Trait guide
Anime Expeditions Traits Guide: Rates, Effects & Pity
Search trait bonuses, rates, and pity values, with conflicting information clearly marked.
How to read this table
Listed rate is the percentage reported by launch guides. Effect text keeps the guide wording, so negative SPA means faster attacks. A dash in the pity column means the checked guides did not list a pity value for that trait.
Trait list
17 traits and effects
Use the filters in the lobby upgrade area between Evolve and Crafting. Keep practical early rolls before chasing ultra-rare traits.
| Trait | Listed rate | Effect | Pity | Source status |
|---|---|---|---|---|
| Unbound | 0.1% | +350% Damage, -5% SPA, +10% Range, Single placement | 1500 | Community report |
| Primordial | 0.2% | +35% Damage, -15% SPA, +20% Range | 750 | Community report |
| Forsaken | 0.3% | +35% Critical Damage, +35% Critical Chance, +10% Range | 500 | Community report |
| Draconic | 0.5% | +20% Damage, +50% Damage over Time, -10% Overall Cost | 300 | Community report |
| Investor | 2% | +25% Money Farm income | — | Community report |
| Optics | 3% | +25% Range | — | Community report |
| Bolt | 4% | -15% SPA | — | Community report |
| Precision II | 4% | +20% Critical Chance, +10% Critical Damage | — | Community report |
| Precision I | 6% | +10% Critical Chance, +5% Critical Damage | — | Community report |
| Limit Breaker | 6% | +15% Damage | — | Community report |
| Range II | 7% | +10% Range | — | Community report |
| Speed II | 7% | -10% SPA | — | Community report |
| Strength II | 7% | +10% Damage | — | Community report |
| Enlightenment | 9% | +50% EXP gained | — | Community report |
| Range I | 14.63% | +5% Range | — | Community report |
| Speed I | 14.63% | -5% SPA | — | Community report |
| Strength I | 14.64% | +5% Damage | — | Community report |
What does a trait change?
A trait modifies one or more parts of a unit's performance. The table keeps the reported effect text separate so you can see whether a roll changes damage, attack interval, range, income, critical performance, or experience gain. Treat the name as a shortcut; the effect column is what should drive the decision.
SPA means the time between attacks. A negative SPA modifier is beneficial because it shortens that interval. Damage and range are easier to read, but they still need context: a bonus matters only when the unit can be placed, upgraded, and used in the mode you are trying to clear.
Which type of trait fits the unit's job?
- Damage traits are easiest to value on a unit that already contributes reliable wave or boss damage. They do not fix an unaffordable deployment or missing coverage by themselves.
- Speed traits reduce SPA. They are useful when more frequent attacks improve the unit's real job, but a faster attack cycle does not automatically make every unit a better investment.
- Range traits can help a unit cover more of a path or reach enemies from a safer placement. Check the actual map before assuming extra range solves poor positioning.
- Income traits belong on units whose value comes from economy. Compare the income effect with the placement and upgrade plan rather than judging it like a damage roll.
- Experience traits help with leveling rather than direct combat. Keep the distinction clear when deciding whether the current goal is progression speed or clearing a difficult stage.
- Multi-effect rare traits can improve several statistics at once, but their low reported rates make them expensive targets. A usable common roll may be the better early stopping point.
When should you reroll a trait?
Reroll only when the unit is likely to stay in your active roster and the current trait does not support its role. First confirm the unit, form, and build on the Units page. Then decide how many Trait Crystals you are willing to spend before starting. A budget turns an open-ended chase into a controlled upgrade.
- Identify the unit's job in the current team.
- Choose two or three effects that would improve that job.
- Set a stopping point for both materials and acceptable results.
- Keep a functional roll when the remaining resources are more valuable for another core unit.
- Recheck the live trait panel after an update before relying on an old rate or pity value.
How should you read the listed rates and pity values?
The percentages on this page are reports from current launch guides, not an official probability table published by the game. They reflect what those guides showed when checked and may change. A listed pity value means the guides reported one for that trait; a dash means no value was consistently available, not that pity is impossible.
Do not add several displayed percentages together to predict a specific personal outcome. Random rolls vary, and a published rate does not promise that a trait will appear within a small number of attempts unless the live game explicitly shows a pity rule.
What are the most common trait mistakes?
- Spending on a temporary unit before the core team is settled.
- Chasing the rarest name instead of an effect that matches the unit's role.
- Reading negative SPA as a penalty when it means a shorter attack interval.
- Assuming a reported rate is permanently official or identical after every update.
- Rerolling a good usable trait without enough materials to recover from a worse result.
- Comparing traits without considering placement cost, upgrade cost, map layout, or the rest of the team.
What should you check before pressing reroll?
Confirm the correct unit is selected, read the current in-game effect, note any visible pity progress, and decide what outcome will make you stop. If you are still building the first Story team, the beginner guide may offer a better use for scarce resources. If a rate or effect on this page differs from the live panel, keep the live result and report the table row through Contact.