Traits Tier List quick answer

S tier: Annihilation Surge and Void Resonance for DPS carries; Apex Control for Water God. A tier CC on Water God adds more Wave 100 value than an S tier DPS trait on a second carry. Reroll order: CC unit first, main carry second, support third.

How this differs from the units tier list and units list. The units list is a stat reference for all units. The units tier list ranks the tower units you place on the map. This page ranks the trait modifiers you attach to those units through rerolling: a separate dimension entirely. Traits do not change which unit you place; they change how strong that unit performs after placement.
28 traits
S
Irreplaceable: highest combat ROI per reroll spent
Annihilation Surge
DPSLegendary
+28 to 34% DPS multiplier
Synergy: boss-killer carries (First Emperor, Alpha Devil, Strongest in History). Fires through the full boss contact window with no waste cycles. S tier because it scales with upgrade level: the bonus compounds at Level 5.
Void Resonance
DPSLegendary
+24 to 30% flat damage bonus
Synergy: any Mythic or Secret DPS unit. The flat bonus applies before the unit's fire-rate multiplier, making it stronger on high-fire-rate units like Ancient Shinobi. Second-best DPS trait for carries that have shorter cooldowns.
Apex Control
CCLegendary
+2.4 to 3.2s slow duration
Synergy: Water God (Primordial). Extends the slow window that determines Wave 100 boss survivability. One additional second of slow equals one partial carry firing cycle: see wave-100-guide. S tier because nothing else addresses the boss speed-phase problem more directly.
A
Strong targeted upgrades: worth rerolling once stable
Eternal Haste
DPSEpic
+18 to 22% DPS multiplier
Synergy: carries with boss-killer role. Weaker than Annihilation Surge but accessible earlier in the reroll curve. Use as a hold until S tier lands.
Glacial Extension
CCEpic
+1.4 to 1.8s slow duration
Synergy: Water God, Ice Empress. The A tier CC trait that most accounts will land before Apex Control. At 1.6s average extension, it adds one full carry cycle per boss encounter at Wave 100: functionally sufficient for most first-clear attempts.
Aura Amplifier
SupportLegendary
+22 to 28% aura radius + 8% aura strength
Synergy: Virtual Idol, Mimicry Sorcerer, Love Goddess. Larger aura radius solves the common misplacement problem where support aura touches only one carry instead of two. Priority A tier because fixing support aura coverage is the third most impactful Wave 100 upgrade after CC and carry traits.
Burst Overdrive
DPSEpic
+20% DPS on first 3 attack cycles after placement
Synergy: boss-killer units only. The burst window aligns with Wave 100 boss entry when the carry is placed before the boss arrives. Useless if the carry is placed mid-encounter. Plan carry placement for boss entry to use this trait's window.
Cycle Reset
CooldownLegendary
-14 to 18% attack cooldown
Synergy: high-cooldown carries (Alpha Devil 2.8s, Nutaru 4.2s). On Alpha Devil specifically, an 18% cooldown reduction produces more DPS-seconds in the Wave 100 boss window than a 20% flat DPS trait. Best A tier trait for accounts running Alpha Devil as the primary carry.
Resonance Field
SupportEpic
+15% aura multiplier strength
Synergy: Virtual Idol at Level 3+. At Level 3, Virtual Idol's base multiplier is 18 to 22%. Adding 15% strength brings effective output to 21 to 25%. Strong on accounts where Virtual Idol is the only support unit in the Wave 100 build.
B
Meaningful but replaceable: hold until A tier is available
Echo Strike
DPSEpic
+12 to 15% DPS multiplier
Synergy: any DPS carry. Reliable hold trait for carries waiting for Annihilation Surge. Sufficient for Wave 50 clears; underpowered in Wave 100 boss DPS-seconds calculation.
Economy Surge
FarmEpic
+25 to 32% passive income rate
