Beginner's Ticket
Rare ticket used to summon allies in the Beginner's Path event!
DOT is damage over time. SPA is seconds per attack. Pity is the summon cost that guarantees a rarity. Every Anime Expeditions term, defined.
44 player terms, then 128 more from the game’s own keyword tables.
What you spend, and where each one is spent.
Rare ticket used to summon allies in the Beginner's Path event!
Valuable currency that can be spent in the Tournament Shop!
Precious event coins that can be spent in the Event Shop!
Precious expedition coins used for upgrades, shops, and more!
Valuable gems used to summon powerful allies!
Precious gold coins used for upgrades, shops, and more!
A token used to purchase items from the General Raid Shop.
Obtained from the Summer 2026 event.
A token used to purchase items from the Spirit Society Raid Shop.
Obtained from the Villain Invasion event.
Match money. You earn it by defeating enemies during a run and spend it inside that same run to place and upgrade units. It does not follow you out.
“After placing, click on your placed unit. You can manage and upgrade them to be more powerful as you gain Yen from defeating enemies”
The game does not file Yen with the currencies above; nothing carries it between matches.
How units are rolled for, and what the game guarantees along the way.
A summon pool with its own price, its own currency and its own odds.
Running now: the Beginner's, Mini and Standard banners.
The Mini and Standard banners swap their lineups on a timer, so a lineup is only true for the moment it was read.
The Beginner's banner keeps a fixed roster of launch units instead.
A boost that multiplies the Legendary and Mythic chance on a summon and then re-spreads every rarity to fit back into a hundred.
Secret is not one of the boosted bands, so stacking luck makes a Secret less likely rather than more.
Luck does nothing on the banner, which takes no luck boost at all — the printed odds there are the final odds.
Unconfirmed — How much luck a luck potion is worth is applied on the game’s servers and is not published.
The cost, in summons, rolls or clears, that guarantees a rarity. It is counted separately on each banner, each trait and each stage drop — the three never share a counter.
Guaranteed within, counted in summons on that banner
| Rarity | Beginner's | Mini | Standard |
|---|---|---|---|
| Legendary | 20 | 50 | 50 |
| Mythic | 50 | 400 | 400 |
| Secret | — | — | 10,000 |
An empty cell is a band that banner does not roll at all, so there is no counter to reach — not a counter of zero.
Unconfirmed — Whether a summon counter is hard at exactly that number or ramps towards it, whether a higher rarity resets it, and whether it is shared across banners are all decided on the game’s servers and are not published.
The rarest band a summon can land on.
A Secret cannot drop at all until your account reaches level 10.
No Secret band exists on the Beginner's and Mini banners, so no amount of summoning there produces one.
A rarer visual variant a unit can arrive as, with no effect on its stats.
The base chance is 1%. One gamepass raises it, and nothing else in the game does.
Unconfirmed — The roll happens on the game’s servers, so the chance is read from the game’s own configuration rather than measured.
Spending a currency on a banner to roll for a unit. Summon is the game’s own word for it; players usually say pull.
The numbers on a unit, and the two systems that re-roll them.
What one of a unit’s attacks hits for. It is one of the three stats a unit rolls a grade on, and one of the two halves of Power.
DOT is damage over time — damage that keeps hitting after the attack that applied it.
“Deals damage over time.”
Power is Damage ÷ SPA.
It is a throughput number, so a unit that hits hard slowly and a unit that hits lightly fast can land in the same place. Lists on this site that use it are ordered by Power, highest first.
SPA is seconds per attack — lower is faster.
It is the gap between a unit’s attacks, so a smaller number is more attacks in the same time. It is also why a grade that reads as a negative number on SPA is the good one.
A stat buff bought at an Expedition checkpoint, for that expedition only.
“You're able to repair your Payload's health, buy Stat Anvils for buffs, or even hire great random units!”
The item itself is called Anvil in your inventory.
The grade a unit rolls on each of Damage, Range and SPA — one grade per stat, rolled independently.
On SPA the good grades read as negative numbers, because lower is faster.
Re-rolling a unit’s stat grades. Each roll spends 1 Stat Reroll.
A Stat Lock holds one stat where it is while the other two roll.
Moving a unit’s rolled stat grades onto another unit.
Legendary is the lowest rarity that can receive a transfer, and at Mythic there is no restriction at all.
A counter the game keeps on each unit that raises the floor of a stat reroll — the worst grades stop appearing.
