Growth system

Roll Anime to Fight! merge guide

The official description says players merge fighters to level them. That is the durable fact. Public first-party sources do not publish the required inputs, costs, success behavior, level formula, or a universal maximum.

This guide shows how to use the current merge interface safely, compare before-and-after states, and avoid turning promotional level labels into unsupported mechanics.

Official promotional art compares a fighter labelled Level 1 with a Level 67 appearance. Official experience media
The Level 1/67 comparison supports visible growth, not a universal cap or merge formula.
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Confirmed mechanic

Merging is a growth action, but its recipe is live data

The description connects merging with leveling fighters. Every requirement beyond that must come from the current interface.

Confirmed
Players can merge fighters to level them.
Observed in approved art
A Level 1/67 promotional comparison shows visible fighter growth.
Not publicly specified
Input count, matching rules, cost, success rate, output preview rules, formula, and universal level cap.

Prepare the comparison

Record the fighter and team state before merging

A clean before state lets you separate the result of merging from a simultaneous lineup, mutation, or checkpoint change.

  1. Identify the live fighter labelUse the exact current name or label; public APIs do not provide a roster that can safely replace it.
  2. Record displayed growthCapture the level or growth state shown by the interface without inferring a hidden formula.
  3. Note mutation and appearancePreserve the exact current label if present, or describe only visible differences.
  4. Fix a battle contextChoose the same lineup slot and similar wave or checkpoint context for the post-merge comparison.
  5. Read the merge promptConfirm inputs, costs, eligibility, preview, and any warning in the current version.

The purpose of this record is practical: after the merge, you should be able to say exactly which displayed state changed. It does not need speculative columns for rarity rates, hidden multipliers, or a calculated value that the game never exposes.

If the current interface does not preview the outcome clearly, treat the action as uncertain. The wiki cannot supply a missing guarantee from sparse first-party metadata.

After the action

Separate displayed growth from battle performance

A changed level marker and a changed battle outcome are related questions, not the same observation.

Day 1 and Day 67 promotional fighter appearances appear side by side. Official experience media
Day 1/67 is promotional framing. It can illustrate visible progression, but it is not evidence of a timed merge rule.
Before-and-after merge record
LayerBeforeAfterSafe conclusion
InterfaceDisplayed fighter label and growth state.Displayed fighter label and growth state.State exactly what the interface changed.
AppearanceVisible form and current mutation label.Visible form and current mutation label.Describe a visual change without inventing a category.
TeamSame surrounding fighters and slot.Same surrounding fighters and slot.Hold team context stable where possible.
EncounterSimilar wave, checkpoint, enemy, and Team HP context.Comparable context.Treat differences as observations until repeated.
Claim boundaryNo assumed formula.No assumed formula.Do not reverse-engineer a universal rule from one action.

First confirm the direct interface result: a level or growth marker changed, an input disappeared, or the output preview became the new fighter state. Then test practical performance under similar conditions. The second step can help with a lineup decision, but it does not reveal a universal hidden statistic.

Promotional Level 1/67 and Day 1/67 comparisons reinforce the idea of growth over time. Neither frame publishes how merging reaches those states, whether 67 remains a cap, or whether every fighter shares one formula.

Decision discipline

Use merge resources where the evidence is strongest

Without a public formula, the safest strategy is to prioritize clarity, not to pretend certainty about efficiency.

  • Prefer previewed outcomesA current interface preview is stronger evidence than a remembered recipe or promotional level label.
  • Protect uncertain fightersDelay an irreversible action when the interface does not clearly identify what will be consumed or produced.
  • Compare one growth changeAvoid merging, mutating, and replacing several team slots before testing the result.
  • Recheck after updatesCosts and eligibility are mutable live-game data, so a previously observed recipe may stop applying.

Merge questions

Frequently asked questions

How many fighters are required for a merge?

The reviewed first-party listing and APIs do not publish a required count. Read the current merge interface, which can show eligible inputs and any cost or preview. This guide does not turn a one-time observation or third-party claim into a permanent recipe.

Does the Level 67 image prove the maximum level?

No. The approved image is a promotional Level 1/67 comparison. It proves that those labels appeared together in official media, but it does not state that 67 is a universal or permanent maximum, that every fighter reaches it, or that merging follows one formula.

Can a merge result be reversed?

No reviewed public first-party source specifies reversibility. Check the live prompt for warnings and assume an action may be irreversible when the interface does not clearly promise recovery. Preserve uncertain or rare-looking fighters until the current game makes the outcome and consumption rules clear.

Sources

Last verified: