Key takeaways
- Chasing an S-tier on a unit you use in one mode only is usually a bad trade. Chasing it on a unit that carries every mode is a good one.
- Budget your rerolls per unit before you start. Spending 60 rerolls across six units usually produces a better account than spending all 60 on one.
The direct answer: pure damage-multiplier traits are the strongest thing you can put on a main carry, attack-speed traits give the best return per reroll for most accounts, and rarity is a weak signal on its own — a mid-rarity damage trait on a high-base-stat unit beats a rare utility trait almost every time. The rest of this list ranks traits by what they actually do, so you can match your in-game trait card to the right tier even after a balance patch renames things.
Trait names rotate between updates and different parts of the community label the same effect differently, so treat the archetype as the anchor, not the name.
The tiers at a glance
| Tier | Trait archetype | Typical damage gain | Roll rarity | Best on | Story value | Endgame value |
|---|---|---|---|---|---|---|
| S | Final-damage multiplier (boosts all outgoing damage) | +45% to +80% effective DPS | Very rare | Highest base-damage carry | Very strong | Strongest |
| S− | Crit chance / crit damage hybrid | +30% to +60%, but only if the unit already crits | Rare | Crit-built attackers | Strong | Very strong |
| A | Attack speed | +25% to +50% DPS; more on fast attackers, less on slow hitters | Uncommon | Multi-hit and rapid-fire units | Strong | Strong |
| A− | Armor shred / defense ignore | +20% to +40% against armored targets only | Rare | Any boss-killer | Weak | Strong |
| B+ | Range and AoE coverage | +5% to +15% raw DPS, but large clear-speed gains | Uncommon | Wave-clear and chokepoint units | Very strong | Weak |
| B | Flat bonus damage | +15% to +30% early, under +10% once units are maxed | Common | Low-level units you still use | Decent | Poor |
| C | Economy / cash-generation | No DPS gain; pays back through faster upgrades | Uncommon | Farm and support units | Decent | Situational |
| C− | Utility (slow, stun, knockback) | Near zero damage; buys time instead | Rare | Control units in raids | Weak | Situational |
| D | Low-roll filler traits | Under +10% with no secondary effect | Common | Nothing you plan to keep | Poor | Poor |
How the ranking is weighted
The order above is a weighted call, not a raw stat sort. Damage gain counts for roughly 40% of a trait’s grade, unit compatibility about 25%, roll rarity and the cost of chasing it about 20%, and mode fit the remaining 15%. That’s why armor shred lands in A− rather than S: its ceiling is high, but it does almost nothing on the unarmored trash waves that make up most of story mode.
Damage gain: multiplier beats addition
A percentage multiplier scales with everything you invest into a unit — levels, evolution, equipment, team buffs. A flat damage bonus does not. On a unit dealing 400 damage per hit, a +50% multiplier is worth +200 damage; the same +50% on a unit dealing 2,000 is worth +1,000. Flat bonuses work backwards: they’re a real upgrade on a weak unit in the first hour and a rounding error by the time you’re pushing late stages.
Practical rule: if two traits show similar damage numbers, take the one written as a percentage of final damage, and put it on the unit with the biggest hit, not the unit you like most.
Rarity and what a reroll is actually worth
Rarity tells you how often something drops, not how good it is for your account. The useful math is expected attempts. If a top-tier trait has roughly a 2% roll chance, you need about 35 rerolls for a coin-flip chance of seeing it, and around 115 for a 90% chance. At a 5% chance, that drops to about 14 attempts for 50% and about 45 for 90%. Two takeaways:
- Chasing an S-tier on a unit you use in one mode only is usually a bad trade. Chasing it on a unit that carries every mode is a good one.
- Budget your rerolls per unit before you start. Spending 60 rerolls across six units usually produces a better account than spending all 60 on one.
Unit compatibility changes everything
- High base damage, slow attack: damage multipliers and crit. Attack speed adds little because the unit fires so rarely.
- Fast multi-hit attackers: attack speed and crit chance. A multiplier is fine, but the speed trait usually wins because it also triggers on-hit effects more often.
- Farm and support units: economy traits only. A damage trait on a farm unit is a wasted roll.
- Units below roughly level 20–25: don’t roll at all. Traits scale off base stats, so low base stats mean low returns.
Traits apply per unit, which means a perfect roll on a unit you never field is worth exactly nothing. Concentration beats spread only when the unit in question is genuinely in every team you build.
Story mode and endgame are two different tier lists
Story stages reward clear speed: range, AoE, and consistent damage across many weak targets. A B+ coverage trait will out-clear an S-tier single-target multiplier on those maps. Endgame raids invert it — few targets, enormous health pools, often armor — so single-target DPS, crit, and armor shred jump a full tier while coverage traits fall away. If you split your time between both, keep one dedicated story unit and one dedicated boss unit rather than trying to make one trait do both jobs.
Decision matrix: what to roll, by situation
| Your situation | Roll priority | Why |
|---|---|---|
| New account, units under level 20 | Save everything | Traits scale off base stats; low base stats waste the roll |
| Small reroll budget (under ~15) | Attack speed or flat damage | Highest chance of landing something usable per attempt |
| Story grinding for levels and gold | Range / AoE coverage | Clear speed matters more than single-target DPS |
| Endgame raids and bosses | Damage multiplier + armor shred | Large HP pools and armor punish low per-hit damage |
| One carry unit used everywhere | Best damage multiplier, ignore rarity | Concentrated investment on a unit that is always on the field |
| Wide roster of mid-tier units | Spread across 3–4 core units | Diminishing returns on stacking one unit past a point |
Reroll realities
- Reroll the unit, not the trait. Rolling on a unit you’re about to replace is the most common waste.
- Set a stop point in advance — for example, “stop at A-tier or better, or after 25 attempts.” Without one, budgets disappear.
- Bank rerolls before a balance patch. Buffed archetypes become worth chasing; nerfed ones become cheap to replace.
- Confirm how the current patch handles traits through upgrades before investing heavily on a unit you plan to evolve.
FAQ
Is the rarest trait always the best?
No. Rarity tracks drop rate. A common damage multiplier on your best unit will usually outperform a rare utility trait that only matters in one raid fight.
Should I reroll my starter unit?
No. Use it to clear content, bank the rerolls, and spend them on the first unit you know will stay in your team long-term.
What’s the single best trait to aim for?
A final-damage multiplier on your highest base-damage carry. It is the one pick that improves story clear, raid DPS, and every future upgrade at the same time.
Rank traits by what they multiply, not by how rare they look. Damage multipliers and crit on your carry, speed on your fast hitters, coverage for story farming, and nothing at all until a unit’s base stats are worth amplifying.