1. Beginner Guide: First Steps
1.1 First-Hour Priority Order
- Redeem all active codes first. Codes provide Gems, Gold, Trait Shards, Stat Rerolls, Reroll Cubes, and Perfect Cubes. Never upgrade before claiming them — you are judging the account with half the starting tools missing.
- Use Gems to summon and find a carry candidate. Do not commit Gold or rare materials until you know which unit will be your main project.
- Push waves until the first real wall. Do not farm old stages when you can still clear newer ones.
- Upgrade the carry. Spend Gold where it changes the outcome of a run.
- Test again before spending on traits or stat rerolls.
1.2 The Basic Progression Loop
- Clear the highest stage you can beat reliably.
- Collect currency, upgrade materials, and unit rewards.
- Improve a small core team instead of every unit you own.
- Return to harder stages and push farther.
- Farm when progress slows, then upgrade again.
1.3 First-Day Checklist
- Finish the tutorial and claim available beginner rewards.
- Redeem every active code (see dedicated section; codes expire quickly and are excluded here).
- Pick one main damage unit to receive your best upgrades.
- Build a small active team (3–5 units) instead of leveling everything.
- Push stages until you hit a clear difficulty wall.
- Farm only the resources needed for your next upgrade.
- Upgrade your active team, then return to progression.
- Save rare resources (Perfect Cubes, rare trait materials) until you understand their best use.
- Review losses and identify the actual problem before re-attempting.
1.4 Common Beginner Mistakes
- Spreading upgrades across too many units. A single well-upgraded carry outperforms five underpowered ones.
- Replacing your carry too often. Every rebuild wastes resources. Test new units cheaply before committing.
- Farming without a goal. Run stages for a specific material, not out of habit.
- Spending rare materials too early. Trait Shards, Perfect Cubes, and Reroll Cubes are breakpoint tools, not cosmetics.
- Chasing a perfect start via rerolling. Progress and play experience often outweigh an extra hour of rerolling.
- Upgrading support before damage is stable. A buff to a weak carry is still weak.
1. Community Resources
| Resource | What It Is |
|---|---|
| Official Discord | Fastest source for new codes, update announcements, and admin events. Link via the in-game menu or animesquadron.wiki/discord. |
| Trello | Development roadmap and unit/update notes. Useful for checking upcoming content. |
| animesquadron.wiki | Unofficial fan wiki. Covers codes, tier list, units, traits, rerolls, game modes, guides. |
| animesquadron.my | Dedicated guide site. Covers beginner through advanced strategies. |
| games.gg tier list | Regularly updated tier list by Larc (June 2026 last update). |
1.1 Admin Abuse Events
Occasionally the developers run surprise in-game events ("admin abuse" sessions) that boost spawns, drop rare items, or trigger special rewards. These are short-lived and announced in Discord. Log in quickly when announced to claim any bonus drops before they end.
1.2 Safe Download / Access
Anime Squadron is a Roblox experience. The only safe access path is through the official Roblox app or website. Do not install APK mirrors, script executors, copied clients, or unofficial downloads claiming to be Anime Squadron.
Last compiled: June 2026 | Based on UPD 0.75 era content | Codes excluded (time-sensitive)
1. Farming Guide
1.1 Farming Priority Order
- Core currency (Gold) for your next important upgrade.
- Upgrade materials for your main damage unit.
- Repeatable rewards that improve account progression steadily.
- Rare materials — only when you know exactly which unit they are for.
- Old stages — revisit only if they still drop something you specifically need.
1.2 Choosing the Best Farming Stage
Best farming stage = highest stage you can clear quickly and consistently for the resource you actually need.
- A slightly lower stage that clears fast may beat a higher stage with failed runs.
- Avoid stages that require manual play or cause frequent losses.
- Move to a better farming stage as soon as your team can handle it reliably.
1.3 Daily Farming Checklist
- Claim free or time-gated rewards first.
- Check which upgrade is closest for the main squad.
- Farm the currency or material needed for that upgrade.
- Complete repeatable rewards with the best long-term value.
- Avoid spending rare materials until they support the main team.
1.4 Resource-Specific Farming
| Resource | Best Sources |
|---|---|
| Trait Rerolls | Raid Shop, 30-minute challenge clears (Karashi), AFK chamber |
| Gems | Raid Shop, Story 1-1 Hard, 30-minute challenge clears (Karashi), AFK chamber |
| Gold | Raid Shop, Squadron (20 or 40), 30-minute challenge clears, selling banner summons, AFK chamber |
| EXP | Clear Raids, Squadron, or Story 1-1 |
AFK Chamber tip: The AFK chamber is the most passive income source in the game. Set it up before logging off and collect Gems, Gold, and Trait Rerolls on return.
1.5 Farming Mistakes to Avoid
- Farming without a named target for the session.
- Upgrading too many units instead of focusing the carry.
- Ignoring clear speed — faster repeats often beat higher-reward slow stages.
- Over-farming low-level materials when the carry needs rarer resources.
- Forgetting daily or weekly repeatable rewards.
1.6 When to Stop Farming and Push
Farm until you can make the planned upgrade, then push the next stage. Do not farm endlessly — check whether your team is already strong enough to move forward.
12. Upgrade Priority
1.7 Full Upgrade Order
- Main carry — unlocks better content and faster farming.
- Account-wide upgrades — permanent bonuses that persist across all teams.
- Farming power — upgrades that speed up resource income.
- Core team support and utility — after damage is stable.
- Secondary damage units — when content demands more power.
- Rare material investments — only on long-term, proven units.
- Side projects and luxury upgrades — after core goals are stable.
1.8 Upgrade Decision Questions
Before spending any resource, ask:
- Can my main carry clear my best farming stage quickly? If no → upgrade the carry.
- Do I have an account-wide upgrade that improves future farming? If yes → consider it early.
- Am I failing a stage for a clear reason? → Upgrade the smallest thing that fixes that reason.
- Is this spend on a unit that will stay in my squad? → If uncertain, wait.
- Will this upgrade make future upgrades easier? → If yes, it deserves high priority.
1.9 Upgrade for Breakpoints, Not Just Bigger Numbers
A breakpoint is an upgrade that changes what you can actually do: clearing a new stage, surviving a boss wave, farming a better reward tier. Aim for breakpoints rather than even stat padding.
1.10 Rare Material Rules
- Spend rare materials only on units with a confirmed long-term role.
- Ask: "Would I regret this if I pulled a better unit next week?"
- Do not spend during frustration — identify the actual problem first.
1.11 Early / Mid / Late Game Summary
| Phase | Priority Focus |
|---|---|
| Early | Main carry → cheap team stabilization → basic progression upgrades |
| Mid | Keep carry relevant → account-wide systems → farming speed → proven support |
| Late | Best long-term units → high-value account-wide systems → farming optimization → hard-stage specialists |
13. Resource Guide: Gems, Gold, and Currencies
Gems create options (summons, banners). Protect them until you know what you need. Gold creates momentum (upgrades, deployments). Spend where it changes a clear.
1.12 Gem Priorities
- Use codes first to maximize starting Gems.
- Spend Gems on banners where the featured unit fills a real role.
- Do not spend before checking events, shops, and free reward tabs.
- Save Gems for Woo (Shadow) pity (20,000 summons) if he is your target.
1.13 Gold Priorities
- Gold is the most common bottleneck in mid-game.
- Spend Gold where it changes the next run, not where it makes menus look tidy.
- Fastwagon generates extra Gold in runs — max him first on farming teams.
- Selling duplicate banner summons is a Gold source.