Synergy: Bulmo, Fastcart. B tier despite high percentage because farm traits only matter during waves where economy is the bottleneck. No value during boss encounters. Best trait for dedicated farm slot units.
Rapid Tempo
CooldownRare
-8 to 10% attack cooldown
Synergy: Bambee, Crow Shinobi (openers). Useful for early-game coverage; undersized for Mythic and Secret carries. Replace when moving to Cycle Reset or higher.
Frost Anchor
CCRare
+0.8 to 1.0s slow duration
Synergy: Ice Empress. B tier because the slow extension is half that of Glacial Extension but significantly cheaper to land. Correct hold for Ice Empress while saving for Glacial Extension on Water God.
Predator Focus
DPSRare
+10% DPS vs boss-type enemies only
Synergy: boss-killer carries in boss-encounter scenarios. Full value only during Wave 50 and Wave 100 boss phases. Zero value on standard wave enemies. Narrow but correct for dedicated boss-killer slots.
Link Pulse
SupportRare
+10% aura multiplier strength
Synergy: Love Goddess, Mimicry Sorcerer. Sufficient for Wave 50 support; upgrading to Resonance Field or Aura Amplifier meaningfully improves Wave 100 carry output.
Harvest Loop
FarmRare
+18 to 22% passive income rate
Synergy: Fastcart. Second-best farm trait: use when Economy Surge has not landed. Narrows the economy gap but does not fully replace the higher-tier version.
C
Situational: one narrow scenario where they contribute
Multi-Target Cleave
DPSEpic
+16% DPS split across up to 3 targets
Synergy: Devil Hunter, Ant King (cleanup). C tier despite Epic rarity: cleave splits damage across enemies instead of concentrating on the boss, which reduces boss kill speed. Only justified on dedicated cleanup units in split-add wave coverage.
Phase Skip
CooldownEpic
-5% cooldown, +10% damage on next attack after kill
Synergy: cleanup units with high kill counts (Devil Hunter). The kill-trigger condition limits value in boss encounters where there is only one target. Niche use only.
Slow Pulse
CCCommon
+0.3 to 0.5s slow duration
Synergy: Ice Empress as temporary hold only. Too small an extension to impact Wave 100 boss survivability. Replace with Frost Anchor or Glacial Extension as soon as resources allow.
Minor Uplift
SupportCommon
+6% aura multiplier strength
Synergy: any support unit as a temporary placeholder. Upgrade to Link Pulse or higher before Wave 80 pushes.
Plain Strike
DPSCommon
+6 to 8% DPS multiplier
Synergy: none preferential. Common rarity starter. Replace as first reroll target on any carry that will be used past Wave 20.
Trickle Feed
FarmCommon
+8 to 10% passive income rate
Synergy: Bulmo early game. Placeholder: upgrade to Harvest Loop when reroll materials allow.
D
Minimal practical value: no scenario where they outperform B tier alternatives
Glancing Blow
DPSCommon
+4% damage on 15% of attacks (random proc)
Synergy: none. Random proc with low probability: average effective DPS gain under 1%. Reroll immediately.
Faint Glow
SupportCommon
+3% aura multiplier strength
Synergy: none practical. Replace on first reroll session. The 3% aura boost is smaller than run-to-run variance from unit placement.
Weak Chill
CCCommon
+0.1 to 0.2s slow duration
Synergy: none. Under 0.2s extension has zero observable impact on boss contact window in any tested scenario. Replace before attempting Wave 50.
Penny Drop
FarmCommon
+4% passive income rate
Synergy: none practical. The 4% income increase amounts to fewer than 20 additional coins across a typical Wave 50 run. Trickle Feed is already a placeholder; this is below placeholder value.
Minor Quicken
CooldownCommon
-2 to 3% attack cooldown
Synergy: none. On Alpha Devil's 2.8s base cooldown, a 3% reduction saves 0.084s per cycle: not enough to add one additional cycle in any boss window tested. Replace as first cooldown reroll target.

Trait type by unit role: quick reference

Every unit role has one correct trait type. Assigning the wrong type loses 60 to 80% of potential trait value even at S tier quality. This table maps the assignment.

