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 — including the one further down this page, which is reproduced only because it is the sole structured trait data published anywhere for this game.
The one published trait table, and exactly how far it can be trusted
Exactly one source in the material reviewed for this revision publishes a full trait table. It is a community page dated September 10, 2026, written against the game's Update 2 banner. It is reproduced here because it is the only structured trait data that exists for this game, and it is labelled at every line because it is single-source and uncorroborated.
| Trait | Rarity tier (as published) | Cash multiplier | Secondary bonus | Rolling chance |
|---|---|---|---|---|
| Godly | Divine | 3.5x | +2x local roll luck for nearby dice | 0.1% |
| Overclocked | Mythical | 2.8x | +10% plot roll speed | 0.5% |
| Shiny | Legendary | 2.2x | Golden visual aura | 1.8% |
| Wealthy | Epic | 1.8x | +5% offline storage cap | 6.0% |
| Brisk | Rare | 1.4x | +5% roll speed | 18.0% |
| Basic | Common | 1.0x | None | 73.6% |
It is a single community page's numbers, published for Update 2, covering six traits. It is not confirmed by the developer, and no second source in this revision's material reproduces a single one of those figures. The developer has never named a trait. The percentages in particular are unexplained — no method, no sample, no date of measurement is given. Treat the names and the ranking shape as a hypothesis worth testing on your own account, and treat the decimals as decoration until you can measure them yourself with the routine further down this page.
Two things in that table are worth testing first, because they are cheap to check and they are the claims that would change your behaviour:
- Basic at 1.0x over 73.6% of rolls. If the distribution is remotely this flat, the majority of your pulls carry no trait bonus at all, which is exactly why the reroll discipline below matters more than any tier ranking.
- Godly's secondary bonus. The table describes it as raising local roll luck — for dice nearby — rather than your account-wide Luck. That is a different claim from the usual "best trait in the game" framing, and it is the kind of thing you can see on a plot by comparing two rolls made in the same spot.
Two sources disagree about what a "trait" even covers
The same community cluster that publishes the table above does not agree on where traits end and mutations begin:
- One wiki frames a unit as carrying four independent value fields — rarity, mutation, trait and grade — and treats traits as a rerollable passive alongside them.
- Another describes mutations as "the strongest traits in the game", which folds mutations into the trait layer rather than keeping them separate.
This page follows the first framing, because it matches both the official description (which names mutations but never traits) and the reroll economy (Trait Rerolls clearly overwrite something on a single unit). The mutations page covers the other side. Whichever framing you use, the practical advice does not change: a mutation is something to inspect before you sell, and a trait is something to reroll only on a keeper.
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.
Where rerolls come from beyond codes
Codes are the source this site can verify — every documented code pays Trait Rerolls, and they are the largest single grant on each one. The community page that published the table above names two further sources: quest completions and buying them with Gems in the in-game Shop.
Both are plausible and neither is contradicted by anything else reviewed here, but neither is corroborated by a second source either. The consequence for planning is the same in both cases: if Gems can be converted into rerolls, then Gems and rerolls compete for the same budget, and the Trait Reroll side is usually the better buy because Gems have no other use except Grading a unit you have already decided to keep.
A third path is documented in recorded gameplay at the endgame: Tower and quest rewards include trait rerolls among their drops. That matches the "quest completions" claim above and is the closest thing to a second source for it, though the recording does not quantify the drop rate.
The published reroll priority rules
The same community page gives three rules. They are worth reading because they are the only priority advice published anywhere for this system, and they are reproduced here with the evidence level attached:
- The Epic cutoff. Never spend Trait Rerolls on Common or Rare units, because their baseline multiplier is too low for a percentage buff to matter. This agrees with everything else on this page and with every other source reviewed.
- Lock a Divine roll immediately. If a Legendary lands the top trait, stop rerolling it. The reasoning — a top-trait Legendary out-earns an untraited higher-rarity unit — is directionally the same claim this site makes about rarity not deciding value.
- Bank 15–20 rerolls before rolling on top-tier Mythic summons. Rerolls spent before you own a keeper are rerolls wasted.
One mechanical claim sits alongside those rules and is not corroborated anywhere else: the page states that the Trait Reroll machine in the spawn plaza lets you select a unit and lock the trait you want to preserve with a padlock icon. If that exists, it removes the main risk of rerolling a keeper — that you overwrite a good trait and cannot get it back. [INFERENCE] Given that no other source mentions a lock, and given that lock features are usually the first thing a reroll guide would document, verify this on your own client before you rely on it. If the padlock is not there, then rerolling is destructive and the "reroll once, then stop" rule above becomes considerably more important.
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.
The footage gap, dated
One independent wiki checked three current gameplay recordings, transcripts included, and found no Traits or Mutations panel visible in any of them. The recordings showed Backpack, Rebirth, Dice Shop, Upgrade and Tower screens, but no panel carrying a traits title, list, effect or reroll flow. That check is dated September 4, 2026, and the same source records "Trait Rerolls" as unverified in official material — meaning the token exists in the game and in guides, but no first-party source names it.
Recorded evidence of that kind is worth more than a table, because a missing panel is a fact you can act on: it means the trait information, if it is displayed at all, lives somewhere the obvious screens do not reach. The practical form of that finding is the measurement routine above — take the number off the pad, not off a menu. If a future capture shows the panel, this section gets replaced with what it showed and the date it was recorded.
