Anime Vanguards unit stats are useful only when the unit form and test conditions are visible. Damage, SPA, and Range change through upgrades, evolution, ascension, individual stat ranks, traits, Familiars, Memoria, abilities, buffs, and mode modifiers. A final-upgrade screenshot cannot be compared fairly with an unbuilt copy.
Core stat fields
Damage is the displayed output for an attack, but multi-hit attacks may split or repeat it and status damage can follow separate rules. SPA is the interval between attacks; lower SPA generally means a faster cycle. Range is how far the unit can target or affect the map. Placement cap, deployment cost, full-upgrade cost, area shape, target count, and element complete the basic record.
Build a fair comparison
Select one repeatable stage and keep difficulty, map, player count, unit level, evolution, ascension, trait, individual stats, Familiar, Memoria, and external support constant. Change one unit or one upgrade at a time. Record the wave where it is placed, the wave where it reaches key upgrades, and the first enemy it fails to stop.
For a placement comparison, multiply nothing blindly. Multiple copies can cover different path sections, apply overlapping effects, or compete for upgrades. A one-placement trait such as Monarch changes the total. Compare the complete deployed setup at the same spent Yen.
Attack shape and targeting
Line, cone, circle, full AoE, single target, multi-hit, and summons can produce very different results with the same panel Damage. Targeting priority also matters when fast enemies hide behind high-health enemies or a boss requires focused damage. Observe who is hit, how often, and where the attack lands.
Abilities may reset attacks, add a second form, change targeting, summon helpers, or create a timed buff. Note whether the displayed stat includes the ability and whether its uptime is realistic. The Unit Abilities guide covers these conditions.
Individual stat ranks
Each unit can have separate Damage, SPA, and Range bonuses. The Cyan NPC in the Upgrades area handles rerolls and transfers with Stat Chips and Super Stat Chips. Community documentation describes ranks from lower grades through Godly and a Stat Potential system that improves higher-rank odds through takedowns before resetting on a roll.
Do not confuse these rolls with the named trait. A unit can have a strong trait and weak individual stats or the reverse. Improve the stat that fixes the actual problem. Damage helps when enemies survive; SPA helps when the attack cycle is the limitation; Range helps when coverage or support reach misses.
Evolution can raise stat ranks under the documented system, but special limits apply at the top. Open the Stat Ranks guide before using a valuable chip stack or transfer.
Calculate useful output
A simple Damage divided by SPA estimate is a starting point for a basic single-hit unit, not a universal score. Add the number of hits only when the game actually applies the full displayed value per hit. Include critical chance and damage only under the current kit. Treat status damage, summons, manual abilities, transformations, execution effects, and global buffs separately.
For support, measure the team’s result with and without the unit under the same setup. For control, record effective uptime and immunity. For farm units, measure when their investment pays back and how much combat power the slot replaces.
Common stat mistakes
- Comparing different forms or patches.
- Calling lower SPA a nerf when lower is normally faster.
- Ignoring placement count and total cost.
- Using a showcase with perfect traits, stats, Familiar, and Memoria as the base value.
- Ranking Range without checking the map.
- Transferring stats before reading what the sacrificed unit loses.
Stats FAQ
What are the three rerollable stats?
Damage, SPA, and Range. They are separate from the unit’s named trait.
Is the highest Damage unit always best?
No. Attack cycle, shape, targets, cost, placement, ability uptime, and mode mechanics can matter more.