Traits are the quiet half of a Grand Blue build. You get two slots, you fill them from a gacha, and the passive you land follows you through every island quest, boss door, and ten-player scrap on the water. Some of them change how a fight ends. Others double the speed of a thrown rock.
Quick answer: Maniac and Copycat are the two strongest traits in the game, with Gaudy and Pyromaniac rounding out the top tier. Stop rerolling once both slots hold something from A tier or above — chasing a 0.15% Mythic with code rerolls is not a plan.
Grand Blue traits tier list (S to D)
| Tier | Traits |
|---|---|
| S | Maniac, Copycat, Gaudy, Pyromaniac |
| A | Protagonist, Glass Cannon, Assassin, Prodigy, Second Wind, Chameleon, Sturdy Guard, Arrogant, Gourmand, Adrenaline |
| B | Marathoner, Man of Steel, Battle Tempo, Escape Artist, Nimble, Iron Will, Athlete, Coward |
| C | Climber, Vengeful, Hoarder, Diver, Enduring Speed |
| D | Pitcher, Garbage Collector, Bargainer, Night Owl, Early Bird |
Predator is a Legendary trait that appears on the rarity table with no published effect yet, so it sits outside the ranking until its buff is printed in-game.
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Placements are judged on how much a trait changes a fight or a farming session, not on the rarity tag attached to it. A Mythic that only removes stun from chip damage loses to a Rare that refills your energy bar on every knockdown. Traits that work automatically outrank traits that need a specific setup, and traits that only pay out during half the day-night cycle drop to the bottom.
This ranking reflects the Early Access build as of September 2026. Grand Blue is still adding systems, so a trait that reads as filler now can move once new fruits, styles, or accessory slots land.
S tier traits: Maniac, Copycat, Gaudy, and Pyromaniac
| Trait | Rarity | Effect |
|---|---|---|
| Maniac | Mythic (0.15%) | Above 50% HP you deal 10% less damage. Below 50% HP you deal 25% more damage and take 15% less. |
| Copycat | Mythic (0.15%) | Stores the last skill that hit you. Press X within 30 seconds to fire it back. Fruit skills do not count. |
| Gaudy | Mythic (0.15%) | Unlocks a fourth accessory slot. |
| Pyromaniac | Legendary (0.5%) | Burn builds 25% faster and each tick deals 25% more damage. |
Maniac is the best trait in the game because the downside barely exists. The 10% damage cut above half health costs you almost nothing against trash mobs, and the moment a real fight drags you under 50%, you flip into a 25% damage boost with 15% damage reduction stapled on. That is a comeback button that never goes on cooldown.
Copycat rewards hands. Getting clipped by a boss or a player hands you their skill for 30 seconds, and the fruit exclusion is less limiting than it sounds because fighting styles and weapon skills are what most players lead with. Gaudy is the odd one out — it adds no combat stat at all, just a fourth accessory slot, which is why it holds long-term value regardless of how the balance shifts. Pyromaniac is the only S-tier pick with a build requirement: run Burn or it does nothing.
The Mythic trap: rarity odds and per-trait drop chances
The wardrobe rolls a rarity first, then a trait inside it. That second roll is why the individual odds are so much uglier than the rarity numbers suggest.
| Rarity | Rarity chance | Chance per individual trait |
|---|---|---|
| Common | 52.35% | 8.725% |
| Uncommon | 30% | 5% |
| Rare | 15% | 3% |
| Epic | 2% | 0.286% |
| Legendary | 0.5% | 0.1% |
| Mythic | 0.15% | 0.025% |
A specific Mythic like Gaudy sits at 0.025% per spin. Ten or twenty rerolls from a code will not get you there, and rarity does not guarantee quality anyway — Man of Steel is Mythic and lands in B tier, while Rare traits like Adrenaline and Gourmand outperform it in practice.
