Anime Vanguards

Anime Vanguards Stat Chip Optimizer

Pick a unit and compare Damage stat, SPA stat, Range stat, balanced rerolls, and hold decisions before spending scarce Stat Chips.

Last checked 2026-06-08Update 13
Anime Vanguards gameplay media
369Unit stat rows
5Stat routes
3Core stats
Choose a unit and current stat grades to get a Stat Chip plan.

Stat chip recommendation

Stat routes used by this optimizer

Direct DPS increase

Damage stat

Carries whose SPA and range are already good enough.

Avoid
Do not chase damage if the unit fails because of coverage or tempo.
Attack tempo improvement

SPA stat

Units with high damage but slow attack cadence.

Avoid
Some passives and multi-hit mechanics need exact in-game testing.
Coverage and placement value

Range stat

Support units, awkward maps, and long-path modes.

Avoid
Range cannot fix a unit with too little damage for the mode.
General account safety

Balanced stat line

Units you use across Story, Infinite, and events.

Avoid
A balanced roll can be worse than a focused roll on a specialized carry.
Resource protection

Stat reroll stop point

Players with limited chips or no confirmed main carry.

Avoid
Do not reroll just because a tier list says the unit is strong.

Stat Chip, Super Stat Chip and Potential notes

Multi-source consensus

Regular Stat Chip

Public wiki and several guide sources currently describe the normal chip as the broad stat-reroll item. Check the live Cyan screen before spending a large stack.

Caution
Some older guides may swap regular and Super Stat Chip wording.
Multi-source consensus

Super Stat Chip

Current public references generally describe Super Stat Chip as the targeted single-stat reroll item.

Caution
Because source wording has conflicted, verify the item tooltip or submit a screenshot before we publish exact UI wording.
Community-reported table

Stat Potential

Public references describe potential as a takedown-based quality modifier that reaches full value around 5000 takedowns.

Caution
Potential improves odds but should not be treated as a guarantee of Z+, Godly, or any perfect stat.
Needs screenshot confirmation

Stat Transfer

Public sources agree that Cyan handles transfer-style stat movement and that the target stat is overwritten.

Caution
Eligibility wording differs across sources, so confirm rarity rules and sacrifice-unit loss in game.

Stat rank stop points

Low to early playable stat bands.

D / C / B

Do not spend rare targeted items to protect these unless the unit is a throwaway test.

Usable stop point for many mid-game and temporary units.

A / S

Hold if the unit is not a permanent carry or if the chip stack is low.

Strong practical stop point.

Z

Usually stop unless the unit is a core carry and the weak stat blocks a real mode clear.

High-end chase tier.

Z+ / Godly

Only chase on long-term carries or supports after checking potential, trait, evolution, and mode fit.

Stat Transfer checklist

Before transfer

Sacrifice unit

Confirm you are willing to lose or consume the source unit before transferring any stat.

Before transfer

Target stat

Transfer is normally evaluated one stat at a time: Damage, SPA, or Range.

Before transfer

Gold cost

Public guides commonly mention a Gold cost per stat, but current in-game price should be checked before planning a full transfer.

Before transfer

Eligibility

Rarity and transfer eligibility wording conflicts across sources; use a screenshot or current Cyan UI before publishing a final rule.

Before transfer

Potential state

Potential and transfer behavior can be patch-sensitive, so treat player reports as evidence, not final law.

How to read the result

  1. Use Damage stat when the unit already reaches enemies but cannot kill the wave or boss fast enough.
  2. Use SPA stat when the unit has strong damage but loses tempo because the attack loop is slow.
  3. Use Range stat when placement, coverage, support aura reach, or map pathing is the real problem.
  4. Use balanced rerolls when the unit is valuable but no single stat is clearly failing.
  5. Hold chips when the unit is temporary, the stack is low, or screenshots are still missing for the exact stat roll.

Good units to inspect first

Damage stat sample · Secret · Passion

Demon Leader (Control)

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
1333.33
Damage
12000
SPA
9
Range
30
Optimize chips
Damage stat sample · Secret · Passion

Demon Leader

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
1111.11
Damage
10000
SPA
9
Range
30
Optimize chips
Damage stat sample · Iscanur · Fire

Iscanur (Pride)

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
750
Damage
6000
SPA
8
Range
25
Optimize chips
Damage stat sample · Secret · Water

Elastic Captain (Pirate)

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
705
Damage
5640
SPA
8
Range
20
Optimize chips
Damage stat sample · Secret · Holy

Super Vogito

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
687.5
Damage
5500
SPA
8
Range
40
Optimize chips
Damage stat sample · Secret · Fire

Company Captain (Hybrid)

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
666.67
Damage
4000
SPA
6
Range
20
Optimize chips
SPA stat sample · Secret · Passion

Demon Leader (Control)

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
1333.33
Damage
12000
SPA
9
Range
30
Optimize chips
SPA stat sample · Secret · Passion

Demon Leader

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
1111.11
Damage
10000
SPA
9
Range
30
Optimize chips
SPA stat sample · Mythic · Blast

Explosive Demon (Bomb)

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
666.67
Damage
6000
SPA
9
Range
20
Optimize chips
SPA stat sample · Iscanur · Fire

Iscanur (Pride)

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
750
Damage
6000
SPA
8
Range
25
Optimize chips
SPA stat sample · Secret · Water

Elastic Captain (Pirate)

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
705
Damage
5640
SPA
8
Range
20
Optimize chips
SPA stat sample · Secret · Holy

Super Vogito

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
687.5
Damage
5500
SPA
8
Range
40
Optimize chips
Range stat sample · Exclusive · Nature

LagShooter

Long-range entry. Range and placement can matter as much as base DPS in some modes.

DPS
0.17
Damage
1
SPA
6
Range
999
Optimize chips
Range stat sample · Mythic · Water

Oryo

Long-range entry. Range and placement can matter as much as base DPS in some modes.

DPS
100
Damage
1000
SPA
10
Range
50
Optimize chips
Range stat sample · Mythic · Water

Oryo (Antithesis)

Long-range entry. Range and placement can matter as much as base DPS in some modes.

DPS
100
Damage
1000
SPA
10
Range
50
Optimize chips
Range stat sample · Secret · Holy

Super Vogito

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
687.5
Damage
5500
SPA
8
Range
40
Optimize chips
Range stat sample · Secret · Passion

Demon Leader

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
1111.11
Damage
10000
SPA
9
Range
30
Optimize chips
Range stat sample · Secret · Passion

Demon Leader (Control)

Top-end DPS comparison entry. Verify passives and upgrade path before treating it as a universal best unit.

DPS
1333.33
Damage
12000
SPA
9
Range
30
Optimize chips

Screenshot gaps

This optimizer uses public base stats and conservative planning rules. Exact upgraded values, stat-chip roll tiers, placement limits, passives, and mode-specific mechanics should be verified from the current in-game screen before treating any reroll as final.

Sources checked