A trait is a permanent buff stuck onto one copy of a unit in Anime Expeditions. There are 17 of them, and the gap between the best and the worst is enormous. The top trait adds 350 percent damage. The most common one adds five.
Every reroll costs you a Trait Crystal, so it helps to know what you are actually rolling for before you spend a pile of them. This page lists all 17 with their real roll chances, what each one does, and the pity numbers. Then it works out how many crystals each Mythic really takes, which is the part nobody writes down.
Quick answer: Unbound is the best trait at 0.1 percent, and pity hands it to you at 1,500 rerolls. Only the four Mythic traits have pity. Any single reroll has about a 1 in 91 chance of landing a Mythic, and roughly 3 rolls in 4 give you a plain Rare.
How traits actually work
A trait sits on one specific copy of a unit. It does not move, it does not stack, and a unit can only ever have one at a time. Rerolling replaces the old one, and that exact instance is gone for good.
There are two ways to get one. The main way is the Trait Reroll machine in the Upgrades area of the Lobby, which costs 1 Trait Crystal per spin. The other way is luck when you summon.
Two rules that catch people out. A summoned unit has only a 0.75 percent chance of arriving with any trait at all. And units you get from Stages can never have one, no matter how many you collect.
All 17 traits and their odds
These are the real numbers from the game. We checked them on the official wiki and on its mirror, and both match exactly. Start with the Mythics, because they are the only ones worth chasing.
Mythic traits
| Trait |
Chance |
Pity |
What it does |
| Unbound |
0.1% |
1,500 |
Damage up 350%, SPA down 5%, range up 10%. One placement only |
| Primordial |
0.2% |
750 |
Damage up 35%, SPA down 15%, range up 20% |
| Forsaken |
0.3% |
500 |
Crit damage up 35%, crit chance up 35%, range up 10% |
| Draconic |
0.5% |
300 |
Damage up 20%, damage over time up 50%, cost down 10% |
Legendary traits
| Trait |
Chance |
What it does |
| Investor |
2% |
Money farm income up 25% |
| Optics |
3% |
Range up 25% |
| Bolt |
4% |
SPA down 15% |
| Precision 2 |
4% |
Crit chance up 20%, crit damage up 10% |
| Precision 1 |
6% |
Crit chance up 10%, crit damage up 5% |
| Limit Breaker |
6% |
Damage up 15% |
Rare traits
| Trait |
Chance |
What it does |
| Range 2 |
7% |
Range up 10% |
| Speed 2 |
7% |
SPA down 10% |
| Strength 2 |
7% |
Damage up 10% |
| Enlightenment |
9% |
EXP gained up 50% |
| Range 1 |
14.63% |
Range up 5% |
| Speed 1 |
14.63% |
SPA down 5% |
| Strength 1 |
14.64% |
Damage up 5% |
Add every chance in those three tables together and you get exactly 100 percent. That is a useful check, because it means there is no secret trait missing from the list.
What one reroll is really worth
It is easier to think in bands than in single traits. Here is what a single Trait Crystal is buying you.
| Band |
Total chance |
What that means |
| Mythic |
1.1% |
About 1 reroll in 91. The only band with pity. |
| Legendary |
25% |
About 1 in 4. Six traits share this band. |
| Rare |
73.9% |
Almost 3 rolls out of every 4 land here. |
So nearly three quarters of your rerolls will hand you a Rare trait worth 5 or 10 percent. That is normal and it is not bad luck. It is just what the table says.
The pity system, and the pattern behind it
Only the four Mythic traits have pity. It counts how many rerolls you have done, and when you reach the number, that roll is swapped for the trait you were owed. Each trait has its own counter, and it resets once you get it.
Here is something worth noticing. Line up each trait’s chance next to its pity number and the same relationship shows up every time.
| Trait |
Chance |
Average rerolls needed |
Pity guarantees it at |
| Draconic |
0.5% |
200 rerolls |
300 rerolls |
| Forsaken |
0.3% |
333 rerolls |
500 rerolls |
| Primordial |
0.2% |
500 rerolls |
750 rerolls |
| Unbound |
0.1% |
1,000 rerolls |
1,500 rerolls |
Every pity is exactly 1.5 times the average. A 0.5 percent trait averages 200 rerolls and pities at 300. A 0.1 percent trait averages 1,000 and pities at 1,500. All four follow the same rule with no exceptions, so the game is clearly using one formula rather than picking numbers by hand.
That is worth knowing. It means pity is not a shortcut. It is a safety net set slightly worse than average luck, so most players will hit their trait before pity ever matters.
How many crystals each Mythic really costs
One crystal is one reroll, so the reroll counts above are also the crystal counts. Reading that table again with your wallet in mind changes which trait you should chase.
