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Anime Crusaders Update 0.5 Guide: What’s New

Anime Crusaders Update 0.5 Guide: What’s New
Updated Oct 18, 2026· 8 min read

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Anime Crusaders Update 0.5 raises the level cap from 100 to 120, adds four new units across three rarities, and reworks trait rerolls so that gold — not XP — becomes the real bottleneck on most accounts. The highest-value move after the patch is to bank roughly 20,000 gems for the banner’s 200-pull pity counter instead of spending them on rerolls, because the guaranteed Mythic is the cheapest power spike the update offers. Below is the order of operations, the actual costs, and the mistakes that waste the most resources.

Numbers here are drawn from the official 0.5 patch notes and the in-game patch log. The developers have hotfixed values after previous updates, so confirm anything you are about to spend on before you commit.

The new units at a glance

The patch notes list four new units — two Mythic, one Legendary, one Epic — and they are described below by role, which is how the patch log categorises them.

Unit (by role) Rarity Best for Gold to level 120 Main trade-off
Sword-type single-target DPS Mythic Boss raids, guild war front line ~2.4M Needs a healer; dies fast in wave content
Ranged AoE nuker Mythic Stage farming, auto-sweep teams ~2.4M Low single-target damage on raid bosses
Team attack buffer Legendary Co-op raids, three-unit compositions ~1.1M Almost no personal damage
Armour-breaker / debuffer Epic Budget accounts, raid support ~380K Falls off hard above raid stage 15

Best overall: the Mythic single-target DPS

This is the unit most accounts should build first. Per the 0.5 patch notes it carries the highest base attack of any unit in the game and its third skill applies a defence debuff to the target, which stacks with the Epic armour-breaker. It suits players who already have one functional team and want to move from clearing story stages to clearing raid bosses. The trade-off is survivability: it has no self-heal and no damage reduction, so it needs either the new Legendary buffer or an existing healer alongside it, and it is a poor pick for wave-clear farming.

Best for farming: the Mythic ranged nuker

If your goal is auto-sweeping stages for XP and gold, this is the more efficient purchase. Its area damage clears full waves in one rotation, which cuts stage 12-3 clears from roughly 90 seconds to about 55 seconds in a standard three-unit team. It is the wrong choice for anyone whose bottleneck is raid progression rather than resource income — its boss damage is roughly 40% lower than the sword DPS at the same level and investment.

Best budget pick: the Epic armour-breaker

At around 380,000 gold to reach level 120, this unit costs less than a sixth of a Mythic and still contributes meaningfully in raids because its defence debuff scales with skill level, not raw stats. It suits accounts under level 80, free-to-play players, and anyone running a support slot they cannot afford to fill with the Legendary buffer. The trade-off is a hard ceiling: above raid stage 15 its own damage becomes negligible and it survives only as a debuff carrier.

Best for co-op: the Legendary buffer

The new Legendary gives the whole team a flat attack increase — the patch notes list it at 25% at skill level 5 — and it is the single biggest multiplier available to a three-unit raid composition. It suits players who already have two damage dealers and want a cheap third slot. Its trade-off is that it does almost no damage itself, so it is close to useless in solo story progression.

Progression changes and what they actually cost

  • Level cap: raised from 100 to 120. Units keep their existing levels; nothing is reset.
  • Ascension tiers 4 and 5: each grants +8% base stats and unlocks at level 110 and 120 respectively.
  • Steeper XP curve: the 100–120 stretch costs roughly 1.85M XP in total, about 2.3× the 80–100 stretch.
  • Gold costs: levelling and ascending a Mythic from 100 to 120 totals around 2.4M gold.
  • Trait rerolls: now cost 250 gems or 5 reroll tokens each, with a pity of 30 rerolls guaranteeing an S-tier trait.
  • Daily income: daily quest gems increased from 300 to 450, and the raid finder adds a repeatable 150-gem daily.

Worked example: taking one Mythic from 100 to 120

Stage 12-3 at three stars awards about 14,000 XP and 9,500 gold per clear, according to the in-game reward preview. That produces two very different numbers:

  • XP: 1,850,000 ÷ 14,000 ≈ 132 clears
  • Gold: 2,400,000 ÷ 9,500 ≈ 253 clears

At roughly 2.5 minutes per clear including loading and menus, 253 clears is about 10.5 hours of farming. The important conclusion is that gold runs out before XP does — you will hit level 120 with roughly 1.15M gold still owed on ascension costs. Plan your gold spending around that gap rather than around XP, and do not sell off low-rarity units for gold until you have checked whether the 0.5 ascension system needs them as fodder.

