Read this before the tiers
Every Anime Dice tier list you can find online is built on the same sand. There is no published roster with stats, no rarity table and no official unit data of any kind. Tier lists for this game are community assessments — useful as a sanity check, useless as a specification.
So this page does something slightly different from a normal tier list. Instead of pretending to rank individual characters by name, it ranks the decision categories that actually determine whether a unit is worth keeping, and gives you a framework you can apply to any pull the second it lands. That framework is built on three inputs, all of which are documented:
- Rarity band — the official description and every guide source agree that rarer units earn more per second, and that the income gap is large rather than marginal.
- Trait quality — every unit rolls with a random trait, and a legendary with a weak trait can underperform a rare with a strong trait.
- Availability — a theoretical S-tier unit that almost never rolls is worth less to your account than a strong A-tier unit you can actually pull. Rarity and availability pull in opposite directions, which is what makes the ranking non-trivial.
The S/A/B/C framework
Community tier lists for Anime Dice consistently use four bands. Here is what each one means in terms of the decisions you make, which is the part that transfers between patches.
Meta-defining pulls — legendary and mythical units with top traits
The units worth spending Lucky Spins on and the only units worth spending Trait Rerolls on. A mythical unit with a strong trait is the backbone of a plot generating into the billions per second. If you land one it takes your best pad immediately, and you reroll it until the trait matches. Everything else on your plot is scaffolding around it.
Strong all-rounders — legendary units with solid base income
The mid-game carries. An A-tier unit holds a pad for a long time and is realistic to obtain. Because availability is part of the ranking, a reliable A-tier pull is often the better investment than chasing an S-tier unit you may never see. Reroll an A-tier unit only if you have surplus Trait Rerolls and no S-tier candidate.
Solid filler — rare units with decent income
Useful for filling pads early and for getting your offline income off zero. B-tier units earn their place by existing on the plot, and they should be replaced the moment something better arrives. Never reroll one, and never spend Gems on one.
Situational — common units until something better lands
Starter-team material only. The correct play with a C-tier unit is to place it on an empty pad so it earns something, then sell it the moment your storage fills. It should consume none of your scarce resources — no rerolls, no Gems, no targeted upgrades.
The five-second triage
When a roll lands, you have about five seconds before the next one is available. Run this in order:
- Is it rarer than my worst placed unit? If yes, it takes a pad immediately. If no, place it on an empty pad anyway — a placed unit earns something, a stored unit earns nothing.
- Does it carry a mutation? Mutated units should be inspected before they are ever sold from your inventory. Community guidance repeats this because the mutation visual is easy to miss during fast rolling.
- Would I still be using this in a week? If no, it is filler. Do not reroll it, do not Grade it, do not level it.
- If yes — is the trait acceptable? If not, and you have surplus Trait Rerolls, this is where a reroll is justified. See the traits guide for why measuring beats trusting a list.
- Equip Best after every batch. It is the single cheapest action in the game and it protects your lineup from an accidental inventory sell.
Ranking the dice tiers, not the units
The one ranking on this page that rests on documented numbers is the dice ladder itself, because Luck multipliers and prices are published. It is also the ranking that matters most, since your dice tier gates every roll you make regardless of which units happen to be on top of the meta this month.
| Dice | Rarity | Luck | Price | Verdict |
|---|---|---|---|---|
| Lightning | Rare | 42x | $500K | First real upgrade. Buy as soon as you can afford it. |
| Ice | Rare | 100x | $4M | Worth it, but do not linger — the Epic tier is close. |
| Magma | Epic | 200x | $30M | The first Epic. Skippable if you are close to Storm. |
| Storm | Epic | 400x | $200M | Strong mid-game anchor. Confirmed by recorded gameplay. |
| Shadow | Epic | 750x | $1.5B | Best value per dollar in the mid-game. Confirmed on video. |
| Light | Legendary | 1,500x | $12B | The jump that changes what your rolls can reach. |
| Blood Moon | Legendary | 3,000x | $100B | Late-game. Skip only if Void is within reach. |
| Void | Legendary | 5,000x | $1.5T | Top of the documented ladder. |
Note the shape rather than the exact numbers. Each step roughly doubles the Luck value, and the price roughly quintuples. That is the actual design of the ladder: you are always buying a doubling of Luck at an increasing cost, which is why the correct move is almost always to skip a tier you can afford to skip and save for the next one.
The full breakdown, including which figures are corroborated by recorded gameplay and which come from a single community list, is on the best dice page.
What would make this page better
Three things, in order of value:
- A published rarity table. If the developer ever documents unit rarities, a real tier list becomes possible overnight.
- Roll odds. Without drop rates, "availability" is guesswork, and availability is a third of the ranking.
- Dated trait effects. Trait quality is the second third of the ranking and it currently rests entirely on player intuition.
Until then, treat any list that ranks named characters with decimal percentages as entertainment. The framework above will still be correct after the next balance patch; a list of character names with invented numbers will not.
