Anime vanguards unit stats determine whether you're going to breeze through Nightmare mode or get absolutely wrecked by the first boss you encounter. If you've spent any time in the game, you know the drill: you spend your hard-earned gems, you finally see that red light flash for a Mythic, and the first thing you do is check the numbers. But honestly, those base numbers only tell half the story. To really dominate, you've got to understand how those stats scale, how they interact with traits, and which units actually provide the best bang for your buck.
Let's be real for a second—not all units are created equal. You might have a unit with a massive damage number, but if their attack speed is slower than a snail, they're going to let half the mobs leak past your defenses. That's why we need to dive deep into the nitty-gritty of what makes a unit "meta" versus what makes them "fodder."
The Core Three: Damage, SPA, and Range
When you click on a unit in your inventory, you're greeted by the big three. These are the foundation of everything.
Damage is the most straightforward. It's how hard your unit hits. However, looking at base damage in isolation is a trap. A unit that deals 1,000 damage might sound great until you realize they only attack once every ten seconds.
That brings us to SPA (Seconds Per Attack). In my opinion, this is actually the most important stat in the game, especially for units that apply status effects like Bleed, Burn, or Chill. A lower SPA means more frequent hits, which means more opportunities to trigger those effects and keep the crowd controlled. If your SPA is too high, your unit is basically "dead" for long stretches of time while the enemy wave just walks right by.
Then there's Range. This is often overlooked by newer players who are just looking for raw power. But here's the thing: more range means more time the unit spends attacking. If a unit has a massive range circle, they can start chipping away at enemies the moment they spawn and keep hitting them until they're long past the unit's placement point. High range is especially vital for "Hill" units that are often tucked away in corners.
Calculating the True King: DPS
If you want to be smart about your anime vanguards unit stats, you have to start thinking in terms of DPS (Damage Per Second). It's a simple bit of math: take the Damage and divide it by the SPA.
- Unit A: 5,000 Damage / 5.0 SPA = 1,000 DPS
- Unit B: 2,500 Damage / 2.0 SPA = 1,250 DPS
Even though Unit A looks "stronger" on the surface, Unit B is actually putting out more total damage over the course of a wave. When you're looking at your unit stats after a few upgrades, always do this quick mental check. It'll save you a lot of grief in the long run.
Why Evolution Changes Everything
You haven't seen a unit's true potential until you've evolved them. Evolution doesn't just give your character a cooler outfit or a flashy new aura; it completely rewrites their stat sheet. Generally, an evolved unit gets a massive multiplier to their base damage and often a significant reduction in their SPA.
For example, look at someone like Song Jinwu. His base form is decent, sure, but his evolved form (Monarch) is on a whole different level. When you evolve him, his stats don't just go up by a little bit—they explode. This is why you shouldn't get too discouraged if a new Mythic you pulled feels a bit weak at level 1. Most units in Anime Vanguards are balanced around their evolved forms, so that's where you'll see the real "god-tier" numbers.
The "Hidden" Stats: Placement and Upgrade Costs
You won't always see these front-and-center in the inventory screen, but placement and upgrade costs are essentially "silent" stats that dictate the flow of your game. A unit could have the best DPS in the world, but if it costs $50,000 to max out, you're never going to be able to use it in shorter game modes or early-game waves.
When I'm looking at anime vanguards unit stats, I'm always weighing the power against the economy. This is why "Farm" units (like Sprintwagon) are so essential. They don't have combat stats, but they provide the "stat" of money, which allows you to buy the expensive upgrades for your heavy hitters. A balanced team needs a mix of cheap, efficient early-game units and those massive "money sinks" that can solo the end-game bosses.
Traits: The Stat Multipliers
If you really want to see some eye-popping numbers, you've got to talk about Traits. You spend your Stat Reroll Crystals hoping to land something like Solar, Ethereal, or the holy grail: Monarch.
Traits are basically massive percentage buffs applied directly to your base stats. A unit with the "Godlike" trait is going to have vastly different stats than the same unit with no trait at all. * Damage Traits: These boost your raw output. * Range Traits: These allow your units to cover almost the entire map. * Speed/SPA Traits: These make your units attack like they've had ten cups of coffee.
Don't get too obsessed with rerolling early on, though. It's better to have a solid team of units with "okay" traits than one perfect unit and five pieces of junk. But once you've got your main roster set, those trait-based stat boosts are what will allow you to climb the infinite leaderboards.
Status Effects and Scaling
One thing that doesn't show up as a flat number in the anime vanguards unit stats menu is how status effects scale. Some units deal "Percent Health" damage. This is absolutely broken for late-game content. When a boss has millions of HP, it doesn't matter if your unit does 50,000 base damage. What matters is if they can strip away 1% of that boss's health every time they hit.
Units that apply Bleed or Burn often do damage based on a percentage of their own attack stat. This means that any buff you give them (like from a support unit or a trait) actually double-dips into their effectiveness. They get the damage buff on the initial hit and the damage buff on the ticking status effect.
Building a Balanced Team Based on Stats
It's tempting to just load up your team with six high-DPS Mythics and call it a day. But if you do that, you're going to struggle with placement costs and crowd control. A smart player looks at their anime vanguards unit stats and builds a well-rounded squad:
- The Early Game Carry: A unit with low placement cost and decent SPA to handle the first ten waves.
- The Money Maker: A farm unit to fund your expensive upgrades.
- The Crowd Controller: A unit with a "Slow" or "Stun" effect. Their raw damage stats might be low, but their utility is priceless.
- The Boss Killer: Your highest DPS unit, usually a Mythic or Secret unit with a great trait.
- The Buffer: A unit like Takaroda or others that boost the stats of units around them.
Final Thoughts
At the end of the day, understanding anime vanguards unit stats is about more than just looking for the biggest numbers. It's about synergy. It's about knowing that a unit with 40 Range is twice as effective as one with 20 Range, even if their damage is the same, because they stay in the fight longer. It's about knowing when to stop upgrading one unit and start placing another.
The meta is always shifting, and new units are always being added with crazier stats and weirder abilities. But the fundamentals—Damage, SPA, Range, and Cost—never change. Keep those in mind, spend your gems wisely, and maybe the RNG gods will finally bless you with that 0.1% Secret unit you've been chasing. Good luck out there, and may your DPS always be high and your leaks be non-existent!