A full bar guarantees a minimum grade of A, which is 6th of the 14 grades. It does not make Z more likely: A is the floor across the whole range, not a pull towards the top.
The bar reads 100% at 5,000, and the game lets it bank to 20,000 — shown as 400%.
of the 20,000 the game will bank — the rest buys nothing further
Unconfirmed — Players report that Worthiness fills from kills and that it resets after any stat reroll. Neither is settled by the game’s own data.
What a unit wears, and the buff it carries.
The game’s own name for the equipment bench, inside the Expedition hub.
“Reroll equipment stats, craft new equipment, and scrap unwanted equipment!”
The bench opens one of those a stage at a time, as it is upgraded.
Gear a unit wears. Equipment is the game’s word; relic and gear are the player words for the same thing.
“You can put equipment onto a unit to drastically improve the unit! The equipment's stats determines the rarity of the equipment as well.”
The game splits it in two, and the split is what decides who can wear a piece.
Equipment that can go on any unit.
“Standard Equipment can be equipped to any unit, but there are specific Unit-Equipment that can only be equipped to that specific unit.”
A buff that sits on a unit, rolled separately from its stats.
There are 17, and a summoned unit arrives with one already on it 0.75% of the time.
Re-rolling a trait spends 1 Trait Reroll.
Only 4 of the 17 carry a pity threshold, counted in trait rolls.
Unconfirmed — A trait’s pity threshold is stored by the game; its behaviour at the threshold is unverified.
Equipment built for one named unit. Only that unit can wear it.
Mythic and Secret units carry 1 Unit Equipment slot each. No other rarity has one.
Where you play, and what raising something actually raises.
One numbered stage inside a map. Story progress and most drop rules are addressed by map and Act together, which is why a farming route names both.
The hands-off switch: the game places and upgrades units for you, following settings and presets you save ahead of time.
A preset shapes up to 6 unit slots, and you can keep 10 presets. Upgrades follow either a set order or a priority you rank.
The game turns it off in Expedition, Lobby and Trial.
A chance meeting at a stop on an Expedition route. A named character offers a choice of approaches, and what you walk away with depends on the one you pick.
“A mysterious figure appears, offering to Speak, Barter, or Engage!”
6 characters can turn up, and two Encounter stops never land back to back. Speaking is free; bartering and engaging put something at stake.
Unconfirmed — Which character appears at a stop, and what an outcome actually grants, is rolled on the server — so routes from Encounters are named without odds.
Turning a unit into its evolved form, which has its own stats and can unlock new abilities. It is one of the game’s own three verbs, beside Summon and Level Up.
“Upon selecting a unit of yours that has an evolution, you'll see materials you need to be able to obtain its evolution!”
The game’s payload mode, and the hub that surrounds it.
“Welcome to Expeditions! Construct & Manage different buildings, and play the unique Payload gamemode!”
“Place your units on the Payload and protect it as you move through enemy territory!”
Expeditions open at account level 20.
Two different things share the word. Your account level gates content — Secret summons open at level 10. A unit’s level is its own progress, raised outside a match.
Neither is the upgrade you buy during a run. That is a Tier.
A gamemode of shorter, harder fights.
“Test your limits and take on stronger enemies.”
Its clears pay Raid Tokens and Spirit Tokens, and each has a shop of its own.
A placed unit’s upgrade step inside a match, bought with Yen. Placing the unit is the first step; every upgrade after that buys the next one.
Tiers last for that run only, and how many a unit has varies from unit to unit.
The seasonal climb mode: floor after floor of enemies, scored by how far you get before falling. Season placements pay out on top of the floors themselves.
Milestone rewards land every 5 floors up to floor 50.
Traitless Tower is its own ladder beside it — the same climb with trait effects switched off.
Unconfirmed — The game marks Season 1 as ending “Upd 3” — an update marker, not a date. Floors past the stored milestones, and each run’s resistances, are generated as you climb rather than written anywhere we can read.
Two words carry every date on this site, and they mean different things.
The moment we read the game. Everything under an “As of” stamp is what the game held then.
Anything that rotates on its own — a banner’s featured lineup, a shop’s stock — may have moved since.
The moment we last looked to see whether something had changed. A “Checked” stamp on its own means we looked and found the same values.
“As of” answers when this was true; “Checked” answers when we last looked.
