Wild Card (Ace) is a Mythic unit added in the Endless Hellflame Update 3 for the Roblox tower defense game Anime Expeditions. It carries the Dark element and deals Magical damage, and its entire kit is built around fire damage-over-time (Fire DoT) and burn stacking rather than raw single-target output. The Shiny version is a cosmetic variant with the same stats and abilities, so nothing below changes if you run the normal copy instead.
Quick answer: Wild Card (Ace) is a burn-support Mythic that alternates Jack, Queen, King and Joker effects on every attack. It is playable but underwhelming as a carry, with roughly 742 DPS per copy at Level 50 and weak buffing utility next to top-tier units.
How to evolve Wild Card into Wild Card (Ace)
You start with base Wild Card and evolve it into Wild Card (Ace) at the Evolve altar. The key material is a single Pocket Lighter, alongside a mix of colored Sprites and Yen. The full recipe is fixed.

| Material | Amount |
|---|---|
| Pocket Lighter | 1 |
| Sprite (Green) | 35 |
| Sprite (Red) | 35 |
| Sprite (Blue) | 35 |
| Sprite (Rainbow) | 10 |
| Yen | 50,000 |
The evolution consumes those Sprites, the Yen and the Pocket Lighter in one action, converting the base unit into Wild Card (Ace) with its full moveset unlocked.

Before evolving, you can also reroll the base unit’s stat potential at the Stat Potential altar to aim for higher rolls. A maxed line reads SSS / SSS / SSS across its three stat slots.

Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →Passives and the Royal Suit rotation
The unit’s identity lives in three passives that feed each other. Two extend and refresh fire damage, one rotates card-suit effects on every hit, and one periodically doubles that output. The Royal Suit effects come from the unit’s signature equipment, the Joker Card, so they only apply while it is equipped.
Two-Five’s Presence
When Wild Card (Ace) is placed, every active Fire DoT gains two extra ticks spread over two seconds. On top of that, whenever any unit hits an enemy already suffering from its own Fire DoT, one instance of that DoT is refreshed. Each Fire DoT can only be refreshed once through this passive, which limits how far the effect chains.
Royal Suit (Joker Card equipment)
Every attack cycles through a card suit, each with a different fire effect. The Joker slot fires all three of the others at once.
| Suit | Effect |
|---|---|
| Jack | Enemy’s Fire DoT takes 15% more damage for 5 seconds |
| Queen | Reapplies 1 Fire DoT worth 75% of the unit’s damage |
| King | Applies Burn for 6 ticks over 6 seconds at 90% damage |
| Joker | Triggers Jack, Queen and King together |
For any one enemy, this unit’s Queen and King effects can inflict Fire DoT just once, limiting the stacks a single Wild Card can apply to that target.
Fifty-Two Bluff
Every fifth attack applies all Royal Suit effects at double efficiency without advancing the normal suit rotation. Each activation also permanently raises the unit’s Burn damage by 5%, up to a 50% cap. Reaching that ceiling takes 50 activations, or 250 attacks, so the ramp is slow within a single match.
Attacks and area coverage
The base attack is single-target. Two upgrade tiers convert it into area attacks, widening the burn footprint as you invest.
- Upgrade 4 — Exploding Gambit: 4 ticks in a Size 5 circle over 2.90s
- Upgrade 8 — Dust Detonation: 1 tick in a Size 8 circle over 2.90s

Level 50 stats and upgrade cost
Fully leveled with maxed stat potential, a single Wild Card (Ace) lands around 742 attack DPS. You can field up to four copies at once, and buying every upgrade for one copy runs to ¥21,600.
| Stat | Value |
|---|---|
| Placement cost | ¥800 |
| Damage | 4,230 |
| SPA | 5.7s |
| Range | 30 |
| Attack DPS | 742/s |
| Max placements | 4 |
| Total upgrade cost | ¥21,600 |
Four copies together produce roughly 3,000 base DPS before any DoT multipliers are counted. That number depends heavily on burn stacking and the Jack damage boost landing, rather than on the raw attack alone.
Best traits for a burn build
Because the kit leans on damage-over-time, trait choice changes its output more than most stat rolls. Three traits stand out depending on how you deploy it.
- Primordial — +35% Damage, -15% SPA, +20% Range for a balanced DPS-and-reach profile.
- Draconic — +20% Crit Damage, +120% DoT Damage to push burn output directly.
- Unbound — +250% Damage, -10% SPA, +10% Range, but limits you to a single placement.
Draconic is the natural pick if you want to maximize the burn identity, while Unbound suits a standalone sub-DPS role where the four-copy cap does not matter.
Is Wild Card (Ace) worth building?
On its own, Wild Card (Ace) lands in the middle of the pack. Its DPS is modest for a Mythic, and its support value is limited because the Jack suit only boosts fire damage and the Fifty-Two Bluff ramp is slow. It works best alongside another fire unit such as Crimson Captain (Moon), where its refresh and Jack amplification feed a bigger burn engine rather than carrying alone.
The Shiny version confers no combat advantage. It changes the unit’s appearance only, so a normal Wild Card (Ace) performs identically for every stat, passive and ability listed here.






