Anime Vanguards

Anime Vanguards Stat Potential Planner

Estimate progress to 5000 takedowns, decide whether a unit should farm more potential, and choose between Stat Chip, Super Stat Chip, Stat Transfer, or holding resources.

Last checked 2026-06-08Update 13
Anime Vanguards gameplay media
5000takedown target
4rank stop bands
4mechanic notes
Enter current takedowns to estimate Stat Potential progress.

Potential plan result

5000 takedowns milestones

Early potential

0-999 takedowns

Do not spend rare targeted chips unless the unit is already a confirmed core unit.

Testing range

1000-2499 takedowns

Use the unit in real modes and save screenshots before committing expensive rerolls.

Farmable candidate

2500-3999 takedowns

Start planning the stat target, but avoid perfect chasing unless the unit is permanent.

Near full potential

4000-4999 takedowns

Finish the remaining takedowns before using scarce Super Stat Chips on a high-value unit.

Full planning target

5000 takedowns

Public references describe this as 100% potential, but it still does not guarantee Z+, Godly, or perfect stats.

Reroll action guide

Decision route

Farm potential first

A valuable unit below 4000 takedowns with no urgent mode deadline.

Avoid
Avoid if the unit is temporary or about to be replaced.
Decision route

Regular Stat Chip

Broad reroll when multiple stats are weak and the unit is worth testing.

Avoid
Avoid if only one stat is weak and you are protecting two good stats.
Decision route

Super Stat Chip

Targeted reroll when one stat is clearly weak and other stats are already good.

Avoid
Avoid if source wording or the current item tooltip has not been verified after an update.
Decision route

Stat Transfer

High-value stat movement when the sacrifice unit, target unit, and eligibility rules are confirmed.

Avoid
Avoid if rarity rules, cost, or sacrifice-unit loss are unclear.
Decision route

Hold resources

Temporary units, low chip stacks, good-enough stats, or uncertain update timing.

Avoid
Avoid holding only when a specific spend clearly changes a current clear.

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.

What still needs player screenshots

Sources checked