AnimeOrigins
Builds and entities

Anime Origins Builds and Entities

Anime Origins units, traits, placement types, and team roles — Secrets, Mythics, Hill versus Ground, and documented forms.

Current guideChecked September 13, 2026
Quick answer

Anime Origins Team Building: Roles Over Rarity

A successful Anime Origins team covers four core jobs: Wave Clear (Ground AoE), Hill/Air Coverage, Economy (Income), and Boss Control/Nuke. Build configurations differ by mode — Story works well with low-investment carries and Hill coverage; Infinite relies on income engines like Bluma and sustained AoE; World Bosses reward control and single-target burst; while Rifts require multi-lane coverage and rubble clearing. Unit value is determined by practical role-fit rather than speculative trading charts. Ascension (community-reported Stages I–V via duplicates or Fusion Cores) is distinct from Evolution, Stat Prisms, and Trait Rerolls; live NPC panels remain the final authority.

Core 4 Roles: Wave Clear + Hill + Economy + Boss/Support (Consensus)Ascension Stages: Reported Stages I–V (Community Observation)Ascension Items: Duplicates or Fusion Cores (Reported)
Mode & job matrix

Best Builds and Teams by Game Mode

Review the required roles, public consensus picks, and budget substitutes across Story, Infinite, World Boss, and Rift encounters.

Story ModeConfidence: early-signal

Wave Clear (Ground AoE)

Preferred Unit: Itsugo (Dangai)

Viable Substitutes: Gyutari (Upper Moon) / Aneko (Queen) / Base AoE Mythics

Mechanics & Rationale: Story paths are long; Itsugo scales bonus damage based on enemy travel distance. Early waves do not require Secret units; any reliable AoE Mythic can secure full clears.

Investment Risk: Low
Story ModeConfidence: community-consensus

Hill / Air Slot

Preferred Unit: Itsoda (Legendary)

Viable Substitutes: Vegita (Super)

Mechanics & Rationale: Itsoda converts idle standby time into range and bonus damage. Cost-effective community favorite for clearing airborne and elevated Story enemies.

Investment Risk: Very Low
Story ModeConfidence: community-consensus

Economy (Income)

Preferred Unit: Optional / Empty

Viable Substitutes: Bluma (Data Analyst) / Bon (Purgatory)

Mechanics & Rationale: Story stages feature relatively short wave counts. Bluma's Training Data kills cannot compound as effectively; pulling Bluma purely for Story is inefficient.

Investment Risk: High
Story ModeConfidence: early-signal

Boss Nuke

Preferred Unit: Starku (Primordial)

Viable Substitutes: Tojei (Sorcerer Killer) / Goki (Super)

Mechanics & Rationale: Story bosses possess limited HP pools. High single-target burst Mythics eliminate the stage boss without requiring heavy Secret banner investments.

Investment Risk: Medium
Infinite ModeConfidence: community-consensus

Economy Engine

Preferred Unit: Bluma (Data Analyst)

Viable Substitutes: Bon (Purgatory) / Dual Economy

Mechanics & Rationale: Kills accumulate Training Data stacks, scaling bonus team income per wave. High community value for funding late-game upgrades in extended modes (patch-sensitive).

Investment Risk: Very Low
Infinite ModeConfidence: community-consensus

Sustained AoE Carry

Preferred Unit: Madaro (Edo Tensei)

Viable Substitutes: Cursed Lover (Pure Love) / Aneko (Queen)

Mechanics & Rationale: Kills extend Susanoo active duration and trigger AoE burst attacks, maintaining strong crowd coverage on dense waves.

Investment Risk: Medium
Infinite ModeConfidence: source-conflict / observed

Crowd Control & Stall

Preferred Unit: Goju (Honored One)

Viable Substitutes: Valcrad (Unleashed) / Bon (Food Slow)

Mechanics & Rationale: Creates an area domain that slows lingering enemies and nullifies incoming projectiles, buying time for back-line setups. (Sources split B vs S+ on overall utility).

Investment Risk: Medium
Infinite ModeConfidence: early-signal

Hill Scaling

Preferred Unit: Vegita (Super)

Viable Substitutes: Itsoda (Legendary)

Mechanics & Rationale: Covers elevated flying units that ground carries cannot target. Scales additional combat stats when placed adjacent to a Goku-line unit.

Investment Risk: Medium
Boss Hunt / World BossConfidence: community-consensus

Hard CC & Boss Seal

Preferred Unit: Valcrad (Unleashed)

Viable Substitutes: Goju (Honored One - Slow substitute)

Mechanics & Rationale: Possesses a Coffin Trap skill that temporarily seals bosses and critical hits that expand range, creating safe burst windows against difficult targets.

