Gaming Guide

Anime Expeditions: Best 5th God Hand Build (Griffith)

The Unbound trait, Orb of Causality, Shinigami Sword, and Sacrificial Mark turn packed lanes into stacking damage.

The Unbound trait, Orb of Causality, Shinigami Sword, and Sacrificial Mark turn packed lanes into stacking damage.

The 5th God Hand is the Dark/Psychic Secret unit added to Anime Expeditions, and almost everything about its kit is built around one idea: the more enemies standing inside its range, the harder it hits. Every passive on the unit and every relic worth slotting into it scales off enemy count, so the build below is designed to feed that loop instead of chasing flat damage.

Quick answer: Roll the Unbound trait, keep the Orb of Causality in the unique slot, and fill the two standard slots with a Shinigami Sword and a Sacrificial Mark rerolled toward range (around 9%) with a 24% damage cap.


5th God Hand build sheet: trait and equipment

Three slots and one trait decide the whole build. Unbound is the correct Mythic trait here because the unit is a single-placement carry, which is exactly the profile Unbound is designed for — you get the full value of one placement instead of splitting resources across copies.

SlotPickWhat it gives
TraitUnbound (Mythic)+350% DMG, -5% SPA, +10% Range, single placement
UniqueOrb of Causality+8.83% Damage, -4.48% SPA, plus the Fated Meter
Standard 1Shinigami Sword+8.56% Critical Chance, +3.48% Damage
Standard 2Sacrificial Mark+9.37% Range after a good reroll

Open the Units menu and select 5th God Hand to confirm the trait and the unique relic are both attached before you take it anywhere. The unit page lists its trait, its equipped gear, and its live DMG, SPA, and RNG values in one place.

Units menu with 5th God Hand selected, showing its trait, stats and equipped relics
The Units menu with 5th God Hand selected, showing its stats, trait and the Orb of Causality. Image: Expeditions Entertainment

How Causality and Eclipse scale the unit’s damage

The Orb of Causality adds a Fated Meter that starts at 0 and caps at 35. Any enemy that survives the unit’s Distortion damage gets hit with Mark of Fate, and each of those survivors adds a point to the meter. That marking is the engine of the whole build.

Every enemy in range carrying Mark of Fate gives the unit 5% more damage and 2.5% more range. Because range grows as marks land, the unit keeps pulling more enemies into its circle, which produces more marks, which grows the circle again. On a dense lane this compounds within seconds.

Eclipse is the payoff. Once the Fated Meter fills to 35 stacks, it fires a 100% damage nuke that runs for five seconds. Tough enemies that survive a hit are not a problem for this unit — they are the resource it runs on.

Passives and Abilities panel listing the Causality and Eclipse passive descriptions
The Passives & Abilities panel, where the Causality and Eclipse descriptions spell out the Fated Meter rules. Image: Expeditions Entertainment

Why the Shinigami Sword and Sacrificial Mark stack so well

Both standard relics count enemies rather than adding a flat bonus, so they read the same battlefield the Fated Meter does. The Shinigami Sword is the safe default damage relic for almost any crit-capable carry, and the Sacrificial Mark specifically rewards status effects the unit applies itself.

RelicPassiveCap
Shinigami Sword+0.94% damage per enemy in range15%
Sacrificial Mark+1% damage per enemy in range with Bleed or Marks24%

Note: the Sacrificial Mark cap can land at 24% or 25% depending on the roll. The difference is small, so take the roll that gives you the better range value rather than rerolling forever for one extra percent.


How to craft and reroll the Sacrificial Mark

Head into the hub and walk to the Armory, where standard equipment is crafted. The hub’s navigation buttons stay on screen while you move, so you can find the crafting area without leaving your loadout.
Main hub courtyard with the Store button visible and the unit bar along the bottom
The main hub courtyard, where the crafting and store options sit alongside your unit bar. Image: Expeditions Entertainment
Craft the Sacrificial Mark. It costs 14 Sprite (Red) and 2,642 Gold, so bank the red sprites before you start rather than mid-craft.
Reroll the freshly crafted relic’s stats. You want range as the primary stat — roughly 9% is the target — with the damage cap sitting at 24%. Damage-per-enemy is already covered by the Shinigami Sword, so range is the stat that actually pulls more enemies into the marking loop.
Equip the Shinigami Sword and the Sacrificial Mark into the two standard slots on 5th God Hand, leaving the Orb of Causality in the unique slot. All three should be visible on the unit’s page before you queue up.

Placement and how to confirm the build is working

Place the unit where enemies bunch up, not where they arrive first. A corner, a chokepoint, or a section of path that doubles back keeps the largest possible number of marked enemies inside the circle at once, and that is what drives every multiplier in the build.

Open the Play menu and take the build into a stage or the testing zone to check it. The confirmation is simple: watch the unit’s damage number climb on its own as the wave thickens. If the value is static while enemies pile up, the Fated Meter is not gaining stacks and one of the three relics is missing.

Player avatar in the game hub with the Play menu button highlighted
The Play menu in the hub, used to enter a stage or the testing area once the build is equipped. Image: Expeditions Entertainment

Sandbox is the fastest way to stress-test it, since you can spawn crowds far larger than a normal wave — up to 315 enemies on School Grounds – Sandbox. Start the run, spawn a full crowd, and let the unit attack for a few seconds before reading the numbers.

Start Game button highlighted at the top of the screen before beginning a run
The Start Game prompt at the top of the screen, the last step before the test run begins. Image: Expeditions Entertainment

Damage numbers this build reaches

Base stats look unremarkable on the unit page, which is the point — nearly all of the output is conditional. Fully equipped, the unit starts around 7.34k DMG with a 4.6s SPA and 17.6 range, then climbs from there as marks accumulate.

ScenarioPeak damagePeak DPS
Showcase zone, small group73,825 (range 30.6)2,498,182/s
Sandbox, 315 enemies1,109,94316,258,966/s

Adding a buffer such as Cubert on top pushes those figures higher again, but the scaling gap between the two rows above comes almost entirely from enemy count, not from external buffs. On a sparse map with a handful of enemies, the same build stays modest.


That conditionality is the one thing to keep in mind when slotting 5th God Hand into a team. Against thick, continuous waves it outperforms carries like Iron Wolf (Struggler), while a boss-focused unit such as Sovereign (Djinn) still has the edge in fights where there is only one target to mark. Build it for the crowd, and place it where the crowd stands still.