Units

Rarity Tiers, Odds and Drop Rates - Anime Dice Wiki

What each tier means, how the odds are reported, and why higher rarity is not the only thing that decides a unit's value.

2026/9/14
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Overview

Characters come in five main rarities from Common up to Mythic, with Secret pulls above the normal ladder and far less frequent. Each tier carries a larger base cash multiplier when placed, which is why the ladder matters for income as much as collection. The Luck guide explains why Luck is not a drop rate.

Main Tiers:5 (Common to Mythic)
Above Ladder:Secret
Top Tier Odds:1 / 100,000 rolls
With Lucky Spins:Down to 1 / 15,000

Chasing Rare Pulls

The video below covers chasing extremely low-chance grades and an exceptionally rare unit, which shows what the tail end of the rarity curve looks like in practice. It is a useful reality check on expected outcomes, and it pairs with the documented odds in our grades guide.

Rarity Tiers and What They Mean

The table below summarises what each tier represents in terms of frequency and role on a plot. Because the developer does not publish per-character drop probabilities, treat every number here as a community estimate and judge tiers by behaviour rather than exact percentages. The unit tier list ranks within each tier.

TierFrequencyPlot Role
CommonMost rollsEarly filler and quick cash
RareRegularMid-game workhorse units
EpicOccasionalWorth investing Gems in
LegendaryUncommonLong-term keepers
Mythic1 in tens of thousandsTop documented income
SecretRarest documentedCollection and trade value
Only Mythic and Secret tier odds are publicly discussed, and even those are community estimates rather than official published figures.

How Odds Are Reported

Rarity odds in Anime Dice pass through the community rather than an official data table, which affects how you should read them. The two figures below are the ones most consistently reported, and they explain why Lucky Spins matter so much at the top of the ladder. See the dice tier list for how dice feed into the same pool.

Mythic Baseline

Reported around one in a hundred thousand rolls on a standard block.

With Lucky Spins

Reported to improve to roughly one in fifteen thousand on Block 4.

Why Spins Matter

Lucky Spins draw from a better-weighted pool than ordinary rolls.

Subject to Change

Every update can shift the pool, so odds carry a verification date.

Percentages for top tiers are community-tracked. The developer has not published a per-character drop table, so verify before spending heavily.

Base Multipliers by Tier

Each tier raises the base cash per second a placed unit produces, and the gaps between adjacent tiers are substantial. A single high-tier unit can carry a plot that would otherwise need many lower-tier ones, which is why players push Luck before expanding their roster.

That said, base multiplier is only the starting point. Mutations, traits and grades multiply on top, so a lower-tier unit with all three applied can close the gap considerably. Our mutations guide covers the largest of those modifiers, and the grades guide covers the steepest.

How Rarity Interacts With Luck

Rarity and Luck are separate systems that meet at the roll. Luck decides which tier you are likely to see, while the tier you see decides the base value of what lands in your backpack. Improving one without the other leaves value on the table, as the upgrade order explains.

This is why raising Luck before expanding a roster is the repeated advice. A higher tier pulled at the same volume of rolls is worth more than a larger collection of low tiers, and the plot only has so many pads for them anyway. See the Luck guide.

What to Do With Each Tier

Rarity determines what you should do with a pull as much as how much it is worth. The guidance below keeps your storage focused on units that will actually be placed, which matters because storage space is finite and a full backpack costs you rolls. The tier list covers specific evaluations.

  • Commons: place early, then sell once better units exist
  • Rares: keep if they carry a useful trait or grade
  • Epics: worth spending Gems on if they are your top earner
  • Legendaries: long-term keepers, grade them first
  • Mythics: never sell, grade and reroll carefully
  • Secrets: protect above everything, they are collection pieces
FAQ

Frequently Asked Questions

How many rarity tiers are there?

There are five main tiers from Common up to Mythic, with Secret pulls sitting above that ladder. Each tier carries a larger base cash multiplier when the unit is placed on a pad in your plot.

What are the odds of a Mythic pull?

Community reports put Mythic around one in a hundred thousand rolls on a standard block, improving to roughly one in fifteen thousand with Lucky Spins on Block 4. The developer has not published official drop tables.

Do higher rarity units always earn more?

Not always. Base multiplier rises with rarity, but mutations, traits and grades multiply on top, so a lower-tier unit with all three applied can outperform a higher-tier one with a blank trait line and no grade.

Should I sell lower rarity units?

Sell plain commons and duplicates that are not on a pad. Keep anything carrying a useful trait, a strong grade or a mutation, since those modifiers often outweigh the rarity gap and cost nothing further to obtain.

Why are Secret units special?

They sit above the normal rarity ladder and appear far less often, which makes them collection and trade pieces as much as income sources. Never sell one, because the odds of pulling another are extremely low.

Do rarity odds change with updates?

They can. Each update can add characters to the pool or rebalance the ladder, so any odds figure should carry a verification date. Check the update log before trusting an older estimate.

Is it better to chase rarity or apply modifiers?

For most accounts, applying modifiers to units you already own is cheaper and more reliable. Chasing rarity depends on Luck and repeated rolls, whereas a grade or trait upgrade has a defined cost and a known effect.

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