Investment Risk: Low
Boss Hunt / World BossConfidence: community-consensus

Boss Burst Nuke

Preferred Unit: Madaro (Edo Tensei)

Viable Substitutes: Starku (Primordial) / Tojei (Sorcerer Killer)

Mechanics & Rationale: Active skill Heaven Splitter provides heavy burst damage with extended range. Synced with Valcrad's coffin trap, it reliably bursts down boss HP bars.

Investment Risk: Low
Boss Hunt / World BossConfidence: community-consensus

Team Multi-Buff

Preferred Unit: Bon (Purgatory)

Viable Substitutes: Melio (Assault) / Igritto (Commander)

Mechanics & Rationale: Food aura provides bonus attack damage, cooldown reduction, and range buffs to nearby allies, while increasing gold drops on defeated enemies.

Investment Risk: Low
Rifts / Shibuya MetroConfidence: observed-video

Adaptive Clear & Rubble Breaker

Preferred Unit: Cursed Lover (Pure Love) + Madaro + Valcrad

Viable Substitutes: Starku (Primordial) + Goju (Honored One)

Mechanics & Rationale: Multi-lane challenge featuring subway train rubble that blocks tracks and splits enemy pathways. Cursed Lover copies active skills while dedicated placement units clear track rubble.

Investment Risk: Medium
Observed encounter breakdown

World Boss: Crimson Commander (Igris), Clash QTE, and Damage Cap Rules

This block is the page's standing answer for World Boss searches. A complete gameplay video published August 19 and reviewed September 13, 2026 shows the Crimson Commander encounter, the 5-fragment Clash break cycle, the 25% damage cap per shield break, and practical solo or group preparation.

Direct Answer: Observed Encounter Mechanics

Observed Mode & Access Gate: The August 19 gameplay video reviewed September 13, 2026 shows a World Boss encounter named The Crimson Commander in the Crimson Throne Room; in-game unit and UI labels also reference Igritto (Commander), while players commonly search for Igris. The UI displays an entry gate of Level 25 Required to Enter.

Authority Shield & Fragment Clash Loop: An in-game tutorial pop-up details the core boss loop:

  • Authority Shield: While the shield is active, the Crimson Commander is completely invulnerable (cannot be damaged).
  • Five Authority Fragments: Special minions drop glowing cubic Authority Fragments across the floor. Collecting 5 Authority Fragments enables the central interaction ring (Crimson Clash [E]).
  • Clash QTE: Triggering Clash starts a needle-gauge QTE aiming for the green target zone. Winning the check breaks the Authority Shield and stuns the boss into a vulnerable damage window. Failing the Clash damages the player base and immediately restores the boss shield.
  • 25% Damage Cap Per Break: During each broken-shield window, damage dealt to the boss is strictly capped at 25% of maximum HP. Defeating the boss requires at least 4 successful Clash cycles.
  • Boss Stun Skills: The shown run displays area abilities including Royal Suppression and Execution plus visible stun countdowns reaching roughly 20–30 seconds on placed units. The creator demonstrates selling and replacing a stunned damage unit when cash allows; treat that as one run-specific tactic, not a guaranteed best response.

Video and Version Boundaries: This single August 19 run shows a solo clear using a high-investment lineup with level-70 Mythic and Secret units plus two economy units. A spoken 1,000,000 HP total, a 10–12 second damage window, and broad solo viability are creator claims—not permanent rules for every patch or party size. The result UI shows a free Arcane Chest and a key-gated Abyssal Chest with pity; the shop shows Crimson Token items. Read the current result and shop panels before choosing because rates, stock, and prices can change.

Claim States: Known / Reported / Unknown

  • • Observed in an Aug 19 video (reviewed Sep 13, 2026): mode titled The Crimson Commander; Level 25 gate; 5 Authority Fragments needed for Clash; QTE needle check; invulnerable Authority Shield; 25% max-HP cap per break; visible long stun countdowns; Arcane and Abyssal chest options; Crimson Token shop.
  • • Reported / Theorycraft: Solo clears with specific 6-man lineups; creator claim of a fixed 1,000,000 HP pool; selling and re-deploying stunned units as an optimal stun counter.
  • • Unknown / Unconfirmed: Multi-player party scaling for HP and fragment thresholds; exact Abyssal Chest pity counter ceiling; whether drop rates rotate across future game versions.

Prepare, Verify, Troubleshoot

  • • Prepare: Confirm account Level 25 before queuing. Balance reliable early-wave defense, Hill coverage, economy, and enough single-target burst to use each broken-shield window.
  • • Verify live: Check the lobby banner for the Crimson Commander event. In battle, track glowing fragment beams and confirm 5 collected fragments before activating the central Clash ring. Inspect both chest panels before spending an Abyssal Key.
  • • Troubleshoot: Losing the Clash damages your base and restores the shield, so prioritize the timing gauge over extra placement actions. If a shield-break window ends well below the displayed 25% cap, concentrate upgrades on your burst carries. Avoid ground warning circles; sell-and-replace is a costly fallback shown by one creator, not a universal requirement.