Decision matrix: what to do first, by account

Your situation First move Why
New account, under level 40 Ignore the 0.5 banner; push story to 8-4 Clearing 8-4 unlocks the raid finder and its 150-gem daily; the banner will still be there
Mid-game, level 60–100, one solid team Pull to 50 for the Legendary pity, then stop 5,000 gems for a guaranteed team-wide buffer is better value than a coin-flip on the Mythic
Endgame, level 100+, three maxed units Bank to the 200-pull Mythic pity, then reroll traits Rerolls are wasted on units that are not yet level 120, since trait percentages scale off base stats
Free-to-play at ~1,200 gems/day Skip rerolls entirely until pity is reached 200 pulls is about 17 days of income; 20,000 gems spent on rerolls buys 80 attempts and no guarantee
Under 30 minutes a day Dailies, then auto-sweep stage 12-3 with tickets Sweep tickets skip combat entirely and are the only way to convert short sessions into full XP

New features worth switching on immediately

  • Auto-sweep unlocks at account level 25. You get 10 free sweep tickets per day, additional tickets cost 30 gems each, and the daily cap is 50 tickets — so a full day of sweeping costs 1,200 gems, which is exactly one day of income. Sweep only stages you have already three-starred.
  • Trait locking lets you protect one trait slot for an extra 150 gems per reroll. Use it only when you already hold one S-tier trait and are hunting a second, never on a unit below level 120.
  • Three saved team presets replace the old single loadout. Set one for raids, one for farming, and one for guild war, and stop rebuilding teams manually every session.
  • Raid finder adds matchmaking for the new raid tier and pays a repeatable 150-gem daily for three clears.

A seven-day plan for the first week of 0.5

  1. Day 1: Run dailies and the raid finder daily for gems, and read the patch log yourself. Reason: hotfixes land in the first 48 hours and change unit values.
  2. Day 2–3: Bank gems. Do not reroll anything. Reason: you need a decision point at 50 pulls and again at 200, and partial pity is worth nothing.
  3. Day 3: Pull to 50. Reason: the Legendary pity is the cheapest guaranteed upgrade in the update.
  4. Day 4–5: Push one Mythic from 100 to 110 and pay for Ascension 4. Reason: the +8% base stat jump makes the next stretch of farming faster.
  5. Day 6: Convert surplus gold into the Epic armour-breaker. Reason: it costs a sixth of a Mythic and raises raid damage for the whole team.
  6. Day 7: Reassess. If you are near 200 pulls, keep banking. If not, spend gold on gear and stop pulling.

Common mistakes in 0.5

  • Rerolling traits before level 120. Trait bonuses are percentages of base stats, so a reroll on a level 100 unit is worth roughly 15% less than the same reroll after the cap increase.
  • Buying sweep tickets every day. A full 50-ticket day costs 1,200 gems, which is your entire daily income. Sweep only when you genuinely cannot play.
  • Building the ranged nuker for raid progression. It is the best farming unit in the game and a mediocre raid unit; picking it for the wrong job wastes 2.4M gold.
  • Ignoring the Epic debuffer because of its rarity. Its defence debuff stacks with the Mythic DPS skill and is the cheapest raid damage you can buy.
  • Spending ascension fodder as gold. The new tiers need low-rarity units; check the requirement list before clearing your inventory.

Frequently Asked Questions

Is Update 0.5 live on all platforms?

The 0.5 patch notes list the update as a full client update, so it should reach every supported platform once your store pushes the download. If your client still shows a level 100 cap, force-close and reopen the app; the cap change is one of the first things visible on the unit screen. Check the in-game patch log for the confirmed rollout status in your region.

Is the new Mythic worth pulling if I already have a maxed DPS unit?

Usually yes, but only at the 200-pull pity. The new Mythic’s defence debuff stacks with existing damage rather than replacing it, so it raises your ceiling instead of duplicating your current carry. Pulling without reaching pity, however, is a coin flip that can cost 20,000 gems for nothing. If you cannot reach 200 pulls within the banner window, put the gems into the Legendary buffer instead.

What is the fastest way to go from level 100 to 120?

Three-star stage 12-3 and sweep it, because it has the best XP-per-second ratio in the current patch and sweep tickets skip the fight entirely. Without tickets, the same stage is still the fastest manual option at roughly 55–90 seconds per clear depending on your team. Expect around 132 clears for the XP and around 253 for the gold, so the gold is what actually gates you.

Do trait rerolls carry over to the new units?

Traits are per-unit, not per-account, so any reroll you spend on an existing unit stays on that unit and does not transfer. The pity counter, however, is tracked separately on the reroll system and does carry across units, which means it is worth tracking how many rerolls you have made before switching targets. Per the patch notes, 30 rerolls guarantees an S-tier trait on the next attempt.

Should I spend gems on sweep tickets or on banner pulls?

Banner pulls, in almost every case. Sweep tickets convert gems into XP and gold at a rate you can beat by simply playing for 30 minutes, while pulls convert gems into units you cannot obtain any other way. The exception is a player with very limited daily playtime who is close to a level threshold and needs the cap increase unlocked quickly.

Did the level cap increase reset anything on my existing units?

No. Existing units keep their levels, skills, and traits, and the new Ascension 4 and 5 tiers are simply added above where your units currently sit. The only thing that changed is the XP curve between 100 and 120, which now costs more per level than the old 80–100 stretch. Nothing you earned before the patch was reduced or removed.

Anime Crusaders Update 0.5 Guide: What’s New
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Loa Power Tools Editorial Team
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