Traits are one of the biggest power spikes in Anime Ascendants. They decide whether a maxed, evolved unit quietly chips away at enemies or deletes bosses and carries entire Raids. With Magic Tokens being limited, knowing which rolls to keep — and which to throw away — is critical.
Anime Ascendants trait tier list overview
At the re-release, Anime Ascendants has 17 traits. Many of them are value tiers of the same effect (Strong I/II/III, Nimble I/II/III, Range I/II/III). Rarer traits are significantly stronger and have extremely low roll chances, so you should expect to live with “good enough” traits for a while.
Here’s the overall ranking:
| Tier | Traits | Role |
|---|---|---|
| S+ | Ascendant | Meta-defining global damage and range buff, single-slot limit |
| S | Singularity, Slayer, Supernova, Berserker, Golden | Best-in-slot for DPS, bossing, or farming |
| A | Godspeed, Expertion, Strong III, Nimble III, Range III | Very strong general-purpose and utility traits |
| B | Nimble II, Strong II, Range II | Decent mid-game rolls, replace later |
| C | Nimble I, Strong I | Early-game only, reroll as soon as you can |
| D | Range I | Weakest trait, treat as a bad roll |
Ascendant (S+) — the single best trait in the game
| Trait | Effect | Drop chance |
|---|---|---|
| Ascendant |
Unit buffs: +325% Damage, +15% Range, −15% CD Global buffs: +35% Damage, +20 Range, −10% CD to all allies Limit: only one Ascendant unit placed at a time |
0.1% |
Ascendant is the only S+ trait for a reason. It turns one unit into a monster and simultaneously functions as a global aura for the rest of your team. The ally buff has no range restriction; it applies everywhere on the map.
In practice, this trait is so strong that it effectively defines your team:
- Put Ascendant on your best single-slot DPS (top-secret or mythic carry).
- Build the rest of your team to take advantage of the global damage, range, and cooldown buffs.
- Because it has a one-unit placement limit, do not waste it on support or farm units.

S-tier traits — best picks after Ascendant
| Trait | Effect | Best use | Drop chance |
|---|---|---|---|
| Singularity | +250% Damage, +10% Range, −5% CD | Maximum raw DPS when you don’t have Ascendant | 0.125% |
| Slayer | +10% Damage, +5% Range, +25% Boss Damage | Boss-focused DPS when Berserker is unavailable | 0.7% |
| Supernova | +25% Damage, +10% Range, −15% CD | Strong all-rounder for almost any DPS unit | 0.5% |
| Berserker | +20% Damage, −15% CD, +35% Boss Damage | Hard counter to bosses on your heaviest hitters | 0.4% |
| Golden | +30% Damage, +25% Money | Hybrid damage + economy trait, ideal for carry farmers | 0.3% |
Where S-tier traits are strongest
- Singularity is your go-to if you want pure damage on a primary DPS and don’t own Ascendant. The huge damage multiplier makes it second only to Ascendant for raw numbers.
- Berserker is tailored for Raid and boss stages. The cooldown reduction plus bonus boss damage makes tanky targets melt once you stack it on your highest-damage units.
- Slayer fills a similar niche to Berserker with a smaller boss damage bonus. If you roll it early, it’s worth keeping on at least one boss-focused unit.
- Supernova trades some damage multiplier for significantly better cooldown reduction. That makes it one of the best “universal” traits for units that already hit hard but need more attack frequency.
- Golden belongs on units that both farm and fight. The money bonus accelerates your economy, and the damage buff keeps that unit relevant past early waves.
A-tier traits — efficient, flexible, and easier to get
| Trait | Effect | Primary role | Drop chance |
|---|---|---|---|
| Godspeed | −25% CD | Maximizes attack speed for high-damage units | 1% |
| Expertion | +20 XP | Unit levelling and grind efficiency | 4.925% |
| Strong III | +15% Damage | Reliable raw damage boost on any carry | 4.25% |
| Nimble III | −15% CD | High DPS via attack speed, especially early and mid-game | 4.25% |
| Range III | +15% Range | Extra reach for choke-point or backline units | 4.25% |
A-tier traits are where most players will live for a long stretch of progression. They are strong enough to carry end-game content when stacked on good units and are reasonably obtainable.
- Godspeed is the best pure cooldown trait. On already-strong units, attack speed often outperforms simple damage boosts in terms of effective DPS.
- Nimble III is a slightly weaker version of Godspeed, but still excellent. For raw DPS, cooldown reduction usually beats equal-percentage damage buffs because more hits also interact better with on-hit effects and overkill scenarios.
- Strong III remains a safe pick for units with slower, high-impact hits or bosses where each strike matters.
- Range III shines on cone or line AoE units covering long paths, and on backline carries that you can’t place near the front.
- Expertion has no combat impact; it exists for XP grinding. It’s worth locking on one or two units you bring to every farming run, then swapping to combat traits once those units are capped.
B-tier traits — acceptable mid-game, but not end-goals
| Trait | Effect | Use case |
|---|---|---|
| Nimble II | −10% CD | Best of the B-tier for DPS while you chase higher traits |
| Strong II | +10% Damage | Fine temporary buff on early carries |
| Range II | +10% Range | Minor reach increase for story and early Challenge modes |
B-tier traits are “good enough” when you’re still clearing Story and early Challenges, but they shouldn’t be the final state for your main units.
- Nimble II is the standout here. If you roll it on a key DPS unit early, keep it and focus your Tokens elsewhere for a while.
- Strong II is perfectly serviceable, but it falls off quickly once you unlock Godspeed, Nimble III, or S-tier traits.
