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Shinigami Sword, a Rare equipment piece in Anime Expeditions

Shinigami Sword

RareStandardFits all units
  • Available now
  • Routes4
  • IntroducedUpdate 0
PassiveShinigami Sword

What one copy rolls

Damagehigher is better
worst 1%best roll 5%
Critical Chancehigher is better
worst 1%best roll 10%

How to get it

  • DropRaid · Spirit City · Act 1
    ×1
    Chance per clear2.5%

    No pity on this route — nothing guarantees the drop after a number of clears.

  • DropRaid · Spirit City · Act 2
    ×1
    Chance per clear3%

    No pity on this route — nothing guarantees the drop after a number of clears.

  • DropRaid · Spirit City · Act 3
    ×1
    Chance per clear3.5%

    No pity on this route — nothing guarantees the drop after a number of clears.

  • CraftArmory Forge
    ×1

    What it costs

How rolls land

Checked

Every stat is rolled per copy. The ranges above are the two ends; this is where inside them a roll actually falls.

Where a roll lands in the range

Roll band

Rare70%
Epic25%
Legendary4%
Mythic1%
worst rollbest roll

Reaching the top of a range means landing in the Mythic band — 1% of rolls. Each band decides where in the range a roll falls, as a fraction of that range.

Where inside a band a roll lands

What can be said is the band and its odds, which are listed above exactly as the game declares them.

How a roll applies

Damage compounds as pieces are added, so two of them are not the sum of their two numbers. Critical Chance adds up as percentage points. Every roll is a percentage change applied after the piece is equipped. The final stat depends on the unit and its full build, so use the roll values as modifiers rather than treating them as finished stats.

What this piece changes

The wording below is as of Update 2.

Shinigami Sword

Increase Damage by 0.5–1 (rolled per copy)% for each enemy in range. (Capacity: 15%)

This passive replaces nothing. It is carried by the piece and adds to whatever the unit already does, so there is no before-and-after to show.

What this passive is not in

What this passive does is stated above in the game’s own words, with its own numbers. It is in no number this site computes, because nothing in the data says when it fires and a reading of every equipment passive description finds none that fires unconditionally.

inferred

Value and rerolling

Sell value
25 Gold
Piece rarityRare

Scrapped, it yields

Changing a roll

Two items do this, and both are bought rather than dropped.

Every shop listing for Equipment Reroll.

ShopPriceStockRestocks
Villain Invasion100 Villain Coins100No
Summer Shop100 Sand Dollar100No
Event Shop10 Event Coin ×3No
Wandering Trader250 Gem5Every 30 minutes
General10 Raid Token ×310Every 1 week
Spirit City10 Spirit Token ×310No
Gold Shop2,500 Gold10Every 1 day

Every shop listing for Equipment Lock.

ShopPriceStockRestocks
Villain Invasion100 Villain Coins100No
Summer Shop100 Sand Dollar100No
Event Shop10 Event CoinNo
Wandering Trader250 Gem5Every 30 minutes
General10 Raid Token10Every 1 week
Spirit City10 Spirit Token10No
Gold Shop2,500 Gold10Every 1 day

Equipment inventory starts at 100 slots and can be extended to 500 slots, each further slot costing 1,000 Gold.

Which units can hold it

Every unit the game publishes has at least one standard slot — 81 of them — so any of them can hold this piece.

Equipment slots the game grants, by the unit’s own rarity — not the piece’s.

Unit rarityUnits publishedStandard slotsSignature slotsTotal slots
Mythic41213
Secret12213
Exclusive8202
Legendary8202
Epic6101
Rare6101