Anime Dice Best Dice & Upgrades

The Dice Shop ladder runs Lightning at 42x Luck for $500K up to Void at 5,000x for $1.5T. Luck roughly doubles per tier while price roughly quintuples — which is the whole strategy. Every row is marked with how well it is sourced, and the upgrade node order is spelled out separately.

Reviewed September 12, 2026Reading time 8 minSources player testing + official Roblox description

A sequence of eight glowing dice arcing across a neon-lit night shoreline from a plain grey die to a cosmic void die

The ladder, and the rule that governs it

The Dice Shop sells a ladder of eight dice. Each one raises the Luck value behind every roll you make, and the numbers are published — which makes this the one ranking on this site that does not depend on community intuition.

DiceRarityLuckPriceSourcing
LightningRare42x$500KSingle source
IceRare100x$4MSingle source
MagmaEpic200x$30MSingle source
StormEpic400x$200MCorroborated
ShadowEpic750x$1.5BCorroborated
LightLegendary1,500x$12BCorroborated
Blood MoonLegendary3,000x$100BSingle source
VoidLegendary5,000x$1.5TSingle source

"Corroborated" means the price appears both in the community dice list and in a recorded gameplay session. Storm at $200M and Shadow at $1.5B are both shown being bought on video, and $12B is quoted in the same footage as the cost of the next tier up. Rows marked single-source come from the community list alone — check them in your own shop before planning a savings target.

The one pattern worth memorising

Luck roughly doubles at each step. Price roughly quintuples. That asymmetry is the entire strategy: buying an intermediate tier you intend to discard costs you far more cash than it costs you Luck, so the correct move is usually to skip ahead.

What each step is actually for

Lightning → Ice ($500K → $4M)

Your first two purchases. Lightning is the point at which rolling stops feeling pointless, and it is cheap enough that saving for it should take a single session. Ice is a clean doubling, but do not linger here: the Epic tier arrives at Magma, and Magma's 200x is only a few million more.

Magma → Storm ($30M → $200M)

This is the first decision that has real opportunity cost. Magma is 200x for $30M; Storm is 400x for $200M. The doubling costs about seven times as much. If you are farming steadily, skipping Magma and going straight to Storm is legitimate — but only if your current dice can actually produce the $200M in a reasonable number of sessions. If they cannot, Magma pays for itself on the way.

Storm → Shadow ($200M → $1.5B)

Storm is the mid-game anchor. It is the tier most recorded play sessions land on, and at $200M it is the first purchase where the cost is a genuine project. Shadow, at 750x, is the biggest single Luck multiplier in the mid-game — nearly double Storm for 7.5 times the price. It is also the last tier before the Legendary band, where prices jump into the billions.

Light and above ($12B → $1.5T)

Light at 1,500x for $12B is where the ladder changes character. Everything below it is a mid-game purchase you make in a session or two. From here, the tiers are goals measured against your Rebirth multipliers and your plot's late-game income — a single mythical unit is documented as generating into the billions per second, which is what makes a $12B purchase possible at all.

Blood Moon at $100B and Void at $1.5T are the documented end of the ladder. Treat the exact figures as community data and confirm them in game.

Which tier to buy next

A decision procedure that works at every stage:

  1. Can you afford the tier two steps up rather than one? If yes, buy that instead. You are trading cash for a permanent Luck value, and the intermediate step will be discarded.
  2. Is the next tier within about a session's income? If yes, just buy it. The saving effort is not worth the delay.
  3. Are you close to a Rebirth threshold? Buy the dice first. Dice persist through Rebirth, so you get the tier and the multiplier; buying it after the reset means rebuilding from a smaller cash base.
  4. Have you bought your Money and Luck nodes this session? If not, do that first. Nodes compound within a session; a dice tier is a one-time step change with no repeat purchases.

That last point is the one players get wrong most often. The dice ladder and the upgrade nodes are both Luck sources, but they behave differently: the ladder is a single large step, while nodes are repeated small purchases that scale with your own economy. Buying a tier does not make the nodes irrelevant, and buying nodes does not make the tier optional.

Upgrades: the order, and why it is not close

The plot panel carries six upgrade categories. Three independent guide sources rank them in the same order, and none of them publish effect values — which is fine, because the order is the part that matters.