Some events do not end on a clock. The game stores their ending as an update number rather than a date, so where that update has not shipped, the honest ending is the one we print: ends when it ships — no date announced.
Every update has a number and a name, and we print both: Update 2 — Summer Siege.
Shipped so far: Update 0 — Official Release, Update 0.5 — Villain Invasion, Update 1 — Warriors Saga, Update 2 — Summer Siege. The game’s own log gives no dates at all.
The one real date an update carries is its Roblox platform event — a window titled with the update’s number, which is what our own update clock reads.
Below are the terms the game defines for itself, in its own words: status effects, run modifiers, enemy behaviours and the multiplier tables behind them. Open a table to read it.
Kill or assist.
A negative effect that weakens a target’s stats for a duration.
A category that groups by a shared theme or origin.
Augmented portals have increased reward chances and pity progress, but higher difficulty!
A follow-up attack triggered by abilities, separate from normal attacks.
A mechanic that changes a unit into a more powerful form, increasing its stats or abilities.
A mechanic that changes a unit into a more powerful form, increasing its stats or abilities.
An additional attack triggered by abilities, separate from normal attacks.
Cannot receive more damage at once than required to reach the next Health threshold. Reaching a threshold may trigger special effects or mechanics.
Any attack instances performed by an enemy.
A negative effect that weakens a target’s stats for a duration.
The speed at which a unit's animation is played.
Damage that is converted into Decayed Health
Allows attacks to damage shields even if they normally cannot.
A modifier that buffs or debuffs a unit or enemy.
A temporary effect applied to a unit or enemy that modifies their stats, behavior, or abilities.
A persistent effect applied to enemies that can trigger additional effects.
This is both a keyword and a run modifier.
As a keyword: A defensive modifier that reduces damage or effect effectiveness against an enemy by a percentage.
As a run modifier: Resistances cycle from Flame > Hydro > Gale > Terra > Light > Storm > Dark every 30s
Defines the enemy’s type and core behavior.
Kill, not including assist.
A meter attached to a unit that will increase/decrease to cause actions to occur.
Crowd Control Effects that fully disable or prevent enemies from performing actions, such as Stun, Freeze, Rewind, Shadow Rewind and Stagger
Stored damage that can be triggered by a Regular Attack or Follow-Up Attack
A negative effect that restricts enemy movement, actions, or ability usage.
A stationary summon placed on paths that interacts with enemies.
Instantly moves a unit to a new position.
A positive effect that enhances a target’s stats for a duration.
A map wide mechanic that causes mass effects to enemies or allies.
A temporary allied summon that moves along paths and collides with enemies.
A unit category that deals specific damage type.
Standard attack affected by Critical Chance and dealing bonus damage based on Critical Damage.
Standard attack performed by a unit.
A counter attached to a unit that will increase/decrease to cause actions to occur.
A negative effect that restricts enemy movement, actions, or ability usage.
Removes cleansable debuff(s) from a unit.
A temporary unit clone created by abilities that acts independently.
Crowd Control Effects that do not fully disable enemies, such as Slow and Dismembered
A temporary allied unit created by abilities that acts independently.
Any attack instance performed by a unit.
This is both a keyword and an enemy modifier.
Moves 45% faster but has 20% less health.
1 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Grants +1 Shield and +10% speed boost to surrounding enemies every 5 seconds within 10 range.
4 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Regenerates 1% maximum health per second.
This is both a keyword and an enemy modifier.
Every 5 seconds, summons enemies at its location (up to 5 enemies).
1 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Gains 2% movement speed per second up to a maximum of 50%.
2 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword, an enemy modifier and a status effect.
As a keyword: Every 15 seconds, decrease DMG/SPA/RNG by -10% to all units within 30 range for 10 seconds.
As a status effect: Every 15 seconds, instill Fear onto surrounding units for 5 seconds, decreasing their stats by 10%.
6 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Takes 30% less damage from all sources.
1 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
On death, explodes in a 10 range radius and stuns units for 2 seconds.
2 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Applies a debuff within a specific area.
1 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Every 10 seconds, becomes immune to damage for 3 seconds.
2 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Regenerates 8% maximum health per second.
This is both a keyword and an enemy modifier.
Immune to all soft and hard crowd control effects.
This is both a keyword and an enemy modifier.
Every 10 seconds, steal 10% HP of all nearby enemies within 5 range.
3 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Regenerates 5% maximum health per second.
This is both a keyword and an enemy modifier.
