Anime Dice Best Traits Tier List — All 13 Ranked

The best traits in Anime Dice ranked from Transcendent down to Money I, with exact multipliers, roll chances, and reroll budgets for every unit.

If you've ever burned 4,000 Trait Rerolls chasing a Shogun and walked away with Health II, you already know why the best traits in Anime Dice matter more than any single unit roll. A trait sits on top of everything else your unit does — income, damage, health — and multiplies it. Land a Transcendent and one unit becomes a plot earner and a Tower carry at the same time. Land nothing, and your Celestial is just an expensive pedestal decoration.

This tier list breaks down all 13 traits in the current live build, what each one actually multiplies, how rare it is, and whether you should keep it or keep rolling. Numbers below come from the in-game Traits menu as of the September 2026 Update 4 patch, cross-checked against community testing.

Helpful resources: beginner guide, comprehensive guide, and complete codes list.

Anime Dice Traits Tier List: All 13 Ranked

Ranked for Update 4. Every multiplier and roll chance below is what the Traits menu displays in game — the developer has never published a separate odds table, so the menu screen is the only authority.

TierTraitEffectRoll ChanceVerdict
STranscendent15x Income, Damage, Health0.006%Stop rolling immediately
SMonarch8x Income, Damage, Health0.025%Stop rolling
SShogun5x Income, Damage, Health0.12%Stop rolling
SSamurai3x Income, Damage, Health0.5%Stop rolling
AMoney III2x Income1.2%Keep on plot units
ADamage III2x Damage1.2%Keep on Tower units
AHealth III2x Health1.2%Keep on Tower frontline
BMoney II1.5x Income6.3%Reroll on keepers
BDamage II1.5x Damage6.3%Reroll on keepers
BHealth II1.5x Health6.3%Reroll on keepers
CMoney I1.2x Income25.4%Leave on filler only
CDamage I1.2x Damage25.4%Leave on filler only
CHealth I1.2x Health25.4%Leave on filler only

Tier meanings at a glance:

  • S: Lock it. Nothing you roll next is likely to beat it.
  • A: A genuine keeper. Only reroll with a deep bank and a clear target.
  • B: A working placeholder. Replace it once rerolls are spare.
  • C: The default outcome. Fine on filler, worth replacing on anything you keep.

Two quick notes before you plan around these numbers. The 13 displayed chances add up to roughly 99.35%, which means the menu rounds and the smallest percentages are approximations. Also, some community rankings name an "Eternal" trait at the top of the pool — the Traits menu shows 13 entries and Eternal is not one of them, so treat it as a mislabel until it appears on a unit card in your own inventory.

How These Traits Were Ranked

Placements come from three weighted factors. Roll chance is deliberately excluded, because a trait doesn't get weaker just because it's hard to get — odds are handled separately in the reroll budget section below.

FactorWeightWhat It Measures
Multiplier size60%How large the stat boost is at face value
Stat breadth30%Whether it moves one stat or all three
Stage consistency10%Whether it still matters late, on plot and in Towers

Stat breadth carries real weight for a reason. A trait that moves all three stats removes the need to keep a separate unit for Towers, which saves pads, gems, and rerolls across the whole account. That's why Samurai at 3x sits above Money III at 2x despite a smaller gap on paper.

Best Traits in Anime Dice: The S Tier

The best traits in Anime Dice are Transcendent, Monarch, Shogun, and Samurai. They are the only four traits that boost Income, Damage, and Health at the same time. That's the entire reason they sit above everything else.

  • Transcendent (0.006%) multiplies Income, Damage, and Health by 15x. It is the ceiling of the game.
  • Monarch (0.025%) gives 8x across the board and is the realistic dream roll for a dedicated account.
  • Shogun (0.12%) gives 5x and already dwarfs anything in A tier.
  • Samurai (0.5%) gives 3x and should be treated as your stopping point.

Even Samurai beats Money III by 1.5x on income alone, then adds combat stats on top. That dual value matters more than the raw multiplier. One S-tier roll turns a unit into both a plot earner and a Tower fighter, which removes the need for a second specialized copy.

The difficulty curve is steep. Moving from Samurai to Shogun costs roughly four times the rerolls for a 1.67x gain. Community players regularly report burning tens of thousands of gems between S-tier hits, so budget accordingly.

A, B, and C Tier Traits Compared by Multiplier and Role

Everything below S tier moves exactly one stat, so ordering is pure multiplier size. Inside a tier the three options are mathematically identical, which means role decides the pick, not strength.

TierWhat You GetChance EachRealistic Use
A (Tier III)2x on one stat1.2%Best outcome a modest reroll stack can expect
B (Tier II)1.5x on one stat6.3%Honest early target while you bank rerolls
C (Tier I)1.2x on one stat25.4%Default filler, replace when rerolls allow

Money III is the standout of the A tier for cash-focused accounts. Income boosts multiply with a unit's Grade, so a 2x trait on a well-graded unit moves real numbers. Damage III belongs on a unit you push through Tower floors. Health III only earns a slot when your team dies before clearing.

Tier I traits aren't bad luck — they're the default. Three rolls in four land there, which explains why a small reroll stack feels like it produces nothing.

Anime Dice Trait Chances and Reroll Costs

Trait chances mean little until they become reroll counts. The figures below are calculated from the chances the Traits menu displays, not values the game shows anywhere directly.

