Anime Auto Chess Trait Tier List Guide

Traits are the real backbone of every Anime Auto Chess run. You can roll the best-looking units in the game, but if your traits are weak or poorly synergized, the run collapses fast. On the other hand, hitting even one strong S or S+ tier trait early can completely change how smooth and powerful your run feels.

Below is a in-depth breakdown of every trait, ranked by tier, with clear explanations and practical advice so you know exactly what to keep, what to tolerate, and what to reroll instantly.

Anime Auto Chess Trait Tier List Guide

S+ Tier Traits

Bladem

This is pure overload in trait form. It gives attack damage, ability power, mana gain, ability haste, attack speed, dodge, parry, and then stacks Blade Engage and God Slayer on top. There is no condition, no setup, no downside. Any unit holding this becomes a blender that deletes enemies before they can respond. If Bladem appears, you lock it without thinking.

Harvester

Harvester is absurd because it does two things at once: it massively boosts your stats and it ends fights early. The execute effect under a health threshold is especially broken against bosses, saving time, health, and entire runs. It turns close fights into clean wins and makes difficult stages trivial.

Godspeed

Even without overthinking the numbers, you feel Godspeed immediately. Faster attacks, smoother movement, quicker procs, and better tempo overall. Everything clears faster, and faster clears mean safer runs. It scales naturally into late game and never feels bad at any stage.

Deity

Arguably the strongest trait in the entire game. Deity gives every major stat you want: damage, defense, mana, haste, and attack speed, plus powerful effects like Judgment and Ascend. Any unit with Deity feels like a raid boss. Its rarity is justified, and when you hit it, the run is effectively solved.

Bloodlust

Sustain plus aggression always wins in auto battlers, and Bloodlust proves that rule perfectly. Lifesteal-style effects let your carry snowball harder the longer the fight goes. Once your unit starts healing through damage, enemies simply cannot keep up.

S Tier Traits

Scholar
Stat-wise, Scholar is insane: ability power, mana gain, and ability haste all in one. The only reason it is not S+ is unit availability. Mage-focused runs love this trait, but if you miss the right units, you lose value. When it hits correctly, though, it is absolutely disgusting.

AD Carrier
This is the most straightforward physical damage trait in the game. Attack damage, attack speed, crit chance, and crit damage all scale together. Any auto-attack focused unit becomes a monster the moment this trait is equipped.

Scaredycat
This trait looks harmless but massively overperforms. Movement speed, attack speed, mana gain, dodge, and parry combine to make squishy carries slippery and frustrating to kill. The extra survivability directly translates into more damage uptime.

Guardian
Guardian does not increase your damage directly, but it buys time, and time equals damage. The defensive value it provides to the team is massive, especially in harder stages. Strong frontline traits like this often decide late-game consistency.

Adept
Adept is indirect power, but it is huge. Bonus experience accelerates your entire run, letting you reach higher levels earlier, roll stronger units, and stabilize faster. It does not look flashy, but it wins runs quietly.

A Tier Traits

Nimble III
This is where movement speed finally matters. The jump to 37.5% is very noticeable. Units reposition better, avoid danger more often, and maintain higher uptime in fights. It does not add raw damage, but it indirectly boosts survivability and consistency.

Critical Chance III
At 15% crit chance, crit builds finally come online. This trait synergizes extremely well with AD Carrier and scales properly into late game. It is a solid damage enabler rather than a placeholder.

B Tier Traits

Strong II
A flat 12.5% attack damage is fine, but that is all it is. You tolerate this trait early or mid game while rolling for something better. It never feels bad, but it never feels good either.

Resistance II
Defensive, boring, but functional. The resistance is not huge, but on frontline or tanky units, it adds up over time. This is a stabilizer, not a carry trait.

Fortitude II
Extra health is always useful, especially for tanks and bruisers. It will not win you the game, but it helps you survive rough stages, which matters more than people think.

C Tier Traits

Critical Chance I
Five percent crit chance is too low to build around. It does almost nothing on its own and exists mainly as early-game filler.

Intelligence I
7.5% ability power feels fine early, but it scales terribly. This trait must be replaced quickly or it becomes dead weight.

Death Hand II
The attack speed is noticeable, but 10% is not enough to justify holding it long term. It fits anywhere but never shines.

Strong I
7.5% attack damage is barely relevant. Acceptable early, meaningless late.

Flexibility II
Better than Flexibility I, but still unreliable. Dodge and parry are inconsistent and not something you want to depend on.

D Tier Traits

Nimble Eye
12.5% movement speed sounds decent, but in practice it does nothing. Units still get hit, still die, and you waste a roll slot. It falls off instantly.

Flexibility I
One to two percent dodge and parry is purely decorative. You will not feel this trait at all.

Reinforce I
2.5% armor is simply useless. It does not scale, it does not save units, and it should never be locked in.

Traits matter more than units far more often than players realize. Bad traits will kill a run even with good units, while a single S or S+ tier trait can make mediocre units feel unstoppable. Do not get emotionally attached to weak traits just because they look decent on paper. Farm rerolls, stay patient, and only commit when the trait truly adds power.

If your traits are strong, the game feels easy. If they are weak, everything feels uphill. Mastering trait selection is how you consistently break the game.