- Draconic is the cheap one. About 200 crystals on average, and 300 at the absolute worst.
- Forsaken sits in the middle at roughly 333 average and 500 guaranteed.
- Primordial costs about 500 average and 750 guaranteed.
- Unbound is the big one. Around 1,000 crystals on average and 1,500 guaranteed, which is five times what Draconic asks.
If you are new and short on crystals, Draconic is the sensible target. It is five times cheaper than Unbound and still a proper Mythic. Save the long Unbound chase for a unit you are certain you want to keep forever.
These are averages worked out from the published chances, not promises. Some players hit a Mythic in twenty rolls. Others grind past the average and only stop at pity. That is how random rolls behave.
The rarest thing in the game
Put the two published numbers together and you get a figure worth seeing. A summoned unit has a 0.75 percent chance of carrying any trait, and Unbound is 0.1 percent of that roll.
Multiply them and pulling a unit that already has Unbound on it happens about once every 133,000 summons. If you ever see one, that is why people react.
This is also the argument for rerolling rather than hoping. Chasing Unbound at the machine takes about 1,000 crystals. Waiting for it to appear on a summon takes over a hundred thousand pulls.
When to keep a trait and when to spin again
The numbers make most of these calls for you.
- Keep any Mythic. All four are worth more than every Legendary, and you are unlikely to see another soon.
- Keep Investor on a farm unit. Twenty five percent more income compounds over a whole match in a way flat damage does not.
- Keep Bolt or Limit Breaker on a main carry. They are the best of the Legendary damage options.
- Reroll anything with a 1 after it. Range 1, Speed 1 and Strength 1 only give 5 percent each. Together they are almost 44 percent of the table, so more will come along.
- Do not reroll a good trait on a unit you are still testing. Crystals are slow to earn and the trait is gone the moment you spin.
The other reroll systems
Traits are only one of the things you can reroll, and mixing them up wastes materials. All five of these came in with the release update and each one does a different job.
| Material |
What it changes |
How it is spent |
| Trait Crystal |
Rerolls a unit’s trait |
One crystal per reroll |
| Stat Reroll |
Rerolls a unit’s own stats |
One cube rerolls every unlocked stat at once |
| Stat Lock |
Keeps a unit stat you like |
One lock per stat, spent every reroll |
| Equipment Reroll |
Rerolls an equipment’s substats |
One cube rerolls every unlocked stat |
| Equipment Lock |
Keeps an equipment stat you like |
One lock per stat, spent every reroll |
The important difference is between rerolls and locks. One reroll cube rerolls every stat that is not locked. A lock is spent per stat, every single time you reroll, so protecting two good stats costs two locks each spin.
Where these come from: daily and weekly challenges are the steady source for all of them. Trait Crystals have the widest spread of the five, also turning up in achievements, quests, events, the tournament, the index and the calendar.
Anime Expeditions traits FAQ
How many traits are in Anime Expeditions?
Seventeen. Four are Mythic, six are Legendary and seven are Rare. We checked the list on the official wiki and on its mirror, and both give the same 17 with the same odds. The chances add up to exactly 100 percent, which is a good sign the list is complete.
What is the best trait?
Unbound, for a damage unit. It gives 350 percent more damage, which is ten times what any other trait offers, but it limits you to placing that unit once. If you need more than one copy on the board, Primordial is the better all rounder.
How do I reroll traits?
Go to the Trait Reroll machine in the Upgrades area of the Lobby. Each reroll costs 1 Trait Crystal and replaces whatever trait the unit currently has. You cannot get an old trait back on that same unit, so think before you spend.
What is pity and how does it work?
Only the four Mythic traits have pity. It counts your rerolls, and when you hit the number, that roll is replaced with the trait you were owed. Pity is per trait, and it resets to zero once you get that trait.
How many Trait Crystals do I need for Unbound?
About 1,000 on average, and 1,500 at the very worst because that is where pity catches you. Draconic is the cheap Mythic at roughly 200 average and 300 guaranteed.
Can a unit come with a trait already on it?
Yes, if you summon it. There is a 0.75 percent chance a summoned unit arrives with a trait already on it. The trait itself is then rolled off the same table. Units you get from Stages can never have a trait.
Are traits permanent?
Yes, until you reroll them. A trait sticks to that one copy of the unit forever. If you reroll it away, that exact instance is gone, though you can always get the trait again on a different copy.
Is rerolling equipment the same thing?
No, it is a separate system with its own materials. Trait Crystals only touch traits. Equipment Rerolls change an equipment’s substats, and Stat Rerolls change a unit’s own stats. Locks let you protect the good rolls before you spin again.