Re: [DMM] Grand Quest
I see, since they're worthless for evolved units what do you do with the excess?
Combine them upward and wait for a brand new unit or just sell them?
Keep them, they make a quick way to fuse lv1 to lv7 unit. In terms of copies of the unit you are using, try raising them.
They can be kept for
1) 3k+ exp (enough to Level Lv1 to max any unit)
2) Replacing your current girl if they have better stats/different set of skill
Note: stats difference is less than 50 tops, in a game with stats break 1k at 4 star, that's ignorable 95% of the time. And unfortunately, very noticeable the last 5% of the time.
(Example: 1650 HP enemy, 1645 damage, enemy kills the unit I am raising, facepalming in progress.)
Edit: While I'm asking, what's a decent starting daily group? Further up meiling, tsubaki, and the wolf girl(guessing that's the 3star fire mage) were mentioned, are they just for today's dungeon or in general?
In general, if you don't have the gacha lancer girl. They are your best bet.
Although technically 2EV3 fire girl is better than the wolf girl, the wolf girl becomes a monster after 3EV4. Same with meiling, but there's no replacing her with 2EV3 girl. To 3EV4 the wolf girl and meiling however, requires getting lucky in friendship gacha.
Then you would try to bring a 4 star (varies depending on daily) if you can find it. If not, just bring any maxxed 3 star that has a good element. (Preferably a mage)
Note: From pure observation, the leader and the helper are the units being hit the least. At least it feels that way? Or maybe it's because my leader's usually strength based, and helper is maxxed level 4 star and hard to kill. (in other words, damage were shrugged off, and I don't count it as a hit...)