Unit RoleCorrect Trait TypePriority Tier TargetWrong Type CostExample Unit
Boss-killer DPSDPS (Annihilation Surge)S tierSupport/Farm trait loses ~28% of carry outputFirst Emperor, Alpha Devil
Ground DPS carryDPS or CooldownA,S tierCC trait on a DPS carry: zero slow value, lost DPSAncient Shinobi, Crow Shinobi
CC / ControlCC (Apex Control / Glacial Extension)A,S tierDPS trait loses all slow extension; boss contact window unchangedWater God, Ice Empress
Support / AuraSupport (Aura Amplifier)A tierDPS trait on support: small direct damage, zero aura improvementVirtual Idol, Mimicry Sorcerer
Economy / FarmFarm (Economy Surge)B tierAny combat trait on farm unit wastes reroll resources: farm units don't fightBulmo, Fastcart
Hybrid cleanupDPS or CooldownB tierFarm trait: cleanup units need attack output not economyDevil Hunter, Ant King
Hill DPSDPS or CooldownA tierSupport/CC trait: no synergy without aura or slow roleKing Sailor

Trait rerolling strategy by account stage

Early accounts (Wave 1 to 20 consistent, no Mythic units): do not reroll traits yet. Reroll materials should go toward unit acquisition banners. The DPS gap between a Common trait and a Legendary trait on a B tier unit is smaller than the gap between having and not having a control unit. Hold all traits until Water God or Ice Empress is in the roster.

Mid accounts (Wave 50 consistent, one Mythic unit): start one targeted reroll session on the control unit. Aim for Frost Anchor or Glacial Extension on Ice Empress before chasing DPS traits on carries. A single A tier CC trait here changes Wave 80 clear rate more than upgrading any DPS trait.

Late accounts (Wave 80 consistent, Water God acquired): reroll Water God first toward Apex Control or Glacial Extension, then reroll the main carry toward Annihilation Surge. The priority order is not negotiable: the CC trait on Water God is the highest Wave 100 ROI item in the entire account progression path.

Endgame accounts (Wave 100 cleared, farming): clean up secondary units. Reroll support toward Aura Amplifier, farm units toward Economy Surge, secondary carries toward Eternal Haste. At this stage the reroll ROI is incremental rather than decisive: multiple small improvements rather than one critical upgrade.

Why the wrong trait type is worse than a low-rarity correct type

A Legendary DPS trait on Water God gives +28% damage to a unit whose primary job is slow duration. That +28% damage contributes roughly 147 DPS in a boss encounter where Water God's base DPS is around 521. But the boss contact window that Water God unlocks through its slow effect is worth approximately 5,000 to 6,500 additional DPS-seconds from the carry per encounter. An A tier CC trait that adds 1.6 seconds of slow creates far more carry damage than a Legendary DPS trait on the same unit.

The trait type mistake is the most common trait error in community discussions. Players see a Legendary trait on their Water God and feel good about it without asking whether it serves the unit's actual job. Trait value is not purely about rarity tier: it requires matching type to role first, then targeting high rarity within the correct type.

The same logic applies in reverse: a Legendary CC trait on First Emperor is wasted because First Emperor has no slow mechanic to extend. Even if the slow duration bonus shows up on the stat screen, it produces zero combat output because First Emperor never applies a slow effect. Always match type to role, then chase rarity.

Community trait results gallery

Players who shared notable trait reroll outcomes from their UTDX accounts. These illustrate real S and A tier traits in practice: also theoretical listings.

Trait depth notes

The tier positions in this list treat all traits of the same type as equivalent within their rarity band: Annihilation Surge and Void Resonance are both S tier DPS because both deliver the highest available DPS multiplier, even though their mechanics differ. Players who want to distinguish between them should check which applies to their specific carry: Annihilation Surge scales with unit level (better at Level 5), while Void Resonance applies a flat bonus that is proportionally stronger at lower upgrade levels. For Level 5 carries, Annihilation Surge pulls ahead. For Level 3 carries, Void Resonance is marginally better.

