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  4. Traits

All 18 Traits in Anime Adventures

Updated on October 30, 2026 (5 days ago)

Traits are bonuses attached to individual units in Anime Adventures, the Roblox game where you build a team of anime characters and send them into fights against enemies and bosses. A trait changes how its unit performs, whether that means hitting harder, reaching farther, attacking faster or earning more Yen and XP. Traits are grouped into rarity tiers, from the ones you'll see often to the ones that are hard to land at all.

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Rarity

Mythic

5 items

Unique

Its huge damage boost comes with a one-unit placement limit.

rarity
Mythic
Roll chance
0.1%
Trait effect
+300% damage (4× total damage), -10% SPA, and +10% range; only one copy of the unit can be placed.

Golden

Adds damage and boosts Yen income for eligible farm units.

rarity
Mythic
Roll chance
0.15%
Trait effect
+30% damage and +20% Yen for money-generating units.

Divine

Improves damage, attack speed, and range together.

rarity
Mythic
Roll chance
0.2%
Trait effect
+20% damage, -10% SPA, and +20% range.

Celestial

Adds damage and range, with part of its bonus dealt as True Damage.

rarity
Mythic
Roll chance
0.36%
Trait effect
+10% damage, +10% range, and a 20% damage buff dealt as True Damage.

Reaper

Adds damage, with a larger bonus when attacking bosses.

rarity
Mythic
Roll chance
0.8%
Trait effect
+15% damage and +25% damage against bosses.

Rarity

Legendary

4 items

Godspeed

Makes the unit attack more frequently by lowering its SPA.

rarity
Legendary
Roll chance
1%
Trait effect
Reduces SPA by 20%.

Sniper

Gives the unit a larger range boost than the numbered Range traits.

rarity
Legendary
Roll chance
2.5%
Trait effect
+25% range.

Culling

Deals extra damage to enemies once their health is low.

rarity
Legendary
Roll chance
5%
Trait effect
+20% damage against enemies at 30% health or below.

Adept

Helps a unit level up faster by increasing its XP gain.

rarity
Legendary
Roll chance
9.99%
Trait effect
+50% experience from unit XP gains.

Rarity

Epic

3 items

Nimble III

The strongest Nimble variant, making attacks come more often.

rarity
Epic
Roll chance
3.75%
Trait effect
Reduces SPA by 12%.

Range III

The strongest numbered Range variant.

rarity
Epic
Roll chance
3.75%
Trait effect
+15% range.

Superior III

The strongest Superior variant, increasing damage by 15%.

rarity
Epic
Roll chance
4.5%
Trait effect
+15% damage.

Rarity

Rare

6 items

Nimble II

Lowers SPA so the unit attacks more often.

rarity
Rare
Roll chance
8.74%
Trait effect
Reduces SPA by 7.5%.

Range II

Adds a medium range increase to the unit.

rarity
Rare
Roll chance
8.74%
Trait effect
+12.5% range.

Superior II

Adds a 12.5% damage boost to the unit.

rarity
Rare
Roll chance
10.49%
Trait effect
+12.5% damage.
NINimble I

Nimble I

Slightly lowers SPA so the unit attacks more often.

rarity
Rare
Roll chance
12.49%
Trait effect
Reduces SPA by 5%.
RIRange I

Range I

Adds a small range increase to the unit.

rarity
Rare
Roll chance
12.49%
Trait effect
+10% range.
SISuperior I

Superior I

Adds a 10% damage boost to the unit.

rarity
Rare
Roll chance
14.99%
Trait effect
+10% damage.

How Traits Work in Anime Adventures

A trait belongs to the unit it's attached to and only changes how that unit plays. Traits cover a few kinds of boosts. Some raise damage, some extend range, some speed up attacks, and a few raise the Yen or XP a unit brings in. Knowing which kind of boost a unit needs is the first step to choosing well, so learn these before you start rolling.

How to Get and Reroll Traits

Some units come with a trait already attached when they're summoned, so check a unit before you spend anything on it. To change a trait, go to the reroll NPC just outside the Evolve area in the lobby, pick the unit and pay the cost.

You can pay with Reroll Tokens or Star Remnants, and the two cost differently. Reroll Token use stays the same regardless of unit rarity. Star Remnant cost scales with unit rarity.

Every roll is random, so you can't pick the trait you want, and you pay for every roll whether or not it lands something useful.

Trait Rarity and Level-Based Traits

The traits are grouped into Mythic, Legendary, Epic and Rare tiers, and rarity tells you how hard a trait is to land. Superior, Range and Nimble show up far more often than the rest, which is why they're the traits you'll see most. Rarity is a rough guide to power, not the full story. A common trait on the right unit can be worth more than a rare trait on a unit that doesn't need it.

Superior, Nimble and Range come in levels. A higher level gives a bigger bonus, so a high-level Superior hits noticeably harder than a low-level one. When you're judging a roll, check the level as well as the trait name.

Best Traits for Each Role

Pick the trait for the job the unit does on your team. Celestial and Divine suit the unit that does most of the fighting. Both add damage and range, and Divine also speeds up attacks, which makes it a strong pick for a main attacker. Reaper suits units you'll bring to boss fights, since it adds extra damage against bosses on top of its normal bonus.

For a unit that needs to reach enemies from farther away, Range and Sniper are the direct picks. Godspeed and Nimble suit units that should attack faster. Adept is the choice for a unit you plan to keep and level up, because it gives an XP bonus.

Golden Traits on Farm Units

Golden is the big exception to the usual damage-first rule. It gives the unit a damage boost, but its real value is the extra Yen. Golden adds more Yen earned by eligible farm units, so the trait is most useful on units whose whole job is bringing in money.

Bulby and C.E.O. are farm units that get the Yen bonus, which makes them the best places for Golden. Weather Girl (Thief) still gets the damage boost, but she doesn't get the extra Yen, so Golden on her is only a damage pick. A farm unit that already has Golden is worth keeping. Rerolling it would trade steady income for a damage bonus it doesn't need.

Unique Traits and Placement Limits

Unique gives the biggest damage boost of any trait, along with a range boost and slightly faster attacks. Each player can place just a single copy of a given Unique unit, but different Unique units don't block each other, so the limit is set per unit rather than across the whole team.

The real trade-off is with placement. A unit can normally be placed up to its placement cap, and a Unique unit gives you one boosted copy instead. At that cap, Unique can end up lowering your group's damage, because you can place only one copy. It pays off on a unit you'd only place once or twice, and for a unit you'd fill out the whole cap with, a different trait usually does more for your team.

Planning Your Trait Rerolls

Decide what trait a unit needs before you spend anything on it, and set a clear target. Stop once a roll meets it. A trait is only as useful as the time the unit spends on the field, so put your rerolls on the units you use most, not the ones that sit on the bench.

Rare traits can take many attempts, so set a budget before a session and stop when you reach it. Build up both currencies first, and think twice before rolling a high-rarity unit, since a bad result there costs you more.

FAQ

Q.

Do traits stay after a unit evolves?

Traits can carry over when a unit evolves. A Legendary that evolves into a Mythic can keep its trait, so it's worth rolling while the unit is still a Legendary, when the roll costs fewer Star Remnants. Choose a trait you'll still want after the next evolution.

Q.

Why would a support unit want a Range trait?

Range doesn't add damage, so its value is reach. For a support unit whose buff affects allies inside its range, a range bonus can spread that buff across more of your team. That makes Range a sensible keep on that support unit even though it adds no damage.

Q.

Which trait is the hardest to land?

Unique is the hardest, with Golden close behind and Divine not far after. That order comes from how often each one turns up on a roll, so expect Unique to take the longest.

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