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Trait research table

Anime Expeditions Traits List and Verification Status

Seventeen trait entries are reproduced from overlapping third-party tables so players can compare reported effects, rates, pity, and role fit. None of these exact values is labeled confirmed without an official table or current in-game capture.

Verification Status: Reported, not confirmed. Last research check: July 20, 2026. Do not calculate guaranteed spending from these values until the current client displays the same rates and pity.
TraitReported effectReported ratePityBest forStop rule
Strength 1Reported: +5% DamageReported: 14.64%No pity reportedTemporary early damage improvementreplace-later
Speed 1Reported: -5% SPAReported: 14.63%No pity reportedUnits that benefit from faster attack cyclesreplace-later
Range 1Reported: +5% RangeReported: 14.63%No pity reportedShort-range units and safer placementreplace-later
EnlightenmentReported: +50% experience gainReported: 9%No pity reportedLeveling a unit that will stay in the rostersituational
Strength 2Reported: +10% DamageReported: 7%No pity reportedGeneral damage dealerssituational
Speed 2Reported: -10% SPAReported: 7%No pity reportedAttack-cycle, charge, or control unitssituational
Range 2Reported: +10% RangeReported: 7%No pity reportedShort-range carries and control coveragesituational
Limit BreakerReported: +15% DamageReported: 6%No pity reportedReliable general-purpose DPSsituational
Precision 1Reported: +10% Critical Chance and +5% Critical DamageReported: 6%No pity reportedUnits with critical-hit synergysituational
Precision 2Reported: +20% Critical Chance and +10% Critical DamageReported: 4%No pity reportedCritical carries and Forsaken alternativeskeep
BoltReported: -15% SPAReported: 4%No pity reportedUnits that scale through attack frequency or repeated effectskeep
OpticsReported: +25% RangeReported: 3%No pity reportedRange-limited support, control, and lane coveragekeep
InvestorReported: +25% incomeReported: 2%No pity reportedEconomy units; stacking and kill-credit rules need testingkeep
DraconicReported: +20% Damage, +50% DoT Damage, and -10% unit costReported: 0.5%Reported: 300 rerollsDamage-over-time carries and expensive placementskeep
ForsakenReported: +35% Critical Damage, +35% Critical Chance, and +10% RangeReported: 0.3%Reported: 500 rerollsCritical and follow-up attackerskeep
PrimordialReported: +35% Damage, -15% SPA, and +20% RangeReported: 0.2%Reported: 750 rerollsGeneral carries and units penalized by slower attackskeep
UnboundReported: +350% Damage, -5% SPA, and +10% RangeReported: 0.1%Reported: 1,500 rerollsLong-term carries when the account can accept the reroll costkeep

What are traits?

Traits modify a unit after acquisition. Treat them as an optimization layer: a strong trait cannot fix a unit that does not fit the stage or your team.

How to reroll

Current guides place the Trait Reroll station in the upgrade area. Confirm its location, cost, selected unit, replacement warning, and pity counter in your own client before spending Trait Crystals.

Best traits by unit role

Use role fit before rarity: Forsaken supports critical kits, Draconic is a research lead for DoT, Primordial offers broad damage/speed/range coverage, Bolt supports attack-cycle effects, Optics supports range-limited utility, and Investor belongs only on a unit whose economy rules actually benefit.

Damage traits: when the upgrade is real

Strength and Limit Breaker are broad reported damage increases, while Precision and Forsaken depend more heavily on critical behavior. Draconic becomes a stronger research lead when damage-over-time is a meaningful part of the unit's kit. Before rerolling, confirm whether the unit actually deals the damage type named by the trait, whether follow-up attacks can crit, and whether an active form changes those interactions. A rarer label does not guarantee a larger practical improvement for every kit.

Speed and range traits: fix coverage, not screenshots

Speed traits and Bolt are most useful when extra attack cycles create more damage, charge progress, crowd control, or follow-up triggers. Range traits and Optics can improve path coverage, safer placement, and the number of enemies affected by support or control. They are less valuable when a stage already stays inside the unit's reach or when an ability has a separate fixed area. Test one comparable stage before replacing a usable speed or range roll.

Economy and leveling traits

Investor is only a research lead for a unit whose income mechanics actually scale with the reported bonus; kill credit, placement limits, stacking, and payback time still need testing. Enlightenment is a temporary account-development choice for a unit that needs levels and is expected to stay. Neither should be judged by endgame damage alone. Stop using a leveling trait when the experience benefit no longer solves the account's current bottleneck.

A three-step reroll decision

First, decide whether the unit has earned a long-term roster slot. Second, name the mechanic you want to improve: damage, attack cycle, critical synergy, range, damage-over-time, or income. Third, set a stopping rule before spending. Keep a role-matched mid-tier result when the remaining Trait Crystals are needed for progression, and only chase a rare multi-stat result when the account can absorb an unsuccessful session.

Practical impact in Story, bosses, and long modes

Story usually rewards immediate coverage and efficient upgrades, so a usable damage, speed, or range trait can be enough. Boss attempts can reward single-target scaling, amplification synergy, critical behavior, or damage-over-time when the boss is not immune. Longer modes give economy and stacking mechanics more time to repay their setup. These are decision frames, not guaranteed rankings; stage immunities and current build rules must be checked in game.

Reroll priority

Keep rare multi-stat traits on a long-term unit. Treat mid-tier traits as acceptable stopping points while Story progression still needs upgrades elsewhere. Replace common single-stat traits only when the unit is permanent and the account has spare Trait Crystals.

When to stop rerolling

Stop when you have a mechanically relevant trait, when the unit may soon leave the team, or when rerolls would delay summons, upgrades, equipment, or evolution. A usable owned trait is better account value than an unverified theoretical maximum.

Data version and sources

Checked July 20, 2026 against BloxInformer and GAMES.GG. Their tables substantially agree, which supports a reported label, but neither replaces an official probability table or a same-build screenshot.

FAQ

Are these official rates? No. Does pity guarantee the listed trait in the current build? Reported, not confirmed. Is Unbound automatically the best account decision? No; its reported rarity makes opportunity cost important. Do traits transfer through evolution? Not confirmed in this dataset.

Related guides

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