Tier List

Trait Tier List: Every Roll Graded - Re Adventures Wiki

Best-in-slot to skip-tier grades for every trait archetype, with per-role pairing advice so your Reroll Tokens always land somewhere permanent.

2026/9/22
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Overview

Traits are the layer that separates built units from optimized ones. This list grades every trait archetype by universal value and role fit, giving you a definitive keep-or-reroll answer the moment a roll lands — no more agonizing over whether a result is good enough.

Currency:Reroll Tokens
Grades:Keep / Consider / Reroll
Applies To:One trait per unit
Reversible:No
Reviewed:Post-Update 1

Rerolling in Practice

Live reroll sessions showing the grading framework applied roll by roll — including the discipline moments where players correctly walk away.

The Trait Rankings

Grades assume general play on a unit's intended role. Cross every result against this table before touching the NPC again.

GradeProfileAction
KeepBest-in-slot for the unit's roleStop rolling immediately
KeepStrong stat aligned to kitKeep unless absurdly stocked
ConsiderGood roll on wrong roleKeep on backups, reroll on mains
RerollMismatched or low-value lineRoll again freely
Best-in-slot results are immediate keeps — chasing 'slightly better' costs more tokens than any marginal gain returns.

Role Context Beats Raw Grades

A damage trait on a carry is elite; the same trait on a pure support is filler. Every grade in this list assumes the trait matches the unit's job — which is why pairing decisions with the unit tier list matters before any reroll session starts.

Temporary context also matters. During tanky event waves, defensive traits that look mediocre on paper can overperform — grades reflect standard content, with event deviations noted where relevant.

The Grading Session Method

Turn rerolling from gambling into evaluation with this four-step loop — the same one outlined in the reroll method guide.

Run it only with a stocked token bank; grading under resource pressure makes cowards of otherwise disciplined players.

1

Name the Target First

Decide which unit rolls and which trait you're hunting before spending anything. Ambiguous goals turn sessions into token fountains.

2

Roll in Batches

Evaluate results in planned batches rather than single anxious rolls — comparison across results makes grading honest.

3

Grade Against the Table

Match each result to the rankings above on role fit, not vibes. If it grades Keep, you stop — the decision was made beforehand.

4

Close the Session

When the batch ends or a keeper lands, leave the NPC. Continued rolling after success is how keepers get rerolled away.

Bank tokens from active codes before sessions — most code bundles include Reroll Tokens.

Trait Mistakes That Hurt Most

Bad rolls feel bad; bad process feels like bad luck. These four errors account for nearly all trait regret.

Rerolling Keepers

Rolling a best-in-slot result 'for fun' is the costliest accident in the game — traits don't come back.

Rolling Benched Units

Perfect traits on unused units waste tokens your active roster needed three patches ago.

Ignoring Role Fit

Raw stat grades lie without context — a support wants utility traits, not the carry's damage lines.

Opportunity Blindness

Tokens spent foolishly can't be spent on event-restricted upgrades where trait value peaks.

Pairing question? Team comps show which roles your roster actually needs.

Per-Role Pairing Cheat Sheet

Quick defaults when you don't want to deliberate. Refine with grades above as your account matures.

  • Carry units → damage-window traits that amplify burst
  • Buffers → uptime or effect-duration traits that extend support windows
  • Crowd control → reliability traits that prevent wave leaks
  • Economy units → generation traits that accelerate early funding
  • Event specialists → flexible rolls; don't burn premium tokens here

When the Meta Shifts

Trait value is a moving target: balance patches and new content can vault a mediocre line into prominence. After the Update 1.5 drop, revisit both this list and your keepers — yesterday's filler roll may be tomorrow's best-in-slot.

FAQ

Frequently Asked Questions

What is the best trait in Re Adventures?

The best trait is role-dependent: best-in-slot damage lines for carries, uptime lines for supports. The grading table above converts any roll into an immediate keep-or-reroll decision.

Should I keep a good trait on a bad unit?

Rarely. Traits live on the unit, not your account — a perfect roll on a benched unit has no value until that unit earns a permanent roster slot.

Can I transfer traits between units?

No confirmed transfer mechanic exists. Each reroll replaces the unit's own trait permanently, which is why you only roll units you've committed to long-term.

How many tokens should I budget per session?

Only spend what you can afford to lose without flinching — the batch method in the reroll guide uses pre-set stop-losses so sessions can't spiral past your budget.

Do new units change trait rankings?

They can, indirectly: synergy with fresh kits raises the value of specific lines. Expect re-grading after major content drops like Update 1.5.

Are event-limited traits worth chasing?

Only if the unit is event-relevant long-term. Event windows reward flexible accounts — burning premium token stocks during them usually backfires.

Where do I reroll traits in-game?

The reroll NPC in the lobby. Bring tokens, a target unit, and a copy of this grading table — process beats luck over any meaningful sample of rolls.

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