
Level 7 - 39:01
Level 8 - 41:16
Level 9 - 42:20
Level 10 (Final Attempt) - 51:36
Characters:
Rabbid Peach - She starts with longer weapon range than Rabbid Rosalina. She doesn't do much that's unique to her character after the first battle.
Rabbid Rosalina - Kaboomer's range is used over The Dukes to hit a Darkmess Eye in the second battle. Ennui makes the midboss very easy.
Rabbid Mario - The Dukes deal very high damage, which is needed to defeat the Riptides. The No Limits ability and large ground movement radius help reach many Darkmess Eyes in battle 6.
Peach - Boombrella's area of effect takes out Darkmess Eyes in multiple levels. Her movement allows her to reach faraway areas as well. Her Barriers kept the team safe during the midboss.
Luigi - Required to defeat the final boss in 1 turn. His team jumps and increased landing radius are needed to traverse longer levels, especially battle 6.
Bowser - Ground Pound is used to deal extra damage to the Giant Goomba without using an action point.
Mario - Hero Sight is used to damage the Giant Goomba.
Sparks:
Toxicomet - Deals extra damage to the Riptides. Ooze doing more chip damage than other super effects helps here if a Riptide survives.
Screech - Triggers the Giant Goomba's movement for reaction shots.
Oozer Master - The Attack Master ability increases Luigi's weapon damage.
Cryogeddon - This is used in several missions to destroy Darkmess Eyes. It also finishes off the final Riptide if everything else fails to kill.
Scoper Master - The Critical Buddy ability is used to increase Luigi's critical hit chance.
Ethering - The Athlete ability increases Bowser's Ground Pound damage, but it doesn't make a huge difference.
Notes:
-The Strongman can give a 0%, 50%, 100%, or 150% damage buff. Level 1 requires at least 100%, while level 10 needs at least 250% collectively. I've never gotten past a 250% boost from just The Strongman.
-If The Strongman is not on sale before level 1, then I can't purchase it for that battle. It seems to be up to RNG if it's available, and I must reset if not.
-The other portal is easier than the one we took for level 1. I took the harder portal so we could Scoper Master, which makes the RNG for the final battle much more lenient.
-Where Peach stands before she attacks the Riptides matters because it changes how they move. In some instances, one Riptide can stand too far away for Rabbid Mario to use The Dukes.
-I'm still not certain how the map changes after resets work. Going to the left portal on level 6 seems to generate a consistent position for the middle portal's battle. Reloading through a restart or exit to menu seems to change it to a different position. I needed the set up that generates from going into the left portal first so the Darkmess Eyes spawn closer together, specifically the two near the Magikoopa and one by the Depleter.
-I copied save files for levels 6 and 10 so I could reset my turn count if I failed. The game counts the turns you use even if you restart.
-I purchase an extra POW block from the store as a safety measure for battle 7. Sometimes, Luigi's Sharpshooter does not get a clear line of sight shot on the Darkmess Eye, so the POW Block may be used in case that happens.
-Peach's explosive barrier not destroying the Darkmess Eye in battle 6 was very strange. They normally deal damage to Darkmess Eyes within range. Thankfully, an alternate route was found.
-Peach had limited skill prisms to work with in battle 6, so she had to choose between ground movement and glide time. Glide time increases provided more distance overall.
-By placing a POW Block right where Rabbid Mario lands for his team jump in battle 6, he skips forward and lands a bit farther than he usually does. This lets him narrowly reach both Darkmess Eyes near the Magikoopa with The Dukes.
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