Gaming Guide

Anime Origins: How to Get the Immortal Trait and What It Does

The exact stats, the once-per-match base save, and how to confirm the roll landed on your unit.

The exact stats, the once-per-match base save, and how to confirm the roll landed on your unit.

Immortal is the rarest trait in Anime Origins, and it is the only one that changes how a run can end rather than just how hard a unit hits. It stacks a +200% Damage bonus on top of cooldown, range, and income bonuses, then adds a safety net that can pull a losing defense back from zero base stocks.

Quick answer: Immortal can only be obtained by rerolling traits with Trait Reroll items at the reroll station in the Evolve building. There is no crafting or purchase path. You know it landed because a full-screen animated cutscene with the AO logo plays before the trait is revealed.


Immortal trait stats and placement limit

Immortal is a flat upgrade in every stat category a damage unit cares about, which is why it is treated as the best-in-slot roll for carries rather than a niche pick. The one real cost is the placement limit.

EffectValue
Damage+200%
Cooldown-15%
Range+20%
Income+25%
Placement Limit1

The placement limit of 1 means you can only ever have a single copy of the Immortal unit on the field. If your strategy relies on stacking two or three of the same carry, Immortal actively works against you, and a trait like Overseer or Rupture will produce more total damage.


The base-save passive and its exact conditions

The part that separates Immortal from every other trait is a one-time rescue effect. When your base stocks hit 0, the trait restores base power instead of ending the run. At the same moment, nearby enemies are instantly killed, while the rest are knocked back and slowed.

Three conditions gate it, and all of them matter:

  • It only triggers when base stocks reach 0, not on partial damage.
  • It activates only once per match.
  • It does nothing before Wave 10, so an early leak still loses the run.

The instant-kill portion excludes bosses. A boss that has reached your base will be knocked back and slowed, buying you time, but it will not be deleted. Treat Immortal as one extra life for a mid-to-late wave mistake, not as a reason to skip building a real defense.


How to roll Immortal at the trait reroll station

Head to the Evolve building in the main lobby and interact with the trait reroll NPC. This is the only place traits are changed, and every attempt consumes a Trait Reroll item.
Select the unit you want to invest in and start rolling. Most pulls land on common filler like Fury III, Fury II, Reach I, or Haste III, and you should expect to burn a large stack of rerolls before anything premium appears.
Trait Reroll screen in Anime Origins with the Reroll button highlighted over an active Haste I trait
The Trait Reroll screen, with the Reroll button ready to replace the currently equipped trait.
Watch the confirmation prompt. Rolling over a trait you already like requires confirming the overwrite, so a mythic result such as Rupture or Overseer can be lost by clicking through carelessly. A unit can hold two traits but only use one at a time, so park a good backup before you keep chasing.
Stop when the cutscene plays. An animated AO logo sequence interrupts the reroll loop and only fires on an extremely rare drop. When it finishes, the Immortal trait is revealed on the unit.
Open your unit inventory, select the unit, and equip it. Immortal does nothing while it is sitting unequipped in the second trait slot, and the +200% Damage figure should be visible on the unit card once it is active.
Goki (Super 3) shown in the Anime Origins unit inventory before being equipped to the team
Goki (Super 3) in the unit inventory, where the trait is equipped and the unit is added to your team.

Note: Trait Reroll items come from codes, quest milestones, and level rewards, so clear those before committing a long reroll session. Spending your whole stock on a unit you are not going to keep is the most common way players end up unable to chase Immortal later.


Immortal compared to the other traits worth keeping

Immortal sits at secret rarity, above the mythic tier. Below it, the traits actually worth equipping fall into damage, crit, cooldown, and income roles.

TraitEffect
Immortal (secret)+200% Damage, -15% Cooldown, +20% Range, +25% Income, base-save passive
Overseer (mythic)+10% Damage, -5% Cooldown, +10% Range, True Damage
Rupture (mythic)+30% Crit Chance, +35% Crit Damage
Hustler (mythic)Income boost, the target roll for farm units
Looting (legendary)+20% income
Haste III-12.5% Cooldown
Fury III / Fury II+15% Damage / +10% Damage
Reach I+5% Range

Decay, Scholar, and Hawkeye round out the traits worth holding onto. If you are low on reroll items, stopping at a legendary or better result is the sensible call rather than gambling it away chasing the secret tier.


Which units deserve an Immortal roll

Because you will realistically see Immortal once in a very long time, put it on a unit that stays in your team through endgame content. Madaro (Edo Tensei) and Cursed Lover (Pure Love) are the standard targets, since both are secret-rarity carries that already anchor a team. Valcrad (Unleashed) turns it into a boss-deleting carry, though Rupture is the more natural fit for his crit-driven kit.

Support and utility picks such as Goju (Honored One), Konpatchi (Unleashed), and Melio (Assault) also list Immortal among their best rolls. Never put it on an economy unit. Bluma (Data Analyst) and Leorio exist to generate money, and Hustler serves them better than a damage trait ever will.

Goki (Super 3) is a reasonable holder if he is what you have. He is easy to obtain and evolve, sits in the A-tier bracket as a mobile Ground DPS, and works as a dedicated boss killer thanks to his Fighting Spirit stacks. His Element is Lightning, which matters for elemental interactions on certain stages.

Passive Info panel listing a unit's passive abilities mid-match after Wave 3
The Passive Info panel, opened mid-match to check a unit’s passives such as “I’ll End This Quickly!” and “One Shot at This”.

Confirming the trait is working in a match

Take the unit into a stage you have already cleared, then tap it on the field and open the trait details. The equipped trait and its full description are readable mid-match, so you can verify the +200% Damage line is applied rather than trusting the lobby menu alone.

Karakura Town Act 3 on Normal is a low-risk check, and clearing it pays out Gems, Gold, Soul Candy, and evolution materials. For a harder read on the trait, Fairy Forest Raid Act 1 on Hard puts the unit against the Albion Colossus boss and its shield pool, which is a much clearer test of whether the damage bonus is doing its job.

Victory results screen for Karakura Town Story Act 3 showing gem, gold and material rewards
The Victory screen for Karakura Town Story Act 3, listing Gems, Gold, Soul Candy, and evolution materials.

Pair the carry with a farm and support core so it reaches max level early. Leo covers income and buffs in the opening waves, while Roxi (Mage) holds a hill slot and handles the first groups until the carry can be placed and upgraded.

One detail specific to Goki (Super 3) makes the single-placement restriction easier to live with. His Instant Transmission active ability teleports him to any valid placement spot on the map, so a lone copy can cover an early lane and then relocate to wherever the boss actually spawns.

Goki (Super 3) unit panel showing the Instant Transmission tooltip while choosing a teleport spot
The Instant Transmission tooltip on Goki (Super 3), used to move the unit to another valid placement spot mid-wave.

If Immortal never shows up, none of this is gated behind it. Overseer and Rupture cover the same carries at a fraction of the reroll cost, and a fully evolved unit with a mythic trait clears the same content. Immortal is the ceiling, not the requirement.