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Stat reroll guide

Anime Expeditions Stat Potential & Reroll Guide

Read SPA correctly, protect genuinely strong rolls, and improve the stats that matter for the unit and mode you actually use.

Stat data check.Potential ranges, roll chances, lock behavior, and transfer consequences were checked against a public guide on 28 July 2026. Values can change after balance updates. Read the live Stat Potential screen before using rerolls, locks, Gold, or a donor unit.

Single current guide checked

What does Stat Potential change?

Stat Potential changes Damage, SPA, and Range. Lower SPA is better because it shortens the attack interval; a negative SPA percentage is therefore an improvement.

Each of the three stats receives its own grade and value. One unit can have strong Damage, average Range, and weak SPA. The letter is useful for a quick scan, but the percentage shows the actual roll. Compare both before locking or transferring anything.

Stats do not replace a unit's role. Better Damage will not give an area attacker boss specialization, and better Range will not fix a team with no early economy. Improve a unit that already solves a useful problem, then judge whether the next stat upgrade helps the mode you are trying to clear.

How do you reroll a unit's stats?

  1. Go to the Stat Potential area in the lobby or use the area shortcut on the left side of the screen.
  2. Interact with the station and choose Stat Reroll.
  3. Select the exact unit and form you intend to improve.
  4. Review its current Damage, SPA, and Range values.
  5. Lock only a roll that is valuable enough to justify another Stat Lock on every attempt.
  6. Press Reroll and compare all unlocked values before continuing.

A normal reroll changes all three stats independently. One can improve while another becomes worse. If the unit already has a rare result, lock that result before pressing the button. If nothing is worth protecting, leave all three open so the next attempt consumes no Stat Locks.

Confirm the correct unit before every long reroll session. Similar names can represent base and evolved forms, and a duplicate may have a different trait, level, or equipment setup. Favorite or lock important units in the live client when that option is available.

What do the stat tiers and percentages mean?

Z is the highest reported grade and F is the lowest. For Damage and Range, a larger positive number is better. For SPA, a larger negative number is better because attacks happen sooner. The values below are community-reported ranges for one independently rolled stat.

TierDamageSPARangeReported chance per stat
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%

These chances apply to one stat, not to the full three-stat result. Three Z grades in one unlocked roll would require three independent rare outcomes. There is no reported fixed pity for Triple Z, so do not turn a perfect line into the minimum acceptable result for every unit.

Why is a negative SPA value good?

SPA means seconds per attack. Reducing that number lets the unit attack more often. A reported -10% SPA roll shortens the interval; a +10% roll lengthens it. The sign therefore works in the opposite direction from Damage and Range.

Do not compare SPA grades without considering the unit. A faster attack cycle can improve damage, status application, shield removal, or any effect triggered per hit. A unit whose value comes from one large cooldown or limited placement may prioritize Damage or Range differently.

When a reroll screen shows a negative SPA percentage, do not mistake the minus sign for a penalty. Read the resulting attack interval on the unit panel when possible. That live value is a clearer test than relying on the color or letter alone.

Which stat should you prioritize for each role?

Unit roleFirst stat to inspectWhyWhen another stat matters more
Main carryDamage or SPABoth directly affect sustained output on waves and bosses.Range can win when poor coverage loses uptime on a moving or split path.
Damage-over-time applierSPAMore frequent attacks can apply or refresh the needed effect sooner.Range matters when targets leave coverage before the effect is applied.
Wide area coverageRangeMore coverage can increase the number of useful attacks and placement options.Damage matters if the unit already covers the lane but cannot finish ordinary waves.
Boss specialistDamageConcentrated hits must shorten high-health fights.SPA can be stronger for sustained output or repeated effect triggers.
Slow or supportRange or SPACoverage and application timing usually matter more than its own hit size.Use the live skill wording; not every support effect scales with these stats.

This is a decision guide, not a universal formula. Compare how the unit performs in the intended mode before spending again. A slightly lower grade that fixes coverage can outperform a higher Damage roll that spends half the run out of range.

When should you use a Stat Lock?

Lock a stat when losing it would be more expensive than spending one lock on each future attempt. The current guide reports that every protected stat consumes one Stat Lock per reroll. Locking two stats and rolling once therefore uses two locks.

SS, SSS, and Z are sensible candidates on a long-term unit, but the role still matters. A strong SPA result can be worth locking on a frequent attacker even when Damage is only average. A high Range result can be worth protecting when it creates a placement your team otherwise cannot use.

