Angel Race: Odds and Star Stats

By Iron Soul Guides Team Published Updated Verified with official sources · reviewed September 4, 2026
Angel Race: Odds and Star StatsIron Soul: Dungeon · Updated 2026-09-04

What this page helps you decide: Whether the most reachable mythical is worth a dedicated hunt, and which of its seven lines the official guidance rates lowest.

Angel is published at 0.30%, tenth of 13 by draw rate and the most common of the four mythical races by half again. It is one of two races on the table with seven bonus lines, the widest spread available: Attack Bonus 10%, Critical Rate 5%, Critical Damage 10%, Ultimate Charge Rate 10%, Movement Speed 20%, Dash Distance 30% and Health Bonus 15%, all at one star, and all exactly doubled at three. At 0.30% the average hunt is 333 rerolls, even odds arrive at 231, 90% confidence needs 767, and three stars averages 1,000 rerolls. That makes Angel 50% cheaper to hunt than the three 0.20% mythicals, which is the largest gap inside the mythical band.

Official promotional image from Iron Soul: Dungeon
One starThree starsDash Distance30%60%Health Bonus15%30%Rerolls needed3331000
Angel bonus lines at one star against three stars, with the reroll cost

All seven Angel lines, star by star

Attack Bonus 10, 15, 20. Critical Rate 5, 7, 10. Critical Damage 10, 15, 20. Ultimate Charge Rate 10, 15, 20. Movement Speed 20, 30, 40. Dash Distance 30, 45, 60. Health Bonus 15, 22, 30. Two of those seven are rounding cases: critical rate at 7.5 prints as 7, and health at 22.5 prints as 22. Angel is the only race that covers damage, critical, ultimate, movement, dash and health at the same time, which is genuinely rare on this table. The price of that breadth is that no individual line is large. Its biggest damage figure at three stars is 20% Attack Bonus, which is the same as a three star Human plus ten more percentage points, and less than half of Lucifer's 40%.

Two of the seven lines are ones the official guidance downplays

The official sub-stats page advises against stacking Ultimate Charge Rate because the ultimate already fills easily during normal play, and it describes Dash Distance as effectively a worse movement speed because it does not extend the dash invulnerability window. Angel carries both, at 20% and 60% respectively at three stars, and its Dash Distance line is the largest single number it provides. The same page also warns that critical rate is expensive early and that characters below Tier 3 should not chase critical bonuses, which puts Angel's 5% critical rate line in the same low-value bucket for most of a run. That leaves attack, movement and health as the lines doing the real work.

Where Angel sits among the 13 races

Tenth by draw rate and alone in the gap between Archdruid at 1.00% and the three-way 0.20% tie at the bottom. It is 85 times rarer than a common and 3.3 times rarer than Archdruid, but a full 50% easier to find than Night Elf, Demon or Lucifer. A full Battle Pass season of 28 rerolls gives an 8.1% chance of at least one Angel, against 5.5% for a named 0.20% race and 22.4% for any mythical at all. Some third-party tables publish 0.4% for Angel rather than the official 0.30%, and the same tables publish 0.3% for Demon where the official figure is 0.20%. Those are the only two races where the third-party set is generous rather than stingy.

Step-by-Step

  1. Understand what 0.30% buys you. Angel needs 231 rerolls for even odds against 347 for a 0.20% race, so it is meaningfully the cheapest mythical hunt.
  2. Count the lines, then weigh them. Seven bonus lines is the widest spread on the table, but two of them are stats the official sub-stats page rates as low priority.
  3. Note the low critical rate. At 5% one star and 10% at three, Angel has the smallest critical rate line of any mythical, well below the official per-weapon bands.
  4. Plan the star climb separately. Two further copies average 667 more rerolls on top of the first, so three stars is a long-term project rather than a season goal.

Data Tables

Angel bonus values at one, two and three stars
BonusOne starTwo starsThree stars
Attack Bonus10%15%20%
Critical Rate5%7%10%
Critical Damage10%15%20%
Ultimate Charge Rate10%15%20%
Movement Speed20%30%40%
Dash Distance30%45%60%
Health Bonus15%22%30%

Values from the official Template:Races. Critical rate and health are rounding cases at two stars, from 7.5 and 22.5 respectively.

The four mythical races compared by cost and spread
RaceDraw rateEven odds atBonus linesBiggest three star line
Angel0.30%231 rerolls7Dash Distance 60%
Night Elf0.20%347 rerolls6Luck 200%
Demon0.20%347 rerolls7Dash Distance 60%
Lucifer0.20%347 rerolls6Luck 100%

Rates and lines from the official Template:Races. Even-odds figures are our arithmetic. Angel is the only mythical you can expect to see in under 300 rerolls.

Tips & Notes

  • Angel is the mythical to take if one lands in your slot, but it is the wrong one to hunt for if you specifically want damage.
  • Its 60% Dash Distance at three stars is the largest single number on the race, and the official guidance rates that stat least useful.

FAQ

How rare is the Angel race in Iron Soul: Dungeon?

0.30% per reroll, the most common of the four mythicals. That averages 333 rerolls, with even odds at 231 and 90% confidence at 767.

Does Angel have the most bonus lines?

It is tied for the most, with seven lines alongside Demon. Night Elf and Lucifer have six, and every other race has four or fewer.

Is Angel worth hunting over Demon or Lucifer?

It is 50% cheaper to reach at 231 rerolls for even odds against 347, but its largest damage line at three stars is 20% Attack Bonus against Demon's 24% and Lucifer's 40%.

Rarity
Mythical
Published draw rate
0.30%, 10th of 13
Average rerolls
333
Even odds at
231 rerolls
Bonus lines
7, tied for most

Sources