GUIDES / CLASS CONFIGURATION
Manadiver
A practical short-battle starting point, the resource loop behind it, and the places where Soutenroku's saved teams intentionally do something different.
- Account stage
- Magna II → Magna III
- Last checked
- 24 Aug 2026
START HERE
One generic starter, clearly scoped
Learn this loop first, then select the account-specific preset instead of treating it as a six-element law.
CA OFF short / easy Full Auto
- Fixed skill
- Aether Siphon
- Extended Mastery Skills
- Secret Triad + Wild Magica
- Utility slot
- Miserable Mist
- Manatura
- Leviathan Ouroboros
Use this to learn the class loop, not as a claim that every saved Soutenroku team should run CA OFF. Keep Leviathan while moving from M2 to M3; Ouroboros is a later damage upgrade after an Eternity Sand is genuinely affordable.
LOADOUT MATRIX
Choose by fight, not by habit
The utility slot, CA setting, and even the reason for using Manadiver change with the script.
| Preset | CA | Skills | Manatura | Use and limit |
|---|---|---|---|---|
| Short / easy FA | OFF |
| Leviathan now · Ouroboros later | The party needs its own DEF Down and the goal is a fast normal-attack opening. A starting-gauge shortage changes the action order; see the sequence below. |
| DEF Down already covered | OFF |
| Leviathan now · Ouroboros later | Summons, allies, or raid debuffs already cover DEF Down consistently. Do not remove Miserable Mist merely because another player might apply debuffs. |
| General Full Auto | TEAM-DEPENDENT |
| Choose for the fight, not only the damage ceiling | The fight lasts beyond the opening turn or survival and utility decide success. There is no evidence-backed universal three-skill preset for every element and boss. |
| Water Falsehood / Overtrance | SETUP-DEPENDENT |
| Match the tested Water script | Running a deliberately scripted, multi-turn Falsehood setup. Not a 1T preset: Overtrance only becomes usable from turn 4 after its lockout. |
ACTION ORDER
The short-loop decision is starting gauge
The extra Aether Siphon click is conditional; the sequence is not contradictory.
IF Enough starting charge bar
- 1Secret Triad
- 2Wild Magica
- 3Attack
Triad supplies crests and gauge; Wild spends the gauge to grant double strike.
IF Starting from 0% charge bar
- 1Secret Triad
- 2Aether Siphon
- 3Wild Magica
- 4Attack
Aether Siphon bridges the remaining gauge requirement before Wild Magica.
IF Charge diamonds cannot be filled or drained
- 1Use Splitting Spirit as the gauge fallback
- 2Continue the tested team script
Treat this as an encounter-specific replacement, not the generic default.
MECHANICS
Manadiver in plain language
Five concepts explain most configuration choices without memorizing every tooltip.
- Crests
Secret Triad grants one elemental crest while filling three enemy charge diamonds. That crest is part of the setup resource, not a reason by itself to force a crest-focused party.
- Charge bar
Wild Magica needs 50% charge bar. Secret Triad contributes 30%, and Aether Siphon fills the gap when starting gauge is absent.
- CA OFF
This prevents charge attacks; it does not stop normal attacks from rebuilding bar or Manatura from consuming that resource after its qualifying trigger.
- Double strike
Wild Magica converts charge bar into a second normal-attack sequence, which is why it anchors the short CA-OFF pattern.
- Manatura
Think of it as an equipped automatic follow-up with its own trigger, effect, and bar cost. Pick one for the script you are actually running, then verify the bar flow in the battle log.
Skills versus Job EMP
| Type | Examples | What it changes |
|---|---|---|
| Fixed class skill | Aether Siphon | Always present; it is not one of the configurable EMS choices. |
| Manadiver EMS | Secret Triad · Wild Magica · Overtrance | Equipped active skills unlocked through class mastery. Short setups usually spend the available Manadiver-specific slots on Triad and Wild; Overtrance is for later turns. |
| Shared / utility skill | Miserable Mist · Distream · Splitting Spirit | The flexible slot that supplies the encounter's missing debuff, extra hit, or gauge tool. |
| Permanent Job EMP | Damage Cap · Skill DMG Cap · ATK · TA · Debuff Success · durability | Passive nodes bought with EMP. They are not buttons and do not consume a subskill slot. |
MANATURA
Start cheap; specialize after the grid
The table separates progression advice from advanced options without pretending every Manatura is interchangeable.
| Manatura | Priority | Bar cost | Role | Account guidance |
|---|---|---|---|---|
| Leviathan | START | 30% | Accessible general-damage baseline | Use now during the M2 → M3 transition; it teaches the bar loop without a Sand commitment. |
| Ouroboros | LATER | 30% | Higher-damage short-battle option | Appears in the checked Fire and Wind scripts, but costs one Eternity Sand. Upgrade only after the account can justify that scarcity. |
| Agastia | CONDITIONAL | No listed cost | Advanced encounter option | Evaluate after the relevant advanced content is comfortable; it is not the transition-roadmap baseline. |
| Dark Rapture | CONDITIONAL | 30% | Advanced / high-difficulty option | Build around its actual trigger and effect; do not substitute it into the short preset by name alone. |
| Lu Woh | CONDITIONAL | 30% | Fight-specific utility | Choose only when its utility solves the encounter more reliably than the generic damage choices. |
| Mini Mimic | NICHE | No listed cost | Utility / farming specialist | Keep as a specialist tool, not the default recommendation for frontline damage progression. |
Other Manatura: open only when a script needs them
SOUTENROKU APPLICATION
What changes in your six saved elements
Account inference is shown explicitly and kept separate from direct Japanese configuration evidence.
