Anime Dice Value Calculator: Price Any Unit

Manual Anime Dice value calculator framework: multiply base income by rarity weight, trait multipliers, and grade multipliers to price any single unit before you trade it.

Anime Dice has no official value calculator in the game, so this guide gives you the manual formula players use to price a single unit: base income × rarity weight × trait multiplier × grade multiplier. Run those four numbers and you get a defensible value for any copy in your backpack — before you offer it in a trade, before you accept someone else's offer, and before you sell a copy you'll regret losing. The whole calculation takes under a minute once you know where to look, and every input comes straight from your own unit panel.

This page covers single-unit pricing only. If you're trying to decide whether an entire trade offer is worth accepting — your unit plus Gems for two of their units, for example — that's a different question with a different tool. Read the Anime Dice trade calculator instead, which builds directly on the framework below. And when you just want to check what a unit is roughly worth without doing any math, the community trade value list and the full value list by income have you covered.

Where the Numbers Come From

Before you calculate anything, you need two numbers from the game itself and two from multipliers.

InputWhere to Find ItWhat It Tells You
Base incomeUnit panel in your BackpackCash the plain copy earns per second
Roll oddsDice Shop / community value listHow rare the unit is
Trait multiplierUnit panel, trait lineBonus stacked on top of base income
Grade multiplierUnit panel, grade linePermanent upgrade multiplier

Open your Backpack, tap the unit, and the income panel shows the copy's current income per second along with its size tag, mutation, grade, and trait. That panel is the single source of truth — community tables list base values, but the copy in front of you may be Gold, Titanic, graded, or traited, and its real number can be several times the base.

Step 1: Rarity Weight

Raw income doesn't capture value. A unit that rolls 1 in 25,000 is worth more than a unit with similar income that rolls 1 in 2,500, because rarity is what the other side of a trade is paying for. The standard fix is a rarity weight: divide the unit's roll odds by the odds of the cheapest common benchmark, Todoraki at 1 in 850.

Rarity weight = unit odds ÷ 850

UnitRoll OddsRarity Weight
Todoraki1 in 8501.0
Bakuga1 in 1.2K1.4
Deko1 in 1.8K2.1
Hasoka1 in 2.5K2.9
Zaro1 in 3.5K4.1
Goko1 in 5K5.9
Super Saiyen1 in 7.5K8.8
Todoh1 in 11K12.9
Maheto1 in 16K18.8
Madera1 in 25K29.4
Sakuna1 in 38K44.7
Enol1 in 290K341.2

The benchmark choice doesn't change any comparison — every weight scales together. Normalizing against the most common unit just keeps the low end near 1.0 so the numbers stay readable. What matters is the ratio between any two units: Enol carries about 7.6 times Sakuna's rarity weight, and Sakuna carries about 1.5 times Madera's.

Step 2: The Value Formula

With rarity weight in hand, the full formula is:

Unit value = base income × rarity weight × trait multiplier × grade multiplier

Base income and rarity weight do the heavy lifting. Trait and grade multipliers stack on top — the community consensus is that traits and grades multiply whatever the base produces, so a strong trait on a strong unit compounds instead of adding. Each ranked unit's base income, for reference:

UnitBase IncomeUnitBase Income
Enol$9.1K/sSuper Saiyen$480/s
Sakuna$2K/sGoko$371/s
Madera$1.5K/sZaro$219/s
Maheto$1.1K/sHasoka$150/s
Todoh$851/sDeko$110/s
Bakuga$85/sTodoraki$66/s

If you want the deeper reasoning behind why base income — not raw rarity alone — drives the ranking, the rarity tier list separates those two axes in detail.

Worked Example 1: Plain Todoraki

The simplest case. You rolled a Todoraki with no size tag, no mutation, no grade, no trait, and you want to know what it's fairly worth in a trade.

StepInputValue
1. Base incomeFrom unit panel$66/s
2. Rarity weight850 ÷ 8501.0
3. Trait multiplierNone×1
4. Grade multiplierNone×1
Result66 × 1.0 × 1 × 1≈ 66 value points

A plain Todoraki is the floor of the trade economy — it's the benchmark everything else is measured against. Nobody should be offering anything meaningful for it, and if someone offers a Bakuga or better for your plain Todoraki, accept instantly.

Worked Example 2: Plain Todoh

Now a mid-game unit. You rolled a clean Todoh and want to know how it prices against the lower units people usually offer.

StepInputValue
1. Base incomeFrom unit panel$851/s
2. Rarity weight11,000 ÷ 85012.9
3. Trait multiplierNone×1
4. Grade multiplierNone×1
Result851 × 12.9 × 1 × 1≈ 11,000 value points

That single result explains a lot of trade chat. A plain Todoh is worth roughly 47 plain Todorakis (11,000 ÷ 66 ≈ 167 income-weighted, and even the raw weight ratio says 12.9 to 1). If a trader offers you three plain Dekos for your Todoh, run their side through the same formula: 3 × (110 × 2.1) ≈ 693. That's a tiny fraction of 11,000 — decline without hesitation.