1.14 Currency Farming Loop
Raid Shop → 30-min challenge clears (Karashi) → AFK chamber → Squadron clears
14. Traits Reroll and Stat Reroll Guide
1.15 Traits Guide
Trait Shards should make one important unit better. The trap is rerolling every unit a little and ending with no clear improvement.
Trait priority order:
- Main carry (damage unit that already has a clear job).
- Boss damage unit after the carry is stable.
- Support or economy unit only after damage roles are covered.
Before rerolling, answer:
- What is the unit's job in one sentence?
- Which stage or wall should this reroll improve?
- What is the minimum result I will keep?
- What is the maximum number of attempts I will spend?
Stop rule: Stop when the unit can do the job you selected it for. Stop when a result clears the next farm target.
1.16 Stat Reroll Guide
Stat rerolls should push a specific clear, not polish every unit. Focus one keeper unit, test the run, and stop when the result solves the current wall.
Do not reroll a unit just because:
- You have materials available.
- Another player's showcase used that unit.
- The run still failed (the problem might be placement, mode, or support — not stats).
1.17 Perfect Cube Rules
Perfect Cubes are the most valuable reroll material. Spend them only when:
- The unit has a permanent or semi-permanent slot.
- The role is confirmed across waves, bosses, farming, or co-op.
- The possible result would change a named wall.
If the target is still a "maybe," use cheaper materials or wait.
1.18 Reroll Budget Framework
Before opening the reroll screen, decide:
- Maximum attempts: Never exceed this, regardless of results.
- Minimum acceptable result: The first trait that makes the next test easier. Keep it.
- Stop condition: If the run improves after the reroll, the budget was spent correctly.
15. Gacha Bag and Reroll Cubes
Gacha Bag demand is really resource demand: players want Reroll Cubes, Gems, Gold, and trait materials without wasting them.
Treat Gacha Bags as a reward route:
- Spend only on a named unit with a named wall.
- Do not open Gacha Bags during boredom or excitement spikes.
- Compare each batch spend against the upgrade it funds.
Reroll Cubes are farming currency for trait attempts. Protect them the same way you protect Perfect Cubes, but at a slightly lower threshold.
16. Gear Crafting Guide
1.19 Overview
Gear stacks meaningful stat bonuses on top of traits and unit levels. Equipping two or more pieces from the same set activates a bonus effect. Mythic pieces each activate their set bonus from a single equipped piece — no full set required.
Gear becomes important once strong units and good trait rolls stop being enough for harder stages and raids.
1.20 How to Craft Gear
- Head to the Upgrades area in the main lobby.
- Interact with the Crafting NPC (modeled after Madara Uchiha, near the Awakening NPC).
- Press E to open the crafting menu.
- Select the gear piece you want, confirm you hold the listed materials and Gold, and press Craft.
- Gear is added to inventory immediately and can be equipped on a unit right away — no extra activation step.
Tip: Redeem all available codes before crafting. Gold costs add up quickly across multiple pieces.
1.21 Gear Priority Rules
Craft gear for:
- A carry or boss unit already in your main squad.
- A run where the gear improvement is measurable.
- After traits and stat rerolls are settled for that unit.
Do not craft gear for:
- Temporary story helpers.
- Units you expect to replace soon.
- Roles that have not proven themselves in your squad.
Do not mix roles: Putting a farm-oriented piece on a DPS unit wastes both the material and the stat bonus.
1.22 All Gear Crafting Recipes
Rare — Saiyan Set (250 Gold per piece)
Materials from Acts 1–2: Currentbinder Rope (Marine Lobby), Zenkai Ore (GT City), Shinobi Bone (Leaf Village).
| Gear | Materials | Stat Bonuses |
|---|---|---|
| Saiyan Gi | 50 Currentbinder Rope, 35 Zenkai Ore, 15 Shinobi Bone | DEF 0.5%→1%, HP 1%→2%, DMG 1%→2% |
| Saiyan Hat | 15 Currentbinder Rope, 50 Zenkai Ore, 35 Shinobi Bone | CRT 0.5%→1%, RNG 3%→5%, ACC 1%→2% |
| Saiyan Shoes | 35 Currentbinder Rope, 15 Zenkai Ore, 50 Shinobi Bone | SPD 1%→2%, DEF 0.5%→1%, CD -0.5%→-1% |
Set Bonus (Dragon Gi — any 2 pieces): +5% RNG and +5% DMG.
Epic — Pirate Set (500 Gold per piece)
Materials from Acts 3–4: Depthglass Bottle (Marine Lobby), Binding Cloth (Leaf Village), Ki Resonant Crystal (GT City).
| Gear | Materials | Stat Bonuses |
|---|---|---|
| Pirate Straw Hat | 50 Depthglass Bottle, 35 Binding Cloth, 15 Ki Resonant Crystal | CRT 1%→1.5%, RNG 5%→7.5%, ACC 2%→3.5% |
| Pirate Shirt | 15 Depthglass Bottle, 50 Binding Cloth, 35 Ki Resonant Crystal | DEF 1%→1.5%, HP 2%→3.5%, DMG 2%→3.5% |
| Pirate Sandals | 35 Depthglass Bottle, 15 Binding Cloth, 50 Ki Resonant Crystal | SPD 2%→4%, DEF 1%→1.5%, CD -1%→-2% |
Set Bonus (Pirate — any 2 pieces): -5% CD, plus +2.5% DMG every 10s (max +10% DMG).
Legendary — Ninja Set (750 Gold per piece)
Materials from Acts 5–6: Genjutsu Fog Vial (Leaf Village), Stormwake Sailcloth (Marine Lobby), Stellar Ki Quartz (GT City).
| Gear | Materials | Stat Bonuses |
|---|---|---|
| Ninja Headband | 35 Genjutsu Fog Vial, 50 Stormwake Sailcloth, 15 Stellar Ki Quartz | CRT 1.5%→3%, RNG 7.5%→10%, ACC 3.5%→6% |
| Ninja Hoodie | 50 Genjutsu Fog Vial, 15 Stormwake Sailcloth, 35 Stellar Ki Quartz | DEF 1.5%→3%, HP 3.5%→6%, DMG 3.5%→6% |
| Ninja Shoes | 15 Genjutsu Fog Vial, 35 Stormwake Sailcloth, 50 Stellar Ki Quartz | SPD 4%→7%, DEF 1.5%→3%, CD -2%→-3.5% |
Set Bonus (Ninja — any 2 pieces): +5% DMG, plus +3% RNG per hit taken (max +15% RNG). Best mid-game set — bonus grows the longer a fight lasts.
Build the Ninja set before farming Mythic materials. The stat boost from Ninja pieces helps you survive Acts 5–6, which makes the jump into Acts 7–8 far more manageable.
Mythic — Three Sets (2,500 Gold per piece)
Materials from Acts 7–8: Fuin Script Paper (Leaf Village), Limitbreak Obsidian (GT City), Beastblood Catalyst (Marine Lobby).
Each Mythic piece activates its set bonus from a single equipped piece — no full set needed.
| Gear | Materials | Stat Bonuses |
|---|---|---|
| Puppeteer Hair | 15 Fuin Script Paper, 25 Limitbreak Obsidian, 10 Beastblood Catalyst | CRT 3%→4.5%, RNG 10%→15%, ACC 6%→8% |
| Puppeteer Pants | 25 Fuin Script Paper, 10 Limitbreak Obsidian, 15 Beastblood Catalyst | SPD 7%→9%, DEF 3%→4.5%, CD -3.5%→-5% |
| Puppeteer Coat | 10 Fuin Script Paper, 15 Limitbreak Obsidian, 25 Beastblood Catalyst | DEF 3%→4.5%, HP 6%→8%, DMG 6%→8% |
| Hogyoku | 15 Fuin Script Paper, 25 Limitbreak Obsidian, 10 Beastblood Catalyst | SPD 7%→9%, CD -3.5%→-5%, ABL CD -3.5%→-5% |
| Devil Amulet | 10 Fuin Script Paper, 15 Limitbreak Obsidian, 25 Beastblood Catalyst | HP 6%→8%, RNG 10%→15%, ABL CD -3.5%→-5% |
| Devil Sword | 25 Fuin Script Paper, 15 Limitbreak Obsidian, 10 Beastblood Catalyst | CRT 3%→4.5%, DMG 6%→8%, CRT DMG 3%→4.5% |
Set Bonuses (each activates from 1 piece):
- Puppeteer (3 pieces): +1% DMG and DEF per hit taken (max +30%).
