Best first target
Reroll the unit that decides your next clear: usually a carry first, then boss DPS, then support, economy, or survival only when that role is the blocker.
Reroll guide
Rerolls are valuable when they turn one failed run into a clear. Spend Trait Rerolls, Stat Rerolls, Reroll Cubes, Trait Shards, and Perfect Cubes on confirmed keeper units, not on temporary filler.
The best reroll plan is a stop plan: pick one unit, decide what result would fix the current wall, test after a useful roll, and save the rest for the next real account anchor.
Quick answer
The safest Anime Squadron reroll plan starts with a failed stage, not with a perfect-trait wish list. Choose one keeper unit, define the role it must improve, and stop when the new result solves that job.
Reroll the unit that decides your next clear: usually a carry first, then boss DPS, then support, economy, or survival only when that role is the blocker.
Stop when the roll already matches the unit job and the next failed run is caused by upgrades, placement, or missing roles instead of traits.
Do not spend rare reroll currency on starter filler just because the roll looks bad. Replace weak units before polishing them.
This page does not invent hidden roll odds or undisclosed formulas. It turns public guide themes and this wiki's local trait data into a practical spending framework.
Decision ladder
The reference route is simple: collect rewards, pick a real unit, test the wall, roll only when it can help, then stop after a useful result. This version expands that route into a repeatable checklist.
Step 1
Redeem working codes, count your Trait Shards, Trait Rerolls, Reroll Cubes, Stat Rerolls, and Perfect Cubes, then decide how much you can spend without blocking the next banner or evolution goal.
Step 2
Do not reroll because a tier list says a trait is stronger. Reroll because waves leak, bosses survive, upgrades arrive too late, support coverage misses, or a key unit dies before doing its job.
Step 3
A keeper is a unit you expect to use across several modes or after an evolution path. If the unit will leave your team after the next summon, save the expensive rolls.
Step 4
Damage units want pressure, boss units want reliable single-target value, support wants uptime or reach, economy wants long-map payoff, and tanks want survival only when survival changes the run.
Step 5
A good reroll session ends when the stage improves. If the new trait lets you clear, farm faster, or reach a reward breakpoint, pause before chasing a tiny upgrade.
Resource rules
Treat reroll resources as role tools. Trait items change what a unit contributes, stat items tune a proven unit, and Perfect Cubes belong only on units you are willing to protect.
Use: Spend on long-term carries, boss DPS, or role-defining support after you know the unit will stay.
Stop: Keep Superior, Cloner, or any strong role-fit result when it fixes the current wall.
Avoid: Rolling every new pull once just to make the trait list look cleaner.
Use: Reserve for account anchors where the protected result would matter in story, raids, squadrons, or long farming routes.
Stop: Use only when losing the current roll would be costly and the unit has a clear long-term job.
Avoid: Using a Perfect Cube to rescue a temporary starter or a unit with no planned team slot.
Use: Improve one keeper whose stats directly affect a failed clear, not every squad member at the same time.
Stop: Pause when the stat line is good enough and the next upgrade, placement, or team role gives more value.
Avoid: Draining launch rewards on small stat upgrades before the unit roster is stable.
Use: Redeem codes before a reroll session so you know the real budget for Gems, Gold, shards, cubes, and reroll items.
Stop: Keep a reserve for summons, upgrades, and future keeper units instead of spending every reward immediately.
Avoid: Treating free rewards as disposable just because they came from codes.
Role targets
A good result on the wrong unit can still be wasteful. Use the current team role to decide whether to keep, pause, or keep rolling.
| Unit role | Good reroll direction | What it fixes | When to spend |
|---|---|---|---|
| Carry | Superior, Cloner, Lethal, useful range or speed rolls | Wave clear, lane pressure, and first serious progression walls. | High priority once the carry is confirmed as a keeper. |
| Boss DPS | Superior, Cloner, Lethal, burst or uptime value | Boss health punishes teams that only clear waves. | Reroll after you know bosses, not waves, are the reason runs fail. |
| Support | Cloner, Superior, Sniper, cooldown or range value | Support becomes valuable when it improves an already strong damage core. | Wait until your main damage unit is stable. |
| Economy | Entrepreneur, Wealthy, cost or income value | Long routes reward earlier placement and faster upgrades. | Only roll when the map lasts long enough for economy to pay back. |
| Tank / Control | Rebirth, Knight, Juggernaut, survival value | Hard stages sometimes need time for damage units to finish lanes. | Roll only when losing this slot collapses the run. |
Session plan
Rerolls feel safest when the exit is defined before the first click. Decide what counts as success, then let the next test run tell you whether more spending is justified.
Pick the unit, target role, acceptable results, and spending cap before pressing reroll. A written cap prevents one bad streak from eating the whole account budget.
A role-fit A or S result can be better than gambling for SS if it unlocks the next farm route today. Progress creates more future rolls.
After a good roll, run the stage again. If the next failure is Gold, levels, placement, or missing boss damage, rerolling the same unit is no longer the best fix.
Common mistakes
If a reroll does not move the next clear, it is probably polishing. Use these warning signs before spending rare items.
Rerolling a weak starter because it is currently equipped, instead of saving for the unit that will replace it.
Using Perfect Cubes before the unit has a defined role in your best-team plan.
Chasing one universal best trait while ignoring whether the stage needs damage, reach, economy, or survival.
Splitting Stat Rerolls across five units and ending with no single unit strong enough to change a clear.
Rerolling support first while the team still lacks a dependable carry or boss DPS.
FAQ
These answers keep the guide practical without pretending to know hidden odds or unreleased balance changes.
Use only light rerolls if one bad trait blocks a reward breakpoint. Serious reroll sessions should wait until you own a unit that will stay in your team for several modes.
A long-term carry or boss DPS is usually safer than a temporary unit. Support, economy, or tank targets become worth it only when that role clearly changes hard-stage clears.
They are strong default keeper traits, but the best practical result still depends on the unit job. Entrepreneur on a long-map economy unit can be more useful than a damage trait that does not fit the route.
Reroll stats when the trait already fits and the unit still needs stronger numbers to pass a clear. If the unit itself is temporary, save both stat and trait resources.
Stop when the new roll fixes the named problem, when your budget cap is reached, or when the next failure is no longer related to that unit trait or stat.
Continue from here
Rerolling connects to codes, traits, tier priority, and team roles. Use the next page that answers the real blocker.