Trait Rerolls are the currency that decides whether a unit is playable or a bench warmer, and they only come from grinding. The good news is that the payouts are wildly uneven, so the order you farm in matters far more than how many hours you put in. Four modes carry almost all of the weight, and one of them can be left running while you sleep.
Quick answer: Clear Odyssey first for a base of over 20,000 rerolls, move to Elemental Towers once you drop under 5,000, enter Gauntlets even when you expect to lose (last place still pays around 150), and leave Occult Hunt on auto-play overnight to convert gems into shiny units you can normalize for 5 rerolls each.
Where Trait Rerolls are spent
Rerolls are spent at Mandra, the Traits NPC standing in the Upgrades area of the lobby. One reroll changes one unit’s trait, and the cost never scales with rarity, so a Vanguard costs exactly as much to roll as a common. The new trait applies the moment the roll resolves, with no confirmation step afterwards.
Your current balance sits in your inventory and in Mandra’s menu, and it ticks down by one per roll. If the number does not move, the roll did not go through. Stat rerolls are a separate system handled by Cyan in the same area using Stat Chips and Super Stat Chips, so do not confuse the two currencies when you are farming.

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Work down this list in order. Each entry is worth more per hour than everything below it, and skipping ahead to Gauntlets before you have a roster is the most common way players waste a week.
| Order | Mode | What it returns |
|---|---|---|
| 1 | Odyssey | Over 20,000 rerolls for a full clear. Slow and repetitive, and it does not repeat forever. |
| 2 | Elemental Towers | Around 300 per reward loop, paid at floors 5 and 10 and then every 10 floors. |
| 3 | Gauntlets | Roughly 150 for last place, scaling up with placement. Needs strong units and traits. |
| 4 | Gem farming | Indirect. Gems fund shiny summons, and normalizing a shiny returns 5 rerolls. |
Odyssey: the biggest single payout
Nothing else in the game comes close to a full Odyssey clear. It is dull, it takes a long time, and the reward pool is finite, but it hands you a five-figure reroll balance that funds months of rolling. Do it before you touch anything else.

Elemental Towers: the follow-up grind
Elemental Towers is the natural next stop when your balance dips below about 5,000. Rewards land at floors 5 and 10, then every 10 floors after that, and the reward table loops every 50 floors for roughly 300 rerolls per cycle. Like Odyssey, it is not endless, but it pays out steadily and does not demand a tournament-grade roster.
Meta comps such as Unbound and Dragon Sphere clear floors comfortably, and Fate and Holy teams are shaping up as the next strong pairings. If you are still assembling a roster, this is the mode to lean on, because floor progress rewards consistency rather than a perfect lineup.

Gauntlets: high payout, high entry requirements
Gauntlets pay extremely well, but they gate you behind specific unit and trait requirements, which is why they sit third rather than first. New accounts usually cannot field the lineup a run asks for, and there is no way around that with clever play.
If you can enter, enter every time. Placing last still returns roughly 150 rerolls, so a losing run is never wasted time. Treat it like the weekly tournament rather than a normal stage, which means planning your team and placements before you queue rather than improvising during the run.
Gem farming with Wartorn Warfront and Occult Hunt
Gems do not buy rerolls directly. They fund summons, and every shiny unit you strip the shiny effect from returns 5 Trait Rerolls, which also works if you simply sell the shiny. That makes bulk gem farming a slow but genuinely passive reroll source.
Wartorn Warfront is the active half. It can be run five times a day for a combined 500,000 gems, which is the fastest hands-on gem income currently available.
Occult Hunt is the lazy half. Start a run, turn auto-play on, and leave it going overnight. It generates gems with no input, and it is the single best option if you would rather not spend evenings grinding modes manually.

Daily and weekly sources worth 854 rerolls a week
Underneath the big four sit the routine sources. Individually they look small, but claimed consistently they add up to around 854 rerolls across a full week, and most take only a few minutes.
| Source | Rerolls | Requirement |
|---|---|---|
| Daily Rewards | 35 weekly | Log in on days 2, 4 and 7 of the check-in cycle. |
| Challenges | 1 / 3 / 20 | Regular, daily and weekly challenges. Around 20 regular runs a day, with a 30-minute cooldown between them. |
| Bounties | 10 daily | Up to 10 bounties per day, 1 reroll each. |
| Infinite Quests | 3 daily | Reach Wave 50 on the listed maps. You can leave straight after hitting the wave. |
| Rift Shop | 50 | 10 Rift Shards per reroll. Roughly 3 rifts a day to max it out weekly. |
| Boss Events Shop | 40 | 4 tokens per reroll, which needs about 8 to 9 event runs. |
| PVP Shop | 40 | 1 PVP Coin per reroll, earned from ranked matches or daily PVP quests. |
| Tournaments | 2 to 50 | Placing in the top 36. Winning both the Traited and Traitless brackets pays 100. |
| Codes | 20 to 100 | Redeemed in the Codes tab. Some are level-gated and all of them expire. |

Note: one-off sources are worth clearing early because they never come back. Achievements hand over 420 rerolls in total, level milestones up to level 150 give a maximum of 206, and the free Battle Pass track adds 85, with another 170 on the premium track.
Trait odds and when to spend
The reason the grind matters is at the bottom of this table. The traits worth chasing land under half a percent of the time, so a stockpile of a few hundred rerolls is not a stockpile at all.
| Trait | Chance | Effect |
|---|---|---|
| Range | 26% | Increases range. |
| Swift | 26% | Faster attacks. |
| Vigor | 26% | More damage. |
| Scholar | 10% | More experience gained. |
| Marksman | 6.5% | Large range boost. |
| Fortune | 2.5% | More gold and cheaper upgrades. |
| Blitz | 1.85% | Strong SPA reduction. |
| Solar | 0.5% | Range, damage and SPA reduction. |
| Deadeye | 0.375% | High crit chance and crit damage. |
| Ethereal | 0.175% | Big damage, speed and range boost. |
| Monarch | 0.1% | Triples damage, limited to one unit on the field. |
Hold your rerolls for a unit you will still be using in a month. Early legendaries and mythics get replaced quickly, and burning hundreds of rolls on one is the most expensive mistake available to a new account.
The whole plan collapses into four moves. Finish Odyssey, push Elemental Towers when you dip below 5,000, queue every Gauntlet you qualify for regardless of how it ends, and keep Occult Hunt running overnight so gems accumulate while you are away. Follow that order and the rerolls arrive faster than you can spend them at Mandra.





