Jujutsu Incremental Traits Tier List
The third slot: keep multipliers, reroll identity conflicts, ignore cosmetic luck.
Traits are the last roll slot in Jujutsu Incremental, which is exactly why beginners ruin accounts with them. A Trait is a rule, not a character. It should multiply the Technique you already locked on techniques and the Clan you already locked on clans. If it asks you to play a different game, it is a miss even when the rarity color is loud.
Spend Traits only after the first two slots exist. The order is non-negotiable in rolling.
S — multipliers that respect the loop
Output rider. More Technique damage or cheaper Technique cost. S on any nuke or fighter kit. This is the Trait you wanted when you redeemed codes.
EXP rider. A Trait that adds rate on top of the group EXP boost is S for the genre even if it looks boring in a montage. Incrementals are rate. Take the boring S.
Party insurance. A Trait that reduces incoming raid damage or shares a small sustain effect is S for raid bosses. Four-player content wants fewer wipes more than it wants a clip.
A — keep, then hunt S
Quest specialist. Faster exclusive objectives. A on a new save, B later when the log is empty. See quests.
Status specialist. Bleed, burn, slow — A if your Technique already applies a door for it (disaster-pressure and blood lanes). C if your Technique is a clean beam that never status-checks.
Mobile-friendly Trait. Larger telegraphs, simpler confirms. A if you play on a phone. Read controls. Rank drops to B on PC where you did not need the help.
B — filler
Cosmetic luck. “Looks rare” without a combat line. B. Equip it if you have nothing else; do not spend the last spins protecting it.
Duelist glass. Huge personal damage, huge personal incoming. B because raids have phase 3. Fun in training, expensive in a four-stack.
C and D — spin
Identity conflict. Melee-only Trait on a long-range sorcerer kit. Spirit-only Trait on a fighter Clan. C if you can reroll soon, D if you already spent the Technique.
Anti-train. Anything that pauses EXP unless you are in combat is D. You will spend half the session in menus, Settings, and party wait times. That Trait fights how to play.
Script-bait. Traits that only look good if an auto farm GUI is holding the button for you are D. Play legal. Keep the save.
A five-line test
Ask these in order. The first “no” is a reroll:
- Does the Trait mention the same resource as my Technique?
- Does it still work if I am the flex in a raid, not the carry?
- Does it keep working while I train?
- Does it help, or at least not hurt, the other three players?
- Would I still want it if the rarity color were grey?
If you cannot answer those without opening a different game’s wiki, stay here. This client is Candescent Games’ Jujutsu Incremental. UPD 2 is the patch context. Another studio’s Trait table is noise.
Spending the last spins
If you have ten rolls left and a B Trait, you may hunt A. If you have ten rolls left and no sustain Clan, you do not hunt Traits at all — you go back to clans. People invert that because Trait animations are prettier. Pretty is not EXP.
Park the result on best builds so the next session does not reroll a working trio from memory. The session checklist has a “do not spin if A/S already locked” box for a reason.
When the third slot is done, leave the roll menu. Train. Quest. Raid. The loop on how to play is the content. Rolling is only the loadout screen.
Frequently Asked Questions
Quick answers to the most common questions.
I rolled a flashy Trait first. Now what?
Leave it if it does not fight your Technique. Spend new spins on Technique and Clan. Read rolling.
Is an EXP Trait better than a damage Trait?
For account growth, EXP riders are S in this genre. For a raid night, output riders are S. Many parties want one of each — see best builds.
Do Traits change in UPD 2?
They can. Test on a dummy after you read UPD 2. Do not panic-reroll in the patch-day queue.
Should I auto-roll Traits overnight?
That is a ban conversation. See auto roll and then probably do not.