Traits in Anime Expeditions are passive buffs that attach to a unit and can multiply its damage, crit, farm income, or attack speed. Rerolling swaps a unit’s current trait for a new random one, and because the rare traits sit at very low drop rates, the smart play is knowing exactly when to spend and when to stop.
Quick answer: Reroll only long-term units using Trait Crystals at the Traits building. One crystal is spent per reroll, and each rare target has its own pity counter. Keep Unbound, Primordial, Forsaken, Draconic, or a role-fitting mid-tier trait instead of rerolling it away.

What trait rerolling does
Each reroll fully replaces the trait a unit currently holds. There is no lock and no protection, so a decent Legendary trait like Limit Breaker disappears the moment you press reroll again. That single rule shapes every decision below: once you land something useful, you either commit crystals to chase higher, or you stop.
Rerolling costs Trait Crystals (also called Trait Shards). You earn them from active Anime Expeditions codes, quests, and raid drops, which keeps supply limited early on. That scarcity is the main reason not to reroll units you will retire after a few patches.
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All 17 traits, drop rates, and effects
At launch there are 17 traits split across Mythic, Legendary, and Rare rarity. SPA is attack timing, so a lower SPA means faster attacks, and RNG refers to attack range.
| Trait | Rarity | Rate | Effect |
|---|---|---|---|
| Unbound | Mythic | 0.10% | +350% DMG, -5% SPA, +10% RNG (one-placement limit) |
| Primordial | Mythic | 0.20% | +35% DMG, -15% SPA, +20% RNG |
| Forsaken | Mythic | 0.30% | +35% crit damage, +35% crit chance, +10% RNG |
| Draconic | Mythic | 0.50% | +20% DMG, +50% DoT, -10% cost |
| Investor | Legendary | 2.00% | +25% money farm boost |
| Optics | Legendary | 3.00% | +25% RNG |
| Bolt | Legendary | 4.00% | -15% SPA |
| Precision 2 | Legendary | 4.00% | +20% crit chance, +10% crit damage |
| Precision 1 | Legendary | 6.00% | +10% crit chance, +5% crit damage |
| Limit Breaker | Legendary | 6.00% | +15% DMG |
| Range 2 | Rare | 7.00% | +10% RNG |
| Speed 2 | Rare | 7.00% | -10% SPA |
| Strength 2 | Rare | 7.00% | +10% DMG |
| Enlightenment | Rare | 9.00% | +50% EXP |
| Range 1 | Rare | 14.63% | +5% RNG |
| Speed 1 | Rare | 14.63% | -5% SPA |
| Strength 1 | Rare | 14.64% | +5% DMG |
Pity thresholds for the four Mythic traits
Each rare target has its own pity counter that guarantees the trait once you hit the listed number of rerolls. The counter is target-specific, so read the live number for the exact trait you are chasing rather than your total account rerolls.
| Trait | Rate | Pity | Best starting fit |
|---|---|---|---|
| Draconic | 0.5% | 300 | Burn, Bleed, and other DoT units |
| Forsaken | 0.3% | 500 | Crit and multi-hit carries |
| Primordial | 0.2% | 750 | All-round carry or control uptime |
| Unbound | 0.1% | 1,500 | Single-placement carries and summons |
At a 0.1% rate, roughly 1,000 rolls gives about a 63.2% chance at Unbound before pity, which is an average across many attempts and not a personal guarantee. The pity threshold of 1,500 is the hard ceiling where it becomes certain.

Which traits to keep and which to reroll
The best trait is contextual. Unbound has the largest raw damage bonus, but its one-placement limit makes it a specialist for single-placement carries and summoners, such as Toy Maker, whose summon stats scale hard when she holds it. On most other kits, that placement cap is a real loss, and a role-fitting mid-tier trait is the better account decision.
| Trait result | Decision | Reason |
|---|---|---|
| Unbound | Keep | Rarest, highest-value damage trait; ideal on single-placement carries. |
| Primordial / Forsaken / Draconic | Keep | Mythic-tier and hard to replace; match the effect to the unit’s job. |
| Investor | Keep on money units | +25% income is mandatory on farm roles like Ramen Guy and Stone Alchemist. |
| Limit Breaker / Precision | Conditional | Only reroll if you have crystals to spare and a clear Mythic target. |
| Strength / Speed / Range 1 | Conditional | Useful early filler, worth upgrading later once supply allows. |
| Low-value trait on a throwaway unit | Do not spend | Crystals are scarce; save them for Mythic and Secret units. |
Match the trait to the unit’s real function. Forsaken compounds a kit that already crits often, so it does nothing for a unit whose output comes from another mechanic. Draconic’s damage-over-time bonus fits Burn and Bleed units and is wasted on a plain single-hit carry. Bolt and Optics improve uptime and coverage on support or control units.

A reroll plan that limits wasted crystals

Common reroll mistakes
The biggest error is chasing a rare trait before deciding which unit actually deserves it. The second is spending crystals on Rare or Epic units that will fall out of the roster, when those crystals belong on Mythic and Secret carries. Never leave a combat trait on a dedicated money unit either, since Investor is what funds your carries before boss waves.
Note: Rates, costs, and pity values are a launch snapshot. Traits can shift with patches, so trust the live in-game panel over any dated number after an update.





