Traits are extra bonuses you roll onto a unit in Anime Origins. Spend Trait Rerolls at the Trait Reroll station in the Evolve building, pick the unit, and roll. Each unit stores two traits and can activate only one, so the second slot is a spare you can switch to, not a stacked buff.
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Secret Traits
Immortal is 1 per team and has a placement limit of 1. Decide which unit gets it; a second copy on the same team does not stack.
Immortal
The only Secret trait. It stacks a huge damage package with cooldown, range, and income, then fires a once-per-match base emergency after Wave 10. Only one unit on the team can hold it, and that unit has a placement limit of 1.
- Pool chance
- 100% of Secret
- Rarity
- Secret
- Pity
- 1,300
- Effect
- +200% Damage, -15% Cooldown, +20% Range, +25% Income
- Limit
- 1 per team
- Best use
- General DPS carry
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Mythic Traits
Mythic rolls still have to beat the 4.05% rarity bucket, then split inside that bucket. Most Mythics have a pity; Hustler does not, so farm luck is not something you can wait out. Match the named trait to the kit instead of treating every Mythic as an upgrade.
Overseer
Overseer adds damage and range with no downside, then each attack deals bonus True Damage equal to 30% of its damage. It works on carries without a crit or DoT hook.
- Pool chance
- 4.1% of Mythic
- Rarity
- Mythic
- Pity
- 900
- Effect
- +20% Damage, +10% Range
- Limit
- -
- Best use
- General DPS
Joker
A Mythic with a small guaranteed stat package and a per-wave gamble. Every wave rolls 0% to 25% onto each stat, then those modifiers reset, so the unit can spike or flatten from wave to wave.
- Pool chance
- 11.4% of Mythic
- Rarity
- Mythic
- Pity
- 700
- Effect
- +5% Damage, -5% Cooldown, +5% Range
- Limit
- -
- Best use
- Swingy general DPS
Rupture
A Mythic crit package: +10% Damage, +30% Crit Chance, and +60% Crit Damage. It is strongest on units that already crit often.
- Pool chance
- 12.5% of Mythic
- Rarity
- Mythic
- Pity
- 550
- Effect
- +10% Damage, +30% Crit Chance, +60% Crit Damage
- Limit
- -
- Best use
- Crit DPS
Stride
Stride trades some raw damage for attack frequency. Tempo stacks -2% Cooldown per attack up to -20%, then adds +10% Range, but the stacks fall off after 5 seconds of idle time.
- Pool chance
- 14.5% of Mythic
- Rarity
- Mythic
- Pity
- 475
- Effect
- -10% Damage, -10% Cooldown, +5% Range
- Limit
- -
- Best use
- Fast attackers
Decay
The DoT Mythic adds +10% Damage, +60% DoT Damage, and +10% Range. Its extra DoT Damage stacks additively, so it hits especially hard on units with bleed, burn, or poison.
- Pool chance
- 16.5% of Mythic
- Rarity
- Mythic
- Pity
- 425
- Effect
- +10% Damage, +60% DoT Damage, +10% Range
- Limit
- -
- Best use
- DoT
Ascendant
A boss-focused Mythic: +35% Boss Damage plus smaller damage and range bonuses. It is the keep for raid and boss stages more than for ordinary wave clearing.
- Pool chance
- 19% of Mythic
- Rarity
- Mythic
- Pity
- 325
- Effect
- +35% Boss Damage, +10% Damage, +10% Range
- Limit
- -
- Best use
- Boss damage
Hustler
The premium farm Mythic. +30% Income is the reason to keep it, and the extra range is a bonus. Park it on a dedicated money unit rather than a pure DPS carry.
- Pool chance
- 22% of Mythic
- Rarity
- Mythic
- Pity
- -
- Effect
- +15% Range, +30% Income
- Limit
- -
- Best use
- Farm / income
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Legendary Traits
Legendary is the comfort stop when you do not want to keep spending Trait Rerolls. Mixed combat beats a single-stat stick on most carries, income belongs on a farm unit, and the EXP roll is for leveling, not for hard stages.
Looting
A Legendary income roll. It is a weaker Hustler: +20% Income with no extra combat stats, so it belongs on a farm unit, not a carry.
