SoutenrokuGBF account plan

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.

Generic starting point

CA OFF short / easy Full Auto

CA OFF
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.

Recommended Manadiver loadout patterns
PresetCASkillsManaturaUse and limit
Short / easy FAOFF
  • Aether Siphon
  • Secret Triad
  • Wild Magica
  • Miserable Mist
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 coveredOFF
  • Aether Siphon
  • Secret Triad
  • Wild Magica
  • Distream
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 AutoTEAM-DEPENDENT
  • Aether Siphon
  • Two encounter-relevant EMS
  • Debuff, dispel, or sustain flex
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 / OvertranceSETUP-DEPENDENT
  • Aether Siphon
  • Splitting Spirit
  • Secret Triad
  • Overtrance
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.

  1. IF

    Enough starting charge bar

    1. 1Secret Triad
    2. 2Wild Magica
    3. 3Attack

    Triad supplies crests and gauge; Wild spends the gauge to grant double strike.

  2. IF

    Starting from 0% charge bar

    1. 1Secret Triad
    2. 2Aether Siphon
    3. 3Wild Magica
    4. 4Attack

    Aether Siphon bridges the remaining gauge requirement before Wild Magica.

  3. IF

    Charge diamonds cannot be filled or drained

    1. 1Use Splitting Spirit as the gauge fallback
    2. 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

What each configuration term means
TypeExamplesWhat it changes
Fixed class skillAether SiphonAlways present; it is not one of the configurable EMS choices.
Manadiver EMSSecret Triad · Wild Magica · OvertranceEquipped 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 skillMiserable Mist · Distream · Splitting SpiritThe flexible slot that supplies the encounter's missing debuff, extra hit, or gauge tool.
Permanent Job EMPDamage Cap · Skill DMG Cap · ATK · TA · Debuff Success · durabilityPassive 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 shortlist for this account stage
ManaturaPriorityBar costRoleAccount guidance
LeviathanSTART30%Accessible general-damage baseline

Use now during the M2 → M3 transition; it teaches the bar loop without a Sand commitment.

OuroborosLATER30%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.

AgastiaCONDITIONALNo listed costAdvanced encounter option

Evaluate after the relevant advanced content is comfortable; it is not the transition-roadmap baseline.

Dark RaptureCONDITIONAL30%Advanced / high-difficulty option

Build around its actual trigger and effect; do not substitute it into the short preset by name alone.

Lu WohCONDITIONAL30%Fight-specific utility

Choose only when its utility solves the encounter more reliably than the generic damage choices.

Mini MimicNICHENo listed costUtility / 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.

JP CONFIGURATION CHECK

Positive and negative evidence

A checked source choosing a different class is recorded instead of being rewritten as a Manadiver recommendation.

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.

Mechanics

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.

Mechanics

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.

Mechanics

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.

Mechanics

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.

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.

JP configuration

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.