Second observed run: what a no-Immortal clear actually shows

A separate complete clear published August 19 and reviewed September 18, 2026 repeats the same encounter with a different build, which is why it is worth reading next to the first run rather than instead of it.

  • The boss name shifts between builds. This run's banners read World Boss – Red Commander and the Clash prompt reads “Achieve a higher score than Ignito to win the clash!”, where the earlier run showed The Crimson Commander and Igritto. Same room, same loop, three spellings in circulation — match on the Crimson Throne Room, not on the name.
  • Clash is a scored duel, not one timing bar. The QTE shows a running score against the boss during the clash; the run won its clashes 1:0, 4:0 and 3:0. Treat a single Clash break as a sequence of checks.
  • Execution targets your top damage dealer. The warning banner marks the highest-damage unit specifically, which is a practical argument for two damage sources rather than one stacked carry.
  • Bon's cooking is a real buff layer. The feed panel offered Hearty Soup (+15% crit chance) and Spiky Curry (-20% cooldown) to a chosen tower. If you own Bon (Purgatory), that is a manual job during the fight.
  • Result and chest panels. 47 waves, 11.16M total damage and a roughly 11-minute run on a slowed client; the Abyssal Chest payout shown was 500 Gems, 50 Stat Chips, 4 Trait Rerolls, 2 Abyssal Essence and a Perfect Stat Prism. One opening is a sample, not a loot table.

What this does not prove: the video is titled as a no-Immortal clear, but its loadout panel never shows traits or stat rolls, and the failure penalty for losing a Clash is still not shown. The lineup is six level-70 Mythic or Secret units with two economy units — not a low-investment proof. Nothing here justifies a “works without Immortal” guarantee, and nothing changes the first run's per-break 25% cap.

Observed mode breakdown

Infinite Mode & Infinite Mansion: Floor Modifiers, Role Sequencing, and Farming Boundaries

This block is the page's standing answer for Infinite Mode and Infinite Mansion searches. A complete Floor 11 gameplay video published August 19 and reviewed September 13, 2026 shows how to read modifiers and sequence economy, Hill coverage, carries, and upgrades without claiming one team works on every floor.

Direct Answer: Observed Mechanics & Floor 11 Sequencing

Observed Mode & Floor Modifiers: The August 19 video reviewed September 13, 2026 shows Nakimo / Infinite Mansion (Season 1) and an Infinite Mansion Floor 11 card with these modifiers:

  • Dark Resistance: Enemies receive +20% resistance against Dark attribute damage.
  • Lightning Weakness: Enemies take +20% additional damage from Lightning attribute attacks.

Stage modifiers directly influence effective DPS. Players must read floor affixes before launching rather than deploying an unadjusted team.

Observed Placement Sequencing Strategy: The verified Floor 11 clear demonstrated a clear 4-step deployment order:

  1. Economy First (Waves 1–3): Deploy a low-cost economy generator (such as Leo, placed early and upgraded to Grade 3) to build early bankroll before high-density waves appear.
  2. Hill / Anti-Air Buffer (Waves 4–7): Place an elevated Hill unit (such as Vegita (Super) upgraded to Grade 2) along the mid-track to catch fast leakers and cover airborne enemies while farm cash accumulates.
  3. Carry Deployment & Synergy (Waves 8–10): Deploy front-line sustained carries alongside damage amplifiers (such as Madaro (Edo Tensei) paired with Magic-vulnerability debuffers like Roxi and team buffers like Melio).
  4. Hybrid / Air Carry Upgrade (Waves 11–14): Prioritize upgrading your primary carry to unlock Hybrid targeting (e.g. Madaro Upgrade 6 expands attack range from Ground to Hybrid) and charge active ultimate abilities (such as Susanoo / Heaven Splitter) before the final stage boss (Martial Demon on Wave 15).

Fact Boundaries & Theorycraft Distinctions: The Floor 11 card displayed 25 Gems as its clear reward for that recorded version. The creator says regeneration makes a Bleed unit such as Gyutari important; the video shows bleed damage but no explicit regeneration stat, so that remains a creator claim. The same creator says the lineup applies across the mode, but only Floor 11 is demonstrated. Other floors can show different modifiers and layouts, so this run cannot establish a universal team or Gem/XP farming formula.

