Compare Traits for your goal and check reroll risk ↓
Which Trait should you keep?
Choose Income for earning cash, Damage for hitting harder, or Health for survivability. Compare the bonus you have with one exact target before spending rerolls.
Trait ranking for Income
Ranked only by the selected stat multiplier, highest first. Equal multipliers share a rank; names within a tie retain the reference table order. Rarity and roll chance do not break ties. These ranks compare the 13 named Trait records below, not in-game Grade letters such as S or S+.
The button loads the existing calculator below and keeps your attempt budget. Each chance refers to that exact Trait only; it is not a combined “this Trait or better” probability. Decide your stopping results and loss budget before rerolling.
Choose your stopping bonus first
For cash, Money III gives a listed 2× Income. For combat, Damage III or Health III gives 2× its respective stat. Samurai gives 3× Income, Damage and Health; Shogun 5×; Monarch 8×; Transcendent 15×. A useful existing result is something you can lose when you reroll.
These are the dated captured effects. RexonSIM’s September 13 Update 4 session reports a new secret Trait with 27× Income (about 12:06). Its exact name, chance and other-stat effects are not established in those captions. The same session reports a new Grade without securely naming it. These newer reports remain outside the older named rows. Use a custom probability from your panel for the new result.
| Trait | Displayed chance | Income | Damage | Health |
|---|---|---|---|---|
| Transcendent | 0.006% | 15x | 15x | 15x |
| Monarch | 0.025% | 8x | 8x | 8x |
| Shogun | 0.12% | 5x | 5x | 5x |
| Samurai | 0.5% | 3x | 3x | 3x |
| Health III | 1.2% | 1x | 1x | 2x |
| Health II | 6.3% | 1x | 1x | 1.5x |
| Health I | 25.4% | 1x | 1x | 1.2x |
| Damage III | 1.2% | 1x | 2x | 1x |
| Damage II | 6.3% | 1x | 1.5x | 1x |
| Damage I | 25.4% | 1x | 1.2x | 1x |
| Money III | 1.2% | 2x | 1x | 1x |
| Money II | 6.3% | 1.5x | 1x | 1x |
| Money I | 25.4% | 1.2x | 1x | 1x |
Grade uses Gems
At the hub's Grades station, choose the intended character, read its current Grade and Gem cost, set the stopping Grade if your auto-roll menu offers that setting, then roll. Read the resulting letter and Income/s before deciding to continue. Trait Rerolls are spent at the separate Traits station; select the same intended keeper there and compare its resulting Trait.
| Grade | Displayed chance | Income multiplier |
|---|---|---|
| Z+ | 0.007% | 25x Income |
| Z | 0.023% | 15x Income |
| S+ | 0.1% | 10x Income |
| S | 0.89% | 7x Income |
| A+ | 2.9% | 4.5x Income |
| A | 7.9% | 3x Income |
| B | 14.9% | 1.6x Income |
| C | 27.9% | 1.2x Income |
| D | 44.9% | 1.1x Income |
Z's displayed chance conflicts: AwesWikis' captured table gives 0.023%, while another dated wiki gives 0.029%. The table and preset use 0.023%; you can override the probability. The captured percentages are not normalized into a claimed complete probability pool. Grade's shown effect is Income, not an established Damage, Health or roll-Luck bonus.

Watch a Grade budget and its outcome
Superlex starts this part with 300 attempts and discusses accepting S. The later segment shows the outcome after roughly 900 attempts across the session. Compare that experience with the risk calculator below.

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Superlex Plays · HOW TO GET 0.007% GRADE! + 1 IN 125 BILLION UNIT | Anime Dice! Roblox
Watch this segment on YouTube ↗
A single session cannot predict your next roll. The video's Z+ title and cover are not a claim that this selected segment obtains Z+. The cover is the creator's promotional artwork, not a stats reference.
How risky is your reroll budget?
For a chosen exact target with probability p and n independent attempts, chance of at least one = 1 − (1 − p)ⁿ; miss chance = (1 − p)ⁿ. The calculation assumes the entered chance remains fixed and ignores unknown pity. It targets exactly the selected outcome, not all better outcomes combined.