- Range II does help on certain map layouts, but range is generally less impactful than damage or cooldown unless a unit’s default range is very low.
C-tier traits — early-game only
| Trait | Effect | Notes | Drop chance |
|---|---|---|---|
| Nimble I | −5% CD | Best of the C-tier, but still a low-impact buff | 4.25% |
| Strong I | +5% Damage | Only tolerable if you can’t afford a reroll yet | 4.25% |
C-tier traits are marginal improvements over having no trait at all. They’re fine when you first unlock Traits and don’t have many Magic Tokens, but they should be rerolled as soon as your economy allows.
- Nimble I edges out Strong I because even small cooldown reductions scale better with strong base stats.
- Strong I is better than nothing on a fresh account, but not worth keeping once you have access to stronger rolls.
D-tier — traits you should ignore
| Trait | Effect | Verdict | Drop chance |
|---|---|---|---|
| Range I | +5% Range | Weakest trait; treat it as a bad roll | 4.25% |
Range I offers too little value to justify keeping beyond the absolute first hours of play. Even on range-dependent units, a 5 percent increase rarely changes breakpoints meaningfully. Reroll it as soon as you have a Token to spare.
Cooldown vs damage vs range — which stat matters most?
Choosing between Strong, Nimble, and Range is one of the most common decisions when rolling traits, especially before you touch the rarest ones.
- Nimble (cooldown reduction) generally yields the highest effective DPS for most units because more attacks per second multiply both base damage and any on-hit mechanics.
- Strong (damage) is still valuable, particularly on slow, heavy-hitting units or when enemies have very high HP and are not dying to overkill anyway.
- Range is situational. It helps on long-path maps and for backline placements, but it does nothing to increase damage per second on a stationary target.
When in doubt and if you’re choosing between equivalent tiers (for example, Nimble III vs Strong III vs Range III), prioritise:
- Nimble on your best DPS units, especially multi-hit or AoE units.
- Strong on units with very long cooldowns or extremely high base damage per hit.
- Range only when map layout clearly rewards extra reach.
Best traits by unit role
The ideal trait depends heavily on what a unit is supposed to do in your team. A meta DPS unit wants something very different from a pure farmer or buffer.
Meta DPS carries
- Top options: Ascendant > Singularity > Berserker / Supernova
- Fallbacks: Godspeed, Nimble III, Strong III
For flagship DPS units such as Sukuno, Yuto, Itochi, Hosoko, Goju, Itadoki, Shonks, or Free Ren, prioritize:
- Ascendant on the single best carry you own, for both personal and global buffs.
- Singularity if you don’t have Ascendant and need raw stats.
- Berserker on units dedicated to Raids and boss-heavy Challenges.
- Supernova when you want a balanced mix of damage, range and cooldown on almost any DPS.
Boss killers
- Best: Berserker, Slayer
- Also good: Singularity if you want universal performance plus strong boss damage through sheer stats
Boss-specific bonuses stack extremely well on units you already bring to Raids. Using Berserker or Slayer on at least one high-investment unit will noticeably shorten boss phases.
Farm units
- Best: Golden
- Also usable: Strong III or Supernova if you care more about their damage than money
On units like Bolma and other economy-focused characters, Golden is unmatched. It improves both money generation and personal damage, making it perfect for front-line farmers that also contribute to clearing waves.
Support units
Support units such as Orwin, Goju, and Gambler don’t need Singularity or Ascendant — those traits are better reserved for main carries because of how heavily they scale damage. Instead, they usually benefit more from traits that either extend their effective range or improve uptime:
- Supernova for extra range and cooldown reduction, which helps support effects hit more targets more often.
- Godspeed or Nimble III if their support is tied to attacks and you want more procs.
- Strong III only if they also serve as notable side DPS on your team.
How to roll and manage traits efficiently
Traits can appear on units in two ways: rarely on a newly summoned unit, or reliably via the Traits vendor in the Summon area.
Step 1: From the main hub, walk into the Summon section.
Step 2: Once inside, turn right to find the NPC named Miki under the large orange “Traits” sign.
Step 3: Press E near Miki to open the Traits screen.
Step 4: Select the unit whose trait you want to roll or reroll.
Step 5: Click the pink Reroll button to spend one Magic Token and roll a new trait.
Step 6: Decide immediately whether to keep or discard the new trait, then repeat for other units as needed.
Each reroll costs 1 Magic Token, so you should prioritise:
- Your strongest secrets and mythics first.
- Farm units second, aiming for Golden.
- Supporting units last, once core DPS and economy are stable.
Note: traits cannot be transferred between units. You can move stats, but not traits themselves, so always think of a roll as permanently tied to that specific character.
Frequently asked questions about traits
Can a unit have multiple traits?
Yes. Some units can roll two or even three traits at once, but those multi-trait rolls are extremely rare.
Can a unit spawn with a trait without rerolling?
Yes. Occasionally, a summoned unit will come with a trait already attached. Treat these as free rolls.
What currency is used to reroll traits?
Rerolling uses Magic Tokens, one per roll.
Is the Ascendant ally buff global?
Yes. The ally buff portion of Ascendant applies across the entire map, not just around the Ascendant unit.
Which basic trait is best: Range, Nimble, or Strong?
Nimble is generally the strongest basic option for pure DPS, followed by Strong, with Range usually lagging behind in impact. For equivalent tiers (I/II/III), Nimble is the one you should favour on main damage units.
Once your key carries have at least A-tier traits, the game’s most demanding content becomes far more manageable. Every Magic Token after that is about refining — pushing those carries toward S-tier traits or eventually hunting for the dream roll: Ascendant.