Gaming

Anime Dice Lunar Dice: 25,000x Luck and the Units It Rolls

What the Mythical Lunar dice changes about roll outcomes, the Mythical units it pulls, and how to fund a tier this far above Void.

What the Mythical Lunar dice changes about roll outcomes, the Mythical units it pulls, and how to fund a tier this far above Void.

Image: More & More Games

The Lunar dice is the Mythical-rarity die sold in the Dice Shop of Anime Dice, and it carries a 25,000x Luck value — five times the 5,000x on Void, the highest rung in the game’s published dice ladder. Luck in this game decides which slice of the character pool a roll can reach at all, so a jump of that size is the difference between pulling from the low bands and pulling units whose odds are quoted in billions.

Quick answer: Buy the Mythical Lunar dice in the Dice Shop and equip it. At 25,000x Luck, roll sequences climb into the billions and land units like the 1 in 43b Titanic Gon.


Where the Lunar dice sits in the Dice Shop ladder

As you move through the Dice Shop, each tier gives the roll’s Luck about twice its previous value, but its cost accelerates much more sharply. That makes bypassing tiers you can afford to bypass generally the sensible choice. Lunar is wholly beyond the documented range, matching the trillion-dollar tiers found near the end of a run.

DiceRarityLuckCost
StormEpic400x$200M
ShadowEpic750x$1.5B
LightLegendary1,500x$12B
Blood MoonLegendary3,000x$100B
VoidLegendary5,000x$1.5T
LunarMythical25,000xAbove Void tier

Buying the die is only half of it. A purchased die does nothing until it is equipped from the same menu, so select Lunar after the purchase goes through and check that it is the active die before you start rolling.


What a 25,000x Luck roll sequence looks like

Rolls resolve as a spinning counter that climbs through floor stages before it settles on a number, and that number is the rarity it hit. With Lunar equipped, the counter runs up into the billions instead of stopping in the millions, so the outcome you are watching for is a nine or eleven-digit figure rather than a rarity name.

First Roll Sequence00:09First Roll Sequence
The roll counter climbing through floor stages into the billions with the Lunar dice equipped. Shown at 00:09 in Vxmpiie’s video. Image: More & More Games

Four Mythical pulls show the range the die opens up, each one arriving with its own income rate once placed on a plot pad.

UnitOddsIncome
Rainbow Zoro1 in 1.7b$4.9m/s
Rainbow Super Saiyen Goku1 in 5b$10m/s
Huge Obita (Silver)1 in 13.5b$22m/s
Titanic Gon1 in 43b$51m/s

The counter stopping at 1,700,000,000 is the Rainbow Zoro hit, and at that tier the rainbow variant is what pushes the unit to $4.9m/s rather than the base version of the same character.

Rolling Rainbow Zoro00:20Rolling Rainbow Zoro
A roll landing on 1,700,000,000 for the 1 in 1.7b Mythical Rainbow Zoro. Shown at 00:20 in Vxmpiie’s video. Image: More & More Games

The ceiling in that set is Titanic Gon at 1 in 43b, worth $51m/s on its own. One unit at that rate outproduces a plot full of mid-band pulls, which is the practical argument for the Lunar tier over stacking more rolls on a cheaper die.

Rolling Titanic Gon00:39Rolling Titanic Gon
The 43,000,000,000 result that produces the 1 in 43b Mythical Titanic Gon. Shown at 00:39 in Vxmpiie’s video. Image: More & More Games

No amount of Luck promises a particular rarity. It only expands the rarity bands your rolls may access; the 1 in 43b figure remains a one-in-43-billion result even with Lunar equipped.


Protect and place what the Lunar dice pulls

A billion-to-one pull is worth nothing sitting in inventory. Units only generate cash once they are placed on plot pads, and that income keeps accruing while you are logged out, so filling every pad matters more than parking one showpiece unit and leaving the rest empty.

When inventory fills up after a rolling session, open it and press Equip Best before you walk anywhere near the Sell stand. That locks your strongest units into the active lineup so a bulk sell cannot take them. Four fields decide whether anything else is worth keeping.

  • Rarity band — sets the unit’s base cash generation.
  • Mutation — a rare variant that multiplies value, like the Silver on Huge Obita.
  • Trait — a rerollable passive; keep strong results, reroll weak ones.
  • Grade — a Gem-driven multiplier, with S grade running around 7x income.

Character art is not a value field. A plain-looking Mythical outearns a Common with banner-quality styling every time, so read the four fields before selling anything.


How to fund a dice tier this far above Void

Reaching a Mythical die is a compounding problem, not a saving problem. The loop is cash into Luck and Money upgrade nodes, Luck into rarer units, rarer units into more cash per second. Money nodes come first because they fund the next purchase faster, and Luck nodes second because they improve what that purchase produces.

Rebirth is the other half. It costs $500M, wipes your cash, and steps your permanent Luck and Cash multipliers from 2x to 2.5x. Because only cash resets, anything sitting in your wallet when you confirm is money lost — dump the surplus into upgrade nodes first, then trigger it. Later rebirth requirements run far higher, into the hundreds of trillions, which is the same scale the Mythical dice tiers live on.

Spend Lucky Spins after the Lunar dice is equipped, never before. Spins draw from the same Luck-filtered pool as cash rolls, so burning them on a lower tier throws away the only free rolls you get.

Those spins, plus Trait Rerolls and Gems, come from redeem codes entered in the Codes tab at the bottom of the Shop menu. Gems matter here because Grade rerolls are the cheapest remaining multiplier once dice tiers and rebirth both cost trillions — spend them only on units you intend to keep on the plot.


How to confirm the Lunar dice is active

The Dice Shop entry switches from a purchase state to an equipped state once the die is active, and the Luck value attached to it reads 25,000x. The clearest in-game confirmation is the roll itself: if the counter is still topping out in the millions, the old die is equipped and the purchase never took effect. Counters that spin past the billion mark mean Lunar is doing the work.

From there the routine is unchanged, just at a bigger scale. Collect offline earnings on login, spend them into Luck and Money nodes, roll, run Equip Best, place the keepers, sell the rest, and check the Index book after a hot streak so you do not vendor something you have never stamped.