Gaming How-To

How to Reroll Stats in Anime Expeditions (Stat Potential Guide)

Where to reroll Damage, SPA, and Range, the full tier odds, and how Stat Locks and transfers protect a good roll.

Where to reroll Damage, SPA, and Range, the full tier odds, and how Stat Locks and transfers protect a good roll.

Every unit in Anime Expeditions carries three rollable values that decide how hard it hits, how fast it attacks, and how far it reaches. Even a top summon with strong equipment underperforms when those numbers land low, which is why Stat Potential rerolls are the tool that pushes Damage, SPA, and Range toward their best grades.

Quick answer: Walk to the Stat Potential station in the lobby, press E to open it, choose Stat Reroll, select a unit, and press Reroll. The roll worked when all three stat grades change on the unit’s panel. Lock a strong grade with a Stat Lock before rolling again so it survives the next spin.


What a Stat Reroll actually changes

Stat Potential covers three separate values on every unit. Damage raises the hit numbers, Range extends how far the unit can attack, and SPA controls attack timing. A lower SPA means the unit attacks more often, so a negative SPA percentage is the good result, not a bad one.

Each result is graded from Z down to F, with Z being the rarest and strongest and F the weakest. A single reroll rolls all three stats at once using one Stat Reroll cube, so the grade you see applies independently to Damage, SPA, and Range. That is why one spin can raise one stat while dropping another.


How to reroll stats at the Stat Potential station

Head to the Stat Potential area in the lobby, or use the area shortcut button on the left side of the screen to travel there directly.
Anime Expeditions Stat Reroll Location
The Stat Potential station in the Anime Expeditions lobby.
Press E to open the Stat Potential menu, then choose the Stat Reroll option from the list.
Select the unit you want to improve and press Reroll. All three grades reassign in a single spin, and the new values appear on the unit’s panel to confirm the roll went through.

Note: Since each value rolls separately, a single reroll can bump one stat and lower another. If you already have a grade worth keeping, lock it before pressing Reroll again.


Stat tiers, value ranges, and roll chances

Each tier maps to a fixed range for Damage, SPA, and Range, plus a set chance to appear on one roll. Z sits at the top with the largest boosts, while the C and F tiers can leave a stat at zero or push it negative.

TierDamageSPARangeChance
Z+17.5% to +20%-12.5% to -15%+12.5% to +15%0.15%
SSS+14.9% to +17.4%-9.9% to -12.4%+9.9% to +12.4%0.8%
SS+11.1% to +14.8%-6.1% to -9.8%+6.1% to +9.8%1.75%
S+9.1% to +11%-4.1% to -6%+4.1% to +6%2.2%
A++8.1% to +9%-3.1% to -4%+3.1% to +4%3.25%
A+7.1% to +8%-2.1% to -3%+2.1% to +3%4%
A-+6.1% to +7%-1.1% to -2%+1.1% to +2%5.25%
B++5.1% to +6%-0.1% to -1%+0.1% to +1%8.75%
B+4.1% to +5%0% to +0.9%-0.9% to 0%10%
B-+3.1% to +4%+1% to +1.9%-1.9% to -1%13%
C++2.1% to +3%+2% to +2.9%-2.9% to -2%15.5%
C+0.1% to +2%+3% to +4.9%-4.9% to -3%23.5%
C--2.6% to 0%+5% to +7.6%-7.6% to -5%7.55%
F-5% to -2.5%+7.5% to +10%-10% to -7.5%4.3%

Landing all three stats at Z in one spin, the Triple Z result, is far rarer than the 0.15% single-stat chance because three separate rolls have to line up together. There is no fixed number of rerolls that guarantees it, so a top roll can take hundreds or thousands of attempts depending on luck.


How Stat Locks protect a good roll

Because a reroll changes all three stats, a strong grade can vanish on the next spin unless you hold it. The lock button next to each stat keeps that value fixed while the others reroll.

Every locked stat consumes one Stat Lock per reroll. If you lock two stats and press Reroll, that single spin uses two locks. Lock a top Damage grade on your main carry before chasing SPA, and for units that trigger effects on every attack, a strong negative SPA can matter more than Range.

Tip: Do not lock a mediocre stat just because it reads positive. Every protected slot costs another lock on the next spin, so save locks for grades genuinely worth keeping such as SS, SSS, or Z.


Where to get Stat Rerolls and Stat Locks

Both items come from a mix of free rewards and steady progression. Redeeming active codes is the fastest free source, and daily and calendar rewards also hand out these materials. Leaving the game idle for AFK rewards can add more, though those drops are not guaranteed.

SourceReliability
Beginner’s Path questsFixed amounts, best early source
Story Mode and 3-star Hard Mode clearsFixed rewards, higher drops on Hard
Daily and Weekly ChallengesSteady, repeatable supply
CodesFree but limited stock
Daily and calendar rewardsRegular free drip
AFK ChamberPassive, not guaranteed
Expeditions and RaidsLate-game supplement (unlock at levels 20 and 25)

For a reliable, fixed amount, push through the Beginner’s Path questline from the True Saint NPC first, then grind Story Mode maps and challenge cards. Clearing story stages with all three stars, and repeating them on Hard Mode, awards set quantities of both Stat Rerolls and Stat Locks.


How to transfer stats between units

If a unit has a great trait but weak stats, you can move better Potential onto it from another character. Stat Transfer sacrifices one unit and passes the chosen stats to another, and each transfer costs Gold.

Interact with the Stat Potential station and select the Stat Transfer option.
Choose the unit to sacrifice on the left side of the screen. This is the unit that gives up its stats.
Pick the receiving unit on the right, select the specific stats you want to move, then confirm with Transfer Stats and pay the Gold cost. You can choose which stats to move rather than sending all three.

The transfer completely resets the sacrificed unit’s trait, Stat Potential, and level, so only feed in a unit you are willing to lose. Double-check both sides before confirming, since the left unit gets wiped and the right unit’s old stats are replaced by the ones you send over.

Because rerolls and locks are limited, spend them on carries that stay in your roster long term rather than temporary units you plan to replace after the next banner. Lock a strong Damage roll on your main damage dealer, keep a solid negative SPA on fast attackers, and stop once a build clears the mode you are targeting instead of chasing a perfect Triple Z on every unit.