Anime Dice Lucky Spins, Trait Rerolls, and Gems
Spend Anime Dice code rewards on keepers, not on the first Common you roll.
Every live Anime Dice code pays the same three currencies in different amounts. Lucky Spins tilt the next rolls. Trait Rerolls rewrite a unit’s passive. Gems push Grade, which multiplies that unit’s cash. This page is the spend guide. The strings themselves stay on the codes hub. The click path is how to redeem.
Think of the three rewards as filters, not jackpots. They cannot force the 1-in-9,342,584 banner unit from the official thumbnails. They can stop you from wasting an hour on dead traits and grey Grades while your neighbours snowball.
Lucky Spins
A Lucky Spin is a boosted roll, not a separate gacha. You still press the same roll control; the spin consumes the boost and raises the chance of rarer anime-inspired units. That is why spinning on default dice is a leak — the boost stacks with dice upgrades, it does not replace them.
Practical order:
- Fill every pedestal so cash is moving. Empty pads mean the unit you hit has nowhere efficient to sit.
- Buy the cheapest luck-facing dice nodes you can afford.
- Burn Lucky Spins in a short burst rather than one per hour. Streaking keeps you in the boosted table while you still remember which pads are free.
- Park anything that looks mutated or clearly above Common. Sell or replace filler later; do not reroll it yet.
If you want the full luck loop, including how Lucky Spins interact with the clover widget on the right HUD, use the lucky spins guide.
Trait Rerolls
Traits are random passives rolled onto a unit. A Trait Reroll overwrites the current trait. There is no undo and no pity toward a named trait. That single rule decides the whole spend:
- Reroll keepers: high rarity, mutation, or a unit already sitting on your best pad.
- Do not reroll Commons you will replace after the next luck spike.
- Stop when the trait is “good enough” for that rarity. Chasing a mythical trait on a mid unit burns the stack you need for Update 2 pulls.
The traits tier list ranks passives by cash impact. The traits and mutations guide covers how mutations stack with traits so you do not overwrite a mutated unit’s only good roll.
UPDATE2, UPDATE1, and RELEASE together give a handful of rerolls, not an infinite mill. Treat them as surgical tools.
Gems and Grade
Gems buy Grade upgrades on a selected unit. Grade is a multiplier on that unit’s cash, independent of dice luck. A high-rarity unit with a miserable Grade loses to a slightly worse rarity with a finished Grade curve. That is the trap new plots fall into: they showcase a rare and never pay the Grade bill.
Spend Gems only after you can point at the unit and say it will still be on the plot after the next rebirth checkpoint — or you accept that this Grade is a short-term cash pump to reach that checkpoint faster. The grades page walks the multiplier logic. The upgrade priority tool tells you when Grade loses to another dice node or to rebirth.
Suggested spend for the three live codes
Assume you just redeemed UPDATE2 + UPDATE1 + RELEASE on a new account (about 6 Lucky Spins, 8 Trait Rerolls, 8 Gems if Beebom’s 3/3/3 UPDATE2 grant is what your server pays):
- Place every unit from your first rolls. Read how to make money if pads are still empty.
- Buy one or two dice luck upgrades.
- Spend Lucky Spins until the plot has a clear best unit.
- Put most Trait Rerolls on that unit. Leave two in reserve for a mutation if one drops.
- Dump Gems into that same unit’s Grade, not into three separate Commons.
If your server paid the higher UPDATE2 grant some roundups mentioned (7 rerolls / 7 Gems), do not change the order — only the depth. Extra Gems still belong on one keeper.
What codes will not do
Codes will not skip rebirth requirements, fill the Index for you, or guarantee the hollow-style or white-haired showcase units from the official art. They will not restock after rebirth. They will not transfer between Roblox accounts. If a creator sells “private codes,” skip them; the public list is UPDATE2, UPDATE1, and RELEASE plus whatever Discord posts next.
When you are done spending, go back to the codes hub and mark the strings as claimed on the codes checklist. Then play the actual game: dice, pads, and the unit tier list.
Frequently Asked Questions
Quick answers to the most common questions.
Should I use Lucky Spins immediately?
Use them after a cheap dice luck upgrade and a full plot. Spins on default dice waste the boost. See the lucky spins guide.
Can I undo a Trait Reroll?
No. The new trait replaces the old one. Only reroll units you plan to keep, ranked on the traits tier list.
Are Gems the same as cash?
No. Cash buys dice and unit levels. Gems buy Grade multipliers. Keep them on one strong unit, as explained on grades.
Do code rewards reset when I rebirth?
Unspent Lucky Spins, Trait Rerolls, and Gems stay with the account. Already-redeemed codes do not come back. Plan rebirth with the rebirth guide.