Anime Dice Eternal Units — Best Traits & Grades Guide
Eternal is the best trait in Anime Dice. Learn which eternal units to put it on, how grades stack with traits, and the smartest way to farm rerolls.
What "Eternal Units" Actually Means in Anime Dice
If you have been grinding Anime Dice for a while, you have probably seen the word "eternal" thrown around in two completely different contexts — and mixing them up will cost you hours. "Eternal units" in Anime Dice usually refers to one of two things: units carrying the Eternal trait, or the Celestial and secret-tier rolls that players treat as endgame keepers. This guide breaks down both, because the difference decides whether you should dump 10,000 Gems into a reroll or walk away.
The short version: the Eternal trait is a flat income multiplier that sits on top of whatever the unit already earns, while "eternal-tier" units are the rare rolls worth building around in the first place. Get the pairing right and your plot income can jump from billions per second to quadrillions. Get it wrong and you have wasted the rarest trait in the game on a unit you will sell by tomorrow.
Helpful resources: tier list, beginner guide, and comprehensive guide.
Eternal Trait vs. Eternal-Tier Units: Know the Difference
Before you touch a single Trait Reroll, separate the two concepts in your head.
The Eternal trait is a rolled modifier. Community reports and creator footage put it at the top of the trait ladder — above Monarch, Shogun, and Samurai — with an income multiplier that dwarfs everything below it. One player documented rolling Eternal on a Celestial and watching that single unit jump to roughly 1.6 quadrillion per second, which was more than their entire plot combined at the time.
Eternal-tier units is looser slang. Players use it for the rare rolls that anchor a late-game plot: Celestials in the quadrillion range, secret dice exclusives, and the S+ names on any current tier list. These are the units you want to land Eternal on.
| Term | What It Is | How You Get It | Why It Matters |
|---|---|---|---|
| Eternal trait | Rolled income multiplier | Trait Rerolls on a placed unit | Multiplies existing income, best-in-slot |
| Eternal-tier unit | Rare unit roll | Dice rolls, fusions, codes | Determines your income ceiling |
| Celestial | Unit rarity tag | High-luck dice rolls | Common target for Eternal traits |
| Z+ grade | Upgrade tier | Gems spent on a unit | Stacks with traits for compounding income |
The takeaway: a trait without a good unit is wasted, and a good unit without a trait is underperforming. You need both.
Why Grades and Traits Stack (and Why Order Matters)
This is the part most players get backwards. Grades and traits are multiplicative layers, not additive ones. A Z+ grade on a plain copy multiplies whatever base income that unit already has. The Eternal trait then multiplies the result again.
That means the same Eternal trait is worth wildly different amounts depending on where you put it. Drop it on a mid-tier unit earning 900 trillion per second and you get a nice bump. Drop it on a Celestial earning 1.6 quadrillion per second and you get a plot-defining jump.
| Layer | Source | Effect | Best Applied To |
|---|---|---|---|
| Base income | The unit itself | Flat $/s | Nothing — it is fixed |
| Grade (up to Z+) | Gem rerolls | Multiplies base income | Units you will keep 2+ rebirths |
| Trait (Eternal, Monarch, Shogun, Samurai) | Trait Rerolls | Multiplies total income | Your single highest earner |
| Size / mutation tags | Roll luck | Additional multiplier | Any copy, check the panel |
Community consensus is clear on sequencing: grade first, trait second. Rolling a Z+ takes a long time but is far more predictable than hunting Eternal, so lock in your grade while you farm Trait Rerolls in the background. If you land a red trait on an ungraded unit, you have left value on the table.
Best Units to Put Eternal On
Not every unit deserves your rarest trait. Based on player experience and documented rolls, here is how to prioritize.
Tier 1: Celestials and Quadrillion-Plus Rolls
Any unit sitting in the quadrillion-per-second range is a legitimate Eternal candidate. These are the rolls you get from high-luck dice, long AFK sessions, and fusion results. If a unit is already your top earner by a wide margin, Eternal belongs there — full stop.
Tier 2: Secret Dice Exclusives
Secret dice units sit in a weird space. They roll rarely, they often carry strong base stats, and the community treats them as prestige picks. If a secret unit is holding a top plot slot, it is a fine Eternal target — but only after you confirm its income panel beats your Celestials.