- Hogyoku (1 piece): -7.5% Cooldown. Best for ability-heavy carries.
- Devil Amulet (1 piece): +10% Crit Chance. Pairs naturally with Devil Sword.
- Devil Sword (1 piece): +5% DMG per crit for 5s (max +15% DMG). Best for aggressive, high-crit builds.
Secret — Monarch Daggers (5,000 Gold)
Materials from Acts 9–10: Eclipse Godstone (GT City), Chakra Fragment (Leaf Village), King's Haki Residue (Marine Lobby).
| Gear | Materials | Use |
|---|---|---|
| Monarch Daggers | 10 Eclipse Godstone, 10 Chakra Fragment, 10 King's Haki Residue | Awaken Woo — no stat bonuses; solely used to evolve Woo (Shadow). |
Only craft Monarch Daggers once Woo is on your roster and you are committed to building him.
1.23 Material Farming Reference
| Tier | Acts | Materials by World |
|---|---|---|
| Rare | 1–2 | Currentbinder Rope (Marine Lobby), Zenkai Ore (GT City), Shinobi Bone (Leaf Village) |
| Epic | 3–4 | Depthglass Bottle (Marine Lobby), Binding Cloth (Leaf Village), Ki Resonant Crystal (GT City) |
| Legendary | 5–6 | Genjutsu Fog Vial (Leaf Village), Stormwake Sailcloth (Marine Lobby), Stellar Ki Quartz (GT City) |
| Mythic | 7–8 | Fuin Script Paper (Leaf Village), Limitbreak Obsidian (GT City), Beastblood Catalyst (Marine Lobby) |
| Secret | 9–10 | Eclipse Godstone (GT City), Chakra Fragment (Leaf Village), King's Haki Residue (Marine Lobby) |
All materials drop from Story Acts across three worlds: Leaf Village, GT City, and Marine Lobby. Check the exact quantity required per recipe in the crafting menu before starting a farming session — the ratio of each material changes between pieces within the same set.
Note: gear materials also feed unit awakenings, so hoarding spares from repeated Act clears has double value.
1.24 Gear Set Summary
| Set | Pieces Needed | Bonus |
|---|---|---|
| Dragon Gi (Rare) | Any 2 of Saiyan Hat / Shoes / Gi | +5% RNG and +5% DMG |
| Pirate (Epic) | Any 2 of Pirate Straw Hat / Shirt / Sandals | -5% CD; +2.5% DMG every 10s (max +10%) |
| Ninja (Legendary) | Any 2 of Ninja Headband / Hoodie / Shoes | +5% DMG; +3% RNG per hit taken (max +15%) |
| Puppeteer (Mythic) | All 3 Puppeteer pieces | +1% DMG and DEF per hit taken (max +30%) |
| Hogyoku (Mythic) | 1 Hogyoku | -7.5% Cooldown |
| Devil Amulet (Mythic) | 1 Devil Amulet | +10% Crit Chance |
| Devil Sword (Mythic) | 1 Devil Sword | +5% DMG per crit for 5s (max +15% DMG) |
1.25 Gear + Traits + Rerolls
All three systems should point in the same direction: choose the unit role, set a reroll stop rule, then craft gear that reinforces that role. If the role changes (new unit, balance patch), pause before adding more materials.
Recommended endgame combinations:
- Aggressive DPS carry: Devil Amulet + Devil Sword (Crit Chance feeds stacking damage).
- Ability-heavy carry: Hogyoku (flat cooldown reduction on every ability).
- Tank/survival: Puppeteer set (scales with hits taken).
- Mid-game progression: Ninja set (value grows over long fights).
Always verify recipes in the live crafting menu — Anime Squadron is in active early access and values can shift with updates.
17. Game Modes
Anime Squadron modes test different problems. Choose your mode based on what you need to solve or farm.
| Mode | What It Tests | When to Use |
|---|---|---|
| Story / Waves | Carry damage, placement, wave clear | Basic progression; learn upgrade timing |
| Bosses | Burst damage, single-target output | After waves are stable; test boss damage |
| Raids | High-difficulty content with premium rewards | Mid-to-late game; Gold and Gems source |
| Squadron | Specific objectives for Gold/EXP | Routine farming |
| Infinite Mode | Long scaling waves; resource loops | After Story is stable; evolve routes |
| Co-op | Role splitting with other players | Optional; test your solo squad separately too |
| Ranked | Competitive progression | After your account has stable carry + boss plan |
| AFK Chamber | Passive Gold, Gems, Trait Rerolls | Set before logging off |
1.26 Mode Selection Rule
Play waves when you need basic progression. Play bosses when you need to test damage. Use co-op when role splitting creates a better clear. Use farming loops when they fund a named decision. Use ranked only after your account is stable.
1.27 Co-op Notes
Co-op can hide a weak solo squad. One player can anchor damage while another brings control, support, or economy. Do not use co-op success as the only measure of account strength — if you need solo progression, keep testing your own carry.
1.28 Ranked Notes
Rank pressure can be expensive in early access. Push ranks only after the account has a stable carry, a boss plan, and enough reroll discipline to avoid panic spending.
18. Infinite Mode Farming Guide
1.29 When to Enter Infinite Mode
Do not use Infinite Mode as an account rescue. Start it after Story waves are stable enough that your carry, support, and economy can repeat clears without burning reroll materials.
1.30 Farm With One Named Target
Before entering, name the reward you are farming:
- Reroll Cubes for a trait reroll.
- Gems for summons.
- Gold for upgrades.
- Trait Rerolls for a specific unit.
- Prerequisite steps for the Gometa/Gogeta evolution route.
If the run does not fund one of those targets, stop and reconsider the mode choice.
1.31 Best Unit Profiles for Infinite Mode
Infinite rewards units that keep working as waves stretch longer:
- Steady wave clear that does not fall off.
- Scaling damage (Madora-style burn is a useful signal).
- Economy support to fund later wave deployments.
- Enough control to keep enemies inside damage windows.
1.32 Gometa / Gogeta and Infinite Mode
Gometa's evolution route includes Infinite Mode progress as one of the long-path requirements alongside Raid milestones and evolution materials. If Gometa is your account goal, Infinite Mode should become a scheduled farming route, not a random side activity.
1.33 Stop Rules for Infinite
Stop when:
- The named resource target is funded.
- The same failure repeats (squad shape may be wrong, not underfarmed).
- Your reward spend no longer changes the result.
After each batch, test the exact wall again before putting more resources into the same loop.