PriorityNodeWhy it sits here
1MoneyRaises the cash your placed units produce. Every other purchase is funded by it.
2LuckImproves the rarity of what your dice reveal. The core progression lever.
3Roll SpeedShortens the roll animation, so you see more units per minute of active play.
4Unit StorageLets you AFK longer before the backpack fills and rolls start being discarded.
5DamageTower combat only. Zero value to a plot farmer.
6HealthSame as Damage. Both are documented as lowest priority.

The reasoning behind Money-then-Luck is worth spelling out, because the intuitive order is the wrong one. Upgrading Luck first means you roll better units into an economy that cannot fund the next upgrade — you have improved the quality of what you pull without improving the rate at which you can act on it. Upgrading Money first means the cash for the Luck nodes arrives faster, and every Luck purchase afterwards is made from a larger base.

Unit storage, and the invisible cost of ignoring it

Storage sits at priority four, which undersells it. A full backpack silently stops your rolls from producing anything, and a recorded session shows exactly this: the player kept rolling without noticing they were getting nothing until the inventory filled. If you AFK overnight, storage is the difference between a productive night and a wasted one.

The fix is not just to buy storage. It is to run Equip Best before every sell, so your active lineup is protected, and then clear the rest. Community guidance is consistent on this: equip first, sell second, never the other way around.

Damage and Health

These two nodes do nothing for plot income. They exist for Tower runs, and the three documented towers — Dragon (easy), Cursed (medium) and Pirate (hard) — reward Gems and Luck boosts. Treat them as a side objective: fund your economy first, then push floors. See tips and tricks for tower preparation.

Reading a unit's value

Once your dice tier is set, the units you pull are judged on rarity first. The community's income tiers are consistent:

RarityIncome tierRole
CommonMinimalEarly filler only.
RareModerateUseful for the first few hours.
EpicHighThe solid mid-game backbone.
MythicalGame-changingDocumented as generating into the billions per second.

Rarity is not the whole story, though — a legendary carrying a weak trait can underperform a rare with a strong one, which is why traits are factored into unit rankings. See the traits guide for what is and is not known about that layer, and the tier list for the keep-or-reroll framework.

Sources for this page

Anime Dice publishes no unit stats, roll odds or upgrade values, so every number on this page traces to one of the sources below. Community wikis are player-maintained and marked as such.

FAQ

Anime Dice dice and upgrade questions

What is the best dice in Anime Dice?

Void, at 5,000x Luck for a documented $1.5T, sits at the top of the eight-tier ladder. But the practical answer is the highest tier you can afford without stalling: Luck roughly doubles per tier while price roughly quintuples, so skipping intermediate tiers is usually the correct play rather than buying every step in order.

Which upgrades should I buy first in Anime Dice?

Money, then Luck, then Roll Speed, then Unit Storage. Damage and Health come last because they only matter for Tower runs. Three independent guide sources rank the categories in that same order, and the reasoning is that Money funds every other purchase while Luck improves what your rolls produce.

Is it worth buying every dice tier?

No. Each tier roughly doubles Luck but roughly quintuples in price, so an intermediate tier you intend to discard costs far more cash than Luck. Skipping Magma to save for Storm, or Storm to save for Shadow, is a legitimate strategy as long as your current dice can produce the target sum in a reasonable number of sessions.

How much does the Shadow dice cost?

A documented $1.5B for 750x Luck, confirmed both in the community dice list and in recorded gameplay footage where the die is shown. Storm at $200M for 400x Luck is corroborated the same way. Other tiers come from a single community list, so confirm prices in your own shop.

Does unit storage matter?

More than its fourth-place ranking suggests. A full backpack silently stops your rolls from producing anything, and a recorded session shows a player rolling without noticing they were receiving nothing. Run Equip Best before selling so your active lineup is protected, then clear the rest.

Are Damage and Health upgrades worth buying?

Only for Tower runs. They do nothing for plot income and every source ranks them last for anyone farming. The three documented towers — Dragon on easy, Cursed on medium and Pirate on hard — reward Gems and Luck boosts, so fund the economy first and push floors afterwards.