Clover Time Races
Five races, rolled at the Hage Priest for passive stat boosts. Race, social class and trait are three separate rolls whose bonuses stack, so races are ranked on their own rather than against the other systems.
Race odds at a glance
| Race | Tier | Rarity | Card field | Board label | Expected rolls (card) | Keep or reroll |
|---|---|---|---|---|---|---|
| Human | C | Common | 94.7% | 91% | ~1.1 | The floor. Progress with it, replace it when you can. |
| Dwarf | B | Epic | 3.21% | 5.4% | ~31.2 | Solid early sustain but no EXP bonus. |
| Human-Dwarf | A | Legendary | 1.43% | 2.7% | ~69.9 | Balanced second choice when Elf does not land. |
| Elf | A | Mythic | 0.56% | 0.9% | ~179 | Strong mana-focused alternative. A-tier. |
| Devil | S | Secret | 0.1% | 0.2% | ~1,000 | Best race in the game. Keep it if you ever roll it. |
Tier letters come from launch-week community tier lists, not from the developer. The odds and stat boosts are developer-published.
How to reroll your race
Race, social class and trait are rerolled with Spins, and spins are a different currency from the Crystal Mