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Manuals and rarity
Soooo Im creating manuals, and im wondering.
If I have some 4* unit, that have rare skill in 5* version (for example Chill def on Walhart), and I make him into manual, then I lose opportunity to inherit chill def 3? I should leave him in my barracks until i want to inherit ChD3 and then promote him, and inherit traditonal way, right?
The same thing goes to units that I want marge in future. Should leave all the 4* version until I want promote them and merge 5*.
Answers
You can promote manuals. This leads to the ability to use skills later on that you couldn't before, in this case Chill Def 3. You're also able to use them as merge fodder too. Promote a unit to 5* and merge them into another 5*.
Side note: Haven't really tested it all out, so I'm not sure if you would get a Prf weapon on a 4* if you promoted a unit to 5* then merged with a 4*. I'd assume that's how it works, but I'm not going to spread information I don't know entirely.
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You can promote manuals.
The manual system is good for allowing navigation of your barracks, and/or having an easier time staying under your cap when playing the gacha.
But otherwise it's a rather dangerous lure. Other than allowing for some ease on the fringes, a unit in the barracks is always more useful than a manual. A unit like Odin just got a new weapon and refine, a potential second lease on use-life. Some units like Fae get new life because of new threats (Reinhardt) or newly inheritable skills (Ike & breaths). An Odin or Fae manual is a forever dead unit.
I'd definitely leave the GHB units with PRF weapons or uninheritable skills (Walhart) out of manuals as these can't be made from or into carbon copies of other units. You never know, you may want a second copy of a unit in an [*]Arena Assault run[*edit, as pointed out below, you cannot use the same unit again in AA].
The best units to put in manuals are probably 3-4* obtainable and with neutral or undesirable IV's (such as cause an arena bin to drop, or just make a unit plum untenable, such as a -Atk Caeda).
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You can't use 2 copies of the same unit in Arena Assault, nor anywhere relevant (Squad Assault, Rival domains, etc). I see no reason to keep all your copies of Wallhart in the barracks. You simply keep one and turn the others into manuals, later you can use them to either merge him further or fodder skills to other units.
The same logic applies to all other units. If you are unsure you will ever want to build a unit in the future, just keep ONE copy of it. You can check IV's before turning them into manuals, keep the one with the best IV, or IV you want to use. If none has the IV you want keep just one anyway, and when you finally get the perfect IV you keep that and convert the other one to a combat manual.
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You can technically use the same unit in chain challenge again. And in Tempest Trials iirc. But yeah, definitely not in Arena Assault or Squad Assault. I was wrong to specifically say "Arena Assault".
But in very fact, in the majority of cases, the story/special/event maps of more elusive name (GHB, BHB, etc.), you can use up to 4 of the same unit.
And a lot of people beat the hardest event maps by abusing Reinhardt, Lyn, perhaps Ike, and one or two dancers. But this can be instead be done with multiple Reinhardt, Lyn, or Ike as needed: the dancers don't always have the range to optimally keep up with the cavalry units, they are unable to give cavalry bonuses, etc. all which may mean the difference in some match-ups and maps.
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That seems like a very niche situation. Only new people with very resources will truly benefit from it, and only for a short period of time until they upgrade more units. Either way, even if you will benefit from this, it won't be worthy for that many units. I think you can use common sense to judge if it's ok to turn a unit to a manual or not.
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