Grants nearby enemies a stacking +5% permanent speed boost. Applying soft cc will reset the stack to zero.
2 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Takes 33% less damage from full AoE attacks.
1 of these field names have no label in the game’s own table, so the field name itself renders.
Receive 50% increased incoming damage from all sources.
This is both a keyword and an enemy modifier.
Pick a random unit on the field, and cage them, disabling their attacks, passives and abilities.
1 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Regenerates 3% maximum health per second.
This is both a keyword and an enemy modifier.
Grants nearby enemies within 5 range +20% movement speed and +20% health.
1 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
At 50% health, transforms into a second phase at full health.
2 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Grants progress towards your active Expedition Project.
This is both a keyword and an enemy modifier.
Gains +20% movement speed while near a Commander.
1 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Revived enemy that drops no Yen when killed.
This is both a keyword and an enemy modifier.
Grants a 200% damage-absorbing AoE shield based on the host's health to all nearby enemies within 5 range.
1 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Respawns up to 2 times unless killed while affected by a DoT effect.
1 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Every 8 seconds, burrows underground for 2 seconds, becoming untargetable.
2 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Periodically converts nearby enemies within 10 range into zombified enemies.
1 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Moves 20% slower but has 20% increased health.
1 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Every 15 seconds, stuns the 3 nearest units for 5 seconds.
3 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Enemies spawned by Splitter or Summoner have 99% reduced health and 5 Shield.
This is both a keyword and an enemy modifier.
Every 10 seconds, removes all crowd control effects from enemies on the map.
1 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
After every 20 hits, stuns all units for 2 seconds.
2 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
On death, splits into 3 enemies, each having 33% of its health.
1 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Protected by an attack-absorbing shield.
1 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and a status effect.
As a keyword: Enemies killed with this mark active drop +250 Yen.
As a status effect: Enemies killed with a Bounty Mark drop extra yen.
4 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
On death, revives with 50% health, and drops 50% less Yen when killed.
2 of these field names have no label in the game’s own table, so the field name itself renders.
This is both a keyword and an enemy modifier.
Every 10 seconds, consume a nearby Basic enemy and gain "Regen I" for 10 seconds.
3 of these field names have no label in the game’s own table, so the field name itself renders.
Forces the target to move backward along its path.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Deals 0.5x damage in 8 ticks over 8s.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Deals 0.3x damage in 6 ticks over 6s. Additionally deal 0.5x damage every tick
4 of these field names have no label in the game’s own table, so the field name itself renders.
Mark applied by Genetic Code.
4 of these field names have no label in the game’s own table, so the field name itself renders.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Mark applied by Precision Slash and Quick Assist.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Prevents all actions and movement for 2s.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Reduces movement speed by 0.5 for 5s.
5 of these field names have no label in the game’s own table, so the field name itself renders.
Deals 2x damage in 12 ticks over 12s.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Mark applied by Crimson Explosion and Piercing Crimson (ability).
4 of these field names have no label in the game’s own table, so the field name itself renders.
Pushes the target backward with force 0.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Stuns the enemy for 1 second. On stun, chain lightning hits up to 3 enemies, dealing 0.15x damage.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Freezes the target, preventing movement and actions for 2s.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Teleports enemies back towards the enemies base.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Mark applied by Predictive Calculation.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Reduces movement speed by 0.2 for 5s.
5 of these field names have no label in the game’s own table, so the field name itself renders.
Interrupts actions and briefly delays movement.
4 of these field names have no label in the game’s own table, so the field name itself renders.
On application of Golden an enemy will be stunned for 2 seconds and become more conductive, allowing Electricity to chain to 2 additional enemies.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Deals 0.65x damage in 4 ticks over 4s.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Deals 0.65x damage in 6 ticks over 6s.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Permanently reduces movement speed by 0.15.
5 of these field names have no label in the game’s own table, so the field name itself renders.
Mark applied by Marionette’s Gaze.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Deals 0.5x damage in 4 ticks over 4s.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Mark applied by Prince's Pursuit.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Mark applied by Crow's Illusion.
4 of these field names have no label in the game’s own table, so the field name itself renders.
Farm units are disabled.
All enemies are bosses.
Blood Money and Bounty Hunter Cards are disabled.
Enemies are %s%% faster.
Research Tree Upgrades are disabled.
The Repair Hammer is disabled.
Stat Anvils are disabled.