1. Game Modes
Anime Squadron modes test different problems. Choose your mode based on what you need to solve or farm.
| Mode | What It Tests | When to Use |
|---|---|---|
| Story / Waves | Carry damage, placement, wave clear | Basic progression; learn upgrade timing |
| Bosses | Burst damage, single-target output | After waves are stable; test boss damage |
| Raids | High-difficulty content with premium rewards | Mid-to-late game; Gold and Gems source |
| Squadron | Specific objectives for Gold/EXP | Routine farming |
| Infinite Mode | Long scaling waves; resource loops | After Story is stable; evolve routes |
| Co-op | Role splitting with other players | Optional; test your solo squad separately too |
| Ranked | Competitive progression | After your account has stable carry + boss plan |
| AFK Chamber | Passive Gold, Gems, Trait Rerolls | Set before logging off |
1.1 Mode Selection Rule
Play waves when you need basic progression. Play bosses when you need to test damage. Use co-op when role splitting creates a better clear. Use farming loops when they fund a named decision. Use ranked only after your account is stable.
1.2 Co-op Notes
Co-op can hide a weak solo squad. One player can anchor damage while another brings control, support, or economy. Do not use co-op success as the only measure of account strength — if you need solo progression, keep testing your own carry.
1.3 Ranked Notes
Rank pressure can be expensive in early access. Push ranks only after the account has a stable carry, a boss plan, and enough reroll discipline to avoid panic spending.
1. Gear Crafting Guide
1.1 Overview
Gear stacks meaningful stat bonuses on top of traits and unit levels. Equipping two or more pieces from the same set activates a bonus effect. Mythic pieces each activate their set bonus from a single equipped piece — no full set required.
Gear becomes important once strong units and good trait rolls stop being enough for harder stages and raids.
1.2 How to Craft Gear
- Head to the Upgrades area in the main lobby.
- Interact with the Crafting NPC (modeled after Madara Uchiha, near the Awakening NPC).
- Press E to open the crafting menu.
- Select the gear piece you want, confirm you hold the listed materials and Gold, and press Craft.
- Gear is added to inventory immediately and can be equipped on a unit right away — no extra activation step.
Tip: Redeem all available codes before crafting. Gold costs add up quickly across multiple pieces.
1.3 Gear Priority Rules
Craft gear for:
- A carry or boss unit already in your main squad.
- A run where the gear improvement is measurable.
- After traits and stat rerolls are settled for that unit.
Do not craft gear for:
- Temporary story helpers.
- Units you expect to replace soon.
- Roles that have not proven themselves in your squad.
Do not mix roles: Putting a farm-oriented piece on a DPS unit wastes both the material and the stat bonus.
1.4 All Gear Crafting Recipes
Rare — Saiyan Set (250 Gold per piece)
Materials from Acts 1–2: Currentbinder Rope (Marine Lobby), Zenkai Ore (GT City), Shinobi Bone (Leaf Village).
| Gear | Materials | Stat Bonuses |
|---|---|---|
| Saiyan Gi | 50 Currentbinder Rope, 35 Zenkai Ore, 15 Shinobi Bone | DEF 0.5%→1%, HP 1%→2%, DMG 1%→2% |
| Saiyan Hat | 15 Currentbinder Rope, 50 Zenkai Ore, 35 Shinobi Bone | CRT 0.5%→1%, RNG 3%→5%, ACC 1%→2% |
| Saiyan Shoes | 35 Currentbinder Rope, 15 Zenkai Ore, 50 Shinobi Bone | SPD 1%→2%, DEF 0.5%→1%, CD -0.5%→-1% |
Set Bonus (Dragon Gi — any 2 pieces): +5% RNG and +5% DMG.
Epic — Pirate Set (500 Gold per piece)
Materials from Acts 3–4: Depthglass Bottle (Marine Lobby), Binding Cloth (Leaf Village), Ki Resonant Crystal (GT City).
| Gear | Materials | Stat Bonuses |
|---|---|---|
| Pirate Straw Hat | 50 Depthglass Bottle, 35 Binding Cloth, 15 Ki Resonant Crystal | CRT 1%→1.5%, RNG 5%→7.5%, ACC 2%→3.5% |
| Pirate Shirt | 15 Depthglass Bottle, 50 Binding Cloth, 35 Ki Resonant Crystal | DEF 1%→1.5%, HP 2%→3.5%, DMG 2%→3.5% |
| Pirate Sandals | 35 Depthglass Bottle, 15 Binding Cloth, 50 Ki Resonant Crystal | SPD 2%→4%, DEF 1%→1.5%, CD -1%→-2% |
Set Bonus (Pirate — any 2 pieces): -5% CD, plus +2.5% DMG every 10s (max +10% DMG).
Legendary — Ninja Set (750 Gold per piece)
Materials from Acts 5–6: Genjutsu Fog Vial (Leaf Village), Stormwake Sailcloth (Marine Lobby), Stellar Ki Quartz (GT City).
| Gear | Materials | Stat Bonuses |
|---|---|---|
| Ninja Headband | 35 Genjutsu Fog Vial, 50 Stormwake Sailcloth, 15 Stellar Ki Quartz | CRT 1.5%→3%, RNG 7.5%→10%, ACC 3.5%→6% |
| Ninja Hoodie | 50 Genjutsu Fog Vial, 15 Stormwake Sailcloth, 35 Stellar Ki Quartz | DEF 1.5%→3%, HP 3.5%→6%, DMG 3.5%→6% |
| Ninja Shoes | 15 Genjutsu Fog Vial, 35 Stormwake Sailcloth, 50 Stellar Ki Quartz | SPD 4%→7%, DEF 1.5%→3%, CD -2%→-3.5% |
Set Bonus (Ninja — any 2 pieces): +5% DMG, plus +3% RNG per hit taken (max +15% RNG). Best mid-game set — bonus grows the longer a fight lasts.
Build the Ninja set before farming Mythic materials. The stat boost from Ninja pieces helps you survive Acts 5–6, which makes the jump into Acts 7–8 far more manageable.
Mythic — Three Sets (2,500 Gold per piece)
Materials from Acts 7–8: Fuin Script Paper (Leaf Village), Limitbreak Obsidian (GT City), Beastblood Catalyst (Marine Lobby).
Each Mythic piece activates its set bonus from a single equipped piece — no full set needed.
| Gear | Materials | Stat Bonuses |
|---|---|---|
| Puppeteer Hair | 15 Fuin Script Paper, 25 Limitbreak Obsidian, 10 Beastblood Catalyst | CRT 3%→4.5%, RNG 10%→15%, ACC 6%→8% |
| Puppeteer Pants | 25 Fuin Script Paper, 10 Limitbreak Obsidian, 15 Beastblood Catalyst | SPD 7%→9%, DEF 3%→4.5%, CD -3.5%→-5% |
| Puppeteer Coat | 10 Fuin Script Paper, 15 Limitbreak Obsidian, 25 Beastblood Catalyst | DEF 3%→4.5%, HP 6%→8%, DMG 6%→8% |
| Hogyoku | 15 Fuin Script Paper, 25 Limitbreak Obsidian, 10 Beastblood Catalyst | SPD 7%→9%, CD -3.5%→-5%, ABL CD -3.5%→-5% |
| Devil Amulet | 10 Fuin Script Paper, 15 Limitbreak Obsidian, 25 Beastblood Catalyst | HP 6%→8%, RNG 10%→15%, ABL CD -3.5%→-5% |
| Devil Sword | 25 Fuin Script Paper, 15 Limitbreak Obsidian, 10 Beastblood Catalyst | CRT 3%→4.5%, DMG 6%→8%, CRT DMG 3%→4.5% |
Set Bonuses (each activates from 1 piece):
- Puppeteer (3 pieces): +1% DMG and DEF per hit taken (max +30%).
- Hogyoku (1 piece): -7.5% Cooldown. Best for ability-heavy carries.
- Devil Amulet (1 piece): +10% Crit Chance. Pairs naturally with Devil Sword.
- Devil Sword (1 piece): +5% DMG per crit for 5s (max +15% DMG). Best for aggressive, high-crit builds.
