Anime Ability Arena How to Earn Hits
Damage, eliminations, pacing, and passes that speed up unlocks.
Hits are the permanent progression currency in Anime Ability Arena (Roblox Ability Arena by Banjomeni). You do not buy Hits with in-game coins or daily login boxes — you earn them by fighting. Every moveset unlock from Fire at 25 Hits through Vampire at 7,500 Hits depends on your lifetime Hit total, so understanding how Hits accrue is the difference between a week of grinding and a month of random queues.
This guide explains what counts as a Hit, how eliminations bonus works, session pacing, and when optional game passes make sense.
What awards Hits
Hits increase when your abilities or basic attacks deal damage to other players. The exact per-hit value can feel opaque in fast fights, but the rule is simple: if your move connects and shaves health, you progress. Sitting idle or running away does nothing.
Eliminations add a flat +5 Hits bonus on top of damage you already dealt to finish that target. That bonus is why experienced players rotate toward low-health enemies instead of starting fresh duels. You still need to land the killing blow — third-party finishers are a legitimate farming tactic discussed in Combat Tips.
Hits persist across deaths and server hops. Leaving a match early does not wipe progress you already earned in that session.
Hits are not session score
Ability Arena has no traditional post-match rank screen that resets each round. Your Hit counter is account-wide. That means:
- A bad streak still adds progress if you landed punches before dying.
- Switching movesets does not reset or split your Hit pool.
- Grinding with a comfortable mid-tier kit is often faster than forcing a new unlock you do not know yet.
If you are unsure what unlocks next, open How to Unlock Abilities and mark the next threshold on your mental checklist.
Fastest legitimate strategies
Stay in fights, not in spawn
Hits come from contact. Players who re-queue instantly after death farm more than players who tab out between lives. Short, aggressive sessions beat occasional marathon days.
Finish kills when safe
The +5 elimination bonus adds up. Use mobility tools — Wind Dash, Water Step, Lightning Teleport — to secure finishes on wounded targets. Do not dive into a four-way brawl for five Hits if you will die immediately after.
Third-party with discipline
Waiting until two players trade cooldowns, then entering with E or M1, is standard arena behavior. You gain Hits without opening the fight from full health. Read Combat Tips for edge awareness so you do not get punished while chasing a finish.
Pick kits that land damage consistently
Early Fire and Water offer reliable ranged or area tools. Mid-tier Lightning and Psychic combine burst with mobility for safer farming. Beginner Picks lists low-Hit options; Best Abilities covers kits that stay strong at higher skill.
Play during peak hours
More players online means more targets and faster combat pacing. Empty servers stall progress because you chase one opponent across the map.
What does not earn Hits
- Dealing damage to NPCs — there are none in core PvP.
- Redeeming promo codes — see Codes for status; codes are not the main progression path.
- Owning a premium pass by itself — Robux unlocks a moveset, not free Hit credit toward other kits.
Double Hits game pass
The Double Hits pass costs 249 Robux and doubles Hit income from combat while active on your account. It is the only pass that directly accelerates free unlocks. If you play daily and target long thresholds like Shadow (5,000 Hits) or Vampire (7,500 Hits), the pass can shave real time off the grind. Casual players may prefer unlocking naturally — see Game Passes for a full comparison with Early Access and premium movesets.
Milestone planning
Break the grind into chunks instead of staring at Vampire on day two:
| Phase | Target | Example unlocks |
|---|---|---|
| First hour | 0–100 Hits | Fire, Water, Rock |
| First week | 100–350 Hits | Ice, Lightning, Psychic |
| Mid grind | 350–1,500 Hits | Archer through The Hero |
| Long term | 1,500+ Hits | Retro Fighter, Shadow, Vampire |
Cursed uses a special unlock condition outside normal Hit totals — details on How to Unlock Abilities.
After you earn Hits
Spend time learning each new kit’s E, Q, and R on Controls before chasing the next number. Progression speed means nothing if you cannot convert unlocks into wins. New players should pair this page with Getting Started for day-one flow.
Track balance changes in Updates — if a moveset gets buffed, farming with that kit may become more efficient overnight.
Frequently Asked Questions
Quick answers for Anime Ability Arena on Roblox.
How many Hits do you get per elimination in Ability Arena?
Eliminations award a flat +5 Hits bonus on top of the damage Hits you already earned while fighting that player.
Does Double Hits stack with elimination bonuses?
Double Hits doubles Hit income from combat generally. Treat it as accelerating all damage and elimination progress while the pass is owned.
What is the fastest free ability to grind toward after Fire?
Many players push Water at 50, Rock at 100, then Lightning at 250 because each step adds clear damage or mobility tools for faster farming.