Independent fan wiki · Not affiliated with Roblox or Expeditions Entertainment

Trait guide

Anime Expeditions Traits Guide: Rates, Effects & Pity

Search trait bonuses, rates, and pity values, with conflicting information clearly marked.

Checked 20 July 2026. These rates and effects appear across three launch guides, but the game does not publish an official trait table. Those guides list each reroll at one Trait Crystal.

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.

TraitListed rateEffectPitySource status
Unbound0.1%+350% Damage, -5% SPA, +10% Range, Single placement1500Community report
Primordial0.2%+35% Damage, -15% SPA, +20% Range750Community report
Forsaken0.3%+35% Critical Damage, +35% Critical Chance, +10% Range500Community report
Draconic0.5%+20% Damage, +50% Damage over Time, -10% Overall Cost300Community report
Investor2%+25% Money Farm incomeCommunity report
Optics3%+25% RangeCommunity report
Bolt4%-15% SPACommunity report
Precision II4%+20% Critical Chance, +10% Critical DamageCommunity report
Precision I6%+10% Critical Chance, +5% Critical DamageCommunity report
Limit Breaker6%+15% DamageCommunity report
Range II7%+10% RangeCommunity report
Speed II7%-10% SPACommunity report
Strength II7%+10% DamageCommunity report
Enlightenment9%+50% EXP gainedCommunity report
Range I14.63%+5% RangeCommunity report
Speed I14.63%-5% SPACommunity report
Strength I14.64%+5% DamageCommunity 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.

  1. Identify the unit's job in the current team.
  2. Choose two or three effects that would improve that job.
  3. Set a stopping point for both materials and acceptable results.
  4. Keep a functional roll when the remaining resources are more valuable for another core unit.
  5. 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.