Anime Vanguards

Anime Vanguards Stat Rank Table

Use this D / C / B / A / S / Z / Z+ / Godly ladder as a stop-point guide before chasing rare Stat Chip rolls. The exact ranges and odds should be treated as community-reported until verified by current screenshots.

Last checked 2026-06-08Update 13
Anime Vanguards gameplay media
8rank rows
5000potential target
communityreported ranges
Choose the current rank and account context to get a stop-point recommendation.

Rank target result

D / C / B / A / S / Z / Z+ / Godly ladder

Lowest community-reported band

D

Failure state for serious units.

Stop rule
Do not protect this roll.
Low community-reported band

C

Early filler only.

Stop rule
Reroll when the unit matters.
Low-mid community-reported band

B

Usable while leveling.

Stop rule
Keep only on temporary or low-value units.
Mid community-reported band

A

Practical early stop.

Stop rule
Accept if the unit is not a core carry.
Good community-reported band

S

Comfortable stop point.

Stop rule
Usually good enough for non-core units.
Strong community-reported band

Z

High-value stop point.

Stop rule
Stop unless this stat blocks a real clear.
Elite community-reported band

Z+

Late-game chase tier.

Stop rule
Only chase beyond this on a permanent unit.
Highest community-reported band

Godly

Perfect-roll chase tier.

Stop rule
Do not chase without 5000 takedowns, high resource stack, and confirmed unit value.

Target stop points

Temporary units, early account progression, and low chip stacks.

A or S

Do not spend Super Stat Chips protecting a temporary unit's mid roll.

Likely team members with enough Stat Potential and a clear weak stat.

Z

Stop when the stat changes the target mode result.

Core carry or core support with high resource stack.

Z+

Check trait, evolution, familiar, and mode fit first.

Final optimization only.

Godly

Community-reported odds are not a promise; 100% potential still does not guarantee Godly.

How Potential changes the decision

  1. Below 2500 takedowns, treat high-rank chasing as inefficient unless the unit is already permanent.
  2. From 2500 to 4999 takedowns, plan the target rank but avoid spending rare targeted items too early.
  3. At 5000 takedowns, public references describe full Stat Potential, but Godly still is not guaranteed.
  4. Use Super Stat Chip only when one stat is weak and the other stats are already worth protecting.
  5. Use Stat Transfer only after the Cyan UI confirms eligibility, cost, and source-unit loss.

Data confidence

The rank ladder and public range references are community-reported, not a direct official guarantee. Use this page as a stop-point planner and update it with current screenshots when the game changes Stat Chips, Super Stat Chips, Stat Potential, or Cyan transfer text.

Sources checked