Bloxodes

All 14 Stat Potentials in Anime Expeditions

Updated on (15 days ago)

Stat Potential gives each unit separate grades for Damage, SPA, and Range. A shiny letter is only half the story: the percentage band tells you how much that particular stat actually changes.

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Grade

Grades

14 items

Z

The strongest and rarest grade, with the largest Damage and Range gains plus the fastest SPA band.

Name
Z
Quality
Best
Single-stat chance
0.15%
Damage
+17.5% to +20%
SPA
-12.5% to -15%
Range
+12.5% to +15%

SSS

A near-top roll with large boosts across all three stat types and a much better chance than Z.

Name
SSS
Quality
Excellent
Single-stat chance
0.8%
Damage
+14.9% to +17.4%
SPA
-9.9% to -12.4%
Range
+9.9% to +12.4%

SS

A very strong grade that keeps Damage and Range comfortably positive while cutting SPA by a useful amount.

Name
SS
Quality
Excellent
Single-stat chance
1.75%
Damage
+11.1% to +14.8%
SPA
-6.1% to -9.8%
Range
+6.1% to +9.8%

S

A strong positive roll for every stat, suited to units you want to improve without chasing the rarest bands.

Name
S
Quality
Strong
Single-stat chance
2.2%
Damage
+9.1% to +11%
SPA
-4.1% to -6%
Range
+4.1% to +6%

A+

A good all-around result with positive Damage and Range and a faster attack interval.

Name
A+
Quality
Good
Single-stat chance
3.25%
Damage
+8.1% to +9%
SPA
-3.1% to -4%
Range
+3.1% to +4%

A

A clean positive band across all three stats, useful when rerolls or locks are limited.

Name
A
Quality
Good
Single-stat chance
4%
Damage
+7.1% to +8%
SPA
-2.1% to -3%
Range
+2.1% to +3%

A-

A modest positive roll in every category, with enough upside to keep on an early or secondary unit.

Name
A-
Quality
Good
Single-stat chance
5.25%
Damage
+6.1% to +7%
SPA
-1.1% to -2%
Range
+1.1% to +2%

B+

The last grade with a fully favorable band for Damage, SPA, and Range, though each gain is small.

Name
B+
Quality
Positive
Single-stat chance
8.75%
Damage
+5.1% to +6%
SPA
-0.1% to -1%
Range
+0.1% to +1%

B

Damage stays positive, but SPA can become slower and Range can dip below its base value.

Name
B
Quality
Mixed
Single-stat chance
10%
Damage
+4.1% to +5%
SPA
0% to +0.9%
Range
-0.9% to 0%

B-

A mixed roll with some Damage upside, paired with slower SPA and reduced Range.

Name
B-
Quality
Mixed
Single-stat chance
13%
Damage
+3.1% to +4%
SPA
+1% to +1.9%
Range
-1.9% to -1%

C+

A small Damage gain comes with slower attacks and shorter Range, so the trade is usually temporary.

Name
C+
Quality
Weak
Single-stat chance
15.5%
Damage
+2.1% to +3%
SPA
+2% to +2.9%
Range
-2.9% to -2%

C

Damage is barely positive while SPA and Range move the wrong way, making this a weak stopping point.

Name
C
Quality
Weak
Single-stat chance
23.5%
Damage
+0.1% to +2%
SPA
+3% to +4.9%
Range
-4.9% to -3%

C-

Damage can be neutral or negative, while SPA slows and Range drops by a larger amount.

Name
C-
Quality
Poor
Single-stat chance
7.55%
Damage
-2.6% to 0%
SPA
+5% to +7.6%
Range
-7.6% to -5%

F

The weakest grade, reducing Damage and Range while making SPA slower.

