Team Building: Plot Earners vs Fighters - Anime Dice Wiki
How to structure a lineup so your best earners stay on pads and only a few units carry the combat load.
Overview
Team building means resolving one tension: the same units earning cash on your plot are also the ones fighting tower floors. Money and Luck upgrades fund everything, while damage and health only matter in combat. This page covers how to split the difference, and pairs with the tower guide.
Lineup Building in Practice
The video below shows a player pushing toward an overpowered state, which illustrates how a small number of well-invested units carries most of the load. Watch which units they invest traits and grades into rather than which they own, and compare with the best traits guide.
Matching Units to Roles
The table below maps roles to the trait and grade investment that actually helps them. Most accounts need only a handful of fighters, which is why concentrating modifiers on a few units beats spreading them across the whole roster. The unit tier list helps identify candidates.
| Role | Primary Stat | Trait Target |
|---|---|---|
| Plot earner | Income | Money III or an all-round |
| Tower damage | Damage | Damage III or an all-round |
| Tower tank | Health | Health III or an all-round |
| Bench filler | None | No investment at all |
| Mutated keeper | Income | All-round if obtainable |
How Many Fighters Do You Need
Because the tower rewards scale with floors rather than roster size, a small number of heavily invested units outperforms a large collection of mediocre ones. The grades guide explains why concentrating Gems on one unit returns more than spreading them.
Damage Dealers
A few units with damage traits handle most floor clears.
Durability
One or two health-focused units keep a lineup alive.
Everyone Else Earns
The rest of the roster belongs on pads generating cash.
Concentrate Investment
Gems and rerolls flow to the few units that carry you.
Revisit Each Update
New characters can shift which units are worth building.
Why Concentration Beats Breadth
Every modifier costs a limited resource, whether a Gem for a grade or a ticket for a trait. Spreading those across many units produces a roster where nothing is strong enough to clear a floor or dominate a pad, which is the most common structural mistake. See the grades guide.
The alternative is to pick a small number of units, ideally ones already carrying a mutation, and invest everything into them. That approach also leaves your bench clear of half-built characters competing for storage space, as the farming guide notes on backpack limits.
Rebuilding After an Update
New characters enter the pool with each patch, and balance adjustments can change which units are worth building. That makes a roster a living thing rather than a fixed setup, even though the underlying split between earners and fighters stays the same. The update log tracks each release.
In practice the rebuild is usually small. A new high-rarity unit may replace one fighter, or a dice addition may make an existing earner more valuable, but rarely does a patch invalidate an entire lineup. Treat it as an adjustment rather than a reset, and the tier list helps with the comparison.
Another useful habit is keeping your bench shallow. Units that are neither earning on a pad nor clearing tower floors occupy storage space without contributing, and storage capacity is what limits how long you can roll before a full backpack starts wasting rolls. See the farming guide.
Lineup Rules Worth Keeping
The rules below keep a roster focused without constant re-evaluation. They align with the wider spending priority, where income comes before combat investment, so following them also keeps your upgrade spending in the right order. See the upgrade priority guide.
- Keep most of the roster on pads generating income
- Build only a few dedicated fighters for tower floors
- Match the trait target to the role the unit actually fills
- Invest modifiers in mutated units before plain ones
- Never fund damage and health before income is stable
Frequently Asked Questions
How many units should I invest in?
Fewer than most players expect. Because modifiers are limited resources, concentrating Gems and trait rerolls into a small number of units, ideally ones carrying a mutation, produces far better results than spreading investment across the whole roster.
Should my best units fight or earn?
Mostly earn. Plot income funds every other purchase in the game, so your highest earners belong on pads. Keep a small number of dedicated fighters for tower floors rather than pulling your best earners out of service.
Do I need a tank in the lineup?
One or two durable units help on higher floors where damage alone is not enough to survive. Health traits are otherwise useless, so invest in them only once you are specifically pushing tower content rather than farming the plot.
Is a mutated unit always worth building?
For income roles, generally yes, since a mutation multiplies the base value and compounds with every other modifier. For a pure tower role, the mutation matters less than the trait and grade you apply, so judge it on those.
How often should I rebuild my lineup?
Revisit it after each update, since new characters and balance changes can shift which units are worth building. Between updates, leave a working lineup alone and put your resources into income rather than re-optimising a roster that already functions.
Why does my lineup fail on higher floors?
Usually because it was built for income rather than combat. Damage and health only matter inside the tower, and floor difficulty scales faster than raw income does, which is why a few dedicated combat specialists are worth maintaining.