Traits add a focused bonus to a character copy in Anime Dice. Compare the effect first, then decide whether a broad all-stat boost or a specialist Income, Damage, or Health result fits your team.
How to use this collection
Displayed chance is the value shown in the captured Trait table. The Income, Damage, and Health fields show the listed multipliers; a blank field means that Trait has no captured boost for that stat.
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Effect
All-stat
All-stat Traits improve Income, Damage, and Health together, making them flexible choices for a unit with several jobs.
Transcendent
The strongest captured all-stat Trait, multiplying Income, Damage, and Health equally.
- Effect
- All-stat
- Displayed chance
- 0.006%
- Income
- 15×
- Damage
- 15×
- Health
- 15×
Monarch
A very rare all-stat result that gives the selected character the same large boost across three tracked stats.
- Effect
- All-stat
- Displayed chance
- 0.025%
- Income
- 8×
- Damage
- 8×
- Health
- 8×
Shogun
An all-stat Trait with a strong captured multiplier when one unit needs balanced improvement.
- Effect
- All-stat
- Displayed chance
- 0.12%
- Income
- 5×
- Damage
- 5×
- Health
- 5×
Samurai
A more attainable all-stat result that supports Income, Damage, and Health together.
- Effect
- All-stat
- Displayed chance
- 0.5%
- Income
- 3×
- Damage
- 3×
- Health
- 3×
Effect
Health
Health Traits focus on staying power and are a natural fit when a combat unit needs to survive longer.
Health III
A focused Health result that doubles the tracked Health value without a listed Income or Damage boost.
- Effect
- Health
- Displayed chance
- 1.2%
- Income
- -
- Damage
- -
- Health
- 2×
Health II
A mid-strength Health result for a character that needs more staying power.
- Effect
- Health
- Displayed chance
- 6.3%
- Income
- -
- Damage
- -
- Health
- 1.5×
Health I
The common Health-focused result, useful when survival matters more than Income or Damage.
- Effect
- Health
- Displayed chance
- 25.4%
- Income
- -
- Damage
- -
- Health
- 1.2×
Effect
Damage
Damage Traits focus on combat output and suit a unit you keep for Tower progress.
Damage III
A focused Damage result that doubles the tracked Damage value.
- Effect
- Damage
- Displayed chance
- 1.2%
- Income
- -
- Damage
- 2×
- Health
- -
Damage II
A mid-strength Damage result for a unit being kept for Tower progress.
- Effect
- Damage
- Displayed chance
- 6.3%
- Income
- -
- Damage
- 1.5×
- Health
- -
Damage I
The common Damage-focused result, giving a small listed increase to the tracked stat.
- Effect
- Damage
- Displayed chance
- 25.4%
- Income
- -
- Damage
- 1.2×
- Health
- -
Effect
Money
Money Traits focus on Income and fit characters whose main job is to keep the plot earning.
Money III
A focused Income result that doubles the tracked Income value for the selected character.
- Effect
- Money
- Displayed chance
- 1.2%
- Income
- 2×
- Damage
- -
- Health
- -
Money II
A mid-strength Income result that fits a character kept mainly for plot earnings.
- Effect
- Money
- Displayed chance
- 6.3%
- Income
- 1.5×
- Damage
- -
- Health
- -
Money I
The common Income-focused result, with a small listed boost for the cash loop.
- Effect
- Money
- Displayed chance
- 25.4%
- Income
- 1.2×
- Damage
- -
- Health
- -
Match the Trait to the job
All-stat Traits improve Income, Damage, and Health together. Focused Traits trade that spread for one job: Money helps a plot earner, Damage helps a Tower unit, and Health gives a unit more staying power.
Reroll with a plan
Save rerolls for characters you expect to keep. A small Income boost can be useful on a cash unit, while a Damage or Health Trait makes more sense on a unit you use for combat. Do not judge a Trait by its name alone: compare the multiplier and the character's role.
The displayed chances are useful for comparing rarity within the captured table, but they should not be treated as a normalized guarantee or a promise about the next reroll.
FAQ
Which Trait is best for a money-making character?
A Money Trait is the clearest specialist choice because it boosts Income. An all-stat Trait can also help if you want the same copy to support combat.
Should every combat character use a Damage Trait?
Not always. Damage is useful for output, while Health can be better when the unit needs to survive long enough to do its job.
Are the displayed Trait chances guaranteed to add up to 100 percent?
No guarantee is stated here. Use the shown values as captured comparison figures rather than a normalized probability model.


