Gaming Guide

Anime Vanguards: How to Farm Trait Rerolls With the Unbound Autoplay Team

The exact modifiers, skill tree order, and Autoplay slot settings that let the Unbound Tower team clear floors unattended.

The exact modifiers, skill tree order, and Autoplay slot settings that let the Unbound Tower team clear floors unattended.

Unbound Tower in Anime Vanguards is the one place where a fully automated team can keep clearing floors while you do nothing. The trick is not raw DPS. It is picking enemy modifiers that constantly try to debuff your carry, then letting Dawntay (Jackpot) punish every single attempt. Set up correctly, the team melts bosses with hundreds of billions of HP on full auto and banks Trait Rerolls, Gems, and Elemental Shards every few floors.

Quick answer: Run Dawntay (Jackpot), pick Energy Drain, Blinded and Champions with your 400 modifier points, take Loner → Ultimate Power → Amplifier → Max Output in the skill tree, then set Autoplay range to Farm 16 and Normal 12.


How the Unbound autoplay farm works (Royal Guard counters)

Dawntay (Jackpot) powers the run through the Royal Guard passive: “This unit cannot receive status debuffs or status effects. If either is applied, the unit immediately counters for 1400% damage with a guaranteed critical hit, limited to once per attack it performs.”

That turns the tower’s nastiest modifiers into a damage engine. Energy Drain normally slaps a damage debuff on units that attack, and Blinded shrinks unit range with every hit on a blinded enemy. Dawntay ignores both, and each attempt fires a guaranteed 1400% crit. No skill timing, no manual ability presses, no babysitting. The unit’s other passives add to the ceiling, with In Debt granting 8000% damage on top.


Unbound Tower modifiers to select (400 points)

You get 400 points to spend on enemy modifiers before the floor starts. Two of them exist purely to feed Royal Guard counters, and the third pads out the reward pool with extra mini-bosses.

ModifierPointsEffect
Give Enemy Energy Drain100Attacking enemies applies damage debuffs
Give Enemy Blinded100Hitting blinded enemies lowers unit range
Champions Modifier200Mini-bosses spawn every six waves

Energy Drain and Blinded are mandatory, not optional. Without them there is nothing trying to debuff Dawntay, and the counter damage never triggers.


Unbound autoplay team composition and swaps

UnitRoleSwap
Dawntay (Jackpot)Carry / counter damageNone
World Destroyer (Old)Overshield breakerNotGoodGuy (Free)
Apathetic Savior (Door)BufferNone
Broly Super (Wrathful)BufferNone
Diavolo (Requiem)StallElastic Captain (Cog 5th)
Takaroda / SprintwagonEconomyAny farm unit

Swapping Diavolo (Requiem) for Elastic Captain (Cog 5th) gives noticeably stronger stalling on deeper floors, which matters once wave 20 bosses start arriving with 700 billion HP. The farm unit is the one slot worth investing a cheap reroll into for Fortune, since the income boost applies to every run.


Unbound skill tree order for solo runs

Tower skill points are refundable, so reset the Unbound tree and allocate in this exact order. Damage majors come first, the keystone next, then economy and range.

  • Loner — +300% damage, with a 50% damage penalty per teammate present
  • Ultimate Power — flat 100% damage increase
  • Amplifier — received buffs are 30% more effective
  • Max Output (keystone) — all non-farm units gain Monarch with no placement cap
  • Money Money — 30% more income generation
  • Teamwork, then Sniper — range majors

Max Output is the reason the team scales, but it comes with real costs. Placement and upgrade prices double, and passive upgrades are disabled. Money Money exists to pay for that, which is why it slots in immediately after the keystone.

Elemental Towers Build Guide Sheet02:31Elemental Towers Build Guide Sheet
A tower build reference listing skill tree priorities, familiars, memoria, and the enemy modifiers to pick. Shown at 02:31 in AB Plays’s video. Image: Kitawari

Autoplay settings for the Unbound Tower

Open the Autoplay settings panel before the first wave. Use Position with Pick and Set to lock your placement spot, which the game then reuses for every automated run.
Set the two range values. Range should read Farm 16 and Normal 12, which spreads the farm unit out and keeps damage dealers tight to the path.
Set Yen Reserve to 0, then switch Sequential Upgrade ON. The reserve only delays the opening upgrades, while sequential upgrading lets the carry keep progressing before any other unit receives money.
Assign the per-slot upgrade limits below, and edit the wave trigger on the Broly slot so it deploys on Wave 5 rather than immediately.
SlotUnitSetting
1DawntayAuto Upgrade 2
2BrolyAuto Upgrade 2, Wave 5
3Diavolo / LuffyAuto Upgrade 4
4Apathetic SaviorAuto Upgrade 2
5World DestroyerAuto Upgrade 5 or Off
6FarmAuto Upgrade 1
Enable Autoplay along with Auto Skip Waves in the gameplay settings. From here the run needs no further input, including through Champions mini-boss waves.

Unit placement and range on tower maps

Placement is the one thing the game will not fix for you. Set the Autoplay position on a bend in the path or a choke point where the circular range indicator overlaps the track multiple times. On curvy maps that means enemies sit inside Dawntay’s radius far longer, so counters land repeatedly on the same target.

Done well, bosses die before they clear the central area. Two Gear Day bosses at 317 billion and 604 billion HP go down inside that circle, and a 700 billion HP wave 20 boss folds the same way. Modifiers such as Revitalize do not change the approach, they just lengthen the fight slightly.


Confirming the autoplay farm is working

You know the setup is running correctly when the victory screen appears after Wave 20 without you touching anything, the reward lines list Trait Rerolls or Gems, and the tower advances you to the next floor number. The Session Statistics popup tracks matches played, losses, run duration, and total rerolls earned, so you can leave it going and check the tally later.

FloorTrait RerollsGemsOther
2335,000Advances to 234
2442720
255502050 Elemental Shard
2776020

Floor 255 finished in 11 minutes and 42 seconds on auto, which is the rough pace to expect in that range. Running these back to back pushed a reroll stash from 12,794 up past 13,094, and the same build is stable enough to keep climbing toward Floor 1000.


Where towers sit among Trait Reroll sources

Elemental Towers pay out reroll milestones every 10 floors, which is what makes an unattended team so valuable. Before settling into the grind, though, clear Odyssey. Working through character proficiencies and maxing the Level Tree and Ascensions there is worth over 20,000 rerolls, and it only pays once.

Recommendation Overview00:59Recommendation Overview
Odyssey should be finished before tower floor grinding becomes your main reroll source. Shown at 00:59 in AB Plays’s video. Image: Kitawari

The Gems stacking up from tower clears are not dead weight either. They feed straight back into banner summons, and recurring shiny events are when those pulls convert into reroll fuel.

Shiny Hunter & Banner Summoning Strategy02:00Shiny Hunter & Banner Summoning Strategy
The Summon menu and Event Calendar, where tower Gems get spent during shiny events. Shown at 02:00 in AB Plays’s video. Image: Kitawari

Those pulls matter because normalization now leans on shiny Mythics. Converting a shiny Mythic through the Normalize menu returns 5 Trait Rerolls, and normalizing a unit does not reset its trait pity.

Reroll Mechanics Past vs Present01:03Reroll Mechanics Past vs Present
Normalizing shiny Mythic units is the other steady route to Trait Rerolls. Shown at 01:03 in AB Plays’s video. Image: Kitawari

Once the modifiers, skill tree, and Autoplay slots are locked in, the only thing left to adjust between floors is the placement spot as map layouts change. Everything else repeats, which is exactly why this build outpaces manual reroll farming over a long session.