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Centurion: Earth or Fire
Champion: Fire
Zweihander: Fire
Samurai: Earth, Fire, Lightning or Dark, whatever makes it
Paladin: Earth or Water
Assassin: Lightning or Dark
Swordmaster: Lightning or Fire
Valkyrie: Water or Earth
Raider: Lightning
Dragoon: Earth, maybe Water
Siege Cannon: Earth, maybe Water
Hospitaller (tier 2, but dead-end): Water
Mages: Water or Dark
Sorceress: Water or Dark
This is very helpful - thank you so much!
Earth for tankier units meant to take a lot of punishment.
earth increases the amount of punishment a unit can take.
Fire for heavy melee damage and tank units that take less punishments.
fire increases the units strength, and makes it dish better damage in melee combat.
Lightning for rogue types and archers.
lightning increases skl, which increases crit/evasion/hit rate, and str, which increases melee damage.
Water for mages and healers.
Increases MAG.
Light for leaders.
Increases leadership, allowing you to field more units in that squad.
Dark applies to a wider spectrum of things, but also comes with some downsides. The only thing you really shouldn't use dark on is leaders >//<
Dark increases str and mag (?) but decreases loyalty, making it potentially cost more in a squad, and decreases LDR, which makes it able to field less units as a leader.
What about Learnable Traits? Do you have a general guideline as to how you'd mix and match among unit types to optimize?
Lightning for everything that needs skill to evolve, MAYBE Dark. (most light units)
Dark or Water for offensive spellcasters.
Water for healers.
Earth for gunners or cannon users.
I find that earth and fire are rarely worth it.
Light is ONLY good if you are specifically looking for a new squad leader.