How traits work in Undertale Adventures X: where to roll them, which roles want which buffs, when to reroll and how codes hand you free rerolls.
Undertale Adventures X Traits and Rerolls
Traits are the upgrade layer that turns a pulled Unit into a built Unit. The game names them in its own description — "Level up your units and make them stronger with traits" — and the lobby's Upgrades facility is where they are rolled. What the game does not publish is a trait list or a table of effects, so this guide covers the system's shape and the decision rules around it.
- Where — the Upgrades facility in the lobby
- What — per-Unit modifiers rolled with a reroll currency
- Free supply — the current code pays 25 Trait Rerolls
- Rule — match the trait to the Unit's role, not to the biggest number
- Stop condition — when the trait conflicts with the role or the cost outruns the gain

Where Traits Live
Open the lobby and look for Upgrades. The community wiki's description of that facility is short and exact: "Here, you can roll Traits on your units, as well as (roll Stats)."
Two things follow from that sentence. First, traits are not a property of a summon; they are something you apply afterwards. Second, stats are a separate roll from traits, so a fully built Unit has both axes working at once.
That distinction matters because rerolls are the bottleneck. A reroll spent on stats is not available for traits, and traits are usually the larger swing because they change behaviour rather than a number.
No official or community source documents the individual trait names or their exact effects. This page therefore explains how to make trait decisions without pretending to have a table the game has not published. If a site hands you a tier list of trait names, ask where it came from.
The Four Roles and What They Want
Traits are only good or bad relative to a role. The role framework that community guides use for this game is four jobs:
- Damage dealer — wants offensive traits. This is where most rerolls should go, because the damage dealer is the Unit whose output decides whether a wave dies.
- Support / utility — wants reliability. A buff that does not fire is worse than a smaller buff that always does.
- Economy — wants income-focused effects. Economy Units pay for your whole board, so a trait that accelerates them compounds.
- Coverage — wants area or multi-target effects. Crowded waves are where coverage Units earn their slot.
A trait that boosts damage on your support Unit is a wasted roll even if the number is large. A trait that boosts uptime on your damage dealer is a wasted roll for the same reason.
When to Reroll
The decision rule is three questions, in order:
- Does the current trait conflict with the role? If yes, reroll. A damage trait on a support Unit is a conflict, not a preference.
- Is this Unit going to stay on the team? If it is a C-tier stepping stone, do not spend rerolls on it. The tier list covers which Units are worth keeping.
- Is the improvement likely to change a clear? If you are stuck on a specific Act, a reroll that does not address the reason you are stuck is a coin flip.
Stop rerolling when the trait is role-appropriate, even if it is not perfect. The marginal gain from a perfect trait is much smaller than the marginal gain from having rerolls when a new Unit arrives.
Where Rerolls Come From
Three sources, in order of volume:
Codes. The current code payout is 25 Trait Rerolls, which is a large amount by early-game standards. The codes page tracks what is live, and codes in this game expire quickly — eight of the nine known codes are already dead.
Challenges. The lobby's Challenges room runs a daily challenge and a 30-minute challenge. The wiki states that completing either gives rewards that help progression, including generic evolution items. Rerolls are the kind of reward that fits that description, though the wiki does not itemise the drop table.
Events and progression. Periodic events are one of the game's confirmed reward systems, and event shops in this genre usually stock rerolls.
Traits versus Stats
The Upgrades facility rolls both, and the choice between them is a genuine one.
Roll traits when the Unit's behaviour is the problem — it dies too fast, it cannot reach the wave, it does not fire often enough.
Roll stats when the Unit's behaviour is fine but the numbers are short — it almost kills the wave, it survives the boss with a sliver left.
Beginners tend to roll stats because numbers are legible. The better habit is to solve behaviour first, because a Unit with the right behaviour at mediocre numbers still does its job, while a Unit with great numbers and the wrong behaviour does not.
Building One Unit Properly
The efficient pattern for a new account is to concentrate, not spread:
- Pick one damage Unit. Ideally your highest-band Unit that fills the damage role.
- Roll traits until the trait is role-appropriate. Stop there.
- Roll stats on the same Unit until it clears the Act you are stuck on.
- Leave every other Unit alone until you hit a wall this Unit cannot solve.
One built Unit carries an early account much further than five half-built ones, because the built Unit is the one that kills the wave while the others are still being upgraded.
Reading a Trait Without a Table
Because there is no published trait list, you need a method for evaluating one the first time you see it. Three questions:
- Is it conditional? Conditional traits are stronger when the condition is something you can control (a Unit type, a wave state) and weaker when it is something you cannot (a random proc).
- Is it additive or multiplicative? In every game of this genre, multiplicative scaling outgrows additive scaling as the account matures.
- Does it change a decision? A trait that makes you place a Unit differently is worth more than one that makes the same placement slightly better.
Apply those three and you can rank a new trait without a wiki.
The strongest use of 25 rerolls is not to perfect the team you have; it is to have them ready when a Mythical or Secret Unit drops. A code that pays rerolls is effectively a code that pays for your next good pull.
Traits and the Corridor Problem
One concrete example of why role fit beats raw numbers: the final area's boss, Sans in the Corridor, dodges every attack and ignores damage over time. The wiki states it directly: "Sans dodges every attack, DoT effects won't affect him."
That means any trait built around damage over time is dead weight in that fight regardless of its magnitude. The Corridor rewards burst and uptime, not sustain. It is the clearest case in the game where a trait decision is decided by the encounter rather than by the number.
The zones guide covers the Corridor gimmicks, and the Souls guide covers the rewards you get for clearing it.
Sources and Further Reading
- The unit roster these traits are applied to: the community wiki's unit roster
- The current Trait Reroll payout: GamesRadar's Undertale Adventures X code page
Official source: Undertale Adventures X on Roblox — the official description states that players level up their units and make them stronger with traits.
Frequently Asked Questions
Where do you roll traits in Undertale Adventures X? In the lobby's Upgrades facility, which rolls both traits and stats.
What traits exist? The game does not publish a trait list. This page deliberately does not invent one.
How do you get Trait Rerolls? Codes are the largest source — the current code pays 25 — with Challenges and events as secondary routes.
Should I reroll stats or traits first? Traits first, because behaviour problems are harder to solve with numbers than numbers are to solve with behaviour.
When should I stop rerolling? When the trait fits the Unit's role. Perfection is not worth the rerolls.
Do traits matter in the final fight? Yes, but differently: the Corridor boss ignores damage over time, so DoT traits lose value there.
More Undertale Adventures X Guides
Every Undertale Adventures X unit we could verify, sorted into all six rarity tiers from Common to Secret, plus how summoning and duplicates work.
All seven Undertale Adventures X areas in order, with the Act structure, Neutral and Genocide routes, area damage bonuses and the Corridor boss gimmicks.
Undertale Adventures TD is now Undertale Adventures X. What the rename means for old codes, guides and searches, and what is actually confirmed.