Anime Dice Best Mutation Units — Tier List & Guide
Which Anime Dice best mutation units are worth keeping? See how Gold, Rainbow, and Titanic copies stack up against base income tiers in Update 4.
If you have ever rolled a Gold or Rainbow copy and wondered whether it beats your plain S-tier unit, you are asking the right question. The anime dice best mutation units are not always the rarest characters — a mutated mid-tier unit can outearn a plain copy of something far harder to roll. This tier list breaks down how mutations, sizes, and grades stack on top of base income, so you know exactly what to keep and what to sell.
How Mutations Work in Anime Dice
Helpful resources: beginner guide, comprehensive guide, and complete codes list.
Mutations are separate from traits and grades. A trait is an applied modifier you can reroll, a grade is an income multiplier you upgrade with gems, and a mutation is a label that comes attached to the unit when it rolls. According to community reports and the Roll For Anime Wiki, mutated units gain increased stats, new abilities, and visual changes that make them stand out on your plot.
The mutation labels players see most often include Silver, Gold, Emerald, Diamond, Ruby, and Rainbow. On top of those, there are size modifiers — Huge and Titanic — which can appear alongside a color mutation.
That stacking is the whole point. A Gold tag on a C-tier unit is not a flex; it is a real income multiplier that can push a mediocre unit past a plain A-tier copy. The tier list below treats the base character as the starting point, not the final answer.
Anime Dice Best Mutation Units Tier List
This table ranks units by how much value a mutation adds to them. The logic is simple: the higher the base income, the bigger the absolute gain from any multiplier. A 3x boost on a $9.1K/s unit is worth far more than 3x on a $66/s unit.
| Tier | Units | Why Mutations Matter Here |
|---|---|---|
| S+ | Enol | Best mutation target in the game; $9.1K/s base scales hardest |
| S | Sakuna, Madera, Maheto | Realistic endgame keepers; mutations push them near Enol-tier income |
| A | Todoh, Super Saiyen, Goko | Best value mutation targets; Todoh rolls 1 in 11K |
| B | Zaro, Hasoka, Deko, Bakuga, Todoraki | Mutated copies hold slots long past their tier |
| C | Early filler units | Only keep if mutated; plain copies get replaced fast |
| D | Starter units | A Gold or Titanic copy can still beat a plain A-tier |
The key takeaway: never judge a unit by its name alone. Check the mutation tag before you sell anything.
Mutation Priority by Unit Tier
Not every unit deserves your best plot slot just because it rolled Gold. Here is how to think about it stage by stage.
S+ and S Tier: Always Keep and Invest
Enol sits alone at $9.1K/s on a plain copy, roughly 4.5 times what Sakuna earns. If you ever roll a mutated Enol, it is the single best unit you will own — grade it, trait it, and never sell it.
Sakuna ($2K/s), Madera ($1.5K/s), and Maheto ($1.1K/s) form the S tier most players can actually reach. A mutated copy of any of these is a permanent keeper. According to the September 2026 tier data, Maheto marks the entry point to S tier at 1 in 16K, and income drops sharply below it — so mutations on these three are worth more than mutations almost anywhere else.
A Tier: The Smartest Mutation Targets
This is where the math gets interesting. Todoh earns $851/s at 1 in 11K odds — the highest income you can roll that often. A mutated Todoh can realistically outearn a plain Maheto, and you will see far more Todoh rolls.
| Unit | Base Odds | Base Income | Mutation Verdict |
|---|---|---|---|
| Todoh | 1 in 11K | $851/s | Best value mutation in the game |
| Super Saiyen | Common | $480/s | Keep if Gold or better |
| Goko | Common | $371/s | Early-game keeper when mutated |
Super Saiyen and Goko roll far more often than Todoh, so mutated copies show up regularly. Do not sleep on them during the midgame — a Gold Goko before the Ice die carries your economy.
B, C, and D Tier: Check Before You Sell
B units like Zaro ($219/s) fill the extra slots you gain from rebirths. Zaro holds its slot longer than the rest of the group, so a mutated Zaro is worth keeping well into the midgame.
For C and D units, the rule is different. Plain copies should be sold once every slot holds something better. But a Gold or Titanic copy can earn more than a plain A-tier unit — so the mutation tag is the only reason to keep them. Skip grades and trait rerolls on these; you will replace them soon.
Mutation vs Grade vs Trait: What Stacks?
New players often confuse these three systems. They are separate, and they stack on top of each other.
| System | How You Get It | What It Does | Where to Spend |
|---|---|---|---|
| Mutation | Comes attached when the unit rolls | Multiplies stats and income; adds visual flair | Nothing to spend — just check before selling |
| Grade | Upgraded with gems | Income multiplier from D up to Z+ | Only on long-term keepers |
| Trait | Applied via trait rerolls | Unique bonuses and effects | Save rerolls for units you will keep two more rebirths |
The mistake to avoid is burning gems on a grade for a unit you will replace in ten minutes. Grade your highest-earning placed unit instead, because a grade multiplies income you are already collecting. Same logic with trait rerolls — they are too valuable to waste on temporary filler.
Best Mutation Units to Target by Game Stage
Your target should match your current die, not your dream roster. Chasing Enol on a starter die wastes rolls you could spend on luck upgrades.
| Stage | Where You Are | Units to Chase (Mutated Preferred) |
|---|---|---|
| Early game | Before the Ice die | Todoraki, Bakuga, Deko, Goko |
| Midgame | Ice die to Storm die | Zaro, Super Saiyen, Todoh, Maheto |
| Late game | Storm die and beyond | Madera, Sakuna, Enol |
The Dice Shop lists the Ice die at $4M for 100x luck and the Storm die at $200M for 400x luck. Those two purchases mark the real jumps between stages. Plan your mutation targets around them rather than around one lucky pull.
How to Farm Mutated Units Faster
Mutations are roll-based, so the only reliable way to see more of them is to roll more often with better luck. Here is the progression loop that actually works, based on player experience.
- Redeem every working code first — they hand out lucky spins, trait rerolls, and gems.
- Fill every plot slot. An empty slot earns nothing, and income is income until you roll better.
- Upgrade money and income before damage. More cash means faster dice and luck purchases.
- Buy better dice and raise your luck multiplier. Higher tiers scale hard — later dice give huge luck boosts over starter tiers.
- Save gems and trait rerolls for real keepers, not filler.
- Use lucky spins only when your dice and luck are already upgraded. Burning them early wastes the best part of the boost.
- Rebirth only when your team can rebuild cash in a few minutes.
- Grade your best income unit, then check every mutation before selling duplicates.
That last step is the one that costs players the most. Selling in bulk hits everything that is not placed — including the Rainbow copy you never inspected.
Common Mutation Mistakes to Avoid
Community reports flag the same errors over and over. Fix these and your account snowballs fast.
- Mass-selling without checking tags. A D-tier copy with a Titanic tag can outearn a plain A-tier unit.
- Grading starter units. Do not burn gems chasing an insane grade on a unit you will replace shortly.
- Wasting trait rerolls on filler. Wait until you have a character worth investing into.
- Ignoring B-tier mutations. Zaro and friends hold slots far longer than their base income suggests.
- Treating mutations like traits. They are separate systems — a unit can have both, and both matter.
The single rule worth remembering: do not dump everything into one temporary unit. Improve the system that creates better rolls — luck, dice, and income — and the mutations follow.
Frequently Asked Questions
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