Anime Dice Reroll Guide: Traits, Grades & Luck
Master the Anime Dice reroll guide: how to reroll traits and grades, farm gems, set auto-sell filters, and decide when to rebirth for permanent Luck.
Why Rerolling Is the Real Endgame in Anime Dice
Anime Dice looks like a simple Roblox gacha game at first: you roll, you place units on your plot, you collect cash. But within an hour, most players hit the same wall — their units are fine, their grades and traits are not. That's where an anime dice reroll guide actually matters, because the difference between a level 40 unit with no modifiers and the same unit with a Grade A and a Money II trait can be a 3x to 5x income gap.
This guide covers the reroll loop from top to bottom: what to reroll, what to save, where Trait Rerolls and Gems come from, and how the auto-roll and auto-sell systems interact with all of it. Everything here is built from player experience and community-reported results, so treat exact numbers as directional rather than gospel.
For more, see beginner guide and complete codes list.
What Rerolling Actually Means in Anime Dice
The word "reroll" gets used for three different systems in this game, and mixing them up is the fastest way to waste resources.
- Unit rolls — the core gacha loop. You spend cash (or let Auto Roll run) to pull new characters. This is what most players mean by "rolling."
- Grade rerolls — you spend Gems to apply a grade (D through the highest tier) to a unit. Grades multiply income, damage, or health, depending on the grade type.
- Trait rerolls — you spend Trait Rerolls (or Gems, in some paths) to roll a trait on a unit. Traits are the biggest single multiplier in the game and the hardest resource to farm.
A unit reroll changes who you have. A grade or trait reroll changes how much that unit is worth. Veterans prioritize the second category once their roster is stable.
Unit Rerolling: The Part You Automate
From the moment you load in, the game pushes you toward Auto Roll, and you should take it. Click Roll, then Auto, then Hide, and the rolling happens in the background while you do everything else. Pair that with Equip Best in your backpack so your strongest units are always on the plot.
The catch: Auto Roll fills your inventory fast, and a clogged backpack stops you from seeing the rare pulls that matter. That's why auto-sell filters are the second half of this system — more on that below.
Trait Rerolls vs. Grade Rerolls: What to Prioritize
Community consensus and the source gameplay both point the same direction: traits first, grades second, unit rolls always running in the background.
| Reroll Type | Currency | Typical Multiplier Range | Priority | Notes |
|---|---|---|---|---|
| Trait reroll | Trait Rerolls / Gems | 1x–27x+ (income, damage, or health) | Highest | Rare resource; bank them for your best unit |
| Grade reroll | Gems | ~1x–50x income on high tiers | Medium | Easier to farm than traits; D-grade is still better than none |
| Unit roll | Cash | N/A (determines base unit) | Always running | Use Auto Roll + Equip Best |
| Lucky Spin | Lucky Spins | Variable, includes rare units | Situational | Save for later progression, not early game |
The key insight from player testing: a Grade A with a Money II trait turned a mid-tier unit into a 500K-per-second earner, while the same unit with no modifiers sat far lower. Multipliers stack, and they stack multiplicatively with your upgrade tree.
Don't Get Greedy Early
One of the most repeated pieces of advice in the source gameplay is to stop chasing perfect rolls in the early game. A B-grade or A+ grade on a fresh unit is worth keeping when you're still in the millions. Rerolling a 3x income grade hoping for 25x usually just burns Gems you'll want later. Bank the good-enough result, move on, and come back when your Gem income is stable.
Where Trait Rerolls and Gems Come From
This is the bottleneck for every reroll strategy, so it deserves its own breakdown.
| Source | Reward Type | Repeatable? | Best For |
|---|---|---|---|
| Codes (UPDATE6, 400KLIKES, etc.) | Trait Rerolls, Gems, Lucky Spins, Tickets | No (one-time) | Big early stockpile |
| Group join reward | Gems + Trait Reroll | Once per account | Immediate boost |
| Tower mode (floors) | Gems, potions, materials | Yes, infinite | Steady farming |
| Daily rewards | Mixed | Yes, daily | Consistent drip |
| Quests | Mixed | Yes | Passive progress |
| Rebirth | Permanent Luck/Cash multiplier | Yes | Long-term scaling |
Codes Are Your First Big Injection
The official code list (tracked by outlets like GamesRadar's Anime Dice codes page) is where most players get their first 40+ Trait Rerolls. Codes like UPDATE6, 400KLIKES, and UPDATE5 each hand out 20–30 Trait Rerolls plus Gems. Redeem them by opening the Shop (the left-side button with the basket icon, or the market stall in the center of the arena), scrolling to the bottom, and entering the code.
