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)

  1. Mutated copies are targets, never fodder. A Gold or Diamond variant merged into a normal copy is destroyed. Always merge normals into the variant.
  2. 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).
  3. 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.
  4. 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.