Upgrade Priority: Where to Spend First - Anime Dice Wiki
A stage-by-stage ranking of the upgrade tree so every coin compounds instead of stalling your income.
Overview
Spending coins without a clear order is the fastest way to stall your Luck multiplier. The economy rewards players who push their Luck stat in the right sequence, because every tier of multiplier compounds into faster unit income and better roll odds. This page breaks the tree into stages so you know which boost to buy next.
Upgrade Order Walkthrough
The video below shows a player reaching an overpowered state, which makes the compounding effect of ordered upgrades much easier to see than a table of costs. Watch which nodes they buy first after each income jump, then compare with the stage ranking on this page and the dice tier list.
The Documented Priority Order
Five categories compete for your cash, and only the first two feed your income directly. Buying them in the order below keeps every coin working, and it matches the priority other guides report from extended play. The money guide covers the reinvestment side in more detail.
Money / Income First
This directly raises what every placed unit produces, which makes every subsequent purchase cheaper in real time terms. It is the highest-value category at every stage of the game.
Luck Second
Luck improves the pool behind all future rolls. Buy it immediately after income so the rolls you make next draw from a better pool than the ones you could have made earlier.
Roll Speed Third
More rolls per minute only becomes valuable once each individual roll is worth making, which is why it sits behind Luck rather than beside it.
Unit Storage Fourth
Storage does not generate income, but a full backpack silently stops rolls producing anything. It is cheap insurance against an invisible and expensive leak.
Damage & Health Last
These only matter inside tower combat. Every coin spent here early is a coin not compounding on your plot, so fund them after your income is stable.
Stage-by-Stage Upgrade Brackets
Each stage answers a different bottleneck, and buying the answer to a stage you have already finished is the most common way players stall. Old-stage upgrades look affordable and new-stage upgrades look expensive, which is exactly why the order below is worth following rather than improvising. See the code list for the full numbers.
| Stage | Upgrade Slot | Effect Type |
|---|---|---|
| 1. First 30 min | Flat Luck nodes | Additive, buy immediately |
| 2. 30-90 min | Unit Income multipliers | Multiplicative, high priority |
| 2. 30-90 min | Offline Earnings Boost | Multiplicative, medium priority |
| 3. 1.5-3 hours | Multiplicative Luck tiers | Multiplicative, high priority |
| 4. 3-6 hours | Roll quality and traits | Quality rather than odds |
| 5. 6+ hours | Late multiplicative tiers | Stacked on a raised base |
Why Order Beats Raw Spending
The upgrade tree is designed so that cheap nodes unlock better ones, and so that multiplicative effects scale off whatever base you have already built. That creates a strong incentive to build a healthy floor before reaching for the ceiling, exactly as the progression roadmap describes.
Build a Base First
Flat upgrades raise the number that multiplicative tiers operate on.
Then Multiply
Multiplicative Luck hits much harder once the base is healthy.
Compounding
Two cheap multipliers together beat one expensive upgrade.
Check the Ratio
Compare cost against effect before every large purchase.
When to Pivot Categories
The right moment to switch categories is when the next node in your current one stops offering reasonable value per coin. In practice that happens when flat Luck costs more than it returns, usually once your base sits near fifty percent. At that point multiplicative Luck tiers become the better buy, as the Luck guide explains.
A useful check is to ask what your income would look like in ten minutes either way. If buying Luck means you cannot afford the next income node for a long stretch, the income node is almost certainly the correct call, and the farming guide covers how to keep that cash flowing in the meantime.
Spending Traps to Avoid
The traps below all share one shape: buying something that does not feed your plot. Each looks reasonable in isolation, which is why they persist across so many accounts. Check the tips guide for the inventory-side equivalents of these spending mistakes.
- Funding damage and health before income is stable
- Buying a big dice while cheap Luck nodes remain
- Holding cash instead of reinvesting it immediately
- Skipping storage and losing rolls to a full backpack
- Over-saving past the rebirth bar and losing the excess
Frequently Asked Questions
What is the correct upgrade order?
Money and Income first, Luck second, Roll Speed third, Unit Storage fourth, and Damage and Health last. That order is documented across community sources and keeps every coin feeding your plot income directly.
Why is damage so low priority?
Because damage does nothing for your plot income. It only affects performance in tower combat, so every coin spent on it early is a coin not compounding toward the multipliers that fund your whole progression.
When should I switch from flat to multiplicative Luck?
Once your flat base is healthy and each new flat node costs noticeably more than it returns, which typically lands when your base sits around fifty percent. Multiplicative tiers then deliver more value per coin spent.
Is roll speed worth buying early?
Not before your Luck and income are in decent shape. Roll speed multiplies how often you roll, so it is only valuable once an individual roll is worth making. Buying it first amplifies value you have not created yet.
How much income do I lose by ignoring this order?
Community testing suggests spreading cash across every category rather than following the priority order wastes roughly twenty to thirty percent of early-game income, which compounds into several hours of lost progress by the mid game.
Should I buy a dice or upgrade my income first?
Income first, almost always, while cheap multipliers remain available. A dice improves the quality of future rolls but does nothing for the cash your plot already earns, so it cannot repay its own cost the way an income multiplier can.