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Anime Zero Traits: What to Keep & Reroll

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Traits in Anime Zero are enchantments applied to weapons that grant massive multipliers to Damage, Cooldown Reduction (CDR), Attack Speed, and Critical hits. This directory documents all 18 authentic in-game traits, exact roll chances, and a clear reroll decision tree.

Complete Traits Directory & Exact Roll Odds

Below is the verified database of all 18 authentic trait modifiers, their exact appearance odds, and pity thresholds:

Trait Name Rarity Tier Roll Probability Pity Counter Confirmed Multipliers & In-Game Effect
Deadeye Mythical 0.01% 1,000 Rolls +20% Damage, +5% Crit Chance, +50% Crit Damage. The ultimate endgame damage trait.
Supernova Mythical 0.01% 1,000 Rolls +24% Damage, +20% Attack Speed, +3 Walk Speed. Continuous ability rotations and hyper-speed.
Ferocity Legendary 0.04% 250 Rolls +18% Damage, +8% CDR, +14% Attack Speed, +2 Walk Speed. Elite hybrid combat boost.
Sniper Legendary 0.04% 250 Rolls +12% Crit Chance, +15% Crit Damage, +8% Attack Speed. Ideal for ranged and multi-hit skills.
Hunter Epic 1.83% None +10% Damage, +5% CDR, +10% Attack Speed, +1 Walk Speed. Excellent all-round epic combat roll.
Razor Focus Epic 1.00% None +13% Critical Chance. High crit booster to reach the 60% hard cap early.
Overkill Epic 1.00% None +40% Critical Damage. Massive multiplier for builds already sitting at high Crit Chance.
Fortune Uncommon (Utility) 12.63% None +25% Coins, +20% Weapon XP, +20% Drop Rate. Must-keep utility trait for passive slot-2 weapon leveling!
Vitality Rare 7.66% None +25% Max HP. Essential defensive buffer against Nightmare boss burst damage.
Focus 3 Common 4.21% None +10% Cooldown Reduction (CDR). Strong budget cooldown acceleration.
Focus 2 Common 8.42% None +7% Cooldown Reduction (CDR). Mid-grade cooldown reducer.
Focus 1 Common 12.63% None +4% Cooldown Reduction (CDR). Baseline cooldown roll.
Power 3 Common 4.21% None +8% Damage. Highest tier common raw damage boost.
Power 2 Common 8.42% None +6% Damage. Mid common damage increase.
Power 1 Common 12.64% None +4% Damage. Starter damage roll.
Swift 3 Common 4.21% None +12% Attack Speed, +1 Walk Speed. Faster basic attack chains.
Swift 2 Common 8.42% None +9% Attack Speed, +1 Walk Speed. Moderate attack speed enhancement.
Swift 1 Common 12.63% None +6% Attack Speed, +1 Walk Speed. Starter speed boost.

The Reroll Decision Tree: What to Keep vs Roll

Follow this priority list to avoid burning rare Trait Crystals on temporary weapons:

  1. Second Slot Leveling (Keep Fortune): If your secondary weapon rolls Fortune (+25% Coins, +20% XP, +20% Drop Rate), KEEP IT IMMEDIATELY. Never reroll Fortune off a training weapon; keep it equipped in Slot 2 for permanent passive progression across all modes.
  2. Early Story Weapons (Keep Power/Focus): Basic starter weapons should keep any Power (damage) or Focus (CDR) roll. Do not waste code-granted crystals chasing 0.01% Mythical rolls on temporary Epic gear.
  3. Endgame Mythic/Arcane Weapons (Target S-Tier): Once you obtain permanent weapons like Saber, Sukuna, or Shadow Monarch, spend your banked crystals targeting Deadeye (+50% Crit Dmg) or Supernova (+24% Dmg, +20% Attack Speed).

Trait Synergy with Accessory Caps

Always coordinate trait stats with your 4-slot accessory build:

  • Critical Chance Hard Cap (60%): If your accessories grant +11% Crit and your base stat is 45%, adding Razor Focus (+13% Crit) brings you to 69% Crit—wasting 9% Critical Chance above the 60% hard cap! In that situation, roll for Overkill (+40% Crit Dmg) or Deadeye instead of Crit Chance.
  • Cooldown Reduction Hard Cap (40%): Ferocity grants +8% CDR and Hunter grants +5% CDR. Ensure your 4-slot accessories do not push combined CDR past 40%, or excess cooldown reduction is wasted.
Questions

Frequently Asked Questions

What does the Fortune trait do?

Fortune grants +25% bonus Coins, +20% bonus Weapon XP, and +20% Drop Rate. It is the premier utility trait to keep on secondary training weapons.

Can traits exceed the 60% Crit or 40% CDR caps?

No. All percentage bonuses from traits, weapons, and accessories are strictly bound by the 60% Critical Chance and 40% CDR server hard caps.