Traits Tier List & Reroll Guide

Anime Adventures traits explained: rarity weights for all 18 traits, what each one boosts, and a reroll plan that stops you from wasting rolls.

What Traits Do and How Rerolling Works

One trait can turn a mediocre unit into your main damage dealer, and one bad roll can leave it sitting in your inventory untouched. That swing is why Anime Adventures traits deserve more thought than they usually get — most players burn their reroll stock on units they barely use, then have nothing left when a new top-tier pull arrives. The system itself is simple; the discipline is not.

Here is the short version of how Anime Adventures traits behave. Every unit carries exactly one trait at a time, and rerolling replaces whatever is currently equipped with a fresh random draw from the pool. There is no stacking, no upgrade path from Superior 1 to Superior 2, and no way to lock in a stat you like before rolling again. Each roll is an independent draw, which means a rough streak does not raise your odds on the next attempt. The pool does not "owe" you anything.

A few rules worth internalizing before you touch a single reroll:

  • One trait per unit. Rolling over a decent trait destroys it — there is no undo.
  • Rolls are independent. No pity counter, no guaranteed high tier after a dry spell.
  • High-rarity traits stack multiple stats. The rarest options boost damage, speed, and range together rather than just one.
  • Common traits are not dead weight. A flat damage boost on a cheap early unit is often better value than gambling for a mythic on a unit you will replace in a week.

The Full Trait List, Tier by Tier

The trait pool contains 18 entries. Three of them — Superior, Nimble, and Range — come in numbered versions, and each number is simply a bigger version of the same effect. The rest are standalone traits with unique stat combinations.

TraitListed rateWhat it boosts
Superior 112%Damage
Nimble 112%Attack speed
Range 112%Range
Superior 28%Damage
Nimble 28%Attack speed
Range 28%Range
Superior 35%Damage
Nimble 35%Attack speed
Range 35%Range
Culling7.5%Critical chance
Sniper5%Range
Godspeed2%Attack speed
Reaper1.4%Damage and critical chance
Celestial0.72%Damage, range, and critical chance
Divine0.4%Damage, attack speed, and range
Golden0.3%Damage
Unique0.2%Damage, attack speed, and range
AdeptNot listedMana cost reduction

Notice the shape of the pool: the numbered traits give you a clean, predictable ladder, while the named traits are where the real power sits. Golden is the purest damage roll in the game, while Divine, Celestial, and Unique are the only options that improve three separate stats at once. Adept sits outside that structure — it cuts the mana cost of a unit's ability rather than touching combat stats, so it earns a slot on expensive casters rather than on raw damage dealers.

If you want to see how quickly those rates translate into actual results, the full 18-trait pool and its listed rarity weights show up in a fan-made tModLoader recreation that ports the system into Terraria. Watching a few hundred rolls in that format makes the gap between a 12% trait and a 0.2% trait feel real.

How Rare Is Each Trait?

The listed rates are close to, but not exactly, a clean probability table — the rated traits total a little over 92, so treat the numbers as relative weights rather than literal per-roll percentages. Even so, the scaling between tiers is dramatic, and that is what should drive your reroll decisions.

ComparisonRelative rarity
Superior 1 vs. Unique60× more common
Sniper vs. Unique25× more common
Godspeed vs. Unique10× more common
Reaper vs. Unique7× more common
Celestial vs. Unique3.6× more common
Divine vs. Unique2× more common
Golden vs. Unique1.5× more common

Two numbers matter most. First, Superior 1, Nimble 1, and Range 1 together make up roughly 39% of the pool's weight — nearly two in every five rolls lands on a bottom-tier trait. Second, the five rarest combat traits (Reaper, Celestial, Divine, Golden, and Unique) combine for roughly 3% of the pool. That is the number you are actually rolling against.

