Tier List

Anime Ascendants Traits Tier List

What to glue on carries, farmers, and supports after the rework.

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Traits Tier List

Traits are the second half of the Anime Ascendants power budget. Units decide the attack shape; traits decide whether that shape is a toy or a raid tool. This board is for the live Roblox client after the Special Anime Defense rework—seventeen traits, stacked Strong/Nimble/Range ranks, and a handful of mythic rolls that rewrite a lobby of sixteen players.

Rerolls spend Magic Tokens. Read how to reroll traits before you mash, and park targets in the trait planner so you do not burn a 0.1% roll on the wrong body.

S+ — Ascendant

Ascendant is alone at the top for a reason. The unit itself gains +325% damage, +15% range, and −15% cooldown. Every ally also gains a global +35% damage, +20 range, and −10 cooldown. You may place only one Ascendant unit. Drop chance is 0.1%.

That combination is a personal steroid and a team aura. Put it on your actual carry—Sukuno, Yuto, evolved Itochi, or a live event nuke—not on Bolma and not on a support whose job is to stand near the lane. The one-placement rule means the aura is the point: the rest of the board rides the global packet.

S — best-in-slot after Ascendant

Singularity is the raw damage runner-up (about +250% damage, +10% range, small cooldown cut, roughly 0.125%). No global aura, so it is the correct “I do not have Ascendant” stamp on a single carry.

Slayer leans boss damage. Use it when raids and legend acts are the week’s content and you cannot roll Berserker.

Supernova is the balanced packet (damage, range, and a real cooldown cut around −15%). This is the trait you want on supports and hybrid damage such as Orwin, Goju, and Gambler. Do not put Ascendant or Singularity on those bodies; you want them attacking often with range, not eating the one-placement mythic.

Berserker is +20% damage, −15% cooldown, and +35% boss damage at about 0.4%. If the health bar has a name, Berserker is the specialist. Secondary damage dealers love it.

Golden is +damage and +cash at about 0.3%. This is the farmer stamp. Bolma with Golden prints the upgrades that make Ascendant carries look broken. Putting Golden on a pure carry wastes the money half; putting Ascendant on a farmer wastes the aura.

A — strong rolls you should keep

Godspeed is the beginner jackpot: cooldown is the stat you feel on slow units, and a 1%ish roll is realistic while you gather tokens. Strong III is honest damage. Nimble III is honest cooldown. Range III is how clunky placements start covering the turn. Expertion raises experience, not combat. Keep Expertion on a leveling mule if you are pushing account level; do not celebrate it on a raid carry.

If you are new and you hit Godspeed, Strong III, or Nimble III on a mythic, stop rerolling that unit until your token income recovers. The units tier list still matters more than chasing S+ on a body you have not evolved.

B, C, and D — temporary stamps

B: Strong II, Nimble II, Range II. Playable. Replace when you can.

C: Strong I, Nimble I. Early-account wallpaper. Reroll as soon as a token drop lands.

D: Range I. Treat it as a missed roll. It does not save a bad unit and it barely helps a good one.

A practical rule: anything below Godspeed on a unit you actually place in raids is a candidate, not a build. Story can live on II-ranks. Infinite and legend should not.

Old Special Anime Defense names

If you played the original Special Anime Defense, the labels moved. Progress carried into Anime Ascendants; the trait glossary did not.

Old SAD nameLive nameWhat changed
KingSingularitySingle-unit damage monster, no global aura
MonarchAscendantGlobal packet plus huge personal stats, one placement
KillerSlayerBoss-leaning damage, weaker than Berserker
RichGoldenCash plus damage, still the farm stamp

Warrior folded into the Berserker/Supernova neighborhood. Do not follow an old screenshot that says “Monarch on farm.” That advice now means “you are wasting Ascendant.”

Who gets what

  • Meta damage — Ascendant, then Singularity, then Berserker or Slayer.
  • Farm — Golden only. Full stop.
  • Support / hybrid — Supernova, then Berserker or Slayer. Not Ascendant.
  • Beginner — Godspeed, Strong III, Nimble III. Stop there until tokens are cheap.

Match the trait to the job on farm and support and to the body on best units. A perfect roll on the wrong role is how sixteen-player lobbies still leak.

Do not burn a stack of Magic Tokens chasing Ascendant on a farmer. Lock Golden on Bolma, park Supernova on Orwin, and save the 0.1 percent roll for the unit you already evolved. The trait planner exists to stop you from rerolling the wrong slot.

FAQ

Frequently Asked Questions

Quick answers for codes, traits, summons, and story progress.

What is the single best trait?

Ascendant, because it buffs the unit and the whole board, with a one-placement limit and a 0.1% roll. Put it on your evolved carry.

Should supports take Ascendant?

No. Orwin, Goju, and Gambler want Supernova (or a boss trait). Spend the mythic placement on a true damage dealer.

Is Expertion good?

For experience grinding, yes. For combat, no. Keep it off raid carries.

Where did King and Monarch go?

King became Singularity. Monarch became Ascendant. Killer became Slayer. Rich became Golden. Old SAD names are history, not live rolls.