A tier traits worth keeping in a slot
| Trait | Rarity | Effect |
|---|---|---|
| Protagonist | Legendary (0.5%) | Once per fight below 20% HP, gain a damage boost and damage reduction for 8 seconds, scaling with Willpower. |
| Glass Cannon | Epic / Legendary | Deal 15% more damage, take 15% more damage. |
| Assassin | Epic (2%) | First attack out of combat deals 25% more damage, or 30% from behind. |
| Prodigy | Epic (2%) | +15% EXP, Skill EXP, Pet EXP, and Lifeskill EXP. |
| Second Wind | Epic (2%) | Once per fight below 20% HP, refill all energy and gain hyperarmor for 5 seconds. |
| Chameleon | Epic (2%) | Standing still for 4 seconds activates your cloak. |
| Sturdy Guard | Epic (2%) | Your guard survives one guard break every 20 seconds. |
| Arrogant | Rare / Epic | +15% damage while above 90% HP. |
| Gourmand | Rare (15%) | Food buffs are 25% stronger and last 25% longer. |
| Adrenaline | Rare (15%) | Knocking down or defeating an enemy restores 10% HP and all energy, 30-second cooldown. |
Adrenaline is the realistic prize here. It is Rare, so you will actually see it, and full energy plus a heal after every knockdown turns island camps into a chain rather than a series of rest stops. Prodigy is the leveling pick and pays for itself between level 1 and 70. Arrogant is the mirror image of Maniac — free damage while you are winning, dead weight the moment you are not.
Note: Glass Cannon and Arrogant have been listed at more than one rarity, so treat their exact drop chance as unsettled. Their effects are consistent either way.
B tier traits: usable but replaceable
| Trait | Rarity | Effect |
|---|---|---|
| Marathoner | Epic (2%) | Running without taking a hit builds +0.5 speed per second up to +4. Getting hit resets it. |
| Man of Steel | Mythic (0.15%) | Attacks dealing under 3% of your HP will not stun you. |
| Battle Tempo | Legendary (0.5%) | Landing hits builds to +7.5% damage, taking hits drains to -7.5%. Resets out of combat. |
| Escape Artist | Rare (15%) | Temporary speed boost when you get up from a knockdown. |
| Nimble | Rare (15%) | One extra dash. |
| Iron Will | Rare (15%) | Attacks that would deal over 10% of your HP deal 10% less. |
| Athlete | Uncommon (30%) | Dashes recharge 40% faster out of combat, 20% faster in combat. |
| Coward | Uncommon (30%) | Below 30% HP, gain speed while not attacking. |
Nimble and Athlete are the ones to hold onto if you are still early. An extra dash and faster dash recovery help with travel, plant contests, and dodging boss windups, and both come from a rarity band you will hit regularly. Man of Steel is the clearest example of rarity not equaling power — the anti-stun threshold is so low it mostly applies to hits that were not going to matter.
C and D tier traits to reroll over
| Trait | Tier | Effect |
|---|---|---|
| Climber | C | A second climb for reaching higher ledges. |
| Vengeful | C | +1% damage per hit taken, capped at 10%, reset by your next attack. |
| Hoarder | C | Lose 50% less Gold when defeated or pickpocketed. |
| Diver | C | Doubles lung capacity underwater. |
| Enduring Speed | C | No slow at low energy. |
| Pitcher | D | Thrown rocks travel twice as fast. |
| Garbage Collector | D | Crates and barrels drop twice as many items. |
| Bargainer | D | Non-Premium NPC shop items cost 10% less. |
| Night Owl | D | +1 Speed and +5% damage at night. |
| Early Bird | D | +1 Speed and +5% damage during the day. |
Night Owl and Early Bird look like combat traits, but each one is switched off for roughly half your session, and 5% damage is not enough to plan a play schedule around. Vengeful punishes you for the thing you actually want to avoid, and its stacks vanish the second you swing. Diver, Climber, and Enduring Speed are convenience passives — fine while you wait for a better roll, not worth protecting.
How to reroll traits and where rerolls come from
You have two trait slots, Trait 1 and Trait 2, plus a Trait Storage panel for banking extras. Rerolls are the currency, and codes are the cheapest way to get them.
Release! granted 10 Trait Rerolls and 5 Race Rerolls, and TwitterGoalReached granted a Fruit Chest, 20 Trait Rerolls, and 5 Race Rerolls. Both were verified working in late August 2026; Early Access codes can expire after updates, so retest them in the live build.You know a reroll landed when the slot’s name and description change and your Trait Reroll counter drops by one. If the counter does not move, the reroll did not spend. If a trait shows a blank description, that is an Early Access display issue rather than a failed roll, and burning your last reroll on an unreadable tooltip is the one mistake worth avoiding.
Traits stay on your character when you swap fruits, so a good pair of slots keeps working through every build change you make afterward. Fill both with something from B tier or better, spend the rest of your rerolls slowly, and let the Mythics come when they come.