TargetCombined ChanceRerolls for a 50% ShotAverage Rerolls Needed
Tier II or better23.15%3About 4
Tier III or better4.25%16About 24
Samurai or better0.651%107About 154
Shogun or better0.151%459About 662

The Samurai line reframes the whole system. Roughly 150 rerolls buys a trait that triples everything — that's a weekend of Tower runs plus a clean sweep of active codes. Shogun costs four times more for a modest gain. Monarch is a long-term project. Transcendent is a lottery ticket, not a plan.

Practical read: bank to around 100 rerolls, then spend the whole stack on one keeper in a single sitting. Rolling five at a time between sessions wastes the curve because you never build enough attempts to beat the odds.

Best Traits for Plot Income vs. Tower Runs

Income and combat split once you drop below S tier. Separating your roster by role makes every decision obvious.

RoleIdeal RollBudget TargetSkip Entirely
Plot earnerAny S tier traitMoney IIIDamage and Health lines
Tower damage unitAny S tier traitDamage IIIMoney lines
Tower frontlineAny S tier traitHealth IIIMoney lines

For pure plot cash, Money III beats every B and C option but still loses to Samurai by 1.5x. Samurai stays the stop signal on a cash unit.

For Towers, Damage III and Health III are the value picks. They double a combat stat at 1.2%, which is 2.4 times easier to hit than Samurai. Building a Tower team by trait rather than by income is one of the cheapest upgrades available, and it frees your best earners to sit on pads uninterrupted.

Grade and Trait Stacking: Why Grades Beat Rerolls for Cash

This is where the priority order flips for most players. The Grades station displays a ladder running from D through Z++ that multiplies income only, with Z++ showing 50x. Grade and trait multiply together, so the combined figures below are worked out from the two displayed multipliers.

CombinationIncome Multiplier
Z++ Grade + Transcendent750x
Z++ Grade + Monarch400x
Z++ Grade + Money III100x
S Grade + Samurai21x
S Grade + Money III14x

A Money III trait on a Z++ unit earns nearly five times more than a Samurai on an S grade unit. If cash is your bottleneck, gems into Grades outperform rerolls into traits by a wide margin. Rerolls only start winning once your top earner already sits at Z or above.

Budget Trait Targets for Free-to-Play Players

Chasing an S roll on a free account burns weeks. These swaps give most of the value for a fraction of the rerolls.

Instead OfRealistic TargetWhy It Works
TranscendentSamurai3x on all three stats at 83 times better odds
MonarchMoney III2x income for roughly 24 rerolls on average
Any S roll before gradingMoney II on a Z grade unitGrade carries the income while you bank rerolls
Rerolling a mutated unitLeave the trait aloneMutation income outweighs a trait upgrade

Pair the trait with the right build and the difference compounds:

GoalTrait PriorityPair With
Maximum plot incomeAny S trait, else Money IIIHighest Grade you can afford
Tower damage carryAny S trait, else Damage IIIDamage upgrades from the tree
Tower survivabilityAny S trait, else Health IIIHealth upgrades, then swap back
Early account, no rerollsWhatever rolledFill every pad first

That last row matters more than it looks. Filling empty pads beats any trait upgrade in the first few hours, because an empty pedestal earns nothing on your plot — including while you're offline.

How to Roll Traits and Get More Rerolls

The Traits station sits in the middle of the hub, beside Grades and Quests. Walking into it opens the menu.

  1. Select a unit from your inventory in the Traits gacha menu.
  2. Hit the blue Roll button, or switch on Auto Roll to burn a stack quickly.
  3. Each roll consumes one Trait Reroll and overwrites the current trait instantly.
  4. Confirm the change on the unit card. If the name and your reroll count both stay the same, the roll failed.

Trait Rerolls come from five sources:

  • Active codes. Redeem through the Shop menu, Codes tab at the bottom. Fresh strings appear in the developer announcement channel and the official community group first.
  • Tower challenges. Easy, Medium, and Hard runs pay rerolls and repeat endlessly. This is the only renewable source.
  • Daily Rewards. Small but free, and it compounds across a week.
  • Quest Shop. Daily and weekly quest tokens buy rerolls, Lucky Spins, gems, and luck potions.
  • Robux purchases. Available in the Shop for anyone skipping the grind.

There is no cap on how many rerolls you can hold. That's the game quietly telling you to hoard.

Trait Reroll Mistakes That Waste Your Stack

Four habits account for most wasted rerolls. Most players have done at least two of them.

  • Rolling on Commons. Filler leaves your plot within the hour and the reroll goes with it.
  • Rolling before the pads are full. Empty pedestals earn nothing, including offline. Coverage beats one polished showcase unit.
  • Rerolling a Samurai. Odds of improving are 0.151%. Odds of dropping to a Tier I trait are 76.2%.
  • Rerolling a mutated unit out of a workable trait. Mutations sit on a separate layer of the income calculation and are far rarer than traits. Protect the mutation and accept a B-tier roll on it.

That last point is worth a second look. Community reports suggest a mutated unit carrying Money II can out-earn a plain high-rarity unit carrying Shogun. Chasing a better adjective on a rare variant is the most expensive mistake available.

A Note on Rankings and Playstyle

These placements reflect the current patch and the way most accounts actually play — splitting time between plot income and Tower runs. Your own order may differ. A player who ignores Towers entirely should treat Money III as A tier and drop the Damage and Health lines a full band. A player pushing deep Tower floors will value Health III far higher than this list does.

Rankings also move with patches. Check the in-game Traits menu after each update and confirm the chances still match the plan you built around them. For official patch notes and event announcements, keep an eye on the Anime Dice page on Roblox, where the developer posts update logs and code drops.