Traits & Grades

Best Traits for Every Unit Type - Anime Dice Wiki

Which passive to aim for depending on what the unit actually does for your account.

2026/9/14
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Overview

The best trait depends on what the unit is for, because a passive raising income does nothing for a tower floor and a health boost does nothing for your plot. Thirteen traits split across four tiers, and only one fits on a unit. This page maps the right target to each role, per the traits tier list.

Best Overall:Transcendent
Best Realistic:Tier three single-stat
For Income:Money passives
For Towers:Damage and Health

Best Traits in Practice

The video below ranks traits from a player's perspective, and it is worth watching specifically for the reasoning behind each placement rather than the ordering. That reasoning is what transfers when the meta shifts after an update. Pair it with our reroll guide for spending discipline.

Target Trait by Unit Role

The table below matches a role to the trait that actually helps it. Note that all-round passives appear for every role, since raising three stats at once is useful regardless of what the unit does. The unit tier list helps you identify which units fill each role.

Unit RoleBest TraitRealistic Target
Plot earnerTranscendentMoney III (2x income)
Tower damageTranscendentDamage III (2x damage)
Tower tankTranscendentHealth III (2x health)
Mutated keeperAny all-roundMoney III or better
Placeholder unitAnythingDo not spend tickets
About to sellIrrelevantReroll never worth it
Set the target before you reroll, then stop when you reach it. Chasing one tier higher on a working unit is how players burn a whole ticket supply.

What Counts as Good Enough

Because the all-round traits each sit under a one percent roll chance, the realistic ceiling for most units is a tier-three single-stat passive. Recognising that in advance is what keeps your limited ticket supply focused on the units that matter rather than spread thin. The grades guide covers the parallel system.

Exceptional

Any all-round trait, worth stopping on every keeper.

Good Enough

Money, Damage or Health III at double the stat.

Acceptable

The tier-two passives, fine on mid-game units.

Replace

Low-tier single-stat passives on any keeper.

A tier-three single-stat passive is a perfectly good stopping point. The all-round tiers are genuinely rare and should not be treated as a baseline.

Why Income Usually Wins

For most accounts, an income trait on your top earner produces a bigger return than anything else, because plot income funds every other purchase. A passive doubling what your best unit generates beats a damage boost that only applies inside tower floors. The traits list has the multipliers.

The exception is a dedicated tower lineup. If a character exists purely to clear floors, health and damage passives are the correct choice, and an income trait would be wasted on it. Our team building guide covers how to structure a lineup so you only need a few such specialists.

Setting a Realistic Target

Choosing a trait also means choosing when to stop, and the answer is usually earlier than players expect. Because the all-round tiers are rare and the single-stat tiers are not, a unit holding a tier-three passive sits in a comfortable position that the expected ticket cost to improve. The reroll guide explains the odds.

Choosing a trait also means choosing when to stop, and the answer usually arrives earlier than players expect. Because all-round tiers are rare and single-stat tiers are not, a unit holding a tier-three passive sits in a comfortable position. The reroll guide covers the odds.

It is also worth revisiting your trait targets after a balance update. Multipliers can shift between patches, and a passive that was clearly best in one version is not guaranteed to remain so. Our update log tracks when a patch lands and what it changed.

Traits Worth Rerolling Away

Some traits actively waste a slot, and recognising them saves tickets that would otherwise go toward improving them. The list below covers the cases where a reroll is clearly correct rather than a gamble. The reroll guide covers how the overwrite resolves.

Worth remembering that traits are only one of several multipliers competing for your attention. A neglected grade on the same unit may deliver more than another trait reroll, and the competing for your attention. A neglected grade on the same unit may deliver more than another reroll, and the grades guide shows the odds.

  • Blank trait lines on any unit you intend to keep
  • Low-tier single-stat passives on your top earners
  • Income traits on a unit that only fights in towers
  • Damage traits on a unit that only sits on a pad
  • Anything on a unit you plan to sell or replace
FAQ

Frequently Asked Questions

What is the best trait overall?

Transcendent, which raises income, damage and health by fifteen times each. It is also very rare, so the practical target for most units is a tier-three single-stat passive such as Money III at double income.

Is an income trait better than a damage trait?

For plot units, yes. Income funds every other purchase in the game, so doubling your top earner's output produces more value than a damage boost that only applies inside tower floors. For a dedicated tower specialist, the reverse is true.

Should I reroll for an all-round trait?

Only if you already have tickets banked and a unit that genuinely deserves them. Each all-round trait has a roll chance under one percent, so chasing one is expensive. Stopping at a strong single-stat passive is usually the better decision.

Do traits matter on units I do not place?

No. A trait only affects a unit that is earning or fighting, so spending tickets on a benched unit is a wasted investment. Place the unit first, confirm it improves your income, and only then consider rerolling it.

How do traits compare with grades?

They are complementary. Grades raise income only, while traits can raise income, damage and health depending on which one you roll. Both multiply together on the same unit, which is why a well-modified mid-rarity unit can beat a raw high-rarity one.

When should I stop rerolling a unit?

The moment it reaches the target tier you set before starting. Diminishing returns make the next step up expensive, and that ticket would improve a different keeper more. Set the target in advance and treat it as final.

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