Because rolls are independent, the odds of seeing at least one of those five in a session work out like this:

Rerolls spentChance of at least one top-five trait
10~26%
20~46%
33~64%
50~78%
75~90%
100~95%

The expected number of rolls for a single top-five hit is around 33. That is the figure to keep in your head — not 5, not 10. If you go into a session expecting a mythic within a handful of rolls, you will almost always be disappointed, and you will usually roll over something usable along the way.

Which Trait Fits Which Unit

Matching the trait to the unit's job matters more than chasing the rarest name on the list. A Golden on a unit whose entire purpose is crowd control range is a waste; a Sniper on a short-range brawler is the same mistake in reverse.

Unit roleBest fitsWhy
Main single-target damageGolden, Unique, Superior 3Raw damage multipliers scale hardest on high base damage
Fast-hitting attackersGodspeed, Nimble 3, UniqueAttack speed compounds with existing hit rate
Long-range coverageSniper, Range 3, DivineLarge range boosts extend coverage without moving the unit
Crit-reliant buildsReaper, Celestial, CullingCritical chance pushes burst windows higher
Ability-heavy castersAdept, DivineLower mana cost means more casts per wave
Flexible all-rounderUnique, Divine, CelestialMulti-stat traits never leave a unit with a dead stat

A practical rule: decide the unit's job first, then check whether the trait improves the stat that job depends on. A 100% damage boost on a unit you deploy purely for range is worth less than a 60% range boost on the same unit — the damage never gets used if the target is out of reach.

A Practical Reroll Plan

Blind rerolling is the fastest way to empty your stock. Use a simple stop rule instead.

SituationAction
Unit is a temporary early pickKeep the first Superior or Nimble and move on
Unit is in your permanent lineupRoll until you hit Superior 3, Nimble 3, or better
Unit is your primary damage sourceHold out for Golden, Divine, Celestial, or Unique
You already hold a Reaper or betterStop — the jump to the next tier is not worth the rolls
Unit only exists for rangeRange 3 or Sniper is a valid stopping point
Ability unit with brutal mana costsAdept is a legitimate keep, not a placeholder

Two guardrails keep this honest. First, set a roll budget before you start — if you have 40 rolls, commit 20 to your main carry and stop when they are gone. Second, never reroll a trait you would be happy to pull. If a Celestial lands on a unit you use every run, that is the end of the session, not a stepping stone.

The exception is Adept. Because it has no listed rarity weight and does nothing for raw damage, many players roll straight past it. On a caster that stalls out on mana in longer waves, it can outperform a mid-tier damage trait, so check the ability cost before you discard it.

Common Mistakes That Waste Rerolls

  • Rolling units you do not field. Every roll spent on a benchwarmer is a roll unavailable for your carry.
  • Chasing Unique on everything. At a 0.2% listed rate, expecting one on every unit is a math problem, not a strategy.
  • Ignoring multi-stat traits. Divine and Celestial beat Superior 3 on almost any unit because they improve three things at once.
  • Rerolling mid-session with no budget. Decide the stopping point before the first roll, not after the tenth disappointment.
  • Assuming trait values are fixed. Rarity weights and stat values get adjusted between updates, so recheck the pool after a patch rather than relying on old numbers.

FAQ

How many Anime Adventures traits are there? The pool covered here contains 18 traits: nine numbered Superior, Nimble, and Range entries, eight named combat traits, and Adept. Rarity values and individual stat numbers can change between updates, so treat the listed rates as a reference point.

Do bad luck streaks improve my next roll? No. Every reroll is an independent draw from the same pool, so a run of bottom-tier results does not raise your odds on the next attempt. Budget for roughly 33 rolls per top-five trait rather than expecting one early.

Is Unique always the best trait? It carries the biggest damage multiplier and boosts attack speed and range alongside it, which makes it the strongest general pick. On a unit that exists purely for range or ability uptime, however, Sniper or Adept can deliver more of what that unit is actually deployed to do.

Should I reroll a unit that already has a decent trait? Only if the unit is in your permanent lineup. For a temporary pick, a Superior 2 or Nimble 2 is enough — save the stock for the units that carry your runs, and stop the moment a trait you would be glad to pull appears.