Anime Dice Tier List

There is no published unit roster for Anime Dice, so any list of named characters with decimal percentages is guesswork. This is the framework instead: the S/A/B/C bands explained as decisions, a five-second triage for every pull, and the ranked dice ladder that rests on real numbers.

Reviewed September 12, 2026Reading time 7 minSources player testing + official Roblox description

A sequence of eight glowing dice arcing across a neon-lit night shoreline from a plain grey die to a cosmic void die

Read this before the tiers

Every Anime Dice tier list you can find online is built on the same sand. There is no published roster with stats, no rarity table and no official unit data of any kind. Tier lists for this game are community assessments — useful as a sanity check, useless as a specification.

So this page does something slightly different from a normal tier list. Instead of pretending to rank individual characters by name, it ranks the decision categories that actually determine whether a unit is worth keeping, and gives you a framework you can apply to any pull the second it lands. That framework is built on three inputs, all of which are documented:

  • Rarity band — the official description and every guide source agree that rarer units earn more per second, and that the income gap is large rather than marginal.
  • Trait quality — every unit rolls with a random trait, and a legendary with a weak trait can underperform a rare with a strong trait.
  • Availability — a theoretical S-tier unit that almost never rolls is worth less to your account than a strong A-tier unit you can actually pull. Rarity and availability pull in opposite directions, which is what makes the ranking non-trivial.

The S/A/B/C framework

Community tier lists for Anime Dice consistently use four bands. Here is what each one means in terms of the decisions you make, which is the part that transfers between patches.

S

Meta-defining pulls — legendary and mythical units with top traits

The units worth spending Lucky Spins on and the only units worth spending Trait Rerolls on. A mythical unit with a strong trait is the backbone of a plot generating into the billions per second. If you land one it takes your best pad immediately, and you reroll it until the trait matches. Everything else on your plot is scaffolding around it.

A

Strong all-rounders — legendary units with solid base income

The mid-game carries. An A-tier unit holds a pad for a long time and is realistic to obtain. Because availability is part of the ranking, a reliable A-tier pull is often the better investment than chasing an S-tier unit you may never see. Reroll an A-tier unit only if you have surplus Trait Rerolls and no S-tier candidate.

B

Solid filler — rare units with decent income

Useful for filling pads early and for getting your offline income off zero. B-tier units earn their place by existing on the plot, and they should be replaced the moment something better arrives. Never reroll one, and never spend Gems on one.

C

Situational — common units until something better lands

Starter-team material only. The correct play with a C-tier unit is to place it on an empty pad so it earns something, then sell it the moment your storage fills. It should consume none of your scarce resources — no rerolls, no Gems, no targeted upgrades.

The five-second triage

When a roll lands, you have about five seconds before the next one is available. Run this in order:

  1. Is it rarer than my worst placed unit? If yes, it takes a pad immediately. If no, place it on an empty pad anyway — a placed unit earns something, a stored unit earns nothing.
  2. Does it carry a mutation? Mutated units should be inspected before they are ever sold from your inventory. Community guidance repeats this because the mutation visual is easy to miss during fast rolling.
  3. Would I still be using this in a week? If no, it is filler. Do not reroll it, do not Grade it, do not level it.
  4. If yes — is the trait acceptable? If not, and you have surplus Trait Rerolls, this is where a reroll is justified. See the traits guide for why measuring beats trusting a list.
  5. Equip Best after every batch. It is the single cheapest action in the game and it protects your lineup from an accidental inventory sell.

Ranking the dice tiers, not the units

The one ranking on this page that rests on documented numbers is the dice ladder itself, because Luck multipliers and prices are published. It is also the ranking that matters most, since your dice tier gates every roll you make regardless of which units happen to be on top of the meta this month.

DiceRarityLuckPriceVerdict
LightningRare42x$500KFirst real upgrade. Buy as soon as you can afford it.
IceRare100x$4MWorth it, but do not linger — the Epic tier is close.
MagmaEpic200x$30MThe first Epic. Skippable if you are close to Storm.
StormEpic400x$200MStrong mid-game anchor. Confirmed by recorded gameplay.
ShadowEpic750x$1.5BBest value per dollar in the mid-game. Confirmed on video.
LightLegendary1,500x$12BThe jump that changes what your rolls can reach.
Blood MoonLegendary3,000x$100BLate-game. Skip only if Void is within reach.
VoidLegendary5,000x$1.5TTop of the documented ladder.

Note the shape rather than the exact numbers. Each step roughly doubles the Luck value, and the price roughly quintuples. That is the actual design of the ladder: you are always buying a doubling of Luck at an increasing cost, which is why the correct move is almost always to skip a tier you can afford to skip and save for the next one.

The full breakdown, including which figures are corroborated by recorded gameplay and which come from a single community list, is on the best dice page.

What would make this page better

Three things, in order of value:

  1. A published rarity table. If the developer ever documents unit rarities, a real tier list becomes possible overnight.
  2. Roll odds. Without drop rates, "availability" is guesswork, and availability is a third of the ranking.
  3. Dated trait effects. Trait quality is the second third of the ranking and it currently rests entirely on player intuition.

Until then, treat any list that ranks named characters with decimal percentages as entertainment. The framework above will still be correct after the next balance patch; a list of character names with invented numbers will not.

Sources for this page

Anime Dice publishes no unit stats, roll odds or upgrade values, so every number on this page traces to one of the sources below. Community wikis are player-maintained and marked as such.

FAQ

Anime Dice tier list questions

What is the best unit in Anime Dice?

No published roster or stat table exists, so no source can name one reliably. What is documented is the shape of the answer: the strongest units are mythical pulls with top traits, because rarity drives base income and traits multiply the practical value. The best unit on your account is the rarest one you have actually pulled with a trait you have verified.

Why does this tier list not rank named characters?

Because ranking names requires data that does not exist — no official unit stats, no rarity table, no roll odds. A named ranking would be invented and would go stale after the next balance patch. The S/A/B/C framework here ranks decision categories instead, which stays correct across patches.

Should I use Lucky Spins on a specific unit?

You cannot target a specific unit — Lucky Spins draw from the same pool as cash rolls, filtered by your Luck. The documented advice is to raise your dice tier and Luck upgrades first, then spend spins, because a spin taken at a higher Luck value draws from a better pool.

How many units should I keep?

Keep your best unit on every pad and sell the rest once storage fills, but run Equip Best before selling so your active lineup is protected. Community guidance is to place filler units on empty pads even when you expect to replace them, because a placed unit generates income including while you are offline.

Which dice should I buy next?

The ladder runs Lightning at 42x Luck for $500K up to Void at 5,000x Luck for $1.5T. Each step roughly doubles Luck while roughly quintupling in price, so the correct move is usually to skip a tier you can afford to skip and save for the next one. Storm ($200M) and Shadow ($1.5B) are both confirmed in recorded gameplay.