Name
F
Quality
Worst
Single-stat chance
4.3%
Damage
-5% to -2.5%
SPA
+7.5% to +10%
Range
-10% to -7.5%
NameDescriptionNameQualitySingle-stat chanceDamageSPARange
ZThe strongest and rarest grade, with the largest Damage and Range gains plus the fastest SPA band.ZBest0.15%+17.5% to +20%-12.5% to -15%+12.5% to +15%
SSSA near-top roll with large boosts across all three stat types and a much better chance than Z.SSSExcellent0.8%+14.9% to +17.4%-9.9% to -12.4%+9.9% to +12.4%
SSA very strong grade that keeps Damage and Range comfortably positive while cutting SPA by a useful amount.SSExcellent1.75%+11.1% to +14.8%-6.1% to -9.8%+6.1% to +9.8%
SA strong positive roll for every stat, suited to units you want to improve without chasing the rarest bands.SStrong2.2%+9.1% to +11%-4.1% to -6%+4.1% to +6%
A+A good all-around result with positive Damage and Range and a faster attack interval.A+Good3.25%+8.1% to +9%-3.1% to -4%+3.1% to +4%
AA clean positive band across all three stats, useful when rerolls or locks are limited.AGood4%+7.1% to +8%-2.1% to -3%+2.1% to +3%
A-A modest positive roll in every category, with enough upside to keep on an early or secondary unit.A-Good5.25%+6.1% to +7%-1.1% to -2%+1.1% to +2%
B+The last grade with a fully favorable band for Damage, SPA, and Range, though each gain is small.B+Positive8.75%+5.1% to +6%-0.1% to -1%+0.1% to +1%
BDamage stays positive, but SPA can become slower and Range can dip below its base value.BMixed10%+4.1% to +5%0% to +0.9%-0.9% to 0%
B-A mixed roll with some Damage upside, paired with slower SPA and reduced Range.B-Mixed13%+3.1% to +4%+1% to +1.9%-1.9% to -1%
C+A small Damage gain comes with slower attacks and shorter Range, so the trade is usually temporary.C+Weak15.5%+2.1% to +3%+2% to +2.9%-2.9% to -2%
CDamage is barely positive while SPA and Range move the wrong way, making this a weak stopping point.CWeak23.5%+0.1% to +2%+3% to +4.9%-4.9% to -3%
C-Damage can be neutral or negative, while SPA slows and Range drops by a larger amount.C-Poor7.55%-2.6% to 0%+5% to +7.6%-7.6% to -5%
FThe weakest grade, reducing Damage and Range while making SPA slower.FWorst4.3%-5% to -2.5%+7.5% to +10%-10% to -7.5%

Reading Damage, SPA, and Range rolls

Damage and Range are simple: a positive percentage raises the stat, while a negative percentage lowers it. SPA means seconds per attack, so it works in the opposite direction. Negative SPA shortens the wait between attacks and makes the unit attack faster. Positive SPA makes the wait longer, which is the kind of plus sign nobody invited.

Each stat rolls independently. The chance shown for a grade applies to one Damage, SPA, or Range roll, not to the chance of landing that grade on all three stats at once. A unit can therefore have a strong Damage grade, a weaker Range grade, and a completely different SPA result.

Deciding when to reroll

Judge the unit by what its kit needs, not by one letter alone. Damage is broadly useful, Range matters more when placement or map coverage is tight, and faster SPA can be especially valuable for units that benefit from attacking more often.

A mixed result can still be worth using while reroll materials are limited. The lower grades may add some Damage while slowing SPA or cutting Range, so check every stat before deciding that one positive number has saved the roll.

Using Stat Locks

A Stat Lock protects a result you want to keep while you reroll the remaining stats. This is useful when one stat already has a rare or build-defining grade, but spending locks on an ordinary result can leave you short when a much better roll appears later.

Set a stopping point before chasing the rarest grade. A balanced set of useful rolls can improve a unit now, while an endless hunt for matching top grades can turn reroll items into very expensive confetti.

FAQ

Q.

Is negative SPA good in Anime Expeditions?

Yes. SPA is the time between attacks, so a negative SPA percentage shortens that time and makes the unit attack faster. A positive SPA percentage slows the unit down.

Q.

Does the grade chance apply to all unit stats together?

No. The chance applies to one stat roll. Damage, SPA, and Range roll independently, so each can land on a different grade.

Q.

What does a Stat Lock do?

A Stat Lock keeps a chosen stat result while the other stats are rerolled. It helps protect a strong roll while you work on weaker ones.

Q.

Should I lock every positive stat roll?

Usually not. Save locks for results that are rare or important to that unit's build, especially when the other stats still need work.

Q.

Why can a lower grade still increase Damage?

The grade bands do not affect every stat in the same direction. Some lower grades can give a small Damage increase while also adding slower SPA and reduced Range.

Q.

Do I need matching grades on Damage, SPA, and Range?

No. A useful set of rolls depends on the unit and your resources. Strong results in the stats that matter most can be a sensible stopping point even when the letters do not match.

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