- Pool chance
- 11.5% of Legendary
- Rarity
- Legendary
- Pity
- -
- Effect
- +20% Income
- Limit
- -
- Best use
- Farm / income
Nimble
A simple Legendary cooldown stick. -20% Cooldown is a large single-stat bump for units that want more attacks, status procs, or Tempo uptime.
- Pool chance
- 18.5% of Legendary
- Rarity
- Legendary
- Pity
- -
- Effect
- -20% Cooldown
- Limit
- -
- Best use
- Attack speed
Ace
The all-round Legendary: damage, cooldown, and range on one roll. It is a solid stopping point when you do not want to keep burning Trait Rerolls for a Mythic.
- Pool chance
- 20% of Legendary
- Rarity
- Legendary
- Pity
- -
- Effect
- +10% Damage, -5% Cooldown, +10% Range
- Limit
- -
- Best use
- General DPS
Hawkeye
A Legendary range-only roll. +30% Range helps short-reach units cover more of the path, but it does not raise damage or cooldown on its own.
- Pool chance
- 25% of Legendary
- Rarity
- Legendary
- Pity
- -
- Effect
- +30% Range
- Limit
- -
- Best use
- Range
Scholar
A leveling Legendary, not a combat roll. +50% EXP is useful while feeding a unit, then it is usually worth replacing before hard stages.
- Pool chance
- 25% of Legendary
- Rarity
- Legendary
- Pity
- -
- Effect
- +50% EXP
- Limit
- -
- Best use
- EXP grind
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Epic Traits
Epic is the first rarity where a roll is worth parking for a while. Head Hunter is the named crit package. The III lines are bigger Fury, Haste, and Reach steps, so they are easy to compare and easy to outgrow.
Head Hunter
The standout Epic: a smaller Rupture package with +20% Crit Chance and +25% Crit Damage. Keep it on crit-friendly units until a Mythic crit or general DPS roll lands.
- Pool chance
- 25% of Epic
- Rarity
- Epic
- Pity
- -
- Effect
- +20% Crit Chance, +25% Crit Damage
- Limit
- -
- Best use
- Crit DPS
Fury III
The top Fury line. +15% Damage is a clean Epic keep while you still chase Ace, Overseer, or Immortal on that unit.
- Pool chance
- 25% of Epic
- Rarity
- Epic
- Pity
- -
- Effect
- +15% Damage
- Limit
- -
- Best use
- Damage
Haste III
The top Haste line. -12.5% Cooldown is a strong universal Epic, especially on units that want more hits or status procs.
- Pool chance
- 25% of Epic
- Rarity
- Epic
- Pity
- -
- Effect
- -12.5% Cooldown
- Limit
- -
- Best use
- Attack speed
Reach III
The top Reach line. +15% Range helps a unit cover more of the track, but it is usually outclassed by Hawkeye or a mixed combat trait.
- Pool chance
- 25% of Epic
- Rarity
- Epic
- Pity
- -
- Effect
- +15% Range
- Limit
- -
- Best use
- Range
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Rare Traits
Rare is the 50% bucket, so you will live here while Trait Rerolls dribble in. The I lines are small filler. The II lines are a step up, then you replace them with Epic III or a mixed combat trait.
Fury II
A mid Rare damage step. +10% Damage is worth parking early, then replace it with Fury III or a mixed combat trait.
- Pool chance
- 7.33% of Rare
- Rarity
- Rare
- Pity
- -
- Effect
- +10% Damage
- Limit
- -
- Best use
- Damage
Haste II
A mid Rare cooldown step. -7.5% Cooldown is a usable filler until Haste III or Nimble shows up.
- Pool chance
- 7.33% of Rare
- Rarity
- Rare
- Pity
- -
- Effect
- -7.5% Cooldown
- Limit
- -
- Best use
- Attack speed
Reach II
A mid Rare range step. +10% Range is a modest coverage bump, with Reach III and Hawkeye offering more range.
- Pool chance
- 7.34% of Rare
- Rarity
- Rare
- Pity
- -
- Effect
- +10% Range
- Limit
- -
- Best use
- Range
Fury I
The lowest Fury line. +5% Damage is a common early roll and is easy to outgrow.
- Pool chance
- 26% of Rare
- Rarity
- Rare
- Pity
- -
- Effect
- +5% Damage
- Limit
- -
- Best use
- Damage
Haste I
The lowest Haste line. -5% Cooldown is a small early bump that Haste II and Haste III replace.
