Roll Anime to Fight Merge Guide: How to Level Up Units Fast
“How to level up” is the most-asked progression question in Roll Anime to Fight, and the answer is one word: merge. The official description says it directly — “merge animes to level them up.” There is no XP bar to grind; duplicates are the experience points.
How merging works
Feed copies of a fighter into another copy to raise its level. Higher level, higher output — and high-level units are what carry you past the mid-game wave wall toward Wave 76. Community trade listings regularly show units at level 7, which is the practical ceiling players push carries toward.
Merge priorities (the rules that matter)
- Mutated copies are targets, never fodder. A Gold or Diamond variant merged into a normal copy is destroyed. Always merge normals into the variant.
- Feed the carry first. Your main DPS eats every duplicate until it hits the wall — a deep carry beats a wide bench (see team building for the exception: your tank slot).
- Code units are safe anchors. Units from codes — Gold Kashimo and friends — can’t be re-rolled, so merging spare roll-pool duplicates into supporting slots around them is low-risk.
- Rarity fodder flows upward. Commons and Uncommons exist to be eaten. Don’t sentimentally bench them (tier list C-tier note).
Duplicates: merge, hold or sell?
- Merge — default for anything your team uses.
- Hold — only for high-rarity duplicates of a unit you might re-target after a mutation pull, and for tradables: since the Trading update, high-end duplicates have market value (Trading Tickets from codes are the entry fee).
- Sell/release — inventory pressure only. Gold from selling is tiny next to code and wave income.
Fast-leveling session plan
Stack a Time Potion on a wave range your team clears comfortably, roll in batches (batch rolls = batch fodder), and funnel everything into one target. One session done this way usually moves a carry multiple levels — enough to break the wall that was stopping your Wave 76 push.