Anime Origins traits and their drop rates

The published trait table, with the rates added up — which turns out to be the interesting part. The rarity bands sum to 93.15%, not 100%, and three of the five bands do not add up internally either. That is not a complaint about the source; it is how you work out what has not been published.

Third-party source · 2026-08-18Sportskeeda · 2026-08-15

Every number on this page comes from one source

We could not find a second site publishing a complete trait table. One source means no cross-check, so treat these percentages as reported rather than confirmed — and note that the source itself says the rates are read from the in-game Trait Index, which is a stronger claim than most guide-site numbers carry.

What follows is the one thing we can do with a single source: check whether it is internally consistent.

Three things that do not add up, and what they tell you

  1. 1. The five bands total 93.15%, leaving 6.85% unaccounted for

    Rare 50% + Epic 30% + Legendary 9% + Mythic 4.05% + Secret 0.1% = 93.15%. Either a band is missing from the published list — a Common tier would fit the 6.85% gap neatly — or the figures were transcribed with an error. We cannot tell which from outside the game.

  2. 2. 3 of the five bands do not add up internally either

    Within a band the individual trait rates should reach 100%. Rare and Legendary do, exactly. Epic and Mythic fall short, and Secret has no traits listed at all. That is a different kind of gap from the first one: it means specific traits were left out, not that a number is wrong.

  3. 3. 18 traits are listed, but the source says there are 23

    The same page that publishes the table states the game has 23 traits. It lists 18. That is exactly 5 traits unaccounted for — and the bands with missing percentage are precisely the bands where you would expect them to sit. The three gaps corroborate each other.

Put together, the most likely reading is that 5 traits exist that nobody has published, concentrated in Epic, Mythic and Secret. If you roll something that is not on the table below, that is what you have found — and we would like to hear about it.

How rerolling works, before the numbers matter

A table of percentages is only useful once you know where to spend them. Only one of the sites carrying the trait data explains the mechanic at all — the rest publish the rates and assume you already know.

Where you reroll
The Trait Reroll station sits inside the Evolve building in the hub — the same building that holds the evolution NPC. It is not in the summoning room, which is where people tend to look first.
Where rerolls come from
Story stages, Challenge stages, quests, and code redemptions. Codes are the largest single source early on: AO alone gives 25, and TYKaito! another 25 — which is why spending rerolls before you have redeemed the codes is the most common early waste.
What a trait actually does
Every trait gives a stat bonus. The higher bands additionally grant a passive ability rather than just a larger number — which is why a Legendary is not simply a bigger Rare, and why the tier-I through tier-III progression of Reach, Fury and Haste stops at Epic.
What we cannot tell you
Whether rerolling is destructive — that is, whether a reroll can leave a unit worse than it started. Nothing published says either way, and it is the single thing you would most want to know before spending 25 rerolls on a unit you like.

The practical order is therefore: reach level 10, redeem every code on the codes page first, decide which unit you are actually building around, and only then start rolling. Half of all rolls land in the bottom band, so spreading them across units you have not committed to is how most of a stockpile disappears without changing anything.

Band rates, with the sums shown

Both totals below are computed from the numbers in the table rather than copied, so you can check them.

Trait rarity bands · reported by Sportskeeda
BandBand rateTraits listedRates within band
Rare50%6100%
Epic30%447%short by 53
Legendary9%5100%
Mythic4.05%355.5%short by 44.5
Secret0.1%00%short by 100
Total93.15%186.85% unaccounted for

Every trait that has been published

Grouped by band. Pity counts appear only on the two Mythic traits that have them — a pity system for traits is confirmed, while whether unit summons have one is not.

Rare · 6

Rare traits with effect, drop rate and pity threshold
TraitEffectRatePity
Reach I+5% Range26%
Fury I+5% Damage26%
Haste I-5% Cooldown26%
Reach II+10% Range7.34%
Fury II+10% Damage7.33%
Haste II-10% Cooldown7.33%

Epic · 4

Epic traits with effect, drop rate and pity threshold
TraitEffectRatePity
Reach III+15% Range7.34%
Fury III+15% Damage7.33%
Haste III-12.5% Cooldown7.33%
Head Hunter+20% Crit Chance, +25% Crit Damage25%

Legendary · 5

Legendary traits with effect, drop rate and pity threshold
TraitEffectRatePity
Hawkeye+30% Range25%
Scholar+50% EXP25%
Ace+10% Damage, -5% Cooldown, +10% Range20%
Nimble-20% Cooldown18.5%
Looting+20% Income11.5%

Mythic · 3

Mythic traits with effect, drop rate and pity threshold
TraitEffectRatePity
Hustler+15% Range, +30% Income22%
Ascendant+35% Boss Damage, +10% Damage, +10% Range19%325
Stride-10% Damage, -10% Cooldown, +5% Range; attacks build tempo for -2% Cooldown per stack (max -24%), +10% Range at max stacks, resets after 5s without attacking14.5%425

What the numbers mean for rerolling

Half of all rolls land in the bottom band

Rare is 50% on its own, and within it the three tier-I traits are 26% each. So most rerolls produce a +5% improvement. Budget accordingly: rerolls are cheap individually and expensive in aggregate.

Pity exists, but only at the top

Ascendant has a pity of 325 and Stride 425. Those are the only two published pity values, and both sit in Mythic — the band that is 44.5% short in the table, so there may be more Mythic traits with pity that nobody has documented.

Secret traits have a rate but no entries

The band is listed at 0.1% — roughly one roll in a thousand — and not a single Secret trait has been published. If you have rolled one, you are holding information that is not on the internet.

None of this is us testing the game. It is arithmetic on somebody else's published table, which is a weaker kind of evidence — but it is reproducible, and it points at exactly which numbers are worth chasing.