One important warning from player experience: don't burn Lucky Spins the moment you get them. The source gameplay regrets spending spins at low progression. Spins have a chance at rare units, and a rare unit pulled early is often worse than the same pull later when you can actually upgrade it. Stack them.
Tower Mode Is the Reroll Engine
Tower mode (the floors system) is the single best repeatable source of Gems. Set your best unit, click Auto, then Hide, and let the floors run while you manage upgrades and cash claims. Players report hitting floor caps around the low 20s early on, with Gems and potions dropping steadily along the way. Every floor you clear is another Gem toward a grade or trait roll.
Building the Reroll Loop: Step-by-Step
Here's the practical cycle that keeps rerolls flowing without micromanagement.
- Turn on Auto Roll (Roll → Auto → Hide) and leave it running.
- Open the Shop → Sell Units → enable Auto Sell Units. Set the threshold to roughly 5x your average roll value, or use the source's early benchmark of 20K, then bump to 50K–100K as you scale.
- Upgrade your sell value in the shop so every auto-sold unit generates more cash.
- Run Tower floors on Auto + Hide for Gems and potions.
- Spend cash on the upgrade tree: Money and Luck first. Skip unit storage — auto-sell makes it redundant.
- Apply grades and traits to your top 1–2 units only. Don't spread rerolls thin.
- Rebirth once you cross the cash threshold (community reports put it around 500M) for permanent Luck and Cash multipliers, currently reported at 2.5x.
| Step | Action | Frequency |
|---|---|---|
| 1 | Confirm Auto Roll is active | Once per session |
| 2 | Check auto-sell threshold | Every few hours |
| 3 | Claim Tower floor rewards | Every 15–30 min |
| 4 | Apply rerolls to best unit | When you have 5+ rerolls banked |
| 5 | Rebirth | At 500M+ cash |
Upgrade Tree Priorities for Rerollers
The upgrade tree is where most players misallocate. Based on the source gameplay and community reports:
- Luck — the single most important stat for a reroller. Higher Luck means better base pulls, which means better units to apply grades and traits to.
- Money — multiplies everything, including your auto-sell income.
- Roll Speed — reduces the gap between rolls, which compounds with Auto Roll.
- Damage / Health — useful for Tower pushing later, not early.
- Unit Storage — skip it. Auto-sell handles the overflow.
Grades, Traits, and Mutation: What Stacks With What
Understanding stacking is where reroll strategy gets interesting.
- Grade applies a flat multiplier (income, damage, or health depending on grade type). Grades are applied per-unit and persist through Rebirth.
- Trait applies a multiplier and, at high tiers, can hit 27x on income, damage, or health. Traits are the rarest and most valuable modifier.
- Mutation is a separate modifier retained through Rebirth, per community documentation.
- Upgrades (per-unit level) are separate from all of the above and reset only on unit replacement.
All of these multiply together. A unit with Grade A (3x income), Money II trait (2x income), and a maxed upgrade level can out-earn a higher-tier unit with no modifiers — which is exactly why rerolling beats raw pulling in the mid-game.
When to Reroll and When to Stop
| Situation | Reroll? | Why |
|---|---|---|
| Unit has no grade, you have 10+ Gems | Yes | Even D-grade beats nothing |
| Unit has D-grade, you have 5 Gems | Maybe | Depends on Gem income |
| Unit has A-grade or better | No | Diminishing returns |
| Unit has a 2x+ income trait | Stop | Bank rerolls for a better unit |
| Unit has a 27x trait | Absolutely stop | This is your carry |
| You have 40+ Trait Rerolls banked | Yes, on best unit | Volume reduces variance |
Common Reroll Mistakes to Avoid
- Spending Lucky Spins early. Save them for when you can actually use the rewards.
- Rerolling a unit you're about to replace. Apply rerolls to your current best, not a placeholder.
- Upgrading unit storage. It's a trap; auto-sell solves the problem.
- Ignoring Rebirth. The permanent Luck multiplier makes every future reroll better.
- Chasing perfect grades with a thin Gem supply. Bank first, reroll second.
- Forgetting Equip Best. If your best unit isn't on the plot, you're losing income every second.
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