Anime Dice Guide/Progression

PROGRESSION / PLAYER FIELD GUIDE

Progression & upgrades

Follow Anime Dice early upgrade priorities, inspect 35 captured upgrade nodes and project unit-level income and costs with the community leveling model.

SOURCE REVIEW · 13 SEPTEMBER 2026 Independent player guide

A practical first session

  1. Complete the introductory tutorial, roll units and fill available plot positions. Walk onto a placed unit's cash pad to collect earnings.
  2. Claim codes with Auto Roll paused if you want to choose when spins are consumed. Keep Gems and rerolls for a unit that is likely to stay.
  3. For an income-focused start, prioritize Money and Luck. CHALLS recommends these ahead of Damage/Health; Roll Speed helps repeated rolling, and storage is valuable when your backpack is the actual bottleneck.
  4. Buy an affordable dice tier and compare the cash you still need for the next one. Avoid spreading the same savings across every tree node without a goal.
  5. When the backpack is full, inspect/equip your keepers first, then sell unwanted inventory. Check that rolling resumes and that the intended units are still placed.
  6. Read the next Rebirth threshold. Spend useful surplus without dropping below it, reset when ready, and collect from the remaining plot units to rebuild cash.
  7. Try a Tower when combat becomes your goal. Turn its useful drops into keeper upgrades rather than treating Damage as passive cash income.

Permanent upgrade reference

Reported captured costs/effects below are dated references, not a complete Update 4 unlock graph. Luck III unlocks Roll Speed I; the other prerequisite edges were not established by the source. Walkspeed III is not filled in from Walkspeed IV.

Evidence labels below describe the source’s own records. This guide has not independently playtested those observations.

Node Cash cost Effect type Value Source evidence label
Money I $250 cash percent 25% direct
Luck I $500 luck multiplier add 0.25x direct
Damage I $1K damage percent 20% direct
Health I $1K health percent 20% direct
Unit Storage I $2.5K unit storage add 5 direct
Money II $5K cash percent 25% direct
Luck II $10K luck multiplier add 0.5x direct
Damage II $20K damage percent 25% direct
Health II $20K health percent 25% direct
Unit Storage II $50K unit storage add 5 direct
Money III $100K cash percent 35% direct
Luck III $200K luck multiplier add 0.5x direct
Walkspeed I $250K walkspeed add 2 direct
Damage III $400K damage percent 35% direct
Health III $400K health percent 35% direct
Sell I $500K sell percent 25% direct
Roll Speed I $1M roll time seconds add -0.15 direct; unlocked after Luck III
Unit Storage III $1M unit storage add 10 direct
Money IV $2M cash percent 40% direct
Luck IV $4M luck multiplier add 1.0x direct
Walkspeed II $5M walkspeed add 2 direct
Damage IV $8M damage percent 50% direct
Health IV $8M health percent 50% direct
Sell II $10M sell percent 50% direct
Unit Storage IV $20M unit storage add 10 direct
Money V $40M cash percent 40% direct
Luck V $80M luck multiplier add 1.0x direct
Roll Speed II $100M roll time seconds add -0.15 direct
Sell III $200M sell percent 75% direct
Money VI $800M cash percent 50% direct
Luck VI $1.5B luck multiplier add 1.0x direct
Health V $160M health percent 65% direct
Damage V $160M damage percent 65% direct
Walkspeed IV $2B walkspeed add 2 direct
Unit Storage V $400M unit storage add 10 direct

Unit levels and variants

AwesWikis reports a level model of I(L) = I(1) × [1 + 0.25 × (L − 1)], with successive upgrade costs increasing by 1.6×. These are community-derived models; display rounding is unresolved. Holding all other modifiers steady, a unit earning $100/s at level 1 would project $200/s at level 5. A level-5 unit earns only another 12.5% from the next +0.25 base step, not 25% of its already doubled income.

Projected income$200/s
Total upgrade cost$9.256K

Community model; same modifiers. Display rounding can differ.

Use the unit's actual current level/income and the next upgrade's displayed price to project a target level. Cost is the geometric sum from the current next-price, so the tool works without inventing a universal first-upgrade cost. If your panel disagrees, use the measured result; the model is not developer code. Grade/Trait/Size changes during the comparison invalidate the same-modifier assumption.

Evidence labels below describe the source’s own records. This guide has not independently playtested those observations.

Dimension Name Roll denominator modifier Source evidence Source confidence
size None 1x baseline direct
size Huge 10x roll denominator x10 strongly-verified
size Titanic 100x roll denominator x100 strongly-verified
mutation None 1x baseline direct
mutation Silver 10x roll denominator x10 strongly-verified
mutation Gold 100x roll denominator x100 strongly-verified
mutation Emerald 1Kx roll denominator x1000 strongly-verified
mutation Diamond 10Kx Diamond Naroto 1/20K from base Naroto 1/2 directly-verified
mutation Ruby 100Kx fits visible mutation tier sequence, direct unit example still missing high-confidence-inferred
mutation Rainbow 1Mx Rainbow Naroto Index 1/2M from base Naroto 1/2 directly-verified

The table's factors describe reported Index denominators, not income multipliers or your personal chance after Luck. Ruby's 100K factor is inferred from the source's sequence, with no direct example in that capture. The source additionally gives an empirical level-one estimate round(1.03 × N^0.72 − 0.63), where N is the final variant denominator. Use direct displayed income in the tools when you have it; that fitted estimate and multiplicative Grade/Trait stacking are not established official formulas.

Directly recorded income tiers

The following community-captured values provide a stronger lookup than the fitted formula when your final Index denominator matches a row. Keep the original level/modifier conditions in mind and prefer your own displayed income when they differ.

Final roll odds Observed Level 1 or lowest known income
1 in 2 $1/s
1 in 3 $2/s
1 in 4 $2/s
1 in 6 $3/s
1 in 11 $5/s
1 in 15 $7/s
1 in 20 $8/s
1 in 28 $11/s
1 in 30 $11/s
1 in 40 $14/s
1 in 52 $17/s
1 in 60 $19/s
1 in 95 $27/s
1 in 110 $30/s
1 in 140 $34/s
1 in 150 $37/s
1 in 200 $46/s
1 in 240 $53/s
1 in 300 $62/s
1 in 325 $66/s
1 in 380 $74/s
1 in 400 $77/s
1 in 450 $83/s
1 in 600 $103/s
1 in 850 $132/s
1 in 1.1K $160/s
1 in 1.2K $170/s
1 in 1.7K $219/s
1 in 2K $247/s
1 in 2.4K $282/s
1 in 3K $331/s
1 in 3.2K $351/s
1 in 3.5K $371/s
1 in 5K $480/s
1 in 5.2K $494/s
1 in 11K $851/s
1 in 16K $1.1K/s
1 in 17K $1.1K/s
1 in 20K $1.3K/s
1 in 25K $1.5K/s
1 in 38K $2K/s

If progress stops

Full backpack: inspect keepers, sell unwanted copies or buy useful storage, then confirm rolls resume. Low cash: collect occupied pads and compare actual team income; make one focused upgrade. Slow Tower clears: Damage/Health and your equipped team matter. A worse Equip Best result: compare copies manually. Offline income is confirmed by the game description; no cap or full-rate duration is assumed here.

Sources & calculation notes Reviewed 13 Sep 2026

Reported values retain their source conditions. Calculator outputs are estimates from your inputs.

Read source conflicts and editorial notes →