A Quirk is a passive bonus you roll onto one Anime Dice unit, on top of the Grade and Trait the unit already has. It can raise Luck, Grade Luck, Trait Luck or Money Multiplier, or shorten Roll Duration. It doesn't raise the unit's stats, and it only works once the unit is on a podium in your base.
What Quirks Do in Anime Dice
A Quirk sits alongside a unit's Grade and Trait instead of replacing them. Each type does a different job. Luck raises your chance of rolling higher-rarity units, and Grade Luck and Trait Luck improve your odds on Grade and Trait rolls. Money Multiplier boosts Cash gains, and the Swift tiers shorten Roll Duration.
Podium Placement Turns the Bonus On
Units in your inventory get no Quirk effect, so a freshly rolled Quirk does nothing until you move its unit onto a podium. Once it's there, the bonus stays active for as long as the unit remains in your base. If a new Quirk doesn't seem to be working, check the podium first.
How to Roll Quirks in Anime Dice
You roll Quirks at the Quirk station in the Hub, and each roll costs Cash, the in-game currency. Here's the route:
- Teleport to the Hub by pressing the golden button at the top of the screen.
- Interact with the Quirk station.
- Click the + button in the Quirks menu.
- Select a unit from your inventory.
- Press the Cash button to roll a Quirk on that unit.

Using Auto Roll Without Wasting Cash
Auto Roll keeps rolling until you run out of Cash or the unit lands Tycoon, Prodigy, Midas Touch or Fortune's Favor. Those four stop it. Any other Quirk, such as a Wealth or Swift tier, won't, so if you're after one of those, watch the menu and stop Auto Roll yourself.
A New Roll Replaces the Current Quirk
A unit can hold only one Quirk, so every roll replaces the one it already has. The new result can be weaker than the old one. Check the unit's current Quirk in the menu before you roll it again.
Anime Dice Quirk Effects by Tier
The strongest Quirks are rare, so expect many rolls before one lands. Gifted, Refined, Wealth, Swift and Fortune each come in three tiers, and III is the strongest in every family. Fortune's Favor, Midas Touch, Prodigy and Tycoon are single Quirks.
| Quirk | Bonus |
|---|---|
| Fortune's Favor | +50% Luck |
| Fortune III | Luck bonus (see note below) |
| Fortune II | +10% Luck |
| Fortune I | +5% Luck |
| Midas Touch | +15% Luck and +75% Money Multiplier |
| Prodigy | +20% Grade Luck and +20% Trait Luck |
| Tycoon | +50% Money Multiplier |
| Gifted III | +10% Trait Luck |
| Gifted II | +5% Trait Luck |
| Gifted I | +2.5% Trait Luck |
| Refined III | +10% Grade Luck |
| Refined II | +5% Grade Luck |
| Refined I | +2.5% Grade Luck |
| Wealth III | +25% Money Multiplier |
| Wealth II | +10% Money Multiplier |
| Wealth I | +5% Money Multiplier |
| Swift III | 1.5% shorter Roll Duration |
| Swift II | 1% shorter Roll Duration |
| Swift I | 0.5% shorter Roll Duration |
Fortune III gives a Luck bonus, but check the Quirk station for its exact value before you plan around it.
Which Quirk Should You Keep?
A unit can carry only one Quirk, so each Quirk picks the job that unit does. Choose the job first, then the Quirk that fits it.
For better units, go with Luck. Fortune's Favor adds +50% Luck on its own, and the Fortune tiers are the other route.
For Grade and Trait rolls, Prodigy covers both at +20% each. Refined handles Grade Luck and Gifted handles Trait Luck, with III the strongest of each.
For more Cash, pick Money Multiplier. Midas Touch hits hardest at +75%, and it's the only Quirk that also adds Luck. Tycoon and the Wealth tiers boost Money Multiplier alone. Money Multiplier Quirks also stack with a unit's Grade and Trait income, so they can boost Cash from those sources too.
For less Roll Duration, Swift is the family. Swift III cuts the most, at 1.5%.
Once a unit has the Quirk that fits its job, put it on a podium and stop rolling it.