Worked Example 3: Traited, Graded Sakuna

Here's where the calculator earns its keep. You have a Sakuna with a strong trait and a high grade, and someone offers a plain Enol for it. Is that a good trade?

StepInputValue
1. Base incomeFrom unit panel$2K/s
2. Rarity weight38,000 ÷ 85044.7
3. Trait multiplierFrom unit panel (example: ×4)×4
4. Grade multiplierFrom unit panel (example: ×6)×6
Result2,000 × 44.7 × 4 × 6≈ 2,146,000 value points

A plain Enol prices at 9,100 × 341.2 ≈ 3,105,000. So even a heavily upgraded Sakuna lands short of a plain Enol — but it's the same order of magnitude, which surprises most players. The lesson: multipliers are real money in trades. A traited, graded Sakuna isn't "a Sakuna," it's closer to two-thirds of an Enol in value terms. Price it that way instead of letting someone trade you a plain Maheto for it.

Swap in your own multipliers: if your copy shows a ×2 trait and ×3 grade, the same Sakuna is 2,000 × 44.7 × 2 × 3 ≈ 537,000. Always read the actual multipliers off your unit panel rather than assuming someone else's numbers.

How to Read Your Unit Panel

Every input in the formula lives on one screen:

  1. Open your Backpack from the main HUD.
  2. Tap the unit copy you want to price. The unit panel opens.
  3. Read the income per second figure — that's your (already multiplied) income, but for the formula you want the base number for that unit species from the table above.
  4. Check the size tag and mutation line (Gold, Rainbow, Titanic, and so on). Each one is a multiplier on top of base income — note it.
  5. Check the grade line for your permanent upgrade multiplier.
  6. Check the trait line for the trait multiplier.

One honest caveat: the panel shows the copy's final income directly. If you don't want to decompose it into multipliers, you can shortcut the whole formula — value ≈ shown income × rarity weight. That shortcut prices a specific copy correctly and is faster for one-off trades. The full decomposition matters when you're comparing upgrades (would this trait reroll or grade-up raise the copy's value more?), which is exactly what the mutation and traits coverage in the all units list builds on.

Using the Value Number in Trades

The output isn't a dollar price — it's a comparison score. Here's how to use it:

SituationWhat to Do
Pricing one unit you're offeringRun the formula, note the value points
Judging a 1-for-1 offerRun the formula on both units, take the bigger number
Judging a multi-unit offerSum the value points on each side
Adding Gems to a tradeTreat Gems as income too: compare monthly income value
Quick sanity checkCompare rarity weights alone — a 7× weight gap is hard to beat

Once both sides of an offer are in value points, deciding is arithmetic. The catch is that multi-unit trades get tedious fast, and that's precisely where the dedicated trade calculator saves time — it applies this same per-unit logic to a whole offer at once. Use this page to price the individual units, use that page to settle the deal.

For accepted ranges on specific units — what the community currently considers fair for a Sakuna, an Enol, or a mutated mid-tier — the trade value list tracks real trade sentiment, and the how to trade walkthrough covers the mechanics of actually opening and closing a trade safely.

Common Pricing Mistakes

  • Pricing a unit by income alone. A $480/s Super Saiyen rolls 1 in 7.5K; a $371/s Goko rolls 1 in 5K. Rarity weight is why they don't trade evenly.
  • Ignoring grade and trait on your own copy. Players routinely underprice their own upgraded units and eat bad trades. Read the panel before you quote a number.
  • Assuming all mutations are equal. A Gold tag and a Titanic tag carry different multipliers — and a mutated low-tier unit can outprice a plain mid-tier one. Check the actual income figure.
  • Trading mid-roll luck for guaranteed income. Chasing a 1-in-290K Enol has real expected cost; a known Maheto is liquid. Overpaying for lottery tickets is the classic trap the rarity tier list breaks down.
  • Selling before pricing. Run the 30-second calculation before you bulk-sell anything with a tag on it.

Quick Recap

The manual Anime Dice value calculator is four numbers: base income × rarity weight (odds ÷ 850) × trait multiplier × grade multiplier. Pull base income from the ranked table, pull the multipliers from your own unit panel, and you get a value score you can defend in any trade. Plain Todoraki ≈ 66, plain Todoh ≈ 11,000, and a ×4-trait ×6-grade Sakuna ≈ 2.1 million — the multipliers are where value hides. For whole-offer math, hand the baton to the trade calculator; for what the community actually pays, check the value list.

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