Which race should I reroll into?
Five races are consistently reported: Human with no bonus, Majin for regeneration, Namekian for drop rate and Gold, Saiyan for burst damage and aura range, and Shadow Bloodline as the endgame pick. The roll probabilities and the exact multiplier behind each passive are unpublished, so none is printed.
Anime Breaker Races and Rerolling
Race is one of the few permanent layers in Anime Breaker: rolled once from a coin-fed wheel and carried across every world, Rank and reset. This page covers what each observed race actually does, how Race Coins are farmed, and why spending them early is the most common early-game mistake.
Where the race layer sits in the damage formula
Damage in Anime Breaker is assembled from several layers that multiply together: the white damage aura carries your base stats, the equipped weapon's flat attack, the avatar's stat bonuses and your companions' multipliers. Race sits above all of them as an account-wide passive, which is what makes it worth going back to even after your card pulls are finished.
The practical consequence is that a race roll is never worth evaluating on its own. A strong race on an account with one companion equipped is worse than a mediocre race on an account with three, because multiplication is only as large as its smallest factor. Bank the coins, build the companion stack, then roll.

The five races we could observe, and what each is for
The developer publishes no race table, no roll probability and no per-race multiplier, so this list is assembled from creator measurements and reproduced with that label attached. Nothing here is a developer figure.
Shadow Bloodline
The endgame chaseThe only race that touches the shadow layer as well as the base stat line, which is why it outranks everything else in the current meta reports.
Saiyan
The damage coreThe range component is the part that matters. A wider aura hits more spawns per tick, which compounds with the M5 range node far more than a flat damage percentage would.
Namekian
The farming specialistThe old advice that Namekian is a starter trap gets the passive wrong. It does not touch Energy generation at all; it moves drop rate and Gold, which is why it stays useful for resource sessions even late.
Majin
The safe transition pickComfort rather than ceiling. It keeps a session alive when you are not watching, but it does nothing for the burst windows that decide boss attempts.
Human
Reroll immediatelyA no-passive roll. There is no reason to keep it once you have coins, and every reroll session should treat it as a failure state.
How Race Coins are actually earned
Race Coins are not the same currency as the Gold you spend at card stands, and they are not the Hunter Class Coins that pay for Class Tree nodes. They come out of raid content and from kills, and the reported bottleneck is density rather than total drop chance.
Reported peak. Clear to wave eight, reset the instance, repeat instead of pushing to wave ten.
Roughly one drop in five by community measurement. Convenient, but slower per minute than raiding.
The drop formula and the per-race roll probability are both unpublished, so no coin-per-hour figure is printed here.
Because the coin rate is measured rather than published, treat the wave eight reset as a starting point to test rather than a rule. If your clear time per wave drops sharply after eight, the reset is correct for you; if your build one-shots the late waves, the arithmetic changes.
Why you should not reroll in the first zone
Two things make an early reroll a waste. First, Race Coins drop slowly while your clear speed is still low, so the same hour of farming later buys several times as many rolls. Second, a race passive multiplies the rest of your build — and in the first zone the rest of your build is almost nothing. Rolling a top race before you own three companion cards produces a smaller absolute change than simply buying those cards.
The community recommendation is to bank coins until you have cleared the second zone and can farm mid-tier raid content consistently, then spend the whole stack in one session with a luck potion running. That sequencing is the whole strategy; the individual rerolls are just variance.
Race is not the Class Tree
These two permanent layers get confused constantly, and confusing them leads to wasting one currency on the other's problem. Race is a single passive rolled from a wheel and paid for in Race Coins. The Class Tree is a node graph bought at the Hunter City altar with Hunter Class Coins, and you choose the order. They multiply together rather than covering the same ground.
- · One passive, rolled from a wheel
- · Paid in Race Coins
- · Replaced on reroll, never stacked
- · Applies to everything at once
- · Many nodes, bought in an order you choose
- · Paid in Hunter Class Coins from Hunter City raids
- · Accumulates, never replaced
- · Some nodes target specific mechanics (range, crit, Gold)
Recording the range claim
Saiyan's value is usually quoted as a damage number, but the part that shows up in recordings is the aura radius. Independent recordings place Attack Range in the Warrior Coin upgrade panel rather than behind a timed trial, which is the same board the race bonus interacts with.
Used to confirm that Attack Range is bought with Warrior Coins in the first world rather than through a timed trial, which is the stat the Saiyan range bonus modifies.
Open on YouTubeWhat this page could not verify
- · The full race list. Five names are consistently reported; the developer has never published a roster, so a sixth race could exist.
- · Per-race roll probability. Not published, and not inferred here.
- · The exact multiplier behind any passive. Every quoted percentage we found came from a creator estimate, and estimates that disagree are the reason none is printed.
- · The Race Coin drop formula, including whether drop potions affect it.
Where a value could not be reproduced we print the gap rather than a number. Our sources page explains what each evidence label means and which channels are used.