What currency do Manhwa Legends summons use?
Gems are the primary summon currency in reported builds. Trait rerolls use separate trait crystals.

This Manhwa Legends summon guide covers gem spend, banner types, and pity behavior for the Roblox gacha layer on top of tower defense. You will not find fake pity percentages here — community numbers stay TBA until verified in-game or on discord.gg/mhl. Start here after the beginner guide if you are day one. Verified July 25, 2026.
Gems are the primary summon currency in community footage and official marketing copy. Gold, food, and evolution materials come from the same modes but feed a different loop — do not confuse them when budgeting pulls.
Optional Robux bundles and VIP passes may increase summon speed or gem income. Free-to-play routes exist through Story stars, quests, achievements, battle pass tiers, and guild rewards; see the income table below before you buy.

| Currency | Used for | Summon relevance |
|---|---|---|
| Gems | Banner pulls · shop refreshes | Direct — every summon costs gems |
| Gold | Feed · shop buys | Indirect — sells for crystals in some shops |
| Food | Unit levels | Not summons — budget separately |
| Evolution material | Evolve units | After you pull the unit you want |
| Trait crystals | Trait rerolls | Separate sink — see traits |
Footage shows single pulls and multi-pull buttons on the banner UI. Multi-pull saves menu time; it does not change odds unless a patch note says otherwise. Enable skip animation once you are farming duplicates for feed.
Next: how banner types split the unit pool.
Pity (a counter that guarantees a high-rarity pull after enough attempts) is standard in gacha games, and Manhwa Legends launch footage shows creators tracking pity toward mythic pulls. No official pity number has been confirmed on this wiki yet.

| Topic | Community reports | Wiki status |
|---|---|---|
| Mythic pity threshold | Creators cite ranges near ~50–200 pulls in videos — conflicting | TBA — verify your UI counter |
| Pity carries between banners | Unknown at launch window | Pending Discord / patch |
| Soft pity before hard pity | Not documented | Pending Discord / patch |
| Featured rate-up % | Not published in-game | Pending Discord / patch |
| 2% base mythic chance (video claim) | Mentioned in one beginner clip — unverified | Do not cite as fact |
After your first ten-pull: screenshot the banner info button, note the counter if visible, and compare after each session. Post discrepancies to discord.gg/mhl — we update this page when pity is confirmed.
If pity is high and the featured unit completes your squad, finishing the cycle is usually correct. If pity is low and the banner ends tomorrow, hoarding for the next rate-up can beat forcing bad pulls — details in the next section.
Gem discipline separates accounts that clear mid Story from accounts stuck rerolling commons. Use the decision table as a mid-page checkpoint.
| Situation | Action | Reason |
|---|---|---|
| Day one · no mythic or legendary DPS | Pull until one carry appears | Story walls need one real damage dealer |
| One evolved carry · low pity | Stop · farm Story hard mode | Gems return faster than bad pulls |
| Featured unit fills raid gap | Pull to pity or one copy | Co-op checks need role coverage |
| Banner ending · 80% to pity | Finish pity if gems allow | Sunk progress beats starting over |
| New player · no evolution mats | Pause summons · run Story | Pulls without evolution underperform |
| Chasing every new mythic | Skip unless tier jump is huge | Duplicates feed future units |
The beginner guide recommends summoning when starter gems allow, then switching to Story for income. That matches launch footage where players pull early, then grind hard mode (~110 gems per run reported) once teams stabilize.
VIP and Robux bundles speed up animations and income but do not replace mode knowledge. Free players should treat every multi-pull as a week of Story farming — if the pull does not unlock a new stage, it was probably early.
Matched by build plan, shared topics, and guide progression — not random related links.
Summons are only as good as your farm loop. These sources appear across launch guides — reward numbers may change per patch.
| Source | Reported use | Guide link |
|---|---|---|
| Story normal / hard | Repeatable gem income per clear | Story mode |
| Quests & achievements | One-time gem chunks at milestones | beginner guide |
| Battle pass | Seasonal gem track | updates |
| Codes | Bonus gems when live | codes |
| Guild rewards | Passive gem income if guilds are unlocked | Pending review |
| Raid / portal first clears | Burst gems + mats | raids · portals |
The farming guide orders gem, food, and trait crystal routes without repeating every stage name here. Rule of thumb: if you cannot afford two multi-pulls after a farming session, keep running Story hard until you can.
A summon session does not end at the animation. Run this post-pull checklist before you roll again.
Legendary units still clear early Story when evolved. Community players beat content with non-mythic teams while pity builds. Use duplicates as feed, bank gems, and avoid rage-pulling without a counter screenshot.
Gems are the primary summon currency in reported builds. Trait rerolls use separate trait crystals.
Footage shows pity-style counters toward mythic pulls, but exact thresholds are TBA. Verify on your banner UI and watch Discord for patch notes.
Yes if you lack a legendary+ DPS. Stop once you have a carry and farm Story for more gems before chasing duplicates.
Community pulls show off-banner mythics. Rates are not published — treat as bonus, not plan.
Codes can grant gems when verified active. Check the codes page — copy with the table button, then redeem in-game.
Matched by build plan, shared topics, and guide progression — not random related links.