Secret — Monarch Daggers (5,000 Gold)
Materials from Acts 9–10: Eclipse Godstone (GT City), Chakra Fragment (Leaf Village), King's Haki Residue (Marine Lobby).
| Gear | Materials | Use |
|---|---|---|
| Monarch Daggers | 10 Eclipse Godstone, 10 Chakra Fragment, 10 King's Haki Residue | Awaken Woo — no stat bonuses; solely used to evolve Woo (Shadow). |
Only craft Monarch Daggers once Woo is on your roster and you are committed to building him.
1.5 Material Farming Reference
| Tier | Acts | Materials by World |
|---|---|---|
| Rare | 1–2 | Currentbinder Rope (Marine Lobby), Zenkai Ore (GT City), Shinobi Bone (Leaf Village) |
| Epic | 3–4 | Depthglass Bottle (Marine Lobby), Binding Cloth (Leaf Village), Ki Resonant Crystal (GT City) |
| Legendary | 5–6 | Genjutsu Fog Vial (Leaf Village), Stormwake Sailcloth (Marine Lobby), Stellar Ki Quartz (GT City) |
| Mythic | 7–8 | Fuin Script Paper (Leaf Village), Limitbreak Obsidian (GT City), Beastblood Catalyst (Marine Lobby) |
| Secret | 9–10 | Eclipse Godstone (GT City), Chakra Fragment (Leaf Village), King's Haki Residue (Marine Lobby) |
All materials drop from Story Acts across three worlds: Leaf Village, GT City, and Marine Lobby. Check the exact quantity required per recipe in the crafting menu before starting a farming session — the ratio of each material changes between pieces within the same set.
Note: gear materials also feed unit awakenings, so hoarding spares from repeated Act clears has double value.
1.6 Gear Set Summary
| Set | Pieces Needed | Bonus |
|---|---|---|
| Dragon Gi (Rare) | Any 2 of Saiyan Hat / Shoes / Gi | +5% RNG and +5% DMG |
| Pirate (Epic) | Any 2 of Pirate Straw Hat / Shirt / Sandals | -5% CD; +2.5% DMG every 10s (max +10%) |
| Ninja (Legendary) | Any 2 of Ninja Headband / Hoodie / Shoes | +5% DMG; +3% RNG per hit taken (max +15%) |
| Puppeteer (Mythic) | All 3 Puppeteer pieces | +1% DMG and DEF per hit taken (max +30%) |
| Hogyoku (Mythic) | 1 Hogyoku | -7.5% Cooldown |
| Devil Amulet (Mythic) | 1 Devil Amulet | +10% Crit Chance |
| Devil Sword (Mythic) | 1 Devil Sword | +5% DMG per crit for 5s (max +15% DMG) |
1.7 Gear + Traits + Rerolls
All three systems should point in the same direction: choose the unit role, set a reroll stop rule, then craft gear that reinforces that role. If the role changes (new unit, balance patch), pause before adding more materials.
Recommended endgame combinations:
- Aggressive DPS carry: Devil Amulet + Devil Sword (Crit Chance feeds stacking damage).
- Ability-heavy carry: Hogyoku (flat cooldown reduction on every ability).
- Tank/survival: Puppeteer set (scales with hits taken).
- Mid-game progression: Ninja set (value grows over long fights).
Always verify recipes in the live crafting menu — Anime Squadron is in active early access and values can shift with updates.
1. UPD 0.5 Meta Changes
UPD 0.5 shifted the tier conversation significantly. Use this section as a patch-specific layer on top of the main tier list.
1.1 New Targets in UPD 0.5
| Unit | Role | Notes |
|---|---|---|
| Berserker (Enraged) | DPS | New top-end damage target alongside Gometa, Madora, Woo, Puppeteer. Requires investment verification before rare rerolls. |
| Falcon (Dark) | Utility / Economy / Execute | Useful when expensive upgrades arrive too late. Best for accounts that clear waves but stall on tempo. |
| Skeleton Knight (Resonance) | Tank / Support Hybrid | Stability pick. Good for hard stages where survival is the bottleneck. |
| Caska (Resilience) | Early/Mid Progression | New name players are searching. Not confirmed as a premium reroll target yet. |
1.2 Ongoing Premium Carries (Still Valid in 0.5)
Gometa/Gogeta, Madora, Woo, Puppeteer remain the benchmark carries. New units should be compared against these, not treated as automatic replacements.
1.3 How to Spend After Reading the 0.5 Tier List
- Identify your current wall (damage / economy / support / survival).
- Match the new unit to that wall.
- Spend only the material that directly improves the test.
- DPS units → traits + gear. Falcon → farm/support test. Skeleton Knight → placement testing before rerolls.
1. Game Overview
Anime Squadron is a tower defense auto-battler on Roblox created by Komplex Studio. Players place and upgrade anime-inspired units along paths to defend against waves of enemies, bosses, and special modes. The game is currently in active early access, with the most recent major updates being UPD 0.5 and UPD 0.75 (as of June 2026).
Core loop:
- Clear stages to earn Gems and Gold.
- Summon units and roll traits.
- Upgrade and evolve your carry.
- Push harder content and farm better rewards.
- Repeat — Infinite Mode, Raids, and Co-op expand the loop further.
Key resources: Gems (summon currency), Gold (upgrade currency), Trait Shards, Reroll Cubes, Stat Rerolls, Perfect Cubes.
1. Leveling and Progression
1.1 Progression Mindset
Fast progression comes from focused decisions, not more hours of play. Each session should:
- Push your highest available stage.
- Farm only what you need for the next upgrade.
- Upgrade the carry first.
- Unlock new content or better farming options.
1.2 Push Before You Farm
Start by pushing the main stages until a real wall. Only then begin targeted farming. Stopping too early to farm wastes the better rewards locked behind later stages.
1.3 How to Break Through a Wall
- Run the stage once and identify the failure point.
- Make the smallest upgrade that solves that specific problem.
- Test again before spending more.
- Only farm if the margin is large or the carry clearly needs more levels.
1.4 Daily Routine (Short Sessions)
- Claim available rewards.
- Check daily or repeatable objectives.
- Spend resources on one planned upgrade.
- Push your highest stage once or twice.
- Farm the best stage for your current material need.
- Use remaining time on content that unlocks the next goal.
1.5 Mid-Game Progression
- Stop upgrading every new unit immediately — test first, then invest.
- Keep farming routes organized by material need.
- Learn which stages are worth repeating vs. which are just comfort farming.
- Watch update notes: a balance change can shift the best progression route.
1.6 Common Leveling Mistakes
- Farming too early instead of pushing available stages.
- Upgrading too many units at once.
- Ignoring support when the real problem is crowd control.
- Saving everything forever — spend when the upgrade clearly unlocks better content.
- Copying teams without understanding why they work.
1. Reroll Guide
1.1 Should You Reroll?
Rerolling (resetting the account to re-roll starting summons) is optional. A good account does not need to be perfect — it needs a playable carry and enough supporting units to progress.
Keep the account if:
- You pulled one unit that can carry early stages.
- The rest of the roster covers useful roles.
- Your first team can clear early stages smoothly.
- You have a unit worth upgrading without regret.
Restart if:
- No clear damage carry among all starting units.
- Poor role coverage and duplicate low-impact units.
- You would need to spend on units you know you will replace immediately.
- You are still early enough that restarting costs almost nothing.
1.2 Reroll Decision Process (Step by Step)
- Claim all beginner rewards and codes first. Only then evaluate the account.
- Identify your main carry. Is there a unit that can lead the team right now?
- Check backup units. Do they cover area damage, boss damage, or support?
- Assess duplicate value. Do duplicates strengthen a unit you will keep?
