How many Trait Tokens does one reroll cost?
One Trait Token replaces the trait on that character. Notes do not describe a lock that saves part of the row.
Blue Lock Farm traits on Place 132767904294856 (Finding Illusions) are one buff on a character you already own. One Trait Token pays one reroll. The odds below are the published table, and the eighteen rows sum to 100%. Cash farming keeps Fortune, Midas, Angelic, or Sovereign. Tower runs keep Slayer or Berserk. Verified October 2, 2026. Play on Roblox.
| Fact | Detail |
|---|---|
| Place | 132767904294856 · 8-player servers · no soccer matches |
| Cost | One Trait Token per reroll |
| Token sources | Tower dungeons, dailies (count unpublished), codes TRAITS and ADMINABUSE |
| Lines | Fortune = Cash, Vitality = Health, Slayer = Damage, each at I / II / III |
| Rarest row | Sovereign, 0.01%, Cash, Damage, and Health ×3 |
| Cash keeps | Fortune, Midas, Angelic, Sovereign |
| Tower keeps | Slayer, Berserk. Phoenix, Angelic, and Sovereign also raise Damage if you already rolled them |
| Table status | Published odds. Rows sum to 100%. Not a drop log from one session |
The traits panel sits in the Plaza. You spend the token there on a character you are keeping. The plot does not reroll itself while you sell crates.

The Plaza is a second building. Rank, traits, and a market live there. The traits stop is the one that spends Trait Tokens. A session opened that panel before a tower run, which matches the token loop: you want the damage row before you climb, and the tower is also where more tokens drop. Floor counts and exact drop rates are not on this page. The dungeon writeup is tower.
Rank can ask you to hold the character in inventory. Picking a kicker up stops that pad until you set someone down again. Do the trait stop on a keeper, then return the body to a slot. Placement rules are on characters.
Eighteen rows. Fortune, Vitality, and Slayer each have I, II, and III. Nine named rows follow. Added together the published percentages are 100%.
| Trait | Odds | Cash | Damage | Health |
|---|---|---|---|---|
| Fortune I | 16.4% | ×1.1 | — | — |
| Vitality I | 16.4% | — | — | ×1.1 |
| Slayer I | 16.4% | — | ×1.1 | — |
| Fortune II | 10.5% | ×1.3 | — | — |
| Vitality II | 10.5% | — | — | ×1.3 |
| Slayer II | 10.5% | — | ×1.3 | — |
| Fortune III | 5.46% | ×1.5 | — | — |
| Vitality III | 5.46% | — | — | ×1.5 |
| Slayer III | 5.46% | — | ×1.5 | — |
| Assassin | 1% | ×1.5 | ×1.5 | — |
| Berserk | 0.76% | — | ×1.5 | ×1.5 |
| Midas | 0.5% | ×2 | — | — |
| Emperor | 0.5% | ×1.2 | ×1.5 | ×1.5 |
| Phoenix | 0.1% | ×1.75 | ×1.75 | ×1.75 |
| Angelic | 0.05% | ×2 | ×2 | ×2 |
| Sovereign | 0.01% | ×3 | ×3 | ×3 |
If a row has probability p, the expected number of rerolls to see it is 1/p, assuming each token is an independent roll and you keep rolling until that exact row appears. Fortune I is about 6 tokens (1/0.164). A specific II is about 10 (1/0.105). A specific III is about 18 (1/0.0546). Assassin is 100. Berserk is about 132. Midas and Emperor are 200 each. Phoenix is 1,000. Angelic is 2,000. Sovereign is 10,000.
Expected value is an average across many characters, not a counter the game owes you. A single character can miss Sovereign for far longer than 10,000 tokens, or hit it early. Nothing in the published table describes pity, a streak bonus, or a different table for higher grades.
The chance of at least one hit in n rerolls is 1−(1−p)^n. Spending the 25 tokens from TRAITS on one character gives about a 75% chance to see Fortune III at least once, and it does not make Sovereign likely. Spending 45 tokens, TRAITS plus ADMINABUSE, is about a 92% chance for Fortune III, about 36% for Assassin, about 29% for Berserk, about 20% for Midas, about 2.2% for Angelic, and about 0.45% for Sovereign.
Those figures assume you are willing to use the whole budget on that character. Stop early when a keeper row appears. The keep rules are next, and they are stricter than "any row that is not I."
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Pick the column you are farming. Crate Cash cares about the Cash multiplier. The tower cares about Damage, with Health as the second stat. A row that raises the wrong column is a reroll, unless it is already rarer than the row you are hunting.
| You are doing | Keep | Reroll | Why |
|---|---|---|---|
| Crate Cash | Fortune I–III, Midas, Angelic, Sovereign | Vitality. Slayer if you are not going to the tower | Fortune is the Cash line. Midas is ×2 Cash. Angelic and Sovereign beat it by also covering the other stats |
| Tower | Slayer I–III, Berserk | Fortune if the run is only the tower. Vitality I when you can still hunt Slayer | Slayer is the Damage line. Berserk is Damage and Health ×1.5 at 0.76% |
| Both | Assassin, Emperor, Phoenix, Angelic, Sovereign, and a high Fortune or Slayer you cannot afford to miss | A lone Vitality I or Fortune I if you still have tokens and accept the 49.2% ×1.1 pool | Assassin matches Fortune III on Cash and adds Damage. Emperor is Cash ×1.2 plus both combat stats |
| Already Angelic or Sovereign | Stop | Do not fish for a different name | Angelic is all ×2 at 0.05%. Sovereign is all ×3 at 0.01%. Both serve Cash and the tower |
Fortune I is ×1.1 Cash at 16.4%. Fortune II is ×1.3 at 10.5%. Fortune III is ×1.5 at 5.46%. Midas is ×2 Cash at 0.5%, so it beats every Fortune row on Cash alone and ignores Damage and Health. Angelic matches Midas on Cash and sets Damage and Health to ×2, at 0.05%. Sovereign is ×3 on all three at 0.01%.