Do not lock a mediocre positive value merely because it looks better than the starting roll. Every protected slot reduces how many rerolls the same lock inventory can support. If an A-range roll does not change the target clear, keeping it through fifty attempts can cost more than replacing it.

How many stats should you lock at once?

Usually zero until one result is clearly valuable, then one while searching for a second. Two locks make sense when two excellent rolls already exist and the third stat remains important enough to chase. Three locks leave nothing to reroll.

Use a staged plan:

  1. Roll all three values while no result is worth protecting.
  2. Lock the first role-appropriate high grade.
  3. Continue only if the remaining budget can support the higher lock cost.
  4. After a second excellent result, decide whether the third stat changes actual performance.
  5. Stop when the unit clears its target reliably, even if the panel is not visually perfect.

This keeps the rarest resources for meaningful gains. A completed build is one that works, not necessarily one with three matching letters.

What is a practical stopping point?

Stop when another reroll has a small chance of improving the unit but a high chance of consuming resources needed elsewhere. For a developing account, solid positive Damage, useful negative SPA, and enough Range for the chosen placement can be sufficient. For a late-game carry, protecting an SS or better role stat while improving another may be reasonable.

Test the unit on the stage that prompted the reroll. If a boss now dies before the dangerous wave, or a wider placement now covers both lanes, the stat did its job. Chasing Z after that point is a collection goal rather than a progression requirement.

Never use the public tier list as proof that a unit deserves unlimited rerolls. Rankings compare broad value and can disagree. Use the dated tier page as one input, then prioritize the unit you actually deploy.

Where can you get Stat Rerolls and Stat Locks?

Current sources include codes, daily and calendar rewards, quests, Story rewards, challenge stages, shops, Raid rewards, and Expedition systems. Availability and stock can change, so connect each farm to the live reward screen before repeating it.

  • Redeem the active codes first because several current reports include rerolls and locks.
  • Complete Beginner Path, daily, weekly, and challenge objectives that show the needed item.
  • Use Raid or Spirit Tokens only after checking current shop limits and competing purchases.
  • Use Expedition shops and rewards when the permanent buildings are not being delayed for a temporary item.
  • Keep AFK and calendar rewards as a supplement, not a guaranteed amount in a fixed plan.

The farming guide organizes these sources by account stage and includes a short daily route.

How does Stat Transfer work?

Stat Transfer moves selected Potential from a donor unit to a receiving unit and costs Gold. At the Stat Potential station, choose Stat Transfer, place the donor on the left, choose the receiver on the right, select the stats, review the displayed result, and confirm only after checking both units.

The checked guide warns that the donor's trait, Stat Potential, and level are reset. The receiver's old selected stats are replaced by the transferred values. This is not a harmless copy operation. The left unit is being sacrificed for the transfer result, even if the character remains visible afterward.

Use transfer when a donor has unusually strong stats, the receiver has a valuable trait or form, and rerolling the receiver directly would put more scarce resources at risk. Do not use it to move an average roll that could be recreated cheaply.

What should you verify before transferring stats?

  1. Read which side is the donor and which side is the receiver.
  2. Compare the full unit names and forms, not only the portrait.
  3. Record the donor's trait, level, stats, and any other investment that will reset.
  4. Record the receiver's existing stats that will be replaced.
  5. Check the Gold cost and selected stat boxes.
  6. Cancel if the preview does not match the intended result.

Do not test transfer with an important unit just to see how it works. Use a replaceable donor only after the live confirmation screen makes the outcome clear. If an update changes the wording, treat the new screen as the governing rule.

Which stat mistakes waste the most resources?

  • Reading negative SPA as bad and rerolling an excellent attack-speed result.
  • Locking two average stats, then consuming two locks on every attempt for a small possible gain.
  • Chasing Triple Z on a temporary unit while core units remain unbuilt.
  • Rerolling the wrong duplicate or the base form instead of the intended evolved form.
  • Judging only the letter and ignoring the exact value within its tier range.
  • Transferring from the wrong side or overlooking the donor's trait and level reset.
  • Continuing after the unit already clears the target content reliably.

A ten-second review before each irreversible confirmation is worth more than a longer farming route. Protect the account first, then optimize.

Where were these Stat Potential details checked?

The station steps, independent Damage, SPA, and Range rolls, tier ranges, chances, per-stat lock cost, resource sources, and donor reset warning come from the All Things How Stat Potential guide, updated 18 July 2026. Because it is one current independent source, every exact percentage remains a dated report. Use the live panel for a final check.