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.
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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.
| Tier | Damage | SPA | Range | Chance |
|---|---|---|---|---|
| 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.
| Source | Reliability |
|---|---|
| Beginner’s Path quests | Fixed amounts, best early source |
| Story Mode and 3-star Hard Mode clears | Fixed rewards, higher drops on Hard |
| Daily and Weekly Challenges | Steady, repeatable supply |
| Codes | Free but limited stock |
| Daily and calendar rewards | Regular free drip |
| AFK Chamber | Passive, not guaranteed |
| Expeditions and Raids | Late-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.
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.