- Compare against your time limit. Set a maximum number of reroll attempts before accepting a strong-enough start.
- Keep when: You can clear early stages and you know which unit to upgrade first.
- Restart when: The account has no carry, no useful support, and no direction.
1.3 Reroll Common Mistakes
- Chasing only the rarest unit (rarity ≠early usefulness).
- Ignoring the opportunity cost of not playing and earning daily rewards.
- Spending reroll summon currency randomly across banners.
- Keeping an account only because you are tired of rerolling.
- Perfection-chasing when a "good enough" start already progresses well.
1.4 After Keeping an Account
- Upgrade the carry first.
- Avoid spreading resources too thin.
- Build a basic team around your strongest unit.
- Clear stages to unlock better farming options.
- Save premium currency when uncertain.
1. Traits Reroll and Stat Reroll Guide
1.1 Traits Guide
Trait Shards should make one important unit better. The trap is rerolling every unit a little and ending with no clear improvement.
Trait priority order:
- Main carry (damage unit that already has a clear job).
- Boss damage unit after the carry is stable.
- Support or economy unit only after damage roles are covered.
Before rerolling, answer:
- What is the unit's job in one sentence?
- Which stage or wall should this reroll improve?
- What is the minimum result I will keep?
- What is the maximum number of attempts I will spend?
Stop rule: Stop when the unit can do the job you selected it for. Stop when a result clears the next farm target.
1.2 Stat Reroll Guide
Stat rerolls should push a specific clear, not polish every unit. Focus one keeper unit, test the run, and stop when the result solves the current wall.
Do not reroll a unit just because:
- You have materials available.
- Another player's showcase used that unit.
- The run still failed (the problem might be placement, mode, or support — not stats).
1.3 Perfect Cube Rules
Perfect Cubes are the most valuable reroll material. Spend them only when:
- The unit has a permanent or semi-permanent slot.
- The role is confirmed across waves, bosses, farming, or co-op.
- The possible result would change a named wall.
If the target is still a "maybe," use cheaper materials or wait.
1.4 Reroll Budget Framework
Before opening the reroll screen, decide:
- Maximum attempts: Never exceed this, regardless of results.
- Minimum acceptable result: The first trait that makes the next test easier. Keep it.
- Stop condition: If the run improves after the reroll, the budget was spent correctly.
15. Gacha Bag and Reroll Cubes
Gacha Bag demand is really resource demand: players want Reroll Cubes, Gems, Gold, and trait materials without wasting them.
Treat Gacha Bags as a reward route:
- Spend only on a named unit with a named wall.
- Do not open Gacha Bags during boredom or excitement spikes.
- Compare each batch spend against the upgrade it funds.
Reroll Cubes are farming currency for trait attempts. Protect them the same way you protect Perfect Cubes, but at a slightly lower threshold.
1. Resource Guide: Gems, Gold, and Currencies
Gems create options (summons, banners). Protect them until you know what you need. Gold creates momentum (upgrades, deployments). Spend where it changes a clear.
1.1 Gem Priorities
- Use codes first to maximize starting Gems.
- Spend Gems on banners where the featured unit fills a real role.
- Do not spend before checking events, shops, and free reward tabs.
- Save Gems for Woo (Shadow) pity (20,000 summons) if he is your target.
1.2 Gold Priorities
- Gold is the most common bottleneck in mid-game.
- Spend Gold where it changes the next run, not where it makes menus look tidy.
- Fastwagon generates extra Gold in runs — max him first on farming teams.
- Selling duplicate banner summons is a Gold source.
1.3 Currency Farming Loop
Raid Shop → 30-min challenge clears (Karashi) → AFK chamber → Squadron clears
1. Secret Units Guide
1.1 What Makes a Secret Unit?
Secret units are rare pulls (or evolution targets) that can become the core of an end-game account. They are not automatic spending targets — chase them when they solve a real wall.
Current secret units of note:
- Gometa (SSJ4) / Gogeta — see Section 20 for the full route.
- Woo (Shadow) — 20,000 summon pity on the banner.
- Shanron (Omega) — GT City Raid Act 4.
- Madora (Gunbai) — Ninja Village Squadron Act 4.
1.2 Secret Unit Decision Route
- Name the wall first. What does the secret unit solve — waves, bosses, farming tempo, or evolution progress?
- Test with normal upgrades first. If the run improves, traits and gear have a clear purpose.
- Spend one resource lane at a time: Gold to raise the floor; traits to raise the ceiling; stat rerolls for specific weaknesses.
- Keep a fallback carry. If the secret-unit chase fails (or the banner misses), the account should still progress.
1.3 Traits for Secret Units
Current high-value trait outcomes for secret carries: Superior, Cloner, Rebirth. Test the unit before rerolling, then use traits after the role is obvious.
1.4 Evolution and Secret Units
Evolution should follow proof. The unit should already solve a problem, and evolution materials should push that solution further. Do not rush evolution if the unit is not yet outperforming your current carry.
20. How to Get Gometa (Gogeta / SSJ4)
Note: Anime Squadron calls this unit Gometa in-game. "Gogeta" is a common search term from the anime reference; both names refer to the same unit.
1.5 Route Overview
Gometa (SSJ4) is the current top SS carry. The route requires:
- Prerequisite units: Goki and Vegata (both need to reach their evolved forms).
- Goki → SSJ4 Full Power EVO.
- Vegata → SSJ Full Power EVO (required for the Gometa questline).
- Complete the associated questline.
- Collect Primal Core materials (exact amounts: verify in the live game UI).
- Infinite Mode and Raid progress are required as milestone steps.
- Final Gometa EVO.
1.6 When to Start the Gometa Chase
Start when:
- Your account has a stable carry that is already farming and earning resources.
- You have extra resources beyond what normal progression needs.
- You can keep one active carry farming while Gometa prep accumulates in the background.
Do not start when:
- Every material goes into a future unit while your current squad cannot clear basic content.
- You would need to stop all normal upgrades to fund the route.
1.7 After Unlocking Gometa
Test first, then reroll. If Gometa improves wave clear, boss damage, or farming, then traits, stat rerolls, and gear have a clear purpose. If it is not yet outperforming your carry, the issue may be upgrade level, gear, or support — test one variable at a time.
1. Secrets and Hidden Rewards
Many rewards in Anime Squadron are not loudly announced. Run this checklist regularly — especially after updates, new worlds, or returning from a break.
1.1 Full Secrets Sweep Checklist
Start here every time:
- Check mail or inbox — claim update gifts, maintenance rewards, and compensation immediately.
- Check daily and login rewards — verify streak progress.
- Open quests and achievements — claim completed rewards, then reopen to reveal chained rewards.
- Inspect event tabs — temporary missions, token shops, and event reward tracks.
- Review every shop tab — scroll fully; look for free items, rotating stock, token exchanges, and milestone locks.
- Review the map from World 1 onward — missing stars, chest icons, locked paths, unusual nodes.
- Open stage previews — rare drops, bonus rewards, unfinished objectives.
- Inspect the roster — newly revealed locked slots, silhouettes, requirement text.
- Redeem any valid codes through official channels.
- Spend only after the sweep is complete.
1.2 Hidden Reward Patterns to Watch For
- Reward tracks that reveal new tiers only after claiming the previous one.
- Shops with a second tab or page not immediately visible.
- Stage tiles with different border styles, star counts, or chest icons.
- Boss stages with unusual reward previews.
- Event tabs that remain visible after you thought you finished them.
- Tokens in inventory that do not match any upgrade you have been working on.
1.3 Best Times to Run the Sweep
- After your first login of the day.
- After clearing a new world or boss.
- After an update.
- After an event starts or ends.
- Before spending premium currency.
