If you’re trying to get one of the rarest units in Anime Origins, Alucard is definitely a unit worth understanding. He’s a Secret unit with an extremely low 0.01% banner chance, and getting the evolved version requires additional investment.
Alucard isn’t just a straightforward DPS, either. His kit revolves around Critical Hits, Bleed, Restriction Levels, Boss Stuns, and summoned Ghouls, making him a strong hybrid damage dealer with both boss control and extra units on the field.
Here’s everything you need to know about getting and using Alucard.
Anime Origins Alucard Guide – How to Get, Evolve & Use Alucard
Alucard is a Secret unit obtained from the banner.
His base drop chance is only 0.01%, so don’t expect to pull him quickly without a lot of luck.
Once you get him, however, you can work toward his evolved version and unlock much more of his kit.
The evolved Alucard shown in the gameplay has:
- 2 placements
- 5-star progression
- 600 placement damage
- 6-second initial cooldown
- 25 Range
- Critical Hit mechanics
- Bleed
- Restriction Levels
- Boss Stun
- Summoned Ghouls
- Hybrid/Air-targeting potential
How to Get Alucard
Unlike craftable units such as Stark, Alucard is obtained directly through the Secret banner.
The important part is his incredibly low 0.01% chance.
Once you’ve obtained him, you can start working toward his evolution.
You don’t need five copies of Alucard to reach the displayed five-star version. The evolution/progression system uses Fusion Cores, which can be obtained through the game’s progression systems, including the Battle Pass.
Alucard’s Trait
The showcased Alucard had Decay.
Decay isn’t necessarily the absolute best possible Trait for every unit, but it actually makes sense on Alucard because his kit applies Bleed and Damage over Time.
Decay boosts DoT damage while also providing additional Cooldown and Range, so Alucard can make reasonable use of all of its effects.
If you’re specifically optimizing Alucard, though, stronger general-purpose or boss-focused Traits can potentially be worth chasing depending on how you want to build him.
Alucard’s Critical Hit Passive
One of Alucard’s first major mechanics revolves around Critical Hits.
He starts with +50% Crit Chance.
Every attack that critically hits permanently increases his Range, allowing him to gradually cover more of the map.
This is particularly useful because Alucard can keep scaling his effective coverage throughout a stage rather than being stuck with his starting Range.
He also gains +3% Damage for every Bleeding enemy within his Range, up to +9% Damage.
This means Alucard naturally benefits from keeping Bleeding enemies inside his attack area.
The more Bleed targets he can maintain around himself, the more value he gets from this passive.
Coffin Trap – Alucard’s Boss Stun
One of Alucard’s most interesting abilities is Coffin Trap.
When a boss enters Alucard’s Range, a coffin trap is placed ahead of the boss’s path.
If the boss crosses the trap:
The boss is sealed inside the coffin and stunned for 7 seconds.
That’s an enormous amount of Crowd Control.
There are a couple of limitations:
- Each boss can only be affected once.
- Only one Coffin Trap can be placed every 18 seconds.
- The cooldown is shared between your Coffin Traps.
Even with those restrictions, a seven-second Boss Stun can be extremely valuable during difficult stages.
It’s especially useful when your team needs additional time to burn through a boss’s health.
Restriction Release
Restriction Release is the mechanic that makes Alucard progressively stronger during a stage.
Enemies defeated within Alucard’s Range count toward his Restriction Release.
Importantly, Alucard doesn’t need to personally get the kills.
Any enemy defeated within his Range contributes toward the counter.
Every 36 defeated enemies lowers his Restriction Level by one.
As his Restriction Level decreases, he unlocks additional bonuses and abilities.
This means your entire team can help Alucard progress through his restrictions as long as enemies are being defeated inside his Range.
Restriction Level 4
At Restriction Level 4, Alucard gains:
+10% Damage
This is a straightforward boost to his offensive output.
Restriction Level 3
At Restriction Level 3, he gains:
+10% DoT Damage
This works particularly well with his Bleed mechanic.
Since Alucard already applies Bleed, increasing his DoT damage allows the status effect to contribute more of his overall damage.
Restriction Level 2
At Restriction Level 2, Alucard gains the ability to summon Ghouls.
Every 20 defeated enemies summons a Ghoul.
The Ghoul has Summon Health equal to 33% of Alucard’s Damage.
This is where Alucard starts becoming more than just a normal DPS.
He’s now contributing additional units to the battlefield while continuing to attack enemies himself.
Restriction Level 1
At Restriction Level 1, his summoned Ghouls receive:
+25% Summon Health
This makes the Ghouls considerably more durable.
Restriction Level 0
This is the final Restriction Level and arguably the most interesting one.
Once Alucard reaches Restriction Level 0:
- Ghouls are summoned every 15 defeated enemies instead of 20.
- Ghouls gain +60% Speed.
That means his summon production becomes much faster, while the Ghouls themselves become significantly quicker.
The Ghouls can also attack Air enemies, giving Alucard some hybrid utility rather than being restricted to ground targets.
Alucard’s Damage and Upgrades
The showcased evolved Alucard eventually reached approximately:
6,400 Damage / 4-second Cooldown / 40 Range
at max upgrade.
His early placement stats were:
- 600 Damage
- 6-second Cooldown
- 25 Range
As you upgrade him, his Range and Damage continue increasing.
One particularly noticeable part of his kit is his Range scaling through critical hits. Because every successful Critical Hit can permanently increase his Range, his coverage can become much more impressive than his initial stats suggest.
Alucard’s Bleed
Alucard’s attacks apply Bleed to enemies.
Bleeding enemies:
- Take Damage over Time
- Have their healing received reduced by 80%
- Continue taking damage for 6 seconds
The showcased Bleed effect deals damage based on Alucard’s total Damage, making it another important part of his overall DPS.
The healing reduction is especially useful against enemies or bosses that rely on regeneration.
Why Alucard Is So Strong
Alucard has a lot going for him because he isn’t dependent on a single source of damage.
He combines:
Direct Damage + Critical Hits + Range Scaling + Bleed + DoT + Boss Stun + Restriction Scaling + Summons
That gives him considerably more utility than a basic DPS unit.
His Coffin Trap is particularly valuable because Boss Stuns can give your entire team additional time to deal damage.
Meanwhile, his Restriction system gives him additional power as the stage progresses.
And once he reaches Restriction Level 0, his Ghoul generation becomes much faster.
Alucard’s Main Weakness
The biggest downside is that Alucard takes time to reach his full potential.
You have to work through his Restriction Levels before unlocking the strongest parts of his kit.
That means he may not reach Restriction Level 0 in shorter stages.
If a mode only lasts around 15 waves, for example, you may not have enough enemy defeats within his Range to fully unlock his final Restriction bonuses.
So his performance can vary significantly depending on the game mode.
His low initial Range can also limit how quickly he progresses if enemies aren’t consistently being defeated inside his attack area.