All traits disabled.
Enemies copy ally units' elements as resistances.
All ally units' ranges are decreased by %s%%.
1 of these field names have no label in the game’s own table, so the field name itself renders.
Trait Tomes are disabled.
All enemies spawn with %s shields.
Only %s upgrades are allowed across all units.
A unit category that deals psychic damage type.
A unit category that deals physical damage type.
This is both a keyword and an enemy modifier.
The strongest enemy type. May have unique abilities or special attacks.
3 of these field names have no label in the game’s own table, so the field name itself renders.
A unit category that deals magical damage type.
This is both a keyword and an enemy modifier.
A tougher enemy with enhanced stats.
A regular enemy with base stats.
Every 10 seconds, summon between three monsters, each having different mechanics
Immune to damage, and spawns jrs where every 10 took down, take 15% damage. Upon reaching 50% health, he stops for a few seconds & all jrs are despawned, then he and his jrs gain modifiers.
Permanently holds an archetype resistance, cycling between Physical and Magical upon each skull consumed. Upon losing a skull it splits into two, halving its health and attack damage each time, while gaining increased regeneration and a stacking modifier; Reinforced, Soldier, then Veil.
Every 10 seconds, attach a string onto a random unit, stunning them if they kill too many enemies; when Doffy reaches 50% health, he raises 4 pillars around the Payload that slow it by 0.15% each and make him invincible until all pillars are destroyed.
Enter a phase when hitting 50% Health, which gains resistance, starts a countdown & summon all of his monsters. If defeated within the countdown, the enemy gets weakened, otherwise, absorb the monsters and heal based off their health
Enemies that pass through are inflicted with Burn. This wall cannot be repositioned or recast.
This is both a keyword and a status effect.
Increases movement speed by 15% regardless of stacks; Each stack may lead to different reactions depending on the stack count.
4 of these field names have no label in the game’s own table, so the field name itself renders.
A category for units from a world of legendary warriors, powerful transformations, and wish-granting dragons.
Deals damage over time.
A gameplay system or rule that defines how units, abilities, or stages function and interact.
What holds is the table itself: these are the game’s own stored multipliers, read unchanged. An enemy element field appearing in a later update would make them usable.
The multiplier columns are the five category names the game stores, and they are not element keys. Only Light and Dark appear in both vocabularies; the rest resolve against nothing else in the data, so they are carried exactly as written and joined to nothing.
Each element stores a multiplier against two of the five categories at most; the rest are not stored, and a one has not been filled in for them.
Farm and Buff sit in the element column and are not elements: the game declares them invalid in its own list, so they are excluded here rather than missing. Neutral carries an empty multiplier table in the game's own data, so it has no row.
The multipliers the game stores for each element, read unchanged.
| Element | Nature | Fire | Water | Light | Dark |
|---|---|---|---|---|---|
| Hydro | 0.3333333333333333 | 3 | not stored | not stored | not stored |
| Flame | 3 | not stored | 0.3333333333333333 | not stored | not stored |
| Gale | not stored | 0.3333333333333333 | 3 | not stored | not stored |
| Storm | 0.3333333333333333 | 3 | not stored | not stored | not stored |
| Dark | not stored | not stored | not stored | 3 | not stored |
| Terra | not stored | 0.3333333333333333 | 3 | not stored | not stored |
| Light | not stored | not stored | not stored | not stored | 3 |
All three archetypes carry byte-identical multipliers, and the row is identical to an element row. No archetype triangle exists. These three rows are not a rock-paper-scissors, and reading them as one would be reading a distinction the data does not draw.
The multipliers the game stores for each archetype, read unchanged.
| Archetype | Water | Fire |
|---|---|---|
| Psychic | 3 | 0.3333333333333333 |
| Physical | 3 | 0.3333333333333333 |
| Magical | 3 | 0.3333333333333333 |
Rolls on Expedition stat anvils and is additive: Epic 1–4, Legendary 5–7, Mythic 8–10, Rainbow 11–13. What it applies to is unestablished: it appears twice in the parts of the game’s code we can read, with nothing there consuming it.
inferred
Magic Book is a Standard Rare piece with one stat slot, and that slot rolls Magical. worst 5 best roll 20.
What holds under every reading is the roll itself, and one measured consequence: equipment rolls Magical and Physical three times each and Psychic not at all, so the three public Psychic units have an empty archetype lane however the rule resolves.