At S+'s listed 0.1%, 900 attempts give about 59.4% hit / 40.6% miss. Even 1,000 attempts are only about 63.2% to hit. At S's 0.89%, missing in 400 attempts is about 2.8%: unlikely is still possible. The recent creator's frustration with both cases is a useful reminder to choose a budget, not proof that the game must give a particular result.
How many attempts should you budget?
Calculated from the recorded exact-target chances above. The 50% and 95% columns are the smallest whole attempt counts that reach those probabilities under independent, fixed odds. They are not guaranteed outcomes or “this Grade or better” probabilities.
| Exact target | Listed effect | Chance / attempt | 50% hit chance | 95% hit chance |
|---|---|---|---|---|
| S Grade | 7× Income | 0.89% | 78 | 336 |
| S+ Grade | 10× Income | 0.1% | 693 | 2,995 |
| Z+ Grade | 25× Income | 0.007% | 9,902 | 42,795 |
| Samurai | 3× Income / Damage / Health | 0.5% | 139 | 598 |
| Monarch | 8× Income / Damage / Health | 0.025% | 2,773 | 11,982 |
| Transcendent | 15× Income / Damage / Health | 0.006% | 11,553 | 49,928 |
Attempts are not automatically Gems: multiply by the cost shown for one attempt in your current Grade panel. For Traits, budget the displayed Trait Reroll cost. Use the existing calculator's custom chance if your panel has changed. A larger dice Luck value is not evidence that these Grade/Trait percentages improve.
Compare the bonus you would replace
| Change | Effect with other modifiers fixed | Decision |
|---|---|---|
| Grade A → S | 7 ÷ 3 = 2.33× current income; +133.3% | A $300/s copy would become $700/s under the same conditions. |
| Grade S → S+ | 10 ÷ 7 = 1.43×; +42.9% income | A $700/s copy gains $300/s; compare with grading another ungraded keeper. |
| Money III → Samurai | 3 ÷ 2 = 1.5× income; 3× Damage and Health | Useful for a copy serving both the plot and Towers. |
| Samurai → Damage III | Damage falls from 3× to 2×; other bonuses also fall | A specialized name alone does not make it an upgrade. |
These are effect comparisons, not predictions of the next roll. Update 4 officially adds Trait and Grade filters. Before an auto-reroll session, select your intended keeper and stopping results, then check the filter settings. The developer announcement establishes the feature; it does not publish filter menu wording or hidden pity rules.
Spread a limited resource deliberately
Compare a keeper with no Grade to one already at S (7×). Moving an ungraded keeper to A (3×) can provide a more attainable useful improvement than chasing S+ on the already strong copy. For the same underlying income and unchanged modifiers, S → S+ is 10/7 − 1 = 42.86% more income, while no Grade → S is 7× income (+600%). For example, an ungraded $100/s keeper would reach $700/s at S (+$600/s); a comparable keeper already earning $700/s at S would reach $1,000/s at S+ (+$300/s). These are conditional effect comparisons, not promised rolls; different base earnings and expected replacement time can reverse which keeper deserves resources first. In the recent session the creator stopped chasing one S+ and began grading other keepers. This is a strategy example, not a guaranteed optimal allocation.
Stop when the useful bonus you set is reached, when you need the remaining Gems for other keepers, or when your loss budget is exhausted. A larger budget never guarantees recovery of your old Grade. Earn more resources through quests and shops or run a Tower.
Sources & calculation notes Reviewed 15 Sep 2026
Keep unverified trait and grade odds blank here until the game shows them.
Sources revisited September 15, 2026. Older observations keep their original conditions; a source recheck is not a new in-game test. Calculator outputs are estimates from your inputs.
- AwesWikis · traits system
- AwesWikis · grades system
- Superlex Plays · Progression (captions)
- Superlex Plays · Grade session (captions)
- RexonSIM · Update4 session (captions)
- Roblox · developer Update 4 announcement