The short answer, before the nuance
There is a real trait system in Anime Dice — you have a Trait Rerolls counter, the codes hand out Trait Rerolls as a headline reward, and community guides describe traits as a second progression layer that sits on top of unit rarity. What does not exist is any published trait list, effect value, rarity tier or reroll rule.
That matters because the search results for "anime dice traits" are full of confident-looking tables. None of those tables trace back to the game or its developer. They are either copied from each other or inferred from the shape of other Roblox RNG games. This page tells you what is actually established, what you can verify yourself in thirty seconds, and what to do with your rerolls in the meantime.
Confirmed: a per-unit trait layer exists, traits can be rerolled, and Trait Rerolls are a code reward. Not confirmed: any trait name, its effect, its magnitude, its rarity distribution, or whether specific traits are rollable on specific rarity tiers. Treat any table that gives you all six as unverified.
What a trait is and where it lives
Every unit you roll arrives with a random trait attached. The trait provides a bonus — the community descriptions consistently call it a "passive ability" or "bonus", and the game's own HUD frames the reroll resource as something that overwrites a unit's passive.
The practical shape of the system is this:
| Layer | Attached when | Can you change it? |
|---|---|---|
| Unit rarity | At roll time, driven by your Luck | No — reroll the unit instead |
| Trait | At roll time, randomly | Yes — with a Trait Reroll |
| Mutation | Documented as a rare variant of a pull | No |
| Grade | Applied afterwards, using Gems | Yes — that is what Gems buy |
The reason trait quality matters as much as it does is that rarity alone does not decide a unit's value. A legendary carrying a weak trait can underperform a rare with a strong one. That single relationship is stated consistently across the community guides reviewed for this site, and it is the entire justification for the tier list on the traits tier list page.
Rerolling: the only rule that is safe to act on
Given that no effect table exists, here is the one piece of trait advice that every independent source agrees on, and which does not depend on knowing a single trait name:
A Trait Reroll improves a unit you already own. It does not improve your account, your dice tier or your future rolls. Spending one on a common or rare pull you are going to replace within the hour throws away the scarcest resource in the game. Rerolls belong on mythical and top-end legendary units, and nowhere else.
The corollary is that early on you should simply accumulate them. There is no cost to holding a Trait Reroll, no expiring timer, and no benefit to spending one on a unit you have not decided to keep. A brand-new account should finish redeeming its codes and then sit on a stack of rerolls until its first genuine keeper lands.
A decision rule you can apply today
Without effect values you cannot rank traits. You can still avoid waste with a simple triage:
- Is this unit going to be on my plot in a week? If the answer is no, do not reroll it. This is the whole rule.
- Is it mythical, or a legendary that out-earns my current best? If yes, it is a reroll candidate — but only once. Rerolling the same unit repeatedly is a resource sink with unknown odds.
- Do you have more rerolls than candidate units? If not, stop. Keep the surplus for the next keeper, because the code supply is not guaranteed to continue.
How to check a trait's effect yourself
Since no effect table is published, the only reliable measurement is yours. The game exposes enough information to do this properly:
- Note the unit's cash-per-second before the reroll. Take the number from the pad, not from memory.
- Write down the trait name it currently has, exactly as displayed.
- Apply the Trait Reroll and record the new trait name and the new cash-per-second figure.
- Compare. A trait that changes income is an income trait; a trait that changes nothing visible on the pad may affect a stat that only shows in Tower runs, or may affect the roll pool.
Repeat that on a couple of units and you will have better data than any list currently published for this game. If you do it, the useful thing to record is the trait name, the unit rarity, the before and after cash-per-second values, and the date — because the developer ships numbered updates on a monthly cadence and balance changes are the norm at this stage.
Traits versus mutations: do not merge them
These are two different things and the distinction is worth keeping.
Traits are the rerollable per-unit passive. Every unit has one. They are the reason the Trait Reroll currency exists.
Mutations are confirmed by the official Roblox description — "Collect rare Anime Characters and mutations!" — which makes mutations the only attribute-related term the developer has publicly named. Mutations appear to be a rarer variant state of a pull rather than something you apply afterwards, and the community guidance is consistently to inspect a mutated character carefully before selling it from your inventory.
If a page presents a single merged "traits and mutations" table, it is conflating a rerollable passive with a rare pull variant. The mutations page covers what is and is not known about that side of the system.
Why the community tables are probably still useful
None of the above means the community tables are worthless. Players who grind this game daily do build up genuine intuition about which traits feel strong, and that intuition usually correlates with reality. The problem is not the intuition, it is the presentation: a table with invented percentages and a confident S-tier ranking cannot be audited when the next patch lands, and you have no way to tell whether the author measured anything or made it up.
Use community trait advice the way you would use a friend's recommendation: as a hypothesis to test on one unit, not as a spec sheet. Then verify it against your own numbers, because you are the only person who can see your plot.
