Traits in Anime Origins are permanent bonuses you stick on individual units. They raise damage, range, cooldown, income, and more, and the rarest ones add passives that change how a unit fights.
There are 23 traits across Rare, Epic, Legendary, Mythic, and Secret. You apply them by spending Trait Rerolls at the Trait Reroll station. This is not unit Ascension, and it is not Stat Prisms or Perfect Stat Prisms. Those are separate systems.
The only Secret is Immortal. It is the peak combat package, and the game limits how many you can field so one team cannot stack five of them.
Live game: Anime Origins on Roblox. Codes and patch notes usually hit the Anime Origins Discord first.

How to reroll traits in Anime Origins
You earn Trait Rerolls from Story, Challenge, quests, and code redemptions. Codes sometimes drop a handful into your inventory, so redeem them when a fresh list is up. Do not empty the stack on a unit you barely place.

The station sits in the hub Evolve area. From the right menu, open Areas, pick Trait Reroll, and walk up to the NPC (often labeled Crylo with a Trait Reroll marker).
- Open the Trait Reroll station from Areas, or walk to it in the Evolve hub zone.
- Select the unit you want to roll for.
- Press Reroll. Each attempt costs 1 Trait Reroll.
- Check the result and set the better option as your active trait.

A unit can hold up to two traits, but only one stays active. That second slot is a spare parking space, not a free double buff.
Roll your proven carry or farm unit first. Skip bench units and temporary fillers. Stop when the trait fits the unit's job (DoT, boss, farm, or general DPS), not when the name looks flashy. Chase Immortal only on a unit you already trust.
Every trait and what it does
Higher rarity usually means stronger bonuses. Mythic and Secret also add real passives. Trait Index listings commonly show cumulative rarity odds around Rare 50%, Epic 30%, Legendary 9%, Mythic about 4%, and Secret 0.1%. Inside each rarity, individual traits still share that bucket.
Ascendant is a Mythic trait (boss damage package). It is not the separate Ascension progression path for units.
Bonuses below match the packages that show up consistently in Trait Index listings. A few lower-rarity lines and some Mythic rate or pity numbers still disagree, so recheck the in-game Trait Index after patches.
| Trait | Rarity | Bonuses and passive | Within-rarity roll notes |
|---|---|---|---|
| Reach I | Rare | +5% Range | ~26% |
| Fury I | Rare | +5% Damage | ~26% |
| Haste I | Rare | -5% Cooldown | ~26% |
| Reach II | Rare | +10% Range | ~7.3% |
| Fury II | Rare | +10% Damage | ~7.3% |
| Haste II | Rare | About -7.5% to -10% Cooldown | ~7.3% |
| Reach III | Epic | +15% Range | Common Epic line |
| Fury III | Epic | +15% Damage | Common Epic line |
| Haste III | Epic | -12.5% Cooldown | Common Epic line |
| Head Hunter | Epic | +20% Crit Chance, +25% Crit Damage | Strong Epic crit package |
| Hawkeye | Legendary | +30% Range | ~25% |
| Scholar | Legendary | +50% EXP | ~25% |
| Ace | Legendary | +10% Damage, -5% Cooldown, +10% Range | ~20% |
| Nimble | Legendary | -20% Cooldown | ~18.5% |
| Looting | Legendary | +20% Income | ~11.5% |
| Hustler | Mythic | +15% Range, +30% Income | ~22% |
| Ascendant | Mythic | +35% Boss Damage, +10% Damage, +10% Range | ~19% |
| Decay | Mythic | +40% DoT Damage, -10% Cooldown, +25% Range | Mid Mythic; rate listings vary |
| Stride | Mythic | -10% Damage, -10% Cooldown, +5% Range; Tempo stacks -2% Cooldown each (up to -24%), +10% Range at max; resets after 5s without attacking | Mid Mythic; rate listings vary |
| Rupture | Mythic | +35% Crit Chance, +35% Crit Damage, +15% Range | ~12.5% |
| Joker | Mythic | +10% Damage, -5% Cooldown, +25% Range; each wave every stat is randomly modified (about +5% to +30%, resets next wave) | ~11.4% |
| Overseer | Mythic | +20% Damage, -5% Cooldown, +25% Range; attacks deal bonus True Damage equal to 30% of damage dealt | ~4.1% |
| Immortal | Secret | +200% Damage, -15% Cooldown, +20% Range, +25% Income; placement limit 1; only one unit per team; after Wave 10, once per match on 0 base stocks: restore base power, instantly kill nearby non-boss enemies, knock back and slow others | Sole Secret (~0.1% cumulative Secret bucket) |
Many Mythic and Secret rolls also use pity. Thresholds often sit in the hundreds of rolls, with Immortal commonly near 1,300, but exact counters are not fully agreed across listings. Trust the Trait Index in your client for the live number.
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Which traits to keep (soft ranking)
This is a community soft ranking for combat value, not an official developer board.
- S+ keep: Immortal, Ascendant, Overseer
- S keep: Rupture, Stride, Decay
- A keep: Ace, Head Hunter, Fury III, Haste III
- Situational: Hustler and Looting on farm or income units; Hawkeye when a unit is starved for range; Scholar only when you care about EXP grind
- Reroll fodder: bare Rare singles (Reach I, Fury I, Haste I) once you can afford better
Match the trait to the job. Put Decay on DoT units, Ascendant on boss carries, Hustler or Looting on farm income units, and Rupture or Head Hunter on crit-friendly kits. Stride wants units that attack often enough to hold Tempo stacks. Joker brings strong base stats with a per-wave gamble, so keep it if you accept swingy waves.
Immortal is the jackpot and a balance trap at the same time. Placement limit 1, only one unit on the team can hold it, and the emergency base-stocks passive fires once after Wave 10. Park it on your real carry, not on a unit that sits in inventory.
If you also play other anime tower defenses, trait systems do not transfer. Anime Expeditions beginners and Anime Final Strike unit ranks use different rosters and different roll rules. Spend Trait Rerolls only against Anime Origins Trait Index numbers.









