[deleted]•

Do NOT merge into 4 star. Many units have a weapon or a skill that’s locked to 5 star, and they can’t get it if you don’t promote them. Aversa’s weapon is the entire reason she’s good.

48
NotSuluXLucina (Glorious Archer)•

People tend to forget she's the only f2p mage flier and has a decent offensive statline too, but her weapon is definitely the big reason why she's so popular.

10
ImagineShinkerLyn (Summer Refreshes)•

I find this comment hilarious, because when she came out the general opinion was that all she was good for was being a F2P flying bladetome, and that her weapon was just a bad gimmick designed to make her map more miserable like with Fallen Takumi or Garron.

Then Aether Raids was released.

11
ManuelKoeglerRobin (Fallen Heroes)•

I still remember that thread vividly and disagreed with that notion back when people were making the argument, hard countering bonds, spurs & visible emblem buffs was apparently a bad thing, never mind the fact that even without visible buffs you’d get a -3 spectrum sabotage.

3
ImagineShinkerLyn (Summer Refreshes)•

Eh. I’m not so sure about that.

At the time we had absolutely zero idea that she would eventually be a unit we could merge up to +10 which is huge in making her work properly. It’s also not like she doesn’t have weaknesses. Damage, even just a little, completely cripples Aversa’s Night’s ability, and it doesn’t effect drives or other combat buffs that require the enemies to be together. Not to mention that people could just as easily separate their units to avoid the panic effect and debuff.

At the time, you also have to remember that the main competitive game mode was Arena, which cared heavily about merges for scoring, and at high tiers was/is full of armors and dragons who tend to have very high HP. Also, the maps were large enough that with only 4 units on the enemy team they weren’t always together.

Aether Raids basically brought the perfect storm of things Aversa needed to shine. Merges, and a comp game mode where space is veeery limited, low HP glass cannons are everywhere, and buffs are very important.

People were by no means wrong about how useful Aversa was at the time. She wasn’t great. She became great because of a number of factors in the game environment shifting heavily in her favor.

That being said, people realized that she was at least going to be great in at least Grand Conquest almost immediately after that rotated in for the first time with her available.

8
rK3sPzbMFVArcher•

I disagree with you. She was very unimpressive.

  • in Arena she scored like crap, being limited to +2
  • base 43 HP at her highest merge level was insufficient without dumping A and S slots into HP
  • crap at challenge maps due to HP inflation
  • AA performance is mixed, she was alright, but you could just bring a hard counter unit and perform better
2
mt5oArvis•

Grail unit copies are scarce and merging multiple 4* copies of aversa into each other is one of the worst mistakes you will make, as she can never be 5* without losing merges (which could cost you something ridiculous like 2500 more grails to replace the lost merges.)

11
TransientJesusOP•

So I should make one of them into a 5 star and then merge them into that one?

0†
[deleted]•

No. Make all of them 5 star then merge into one. If you merge a 4 star into a 5, you will gain NOTHING except a pitiful amount of SP

21
TransientJesusOP•

Ah. That's going to be a lot of feathers. So a long term plan then. Could I make one of them 5* and then level her up, do SI stuff, etc, then merge the others later when I have more feathers?

4
mt5oArvis•

Even unmerged, Aversa is pretty good. So make one 5* and use that and if you think she's amazing, then feather the rest and merge into her.

12
[deleted]•

Yeah of course. Many people see max merging a free hero to be a longtime goal.

You can also turn the spare Aversa’s into manuals (using “manage barracks” button) so that they don’t take up barrack space, but you can still merge them into the actual Aversa

7
[deleted]•

[deleted]

0
mt5oArvis•

Make them all 5* and then merge them all.

6
man_in_the_suitIke (Vanguard Legend)•

4* merging isn’t worth it anymore. You should focus on promoting them to 5* if you want to merge. Only then will they help you with arena scoring and other PVP content

7
VaximillianTeam Sharena•

4* merging isn’t worth it anymore.

It was never worth it to begin with.

3
man_in_the_suitIke (Vanguard Legend)•

It was at the very beginning of the game when feathers were a much rarer resource, for creating additional units for taking on AA.

