Anime Vanguards stat ranks describe a unit’s individual Damage, SPA, and Range rolls. They are separate from traits: a rare trait does not automatically mean strong stat ranks, and strong ranks do not fix a trait that conflicts with the unit’s role. Use the Stats interface associated with Cyan, read the current Stat Potential and transfer warnings, and protect every donor or destination before confirming a destructive action.
What each stat changes
Letter grades and their exact modifiers belong to the live interface. Screenshots and old tables may not reflect a balance change.
Read Stat Potential correctly
Stat Potential is part of the reroll and improvement system documented by the community Wiki. Treat it as a live resource with rules shown in the current UI, not as a guarantee imported from an old guide. Before spending, identify which stat is actually limiting the unit. A support may value Range or SPA; a boss carry may gain more from Damage only after its coverage and cadence are sufficient.
Change one variable at a time. If you reroll stats, change a trait, equip a Familiar, and add Memoria together, you cannot tell which investment produced the result. Record the build first.
Transfer without losing the wrong unit
Stat transfers are potentially destructive because a source unit can be consumed. Lock both important units, then verify which side is donor and which is recipient. Match the exact form, Shiny status, and current stats. Read the confirmation panel from top to bottom and cancel if any name or outcome differs.
Do not use a limited, evolved, or otherwise irreplaceable copy as a test donor. Obtain a disposable example and confirm current behavior first. If the interface warns that a unit will be deleted or a value overwritten, that warning controls the decision.
Build a stat priority
Start from the unit’s job and map. Damage matters when the unit already hits the right targets often enough. SPA matters when faster cycles improve real attacks or effect application. Range matters when it adds lane coverage, safe placement, or support reach. No single ordering works for every unit.
Test at a fixed upgrade and wave with the same team. For SPA, time multiple cycles to smooth out animation and target-acquisition noise. For Range, use identical placement. For Damage, account for criticals, buffs, debuffs, and mode modifiers. Link the final observation to the build rather than saying one grade is universally required.
Use Unit Stats for a full comparison worksheet and Trait Reroll for the separate trait process.
Record a reproducible stat test
Write the unit form, level, trait, three ranks, Familiar, Memoria, supports, mode, stage, weather or modifier, upgrade, placement, target type, and test duration. For damage, use several attacks and distinguish critical results. For SPA, time multiple full animations. For range, capture the placement ring on the same tile.
Repeat after changing only one rank-related variable. A small card improvement may create a useful upgrade breakpoint, but it may also leave the real clear unchanged. Preserve both outcomes. This evidence is more useful than a grade screenshot because another player can identify why the result differs.
Stat Ranks FAQ
Are traits and stat ranks the same?
No. They are separate build layers and must be evaluated separately.
Should every stat be perfect before I progress?
No. Stop when the unit reliably solves its target. Spend first where an improvement unlocks content or fixes the weakest core slot.