- When returning from a break.
1. Stage Strategy and Positioning
1.1 Identify the Failure Point First
Before changing anything, locate where the run collapses:
| Failure Point | Likely Fix |
|---|---|
| Lose early | Cheaper starter; upgrade sooner; place first unit nearer to the start |
| Lose mid-stage | Upgrade carry faster; add area damage |
| Survive but boss won't die | Upgrade single-target damage; increase boss uptime |
| Enemies leak constantly | Improve placement; add control or area coverage |
1.2 Placement Rules
- Place units where enemies stay in range as long as possible.
- Corners, bends, loops, and intersections give maximum attack time.
- Starter units → earliest dangerous section.
- Area damage units → bends or grouping points before enemies spread.
- Boss damage units → locations where the boss spends the most time.
- Support units → covering your highest-value damage dealers, not random placements.
- Control units → just before or inside the main kill zone.
1.3 Create a Main Kill Zone
Focus your strongest effects where enemies spend the most time. A good kill zone has:
- Enemy grouping — enemies enter close together or after slowing.
- Damage overlap — multiple units can hit the same targets simultaneously.
- Backup coverage — survivors are caught before escaping.
1.4 Upgrade Timing
- Upgrade before the next problem arrives, not after you are already losing.
- Stabilize the opening cheaply, then layer in your damage zone.
- Save burst upgrades (or big Gold spends) for boss phases.
- Prioritize upgrades that change a clear outcome, not just make numbers look better.
Practical upgrade flow:
- Place a reliable opener.
- Add a second damage source before waves get thick.
- Upgrade your main area damage unit.
- Add or improve support once the damage zone is established.
- Push boss damage before the final wave.
- Spend remaining resources on the unit with the best immediate return.
1.5 Post-Loss Adjustments
| Problem | Fix |
|---|---|
| Fast enemies leaking early | Cheaper opener, upgrade sooner, position closer to start |
| Large groups breaking through | More area damage; reposition area unit |
| Tanky enemies surviving | Upgrade single-target damage earlier |
| Boss reaching the end | Improve boss uptime; add dedicated boss unit |
| All damage feels weak | Focus upgrades instead of spreading |
| Support feels useless | Move it into the kill zone or replace with damage |
1.6 Practical Battle Plan for Tough Stages
- Choose a balanced squad (opener, area, boss, support/control, flex).
- Plan first placements before the run begins.
- Stabilize the opening — spend only enough to stop early leaks.
- Build the kill zone where enemies stay in range longest.
- Upgrade with purpose, not reactively.
- Prepare for elites and bosses before they arrive.
- Review the failure point if the run fails.
1. Starter Units
1.1 What Makes a Good Starter Unit?
- Reliable damage against common enemies at low upgrade cost.
- Good coverage range or area effect.
- Simple placement — no complicated conditions before dealing damage.
- Useful before rare upgrades are available.
- Compatible with generic team structures.
1.2 Starter Unit Priority by Role
1. Main Damage Starter Look for: solid single or mixed damage, affordable early upgrades, good attack speed. Place where enemies stay in range longest (corners, bends, long lanes).
2. Area Damage Starter Look for: splash, cone, circular, or line attacks. Useful at bends and intersections where waves group. Softens groups before your carry runs out of steam.
3. Cheap Early Defender A low-cost unit that stabilizes opening waves while your carry ramps up. Does not need long-term investment — replace or sell when it falls off.
4. Support or Utility Starter Slows, buffs, or stuns. Only worthwhile once your carry is strong enough to benefit from support effects.
5. Boss Damage Starter Add when tanky enemies or bosses start leaking. Place in high-uptime spots on long bends for maximum contact time.
1.3 Early Team Template (Beginner)
- Main carry for consistent clearing
- Area damage for wave groups
- Cheap early placement for stability
- Support or control for consistency
- Boss damage or flex slot
1.4 Starter Unit Mistakes
- Chasing rarity over usefulness — a lower-rarity unit that carries stage 1–10 beats a rare unit that needs dozens of upgrades first.
- Ignoring area damage and stacking single-target only.
- Upgrading every unit evenly — focus the carry.
- Replacing units so often that no one becomes strong.
- Forgetting placement — a strong unit placed badly can look weak.
1. Team Builds and Compositions
1.1 Balanced General-Purpose Template
| Slot | Role |
|---|---|
| 1 | Main carry — most reliable all-purpose damage |
| 2 | Wave clear — area damage for groups |
| 3 | Boss damage — focused damage for tanky enemies |
| 4 | Control — slow, stun, or delay for consistency |
| 5 | Flex — support, extra damage, or stage-specific counter |
1.2 Tested Compositions (games.gg, June 2026)
Mid-to-Late All Modes:
- Gometa (Superior trait) + Karashi (Rebirth trait) + Vegata (Cloner trait) + Fastwagon (any Farm trait)
- Max Fastwagon first to accelerate the whole team's deployment speed.
Farming Madora (Ninja Village Squadron Act 4):
- 2 DPS units + Shinks + Fastwagon
- Alternative: swap in Vegata with Cloner trait.
Farming Shanron (GT City Raid Act 4):
- Vegata with Cloner trait can solo this.
- Or: 2 DPS + Shinks + Fastwagon.
1.3 Team-Building Rules
- Every slot needs a clear job. Five DPS looks powerful but fails against waves or survival pressure.
- Prioritize area damage over single-target stacking.
- Support only after the carry is strong enough to benefit.
- Do not fill with the same role. Identify the gap: is the team losing to waves, bosses, or survival?
- Mid-game: start specializing — use different teams for farming, stage pushing, and hard challenges.
1.4 Common Team-Building Mistakes
- Chasing rarity instead of roles.
- Ignoring wave clear (then struggling to reach bosses).
- Ignoring boss damage (then stalling on high-health enemies).
- Stacking too many supports without enough raw damage.
- Upgrading every unit evenly instead of focusing the carry.
1. Traits Tier List
Traits can outperform a unit upgrade in raw power gain. Always assign traits that match the unit's primary role.
1.1 Trait Recommendations by Role
| Role | Best Traits |
|---|---|
| DPS / Carry | Cloner or Superior |
| Farm / Economy | Entrepreneur or Wealthy |
| Tank / Survival | Rebirth |
1.2 SS Tier — Best Trait
Superior — +200% DMG, +300% HP, +30% RNG, -15% CD, +1 Spawn Cap. The extra placement slot separates it from every other trait. The combination of massive stat gains and an additional unit on the field makes this the clear top choice.
1.3 S Tier
| Trait | Bonus | Notes |
|---|---|---|
| Cloner | +40% DMG, +60% HP; deploys 2 units instead of 1 | Doubling a top DPS like Gometa or Woo often provides more total value than stacking raw stats. |
| Entrepreneur | -40% Cost, +30% DMG, +30% HP | Cost reduction is the headline — expensive units hit the field earlier. Key in Infinite Mode and raids. |
| Rebirth | +35% DMG, +50% HP, +20% RNG, one-time respawn at 50% HP | Extra life is especially valuable on hard stages where losing a key unit mid-run ends the attempt. |
1.4 A Tier
| Trait | Bonus | Notes |
|---|---|---|
| Lethal | +20% DMG, -10% CD | Best non-secret DPS trait. Cooldown reduction directly increases total damage output. |
| Sniper | +20% DMG, +40% RNG | Strong for units that benefit from attacking earlier in the wave. |
| Wealthy | -20% Cost, +10% DMG | Weaker Entrepreneur. Still useful on expensive units. |
1.5 D Tier — Reroll Immediately
Sight, Endure, Tank — Stat gains are too small to matter in serious content.
