Anime Dice has 13 traits, and a unit can only carry one at a time. The four best — Transcendent, Monarch, Shogun and Samurai — are S tier because they raise Income, Damage and Health all at once, while every other trait boosts a single stat.
Transcendent is the strongest at 15× to all three stats, but it rolls at 0.006%. Samurai gives 3× to all three at 0.5%, which makes it the realistic ceiling for most players.
Full Anime Dice traits tier list
Every value below comes from the in-game trait panel and is confirmed by two independent sources that agree line for line. The S tier is defined by breadth, not just size: those four traits multiply all three stats, which is why Samurai at 3× beats Money III at 2× despite the smaller headline number.
| Tier | Trait | Chance | Income | Damage | Health |
|---|---|---|---|---|---|
| S | Transcendent | 0.006% | 15× | 15× | 15× |
| S | Monarch | 0.025% | 8× | 8× | 8× |
| S | Shogun | 0.12% | 5× | 5× | 5× |
| S | Samurai | 0.5% | 3× | 3× | 3× |
| A | Health III | 1.2% | — | — | 2× |
| A | Damage III | 1.2% | — | 2× | — |
| A | Money III | 1.2% | 2× | — | — |
| B | Health II | 6.3% | — | — | 1.5× |
| B | Damage II | 6.3% | — | 1.5× | — |
| B | Money II | 6.3% | 1.5× | — | — |
| C | Health I | 25.4% | — | — | 1.2× |
| C | Damage I | 25.4% | — | 1.2× | — |
| C | Money I | 25.4% | 1.2× | — | — |
The three C-tier traits together account for 76.2% of rolls. All four S-tier traits combined are 0.651%.
How to roll traits
Go to the Traits station in the hub, press the plus button, select the unit whose trait you want to change, and press Roll. The game assigns one random trait from the table above.
Each roll consumes one Trait Reroll, and the new trait replaces the old one with no undo. Rerolls stack without limit in your inventory, so there is no penalty for saving them until you have a unit worth spending on.
Where to get Trait Rerolls
Four sources exist: redemption codes, tower challenges, the Daily Rewards menu, and the Robux shop. Only one of them is unlimited.
Towers are an infinite supply — you can run Easy, Medium or Hard repeatedly and keep claiming rerolls. Codes give a large one-time injection: all six live codes together grant roughly 27 Trait Rerolls.
At a 0.006% roll chance, 27 rerolls give you about a 0.16% shot at Transcendent. Use code rerolls to upgrade I-tier traits to III-tier, not to gamble on S tier.
When to stop rerolling
Decide your maximum number of rerolls before you start, because chasing a 0.006% result will consume an entire stack. A trait that is already useful is a reason to stop, not a reason to keep pushing.
The sensible stopping points depend on what the unit is for. If you are saving for the next dice, Money III at 2× Income is a fine place to halt. If the unit fights in towers, Damage III or Health III does the job.
- Currently S tier → never reroll.
- Currently a III-tier trait matching the unit's job → stop, that is a good result.
- Currently I tier, or a stat the unit does not use → reroll.
- Mutated unit with a cash-facing trait → never reroll, you can brick the only copy you have.
Run two specialists, not one all-rounder
Income and combat are separate jobs in this game. Damage and Health do nothing while a unit sits on your plot earning cash, and Income does nothing inside a tower run.
That splits your reroll budget cleanly. Put Money III or better on the unit that occupies your strongest pad, and put Damage III or Health III on a unit you take into towers. Only the S-tier traits make one unit good at both.

Traits stack with Grade
A trait's income bonus multiplies with the bonus from Grade, which is the separate system you buy with Gems. Rolling a strong trait and a strong Grade on the same unit compounds rather than overlapping.
That is why the advice everywhere is to concentrate resources. Spreading rerolls and Gems across several units leaves all of them mediocre, while stacking both on one keeper is what produces a unit that visibly carries your plot.
Traits versus Grades
These are two separate systems that new players routinely conflate, and they use different currencies. Traits are rolled with Trait Rerolls and can affect Income, Damage or Health; Grades are rolled with Gems and only ever affect Income.
Grades run from D at 1.1× income up to Z+ at 25×, with Z at 15× and S+ at 10×. Because a trait's income bonus multiplies with the Grade bonus rather than overlapping it, a unit carrying Money III and a Z Grade earns dramatically more than one carrying either alone.
The practical rule is to keep the wallets separate. Gems never improve a trait, Trait Rerolls never improve a Grade, and spending one expecting the other is the most common upgrade mistake in this game.
How many rerolls to budget
Work backwards from the odds rather than rolling until the stack is empty. The C tier accounts for 76.2% of results, so most rolls return a 1.2× trait, and the entire S tier is 0.651% combined.
A realistic plan for a new account is to spend code rerolls moving a main unit from a I-tier trait to a III-tier one, which lands at 1.2% per roll for the specific tier you want. That is achievable in a modest number of attempts.
Chasing Transcendent is not. Beyond your code stack, tower runs are the only renewable supply, so treat every reroll past your stopping point as something you have to earn back by clearing floors.
What has not been published
These values have never been released by the developer or recorded by any source we could verify. We leave them blank rather than estimating.
- How Trait Crystals or Trait Shards are obtained has never been explained by any source, and players report not knowing where they come from.
- Whether dice Luck or the rebirth Luck multiplier affects trait roll odds is unconfirmed.
- There is no evidence of a pity system on trait rolls.
Sources
- Anime Dice Traits tier list (September 2026) — Sportskeeda
- Anime Dice Traits guide — Sportskeeda
- Anime Dice Traits, Grades & mutations — animediceroblox.wiki