6
ProyectedClarisse•

It was worth for the common Units that weren't worth investing heavily in. With the refine system in place, 4+10 is less desirable since the Unit could potentially be better.

Like, I do regret 4+10ing Cherche and Beruka before their refines but I'm glad I went 4+10 for Palla and Stahl (who ended up with poor Prfs).

They just end up becoming AA counters, and 4+10 is perfect for these low investment Units. :)

1
VaximillianTeam Sharena•

poor Prfs

Nothing to discuss here anymore.

-1
ProyectedClarisse•

What would that mean? They're still worth 4+10 just to be a backup.

Even my Beruka 4+10 is useful with her Prf, which at most cost 20,000 feathers. I'm never going to invest in her, but she's already better than even a 5+3. :)

1
PM_WHOLESOME_ETHLYNEthlyn•

For five star units? There are a few reasons: you can't fodder a unit you've already merged into another copy, you might find yourself wanting a different boon later, and in some rare cases you might find that a stat boost could be detrimental to a very specific team.

For four star units? There is one reason, that being that you should never do it. 4* +10 projects are okay if you're working with common pool units (those that are available at 3* ) that you have absolutely no intention of ever fully building regardless of how good they may be in the future; in any other situation (especially limited units like Aversa) you're better off just upgrading them to 5*, merging them afterward if you so choose. Bear in mind that the merge only counts if the character you're sacrificing is the same rarity or higher than the base character.

Due to combat manuals, barracks space should not be a factory in your merging decisions, as a manual takes up no space and can be upgraded at any time. If you find yourself truly needing the extra barracks space for some reason, you're still better off just buying more space because spending 1 orb is probably better than sending home 5 units.

6
eeett333•

No reason to merge as you now have access to Manuals. I only have 4* merges cause back in the day there was no other choice: merge, inherit skills, or send home for feathers.

Keep 1 copy of the 4* with optimal IVs (i.e. +ATK), and then make manuals out of the other copies.

3
LittlestArtemis•

For units like, say, Brave Hector, if you happen to get another one (assuming you chose him for your free CYL2 pick at least), you might decide you would rather give a different armored unit Bold Fighter instead of giving Hector 2 more attack and speed. But, also dont feel obligated to use a unit just because its 5 star. You might be afraid to accidentally waste a round of skill inheritance, but it's also a waste having that extra unit sitting around your barracks doing nothing. If you get Brave Ike, dont care about him, and Grima needs a bit of a boon, then give that edgy bitch Steady Breath.

1
RetroBeetleLoki•

Only merge once all units are 5*. If they are, merge immediately, as you'll also get bonus SP at Lvl 1.

1
GeneratorLeon•

I think there is still a place for 4* +10 merges from the common pool. You can build yourself a perfectly viable unit while saving your feathers for grail projects or someone who really needs to be 5* for their PRF or whatever. Copies should still be common enough to have spares when you are ready to bump that unit to 5* +10 and you'll get both a 3k feather discount to the 1st upgrade and still have whatever skills you've inherited to them and SP. And don't forget they're still equivalent to a 5* +5 unit in strength. This obviously works best on units who wouldve required their best skills/weapon through inheritance anyway, but back when units like Reinhardt could still be pulled as 5* , i actually merged him into my 4* one for Dire Thunder and still use that one all the time. Its just not a priority to spend like 220k feathers now for like 3 atk. The abundance of PRFs has certainly slimmed the viable 4* +10 pool down a bit, but you could probably still get use out of like a Cordelia, Sheena/Draug, Soleil, or Olivia.

-1
SapphirederivativeNino•

While i don't normally do it because knowing a unit isn't at their full potential frustrates me, it's honestly not a bad idea, especially for players who have been around for awhile. I have 24 ravens as combat manuals, so even if I made a 4*+10 I would have enough for a 5*+10 later if I felt like it. Some of that is because I have a fondness for green units, but i have similar numbers of some red and blue units as well. Granted, it's not really on topic for Aversa since she's a grail unit, but I don't think you should be downvoted for it.

2
GeneratorLeon•

Don't really understand the downvotes either, especially with nobody backing up their opinion. I know the guy was referring to Aversa in the OP, but also seemed to be asking for general advice. Whatever though, no big. Thanks for the response.

2