Tier 3: Everything Else
If a unit is a placeholder you expect to replace within two rebirths, do not touch it with a Trait Reroll. Samurai is the acceptable floor for temporary units; anything below that is a waste of a reroll you could have banked.
| Priority | Unit Type | Eternal Worth It? | Reason |
|---|---|---|---|
| 1 | Celestial, 1Q+/s | Yes, always | Highest multiplier payoff |
| 2 | Secret dice exclusive | Yes, if top earner | Rare and hard to replace |
| 3 | S-tier standard roll | Only if graded Z+ | Otherwise replaceable |
| 4 | Placeholder / filler | No | You will sell it soon |
| 5 | Ungraded anything | No | Grade first, then trait |
How to Farm Trait Rerolls Efficiently
Eternal does not come cheap. One creator burned through more than 10,000 Gems and thousands of rerolls across two days without landing a red trait, then finally hit one. That is the realistic baseline — plan for a grind, not a lucky afternoon.
Here is what actually moves the needle:
- Push the Infinity Tower as high as you can. Community reports consistently tie trade shard income to Infinity Tower depth. Most players are shard-starved, not grade-starved, and the finite towers cap out around floor 500, which is not enough.
- Bank Gems before you start rolling. Going in with 1,000 Gems means you will stop early and settle for a bad trait. Aim for 10,000+ so you can commit.
- Use luck potions and events. Every player who tracks their results says higher luck correlates with better grade and trait outcomes, even if the exact formula is unconfirmed.
- Set your auto-sell threshold aggressively. Once you are chasing quadrillion-tier units, auto-selling anything under 200 trillion keeps your inventory clean and your rolling loop fast.
- Do not AFK while rerolling. Rolling animations can kick you from the session, and there is no reliable way to disable them right now.
One more community tip worth testing: several players report that opening and closing the settings gear mid-reroll seems to reset the roll streak. It is almost certainly superstition, but it costs nothing to try when you are 5,000 Gems deep with nothing to show.
Reading the Income Panel Before You Commit
The single most common mistake is judging a unit by its rarity instead of its actual output. A Gold or Titanic copy of a mid-tier unit can outearn a plain S-tier roll, and a mutated Celestial can be worth double a clean one.
Open the unit panel in your Backpack and check three numbers before you invest:
- Base income per second — the raw number before any multipliers.
- Current grade — if it is below S+, upgrade before you trait.
- Size or mutation tag — Gold, Titanic, and similar tags add multipliers you cannot see from the rarity label alone.
If the panel does not clearly beat your weakest placed unit, sell it and move on. Sentiment about rarity is how players end up with a plot full of "cool" units earning less than a well-graded common.
| Check | Good Sign | Red Flag |
|---|---|---|
| Base income | Beats your weakest placed unit | Lower than a unit you already sold |
| Grade | S+ or Z+ already applied | Ungraded or below S |
| Mutation tag | Gold, Titanic, or similar | Plain copy with no tag |
| Slot value | Top 3 on your plot | Filling a slot you will replace |
Common Eternal Trait Mistakes to Avoid
Trait before grade. The most expensive mistake. You burn a rare trait, then spend an hour rolling a grade that multiplies a smaller number than it should.
Trait on a placeholder. If you already know a unit is getting replaced by your next Celestial, every reroll on it is gone forever.
Settling too early, then too late. Samurai is fine on temporary units. On your main carry, hold out for Monarch or Eternal. The line between "good enough" and "wasted" is whether the unit will still be on your plot after two more rebirths.
Ignoring the Infinity Tower. Trade shards gate your reroll supply. Players who skip tower grinding end up buying rerolls inefficiently and running out mid-hunt.
Chasing the perfect roll on a bad unit. A Z+ Eternal on a unit earning 900 trillion loses to a plain Celestial earning 1.6 quadrillion. Fix the unit first.
Quick Reference: Eternal Trait Decision Flow
| Step | Action | Stop If |
|---|---|---|
| 1 | Confirm the unit is your top earner | It is not in your top 3 |
| 2 | Roll grade to Z+ | You cannot afford the Gem grind |
| 3 | Check mutation and size tags | Panel shows no multiplier |
| 4 | Farm Infinity Tower for shards | You have under 2,000 rerolls |
| 5 | Roll traits, accept Monarch minimum | You land Eternal — stop immediately |
| 6 | Re-upgrade income with new multiplier | — |
If you want to compare your build against the wider meta, the official Roblox platform page is the best starting point for verifying the current game version before you commit resources.
Final Thoughts
Eternal is the ceiling of the Anime Dice trait system, but it is only as good as the unit underneath it. Grade first, confirm the income panel, farm your rerolls through the Infinity Tower, and then commit. Players who follow that order end up with a single unit outearning their entire previous plot. Players who skip it end up rerolling for two days straight with nothing to show — which, as the community knows all too well, is a very real outcome.
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