Anime Dice Tier List — Best Units & Traits Ranked
Anime Dice tier list for Update 4: every unit ranked from S+ to D by income, plus the best traits, grades, and roll targets for each stage of the game.
If you're spending millions of rolls and still can't tell whether your best unit is actually good, this anime dice tier list will settle it. Anime Dice ranks units by one thing that matters on your plot — base income per second — and traits by the multipliers they stack on top. Knowing where each unit lands saves you Gems, Trait Rerolls, and hours of wasted auto-rolls.
Below you'll find all 24 ranked units, the full trait tier list, and the roll targets that match your current die.
Helpful resources: beginner guide, comprehensive guide, and complete codes list.
Anime Dice Unit Tier List: All Units Ranked (Update 4)
This ranking reflects Update 4 and uses base income per second on a plain copy — no size, mutation, grade, or trait applied. Roll odds don't affect placement here, because a unit doesn't get weaker just because it's hard to pull. Odds matter for a different question: what you should chase next.
| Tier | Base Income | Units | What It Means |
|---|---|---|---|
| S+ | $9.1K/s | Enol | Endgame carry, worth your best upgrades |
| S | $1.1K/s – $2K/s | Sakuna, Madera, Maheto | Long-term keepers for any plot |
| A | $371/s – $851/s | Todoh, Super Saiyen, Goko | Midgame backbone and value targets |
| B | $66/s – $219/s | Zaro, Hasoka, Deko, Bakuga, Todoraki | Solid slot fillers after a rebirth |
| C | $11/s – $53/s | Various early units | Early filler, swap when you can |
| D | $1/s – $8/s | Starter units | Tiny income, replace fast |
| Unranked | Not recorded | Gujo, Levy, Pikolo, Zenitsa | Check the income panel yourself |
S Tier and S+ Tier Units Explained
Enol (S+) — The Undisputed Top Unit
Enol earns $9.1K/s on a plain copy, roughly 4.5 times what Sakuna makes. A single Enol outearns an entire plot of B-tier units, which is exactly why it sits alone at the top. It's also the rarest ranked unit at 1 in 290K base odds, so most players won't meet it until late. When it lands, give it your best grade, your best trait, and your best plot slot — no exceptions.
Sakuna (S) — The Practical Ceiling
Sakuna earns $2K/s and leads the group of units you can realistically farm. At 1 in 38K it's more than seven times easier to roll than Enol. For most accounts, Sakuna is the actual endgame, not Enol.
Madera (S) — The Most Likely First S Unit
Madera earns $1.5K/s — only a quarter less than Sakuna — and rolls about 1.5 times more often. That combination of near-Sakuna income and better odds makes it the S-tier unit you're most likely to hold first.
Maheto (S) — The Entry Point
Maheto earns $1.1K/s at 1 in 16K. Income drops sharply below it, since the next unit down earns barely a quarter as much. That cliff is the reason Maheto stays in S rather than leading A tier.
A Tier and B Tier: The Midgame Backbone
A tier: Todoh, Super Saiyen, and Goko. Todoh earns $851/s, landing just under Maheto. Super Saiyen and Goko earn $480/s and $371/s respectively — well behind, but they roll far more often. Put your early Gems into whichever A unit you've placed, since a grade multiplies income you're already collecting.
B tier: Zaro, Hasoka, Deko, Bakuga, and Todoraki. These fill the extra slots you gain from rebirths. Zaro at $219/s is the pick of the group and holds its slot far longer than the rest. Treat the others as placeholders while you hunt A and S units.
| Unit | Base Odds | Base Income | Tier | Why It Matters |
|---|---|---|---|---|
| Todoh | 1 in 11K | $851/s | A | Highest income you can roll this often |
| Super Saiyen | Common | $480/s | A | Reliable midgame carry |
| Goko | Common | $371/s | A | Best early-game target before Ice die |
| Zaro | Common | $219/s | B | Best of the B tier, holds slots longer |
| Hasoka / Deko / Bakuga / Todoraki | Common | $66/s – $150/s | B | Placeholders until A units arrive |
Best Anime Dice Traits Tier List
Traits are rolled at the trait station in the hub: pick a unit from your inventory in the traits gacha menu and press roll. Traits boost income, damage, or health, and the top ones boost all three at once. You'll need Trait Rerolls to replace a bad roll — they come from codes, tower challenges, and daily rewards, and there's no cap on how many you can hold.