Assassin is Cash ×1.5 and Damage ×1.5 at 1%. On Cash it ties Fortune III and adds Damage, so a player who sells crates and also climbs can keep it. It is not a substitute for Midas if Cash is the only number you care about, because ×1.5 is below ×2. Emperor is the mixed row at the same 0.5% as Midas: Cash only ×1.2, with Damage and Health ×1.5. A pure Cash farmer still prefers Midas. A player who does both can keep Emperor.
Slayer I, II, and III are Damage ×1.1, ×1.3, and ×1.5 at the same odds as the Fortune line. Berserk skips Cash and sets Damage and Health to ×1.5 at 0.76%. That is the practical tower pair: stay on Slayer while you climb the roman numerals, and stop on Berserk when it appears.
Phoenix is all three stats at ×1.75 and 0.1%, which is already stronger Damage than Berserk and much rarer. Angelic and Sovereign are stronger again. If the panel shows Phoenix, Angelic, or Sovereign, the tower is covered and the Cash column is covered. Rerolling them to "hit Slayer" spends a rare row to hunt a common one. Vitality only multiplies Health. It is the row a Cash farmer replaces, and it is a weak tower stop next to Slayer or Berserk. The token supply for those clicks is the last section.
Four sources are named. Only the two codes have published counts. Tower drops and dailies exist, and their exact amounts are not published.
| Source | What you get | When it is worth opening |
|---|---|---|
| TRAITS | 25 Trait Tokens | A fresh account that has not redeemed it. One string, case-sensitive, left Shop |
| ADMINABUSE | 20 Trait Tokens, plus 20 Grade Tokens and 1 Variant Token | Same Shop stop. The Grade Tokens are for the Ranking Stand, not a trait |
| Tower dungeons | Trait Tokens. Count per clear unpublished | After you have a keeper to spend them on. Plaza traits, then the tower |
| Dailies | Trait Tokens are listed as a possible reward. Quantity unpublished | Take them when the daily is up. Do not plan a Sovereign hunt on a daily guess |
| Rerolling a throwaway | One token gone, trait on a character you will delete | Skip. Tokens follow the character you leave on a slot |
Twenty-five tokens plus twenty is forty-five if both strings redeem. Fortune III expects about 18 tokens, so that bundle is in range for a Cash ×1.5 row and still a coin flip or worse for Midas. Sovereign at 0.01% stays a tower-and-daily project measured in thousands of tokens. If the Shop rejects a string, stop mashing it and use the tokens you do have. The working list and the redeem path are codes and how to redeem.
ADMINABUSE also pays Grade Tokens and a Variant Token. Grade is a different roll at the Ranking Stand: grade. Variant forms are not defined on this page. Do not spend the Trait Token half of that code on a character whose per-ball number you are about to replace.
Tower dungeons are the named repeatable Trait Token source. Go in with a Slayer or Berserk keeper when you have one, and with whatever Damage row you already own when you do not. Clearing for tokens and then rerolling the climber into a Vitality I is the expensive version of the same trip. Token use after the clear comes back to this page. The climb itself is tower.
A trait multiplies a character that is on a slot. Offline Cash follows placed characters, so the keeper with Fortune, Midas, Angelic, or Sovereign should be standing on the pad when you leave: offline earnings. Who counts as that keeper, by per-ball number rather than by a fake roster, is characters. The FAQ repeats the stop rules without adding rows.
One Trait Token replaces the trait on that character. Notes do not describe a lock that saves part of the row.
Sovereign at 0.01%, with Cash, Damage, and Health ×3. Expected rerolls to see it are about 10,000. That is 1/0.01, not a pity counter.
Fortune I, II, or III, plus Midas (Cash ×2), Angelic (all ×2), and Sovereign (all ×3). Assassin ties Fortune III on Cash and adds Damage. Midas still wins on Cash alone.
Slayer for Damage, or Berserk for Damage and Health ×1.5. If you already have Phoenix, Angelic, or Sovereign, keep it. Those rows cover Damage and more.
Yes. Three I rows at 16.4%, three II rows at 10.5%, three III rows at 5.46%, then Assassin 1%, Berserk 0.76%, Midas 0.5%, Emperor 0.5%, Phoenix 0.1%, Angelic 0.05%, and Sovereign 0.01%.
They grant 25 and 20 Trait Tokens. The chance of seeing Sovereign at least once in 45 rerolls is about 0.45%. Midas in that same budget is about 20%. Fortune III in the 25-token code is about 75%.
Tower dungeons are the repeatable source. Dailies are listed as a possible source and have no published count. See tower and codes.
No. The trait leaves with that character. Fill the slot with a keeper first: characters. Then spend the token.
Matched by build plan, shared topics, and guide progression — not random related links.