Half of all rolls land in the bottom band
Rare is 50% on its own, and within it the three tier-I traits are 26% each. So most rerolls produce a +5% improvement. Budget accordingly: rerolls are cheap individually and expensive in aggregate.
The published trait table, with the rates added up — which turns out to be the interesting part. The rarity bands sum to 93.15%, not 100%, and three of the five bands do not add up internally either. That is not a complaint about the source; it is how you work out what has not been published.
We could not find a second site publishing a complete trait table. One source means no cross-check, so treat these percentages as reported rather than confirmed — and note that the source itself says the rates are read from the in-game Trait Index, which is a stronger claim than most guide-site numbers carry.
What follows is the one thing we can do with a single source: check whether it is internally consistent.
Rare 50% + Epic 30% + Legendary 9% + Mythic 4.05% + Secret 0.1% = 93.15%. Either a band is missing from the published list — a Common tier would fit the 6.85% gap neatly — or the figures were transcribed with an error. We cannot tell which from outside the game.
Within a band the individual trait rates should reach 100%. Rare and Legendary do, exactly. Epic and Mythic fall short, and Secret has no traits listed at all. That is a different kind of gap from the first one: it means specific traits were left out, not that a number is wrong.
The same page that publishes the table states the game has 23 traits. It lists 18. That is exactly 5 traits unaccounted for — and the bands with missing percentage are precisely the bands where you would expect them to sit. The three gaps corroborate each other.
Put together, the most likely reading is that 5 traits exist that nobody has published, concentrated in Epic, Mythic and Secret. If you roll something that is not on the table below, that is what you have found — and we would like to hear about it.
A table of percentages is only useful once you know where to spend them. Only one of the sites carrying the trait data explains the mechanic at all — the rest publish the rates and assume you already know.
The practical order is therefore: reach level 10, redeem every code on the codes page first, decide which unit you are actually building around, and only then start rolling. Half of all rolls land in the bottom band, so spreading them across units you have not committed to is how most of a stockpile disappears without changing anything.
Both totals below are computed from the numbers in the table rather than copied, so you can check them.
| Band | Band rate | Traits listed | Rates within band |
|---|---|---|---|
| Rare | 50% | 6 | 100% |
| Epic | 30% | 4 | 47%short by 53 |
| Legendary | 9% | 5 | 100% |
| Mythic | 4.05% | 3 | 55.5%short by 44.5 |
| Secret | 0.1% | 0 | 0%short by 100 |
| Total | 93.15% | 18 | 6.85% unaccounted for |
Grouped by band. Pity counts appear only on the two Mythic traits that have them — a pity system for traits is confirmed, while whether unit summons have one is not.
| Trait | Effect | Rate | Pity |
|---|---|---|---|
| Reach I | +5% Range | 26% | — |
| Fury I | +5% Damage | 26% | — |
| Haste I | -5% Cooldown | 26% | — |
| Reach II | +10% Range | 7.34% | — |
| Fury II | +10% Damage | 7.33% | — |
| Haste II | -10% Cooldown | 7.33% | — |
| Trait | Effect | Rate | Pity |
|---|---|---|---|
| Reach III | +15% Range | 7.34% | — |
| Fury III | +15% Damage | 7.33% | — |
| Haste III | -12.5% Cooldown | 7.33% | — |
| Head Hunter | +20% Crit Chance, +25% Crit Damage | 25% | — |
| Trait | Effect | Rate | Pity |
|---|---|---|---|
| Hawkeye | +30% Range | 25% | — |
| Scholar | +50% EXP | 25% | — |
| Ace | +10% Damage, -5% Cooldown, +10% Range | 20% | — |
| Nimble | -20% Cooldown | 18.5% | — |
| Looting | +20% Income | 11.5% | — |
| Trait | Effect | Rate | Pity |
|---|---|---|---|
| Hustler | +15% Range, +30% Income | 22% | — |
| Ascendant | +35% Boss Damage, +10% Damage, +10% Range | 19% | 325 |
| Stride | -10% Damage, -10% Cooldown, +5% Range; attacks build tempo for -2% Cooldown per stack (max -24%), +10% Range at max stacks, resets after 5s without attacking | 14.5% | 425 |
Rare is 50% on its own, and within it the three tier-I traits are 26% each. So most rerolls produce a +5% improvement. Budget accordingly: rerolls are cheap individually and expensive in aggregate.
Ascendant has a pity of 325 and Stride 425. Those are the only two published pity values, and both sit in Mythic — the band that is 44.5% short in the table, so there may be more Mythic traits with pity that nobody has documented.
The band is listed at 0.1% — roughly one roll in a thousand — and not a single Secret trait has been published. If you have rolled one, you are holding information that is not on the internet.
None of this is us testing the game. It is arithmetic on somebody else's published table, which is a weaker kind of evidence — but it is reproducible, and it points at exactly which numbers are worth chasing.