Claim States: Known / Reported / Unknown

  • • Observed in an Aug 19 video (reviewed Sep 13, 2026): Infinite Mansion Floor 11 shows Dark Resistance +20% and Lightning Weakness +20%; Wave 15 boss Martial Demon; a 25-Gem clear reward; Madaro Upgrade 6 with Hybrid targeting; Leo economy into Vegita Hill coverage into carry deployment for this clear.
  • • Reported / Theorycraft: Creator claim that enemies possess innate regeneration countered only by Bleed units; creator assertion that a single 6-man lineup solves all Infinite Mansion floors.
  • • Unknown / Unconfirmed: Universal reward formulas for subsequent floors, high-tier modifier combinations on Floor 50+, and permanent drop rates.

Prepare, Verify, Troubleshoot

  • • Prepare: Always read the pre-match Floor Modifier card to avoid deploying damage types penalized by enemy resistances. Structure your team around 1 economy engine, 1 Hill anti-air anchor, 1 sustained AoE carry, and supportive damage amplifiers.
  • • Verify live: Inspect when your primary carry unlocks Hybrid/air targeting (e.g. Upgrade 6 on Madaro) to ensure anti-air coverage is active before airborne waves spawn. Record your own floor-end Gem rewards rather than relying on unverified hourly claims.
  • • Troubleshoot: Early wave breaches mean expensive carries were placed before securing Hill anti-air defense; stalling against the stage boss points to negative elemental matchups against stage resistances or insufficient single-target DPS; early cash starvation indicates upgrading high-cost units before economy units reached positive return.
Progression system

Reported Ascension System: Duplicates, Fusion Cores, and Stage Progression

Community guides and early gameplay videos report a 5-stage Ascension progression system at the Ascension NPC. Because official formulas are unpublished by developers, players should treat the following ladder as community-observed and verify requirements directly in the live in-game panel (Checked 2026-08-20).

Stage I (Ascension 1)

Reported +3% Damage

Requirement: 1 Duplicate Unit OR 1 Fusion Core (Reported)

Stage II (Ascension 2)

Reported +5% Range

Requirement: 1 Duplicate Unit OR 1 Fusion Core (Reported)

Stage III (Ascension 3)

Reported +5% Damage

Requirement: 1 Duplicate Unit OR 1 Fusion Core (Reported)

Stage IV (Ascension 4)

Reported +25% Crit Chance

Requirement: 1 Duplicate Unit OR 1 Fusion Core (Reported)

Stage V (Ascension 5)

Reported +25% Crit Damage

Requirement: 1 Duplicate Unit OR 1 Fusion Core (Reported)

Reported Ascension Features

  • • NPC Location: Observed in the central hub near the Summon Area.
  • • Dual Progression: Community reports indicate units can consume either a duplicate copy of the same unit OR a Fusion Core. Pulling 5 Secret copies is not required.
  • • Fusion Core Origin: Reported from World Boss victory drops and the World Boss Shop.
  • • Reported Ladder: Stages I through V are reported to grant +3% Dmg, +5% Range, +5% Dmg, +25% Crit Chance, and +25% Crit Damage respectively.

Ascension Strategic Notes & Unknowns

  • • Community Theorycraft: If higher Ascension stages grant substantial crit stats as reported, community players often prioritize base damage, range, or utility traits (like Overseer, Ascendant, or Immortal) to maximize effective output, though trait selection should always match your specific team role.
  • • Unpublished Store Prices: Exact Fusion Core drop percentages and token shop costs remain unpublished; check live in-game merchant tables.
  • • Evolution Order: Always inspect the live in-game evolution confirmation dialog before ascending pre-evolved base forms to ensure stage inheritance.
Build decision

Match a trait to the unit's specific job

The rarest trait is not automatically the right active trait for every unit. Ascendant is a dedicated boss-damage choice, Rupture helps early crit-focused units, Decay supports damage-over-time kits like Gyutari, and Hustler or Looting belongs on an economy engine like Bluma.

Units can store two traits, but only one is active at a time. Never overwrite a useful combat trait without saving it to your secondary slot. Check our attributed trait table and test reroll probabilities with the Reroll Pity Calculator.

Upgrade boundary

Keep evolution, ascension, and stats separate

Evolution changes a unit into an advanced form with new active/passive abilities (using Remnants and raid drops).Ascension consumes duplicates or Fusion Cores for 5 staged percentage stat buffs.Stat Prisms reroll or lock base stat grades (ATK, Range, SPA). They are four distinct upgrade tracks. Progress in one does not complete the others.

Prioritize the unit that solves your recurring team bottleneck. If a team lacks wave clear, invest in Itsugo or Madaro; if Infinite runs run out of cash, focus on Bluma. Unit trading systems remain unverified in the game, so players should avoid relying on fan-made trading value charts and instead evaluate each entity based on its practical stage utility. Review our Squad Planner Checklist before committing scarce materials.

Related help

Connect builds to player tools and guides

Follow the links below to test team synergies, calculate reroll odds, or review documented unit kits.