1. Unit Roles
Every slot in your squad should serve one of these roles:
| Role | Purpose | Priority |
|---|---|---|
| Main Carry | Clears waves; receives most upgrades | First |
| Area Damage | Handles grouped enemies before they stack | Second |
| Boss Damage | Single-target output vs. tanky enemies | Third |
| Control | Slows, stuns, or delays enemies to extend carry uptime | Flexible |
| Support | Buffs, heals, range, or speed bonuses to the carry | After damage is stable |
| Economy (Farm) | Generates extra Gold to deploy units faster | Important for farm teams |
| Starter Filler | Cheap early placements to survive the opening waves | Temporary |
1.1 Role Rules
- Main carry first. Everything else supports this unit's job.
- Economy (Fastwagon) is mandatory for farming teams. Extra Gold lets expensive units arrive earlier.
- Support only after damage. Buffing weak damage still produces weak damage.
- Do not fill all five slots with the same role. Five DPS units with no control will lose to waves.
1. Unit Tier List
Rankings based on performance across Story, Raids, and Infinite Mode as of June 2026 (games.gg, Larc). Early access: check in-game for balance changes.
1.1 SS Tier — Meta Picks
| Unit | Role | Notes |
|---|---|---|
| Gometa (SSJ4) | Carry / Tank | Self-stacking damage buffs compound over long fights. Includes defense, HP regen, and dodge — doubles as late tank. Unlock: EVO Goki to Full Power → questline → Primal Core. |
| Woo (Shadow) | DPS | Shadow Soldier mechanic scales hard in Infinite Mode. Banner Secret with 20,000 summon pity — plan pulls accordingly. |
| Madora (Gunbai) | Boss Killer | Burn damage and meteor attacks. One of the best boss killers available. Unlock: Ninja Village Squadron Act 4. |
| Shanron (Omega) | Carry / Tank / Support | Most versatile unit in the roster. Extremely expensive to grind and EVO. Do not prioritize over other SS units early. Unlock: GT City Raid Act 4. |
1.2 S Tier — Strong From Start to Finish
| Unit | Role | Notes |
|---|---|---|
| Rizzuto (Sage) | DPS | Reliable carry across most content. Does not hit SS ceiling, but solid placeholder and mid-game contributor. |
| Vegata (SSJ Full Power) | DPS | Cheap effective ultimate, decent output. Required component in Gometa EVO quest — worth upgrading regardless. |
| Goki (SSJ4 Full Power) | DPS | Strong DPS; real purpose is EVO component for Gometa. Worth maxing even after moving past him. |
| Shinks | Support | Best support unit in the game. Damage reduction aura and dodge support. Include in almost every serious composition. |
| Fastwagon | Economy | The only dedicated money unit. Practically mandatory for farming. Provides extra Gold to deploy expensive units faster. Max first when building a farming team. |
1.3 A Tier — Specialists Worth Building
| Unit | Role | Notes |
|---|---|---|
| Karashi (Sharingan) | Fast DPS | Fastest mythic. Excellent for clearing weaker stages, farming resources, and 30-minute challenge runs. |
| Shield Hero | Tank | Best dedicated tank before Gometa. Battle Pass unit — check your current pass. |
| Rudaus | Support | Cooldown reduction for nearby allies. Niche but valuable in endgame compositions where CDR adds up to a DPS increase. |
1.4 B Tier — Mid-Game Workhorses
| Unit | Role | Notes |
|---|---|---|
| Big Beard | Hybrid DPS/Tank | Better DPS than C tier; decent tank outside endgame. Less reliable tanking than Shield Hero but more damage. |
| Mamosa | Healer | Useful for early survival. Falls off sharply when incoming damage scales beyond her heals. |
1.5 C Tier — Early Placeholders
| Unit | Role | Notes |
|---|---|---|
| Choi | DPS | Best starting DPS option. Replace as stronger units come online. |
| Tranks | DPS | Solid early filler. |
| Zaro | Filler | Fills slots when nothing better is available. |
1.6 D Tier — Do Not Upgrade
| Unit | Notes |
|---|---|
| Shin | Starter unit. Outclassed almost immediately. Do not spend upgrade resources. |
| Igras | Starter unit. Same as Shin. |
1.7 UPD 0.5 Notable Additions
The following units entered the tier conversation in UPD 0.5:
- Berserker (Enraged) — New DPS target alongside Gometa, Madora, Woo, and Puppeteer.
- Falcon (Dark) — Utility/economy/support or execute-style value. Useful when the account reaches upgrades too slowly.
- Skeleton Knight (Resonance) — Tank, support, or hybrid stability pick.
- Caska (Resilience) — Early/mid progression value; not a confirmed premium reroll target.
- Puppeteer (Transcendent) — Remains a high-end carry comparison point.
1. Update Checklist
Use this routine every time Anime Squadron receives a new patch or event.
1.1 After Any New Update
- Read the full patch notes before spending anything.
- Claim mail, compensation, and login rewards immediately.
- Check limited event timers — prioritize expiring rewards.
- Review new banners and event shops before pulling.
- Test your current team on a familiar stage before rebuilding it.
- Compare new stages to your farming route — the update may offer better rewards.
- Save rare materials until the patch meta is clear.
- Upgrade for specific goals, not hype.
1.2 Event Shop Priority
- Limited units or unit shards.
- Rare upgrade materials.
- Summon tickets or premium currency.
- Account progression boosts.
- High-value farming materials.
- Cosmetics and optional collectibles (last).
1.3 Reset / Reroll Decisions After a Patch
- Do not reset reactively. Confirm the unit was actually nerfed, not just less useful in new content.
- A slightly weakened unit may still serve farming, co-op, or secondary teams.
- Spend rare materials only when the result changes a named current wall.
1.4 Returning After a Long Break
Priority order for returning players:
- Claim free update rewards and codes.
- Check limited event timers.
- Review your roster and main team.
- Test a familiar stage to measure your account.
- Try new content once for information.
- Choose one farming target.
- Upgrade only the units that help that target.
- Save flexible resources until the patch meta is clearer.
1. Upgrade Priority
1.1 Full Upgrade Order
- Main carry — unlocks better content and faster farming.
- Account-wide upgrades — permanent bonuses that persist across all teams.
- Farming power — upgrades that speed up resource income.
- Core team support and utility — after damage is stable.
- Secondary damage units — when content demands more power.
- Rare material investments — only on long-term, proven units.
- Side projects and luxury upgrades — after core goals are stable.
1.2 Upgrade Decision Questions
Before spending any resource, ask:
- Can my main carry clear my best farming stage quickly? If no → upgrade the carry.
- Do I have an account-wide upgrade that improves future farming? If yes → consider it early.
- Am I failing a stage for a clear reason? → Upgrade the smallest thing that fixes that reason.
- Is this spend on a unit that will stay in my squad? → If uncertain, wait.
- Will this upgrade make future upgrades easier? → If yes, it deserves high priority.
1.3 Upgrade for Breakpoints, Not Just Bigger Numbers
A breakpoint is an upgrade that changes what you can actually do: clearing a new stage, surviving a boss wave, farming a better reward tier. Aim for breakpoints rather than even stat padding.
1.4 Rare Material Rules
- Spend rare materials only on units with a confirmed long-term role.
- Ask: "Would I regret this if I pulled a better unit next week?"
- Do not spend during frustration — identify the actual problem first.
1.5 Early / Mid / Late Game Summary
| Phase | Priority Focus |
|---|---|
| Early | Main carry → cheap team stabilization → basic progression upgrades |
| Mid | Keep carry relevant → account-wide systems → farming speed → proven support |
| Late | Best long-term units → high-value account-wide systems → farming optimization → hard-stage specialists |