CC traits deserve more attention than they receive in community discussions because the tier list comparison for CC is unusual. A Legendary CC trait is not compared against other CC traits: it is compared against what it does to the DPS output of the entire team by extending the boss contact window. When Water God gets Apex Control and gains 2.8 seconds of additional slow duration, every carry in the build fires one more partial cycle. That indirect DPS uplift often exceeds the direct DPS gain from upgrading a carry's trait by one rarity tier.

The Cooldown trait category is the most misunderstood. A 15% cooldown reduction does not produce exactly 15% more DPS: it depends on the cooldown math. A unit with a 2.8s cooldown (Alpha Devil) gains more from a 15% reduction than a unit with a 1.2s cooldown (Ancient Shinobi), because the same number of attack cycles occupies less time, creating more cycles in a fixed boss contact window. Run the calculation on your specific carry before deciding between a Cooldown trait and a DPS trait of equal rarity. The wave-100-guide page documents the specific calculation for the attempt-27 build.

Farm traits are frequently dismissed entirely, which creates an error in the opposite direction. An A tier Farm trait on Bulmo does not affect combat directly, but it changes the timing of when the carry reaches Level 4: which affects every wave from that point forward. Over 40 Wave 50 farm runs, an A tier Farm trait on a dedicated farm unit compounds into carry upgrade opportunities that are more useful than slightly better boss-encounter DPS on a unit that is already at the damage ceiling for that wave band. Match trait type to unit role first; farm units are not exceptions to that rule.

FAQ

What are traits in Universal Tower Defense X?

Traits are passive modifier slots attached to individual units that boost specific stats: DPS, cooldown, control duration, economy output, or support aura strength. Each unit holds one active trait obtained through rerolling.

How is this traits tier list different from the units tier list?

The units tier list ranks the tower units you place on the map. This list ranks the passive modifiers you attach to those units. Use both together: unit tier tells you which unit to get next, trait tier tells you which trait to roll for after you have it.

Which trait type should I prioritize for carry units?

DPS traits: Annihilation Surge (S tier) or Eternal Haste (A tier). These directly increase the damage output that determines Wave 100 boss kill time. Do not put CC or Support traits on carries.

What trait should I put on Water God?

An S or A tier CC trait: Apex Control (S) or Glacial Extension (A). These extend the slow window that determines Wave 100 boss survivability. See the wave-100-guide for the exact calculation.

Should I reroll traits before or after maxing unit upgrades?

After. A fully upgraded unit with a B tier trait outperforms a base-level unit with an S tier trait. Trait rerolling is a late refinement step after the roster is established.

How many rerolls does it take to hit an S tier trait?

Approximately 1 in 60 on average. The 95th-percentile unlucky run is about 180 rerolls. Have at least 2x the expected cost saved before targeting S tier.

Can I use a Support trait on a DPS unit?

Technically yes, but it almost always loses 60 to 80% of trait value versus using the correct DPS type. Match type to role first, then chase rarity within the correct type.

Are Farm traits worth targeting?

Yes, on dedicated farm units like Bulmo or Fastcart. An A tier Farm trait on a farm unit compounds across many runs. Zero value on carry, control, or support units.

What is the most overrated trait in the community meta?

Multi-Target Cleave. It sounds impactful but splits damage across targets instead of concentrating on the boss, reducing kill speed in every Wave 80+ boss encounter tested.

Does trait rarity correspond directly to tier?

Not directly. Rarity determines bonus magnitude; tier reflects overall combat value combining rarity, type, and unit synergy. An A tier CC trait at Legendary quality outperforms an S tier DPS trait at Common quality on a carry unit once the type match is correct.

How do I use the search and filter together?

Filter by your needed type first (e.g., CC), then type your target unit in the search box to see which traits apply. This answers the practical question: which CC trait should I roll for and which unit gets it?