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Stats · Cross-source

How to Reroll Stats in Anime Expeditions

Use the stat potential station to reroll Damage, SPA and Range, lock good rolls and plan attempts without hiding the probability assumptions.

Last checked: 2026-07-23

Quick answer

Open the stat potential area, select a unit and reroll its Damage, SPA and Range. Locking a stat consumes a Stat Lock on the reroll, and selected stats can also be transferred between units for Gold.

Difficulty: IntermediateReading time: 5 minEvidence: Cross-sourcePublished: 2026-07-17Updated: 2026-07-23Checked: 2026-07-23

Steps

  1. 1. Open stat potential

    Use the Areas button or walk to the stat potential area, then press E to open the menu.

  2. 2. Choose reroll

    Select a unit and choose Stat Reroll. A reroll changes the available stat tiers.

  3. 3. Lock or transfer

    Lock a stat beside its value to protect it on the next reroll, or use Stat Transfer to move selected stats to another unit for Gold.

What the tiers change

Public stat tables describe tiers from Z, SSS, SS, S, A+, A, A-, B+, B, B-, C+, C, C-, to F. Damage, SPA and Range use different percentage bands, so compare the stat you are actually building. The tier name is only a label for a range in the public table; it is not a promise that every unit receives the same practical value from the same line.

  • Z is reported as the rarest tier in the current public table.
  • A negative SPA modifier is an attack-speed improvement because the interval is lower.
  • Locks protect selected stats but consume one Stat Lock per protected stat on the reroll.

Open the station and inspect the unit

Use the Areas button or walk to the stat potential area, then press E to open the menu. Select the unit you intend to keep and read the current Damage, SPA and Range values before pressing Stat Reroll. Take a moment to note which line is already useful. That baseline matters because a reroll can improve one line while making another less attractive, and a lock changes the resource cost of the next attempt.

The best starting stat is not identical for every roster. A damage-focused carry may value Damage, a unit that already hits hard may gain more from a better attack interval, and a support or crowd-control unit may need Range to reach the intended lane. Those are planning choices rather than an official universal priority. Use the unit role and the mode you are preparing for to choose a target, then avoid changing that target halfway through a session.

Reroll, lock and compare

Choose Stat Reroll to generate a new set of available tiers. If one stat is worth protecting, use the lock control beside its value before the next roll. The public guide reports one Stat Lock per protected stat on a reroll, so locking every line can consume the reserve quickly. Compare the cost of protection with the value of the line you are preserving. A useful roll for the current Story stage may be better than an expensive attempt to force a perfect combination.

After each roll, read the complete panel and check the unit in the live client. Do not judge a negative SPA value as automatically bad: SPA describes an interval, so a lower interval can represent faster attacks. If the visual result conflicts with an old public table, record the conflict and use the current game interface for the immediate decision. The page’s goal is to explain the choice, not to hide uncertainty behind a single letter grade.

Stat Transfer is a separate decision

The public stat guide reports that selected stats can be moved between units at the stat potential station for Gold. Treat transfer as a planning option rather than a free reroll. First confirm the source unit, destination unit and selected lines in the current menu. Then compare the Gold cost with the benefit of keeping the original unit intact. A transfer can make sense when one unit has a useful line but is no longer the unit you want to field; it is less attractive when the destination is still a temporary starter.

Keep a record of which stats came from which roll. This helps prevent accidental replacement and makes it easier to explain a result after an update. The public source does not establish every transfer restriction or hidden fee, so the live confirmation screen remains the final authority before you accept the action.

Use the planner without false precision

The Stat Reroll Planner asks for a target probability and the number of locked stats, then estimates attempts from those inputs. It is deliberately user-controlled because the available public evidence does not prove a single official probability table or hidden pity formula. The estimate describes a planning range, not the number of rolls you will definitely need. A result of ten expected attempts can finish earlier or much later depending on the actual roll sequence.

Enter a probability that you can defend from the current source or the live screen. If you do not have one, leave the value unknown instead of borrowing a percentage from a different stat or trait system. Use the output to decide whether your reserve is large enough, then return to the client to verify the price and result. This keeps the calculator useful while respecting the limits of the evidence.

Build a sustainable reroll routine

Use codes, AFK rewards, quests and daily rewards to build a reroll reserve before committing to a long session. Check the Active Codes page for exact strings, then confirm the reward in-game. Keep enough currency for upgrades and evolution; a high stat on a unit that cannot clear the next stage is not a complete progression plan. When a new update or event appears, recheck the public stat table, the calculator inputs and any lock cost before continuing.

Tips

  • Record the current Damage, SPA and Range before rerolling so you can judge the trade-off.
  • Use the unit’s role and current mode to choose a target instead of copying one universal priority.
  • Use codes, AFK rewards, quests and daily rewards to build a reroll reserve.
  • Do not lock every stat automatically; compare the cost with the value of the roll you are protecting.
  • Treat expected attempts as a budget estimate, never as a guaranteed count.

Common mistakes

  • Reading SPA as damage per second instead of attack interval.
  • Assuming expected attempts means the exact number of rolls you will need.
  • Locking all three lines without checking the Stat Lock cost.
  • Transferring a good line to a temporary unit without checking the Gold confirmation.
  • Using a probability from the trait system as if it described stat rolls.

Frequently Asked Questions

Which stats can be rerolled?

The public guide covers Damage, SPA and Range.

Can stats be transferred between units?

The public guide reports that selected stats can be transferred at the stat potential station for Gold.

What does SPA mean in the stat reroll menu?

The public guide treats SPA as an attack interval, so a lower interval can represent faster attacks; verify the live UI when comparing rolls.

Is the Stat Reroll Planner an official calculator?

No. It estimates attempts from the probability and lock inputs you provide and does not know hidden pity rules.