| Tier | Trait | Multiplier | Notes |
|---|---|---|---|
| S | Transcendent | 15x income, damage, health | Massive boost to all three stats |
| S | Monarch | 8x income, damage, health | Huge upgrade, under 1% roll chance |
| S | Shogun | 5x income, damage, health | All three stats at once |
| S | Samurai | 3x income, damage, health | Lowest of the rainbow traits, still elite |
| A | Money 3 | 2x income | Best single-stat income option |
| A | Damage 3 | 2x damage | Best single-stat damage option |
| A | Health 3 | 2x health | Best single-stat health option |
| B | Money 2 / Damage 2 / Health 2 | 1.5x single stat | Solid for starter units |
| C | Money 1 / Damage 1 / Health 1 | 1.2x single stat | Highest roll chance, weakest boost |
Every S-tier trait has less than a 1% roll chance, so landing one can take a serious stack of rerolls. Player experience suggests saving rerolls for your strongest units rather than burning them on filler.
Should You Chase Single-Stat or Rainbow Traits?
It depends on your goal. If you're purely farming cash on your plot, Money 3 (2x income) is a fine stopping point. If you also run towers, the rainbow traits (Samurai and up) are strictly better because they raise damage and health at the same time — no trade-off between survivability and income. Community reports consistently say the same thing: don't chase Transcendent as a new player. It's extremely rare and will eat every reroll you own.
Grades and How They Multiply Everything
Grades are a separate system from traits, and they're just as important. Towers drop Gems, which you spend in the grade system to roll a letter grade on a unit. Even a D grade gives 1.1x income — the lowest rarity is still useful. The auto-roll feature lets you flag grades you want to keep (like an A) and stop automatically when one hits.
A quick example from player experience: a unit making 660 billion/s jumped to 2.9 trillion/s after landing an A+ grade. That's the kind of multiplier you should be abusing constantly, especially with the auto-roll feature running in the background.
| Grade | Approximate Income Multiplier | Priority |
|---|---|---|
| D | 1.1x | Lowest, still worth keeping early |
| Higher grades (A, A+, etc.) | Significantly higher | Roll these onto your best units only |
Best Units to Target by Game Stage
Your target should match your die. Chasing Enol on a starter die wastes rolls you could spend on upgrades that raise your luck instead.
| Stage | Where You Are | Units to Chase |
|---|---|---|
| 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 targets around them rather than around a single lucky pull.
Best Value Pulls: Strength vs. Odds
Strength and value are different questions. These units aren't the strongest on the list, but they give the most income for the rolls you actually spend.
| Unit | Base Odds | Base Income | Why It's Good Value |
|---|---|---|---|
| Todoh | 1 in 11K | $851/s | Highest income you can roll this often |
| Maheto | 1 in 16K | $1.1K/s | The cheapest route into S tier |
Todoh earns roughly 80% of Maheto's base income while being about 1.5 times easier to roll. If you have a spare grade or a strong trait sitting around, Todoh is the clearest place to put it before you reach S tier.
Keep, Invest, or Sell? A Quick Decision Guide
Keeping and investing are separate decisions. Keep a copy when it might still earn a slot later. Invest only when the copy will sit on your plot for a long time.
- Keep every S and A unit. They stay useful through several rebirths.
- Keep any copy with a size or mutation tag, whatever its tier, until you compare its income panel against your placed units.
- Keep B units until three S or A units hold your best slots.
- Invest Gems in your highest-earning placed unit. A grade multiplies current income, so the same roll is worth more on a stronger unit.
- Save Trait Rerolls for units you expect to keep after two more rebirths.
- Replace rather than sell in a hurry. Selling in bulk hits everything that isn't placed.
One more tip from player experience: don't blindly trust the "Equip Best" button. It equips by highest money-making value, which can swap out a lower-rarity unit that's actually out-earning a rarer one thanks to a strong grade. Check the income panel yourself before trusting it.
Free Resources That Feed Your Rolls
Two systems quietly fund all of this: codes and quests. Active codes like JPCALLING, UPDATE6, and 400KLIKES each grant 5 Lucky Spins, 10 Trait Rerolls, and 10 Gems — that's a meaningful stack of rerolls you can bank for a future S-tier unit. Redeem them by opening the Shop, scrolling to the code box, and hitting Redeem.
Daily quests reset every 24 hours and hand out tickets (each quest gives five), while weekly quests give even more and can often be finished in a single day. Tickets convert into shop items like permanent Ultra Luck, Roll Speed upgrades, and Lucky Spins, which stack a x100 multiplier onto your rolls. Stack those with potions and you can push your luck multiplier into the trillions — community reports show this is the fastest legitimate path to a top-tier pull.
Frequently Asked Questions
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