- Saved team
- Team A · Grand Zeta general FA
- Current state
- Manadiver · CA setting is encounter-dependent
Keep it as a general-FA class. The checked JP Fire short script validates Triad + Mist + Wild + Ouroboros as a separate burst preset, not as the only way to run this team.
- Saved team
- Team A · Payila normal team
- Current state
- CA ON · Manadiver later
Do not overwrite the saved CA-ON plan with the generic CA-OFF starter. Treat Falsehood with Splitting Spirit + Triad + Overtrance as a separate scripted multi-turn variant.
- Saved team
- Team A · Sabrina fast normal
- Current state
- Manadiver · short FA
The current roadmap can keep Manadiver as an account-fit choice, but label it as inference: the checked strict JP short example used Glorybringer, not Manadiver.
- Saved team
- Team A · Grand Narmaya fast normal
- Current state
- Manadiver · fast FA
The checked JP configuration validates the Wild + Triad + Mist opener with Ouroboros, but it turns CA ON afterward. Treat that as support for the opening package, not a permanent CA-OFF setting; start with Leviathan until the Sand cost is justified.
- Saved team
- Team A · Summer Payila general FA
- Current state
- CA ON · stronger current account element
Keep CA ON for the saved general team. Make the checked Triad + Wild + Distream CA-OFF setup an explicit fast/easy variant rather than silently changing Team A.
- Saved team
- Primary Kengo team · Manadiver Team B
- Current state
- Primary Kengo CA ON · Team B Manadiver CA ON skill/crest
Leave Kengo as primary and preserve the CA-ON Manadiver alternative. The checked top short examples used other classes, so a generic CA-OFF conversion is not supported for this account.
JP CONFIGURATION CHECK
Positive and negative evidence
A checked source choosing a different class is recorded instead of being rewritten as a Manadiver recommendation.
| Element | Class in source | Configuration | Script note | Conclusion |
|---|---|---|---|---|
| Fire | Manadiver | Secret Triad · Miserable Mist · Wild Magica · Ouroboros | The Sun → Triad → Grand Zeta 1 → Grand Percival 3 → attack | Direct short-setup support |
| Water | Manadiver | Splitting Spirit · Secret Triad · Overtrance | Multi-turn; Overtrance cannot be a turn-1 button | Supports a specialist route, not 1T |
| Earth | Glorybringer in the checked strict-short example | No matching Manadiver proof from this source | Keep the Soutenroku Manadiver plan labeled as account inference | Negative evidence matters |
| Wind | Manadiver | Wild Magica · Secret Triad · Miserable Mist · Ouroboros | Opening package, then CA ON for the continuing Full Auto | Skill-package support; CA setting is not permanently OFF |
| Light | Manadiver | Secret Triad · Wild Magica · Distream | CA-OFF fast/easy variant | Variant support; not the saved CA-ON general plan |
| Dark | Apsaras / Fighter Origin in the checked top short examples | No matching top-short Manadiver proof from this source | Retain Kengo primary and account-specific Manadiver alternative | Do not force class parity |
JOB EMP
Permanent priorities after unlock
Buy the damage core first, then add accuracy or durability for the actual Full Auto job.
- Short priority
- Damage Cap → Skill DMG Cap → ATK → Triple Attack
- Conditional
- Debuff Success when Miserable Mist must land
- Longer Full Auto
- HP · Defense and other durability nodes after the damage core
These are permanent class EMP nodes. They do not replace Aether Siphon or consume any active-skill slot.
EVIDENCE LEDGER
What each label actually supports
Mechanics, observed Japanese configurations, and account-level inference are intentionally different claim types.
Aether Siphon is the fixed class skill; Secret Triad, Wild Magica, and Overtrance are Manadiver Extended Mastery Skills, while utility such as Miserable Mist occupies the remaining configurable slot.
Secret Triad supplies 30% charge bar, fills three enemy charge diamonds, and grants one crest; Wild Magica consumes 50% charge bar for double strike, so Aether Siphon is inserted when the MC does not begin with enough gauge.
CA OFF does not disable Manatura: the MC's normal attacks can refill charge bar and the Manatura follow-up consumes it after the qualifying attack.
Overtrance has a turn-4-or-later activation condition and a three-turn initial lockout, so it belongs to multi-turn routing rather than a strict first-turn setup.
Leviathan and Ouroboros are the relevant 30%-bar general-damage options; Ouroboros costs an Eternity Sand, making Leviathan the sensible transition-stage default.
The official Manatura table lists Dark Rapture and Lu Woh at 30% charge bar, while Agastia and Mini Mimic show no charge-bar cost; their effects remain script-specific.
The checked Fire short setup uses Secret Triad, Miserable Mist, Wild Magica, and Ouroboros, then scripts The Sun, Triad, Zeta skill 1, Percival skill 3, and attack.
The checked Wind setup opens with Wild Magica, Secret Triad, Miserable Mist, and Ouroboros, then switches charge attacks ON for the continuing Full Auto turns.
The checked Light short setup uses Secret Triad, Wild Magica, and Distream.
The checked Water setup uses Splitting Spirit, Secret Triad, and Overtrance; because Overtrance cannot activate on turn 1, this is explicitly a multi-turn script.
The checked strict Earth short example uses Glorybringer, while the checked top Dark short examples use Apsaras or Fighter Origin rather than Manadiver.
Soutenroku's current saved teams mix CA settings and classes; the generic CA-OFF starter therefore cannot be copied across every element without changing each team's intended behavior.
Derived from the saved Soutenroku plan.
Short-battle priorities are damage cap, skill-damage cap, ATK, and TA; debuff success matters when Miserable Mist must land, while longer Full Auto can spend further points on durability.
Japanese community advice treats the open utility slot and Manatura choice as encounter-dependent rather than prescribing one immutable loadout.