- Pool chance
- 26% of Rare
- Rarity
- Rare
- Pity
- -
- Effect
- -5% Cooldown
- Limit
- -
- Best use
- Attack speed
Reach I
The lowest Reach line. +5% Range is the most common range roll and is usually the first trait worth rerolling off a keeper unit.
- Pool chance
- 26% of Rare
- Rarity
- Rare
- Pity
- -
- Effect
- +5% Range
- Limit
- -
- Best use
- Range
Match the trait to the job
A higher rarity is only better when it fits what the unit already does. Crit kits want Rupture, or Head Hunter while you wait. DoT kits (bleed, burn, or poison) want Decay. Boss and raid stages want Ascendant. Fast attackers want Stride so Tempo can stack, or Nimble and Haste III if you just need more hits. Income belongs on a farm unit (Hustler, then Looting), not on your main DPS. Overseer and Ace are the mixed combat rolls to keep when the kit has no special hook.
Scholar is a leveling tool. Feed the unit, then swap it before the stages that actually hurt. Joker is a per-wave gamble: the next wave can flatten the same stats it just spiked. If all you needed was coverage, Hawkeye beats a small Reach line, and it still does not hit harder.
| Job | Traits that fit |
|---|---|
| General DPS | Immortal, Overseer, Ace |
| Crit | Rupture, Head Hunter |
| DoT | Decay |
| Boss / raids | Ascendant |
| Fast attackers | Stride, Nimble, Haste III |
| Farm / income | Hustler, Looting |
| Leveling | Scholar (then replace it) |
| Range coverage | Hawkeye, Reach III |
Spend Trait Rerolls on keepers
Trait Rerolls come from playtime rewards, Story, Challenges, raids, World Boss, Infinite Mansion, Legend Stages, quests, codes (Level 10+), Battle Pass, and the raid or World Boss shops. They dribble in, so rolling a unit you will bench is the real leak.
Use the spare trait slot as a backup. Park a usable trait, then roll the other slot and switch only if the new one is actually better. That is how Ace survives a hunt for Overseer.
Immortal is a team lock, not a stamp. Only one unit can hold it, that unit has a placement limit of 1, and the once-per-match base save after Wave 10 wants your best single-placement carry. A second Immortal on the same team does nothing useful.
When to stop rolling
- Rare I lines are filler on any unit you play.
- Rare II and Epic III are early keeps. Grow them into Ace, Head Hunter, or a Mythic that matches the kit.
- Ace is a fair long-term stop if you do not want to keep burning Trait Rerolls.
- Head Hunter is the Epic to keep on crit kits until Rupture lands.
- Hustler has no listed pity, so farm luck is not a counter you can wait out.
- Immortal and Overseer pity are long hauls. Sitting on Ace while those counters climb is not a waste.
Common mistakes
Treating pool chance as the full drop rate. A named Mythic still has to win the 4.05% bucket first. Putting Rupture on a kit that never crits, Scholar on a finished carry, or Hustler on your damage dealer parks the bonus on the wrong job. And do not dump the last Trait Rerolls into a unit you already plan to replace.
FAQ
How do you reroll traits in Anime Origins?
Get Trait Rerolls, go to the Trait Reroll station in the Evolve building, pick a unit, and spend one reroll. That unit can store two traits and activate only one.
Can a unit use both stored traits at once?
No. Each unit stores two traits and can activate only one. Switch between them when you want, but they do not stack.
Can two units on the same team run Immortal?
No. Immortal is 1 per team, and the unit that holds it has a placement limit of 1. Put it on your best single-placement carry.
What is the difference between rarity chance and pool chance?
Rarity chance is the chance a reroll lands in that rarity at all. Pool chance is the chance of that named trait once you are already in the bucket. A 4.1% of Mythic roll is still behind the 4.05% Mythic bucket.
Are Anime Origins trait chances official?
No. Treat these as estimates, not exact drop math. A named Mythic still has to win the 4.05% Mythic bucket first.
Should I reroll traits on every unit?
No. Trait Rerolls dribble in, so spend them on units you will keep using. A filler Rare is fine on a bench unit.
Should I keep Ace or keep rolling?
Ace is a fair stop on a general DPS unit if you do not want to keep spending Trait Rerolls. Keep rolling when the unit is a long-term carry and you still want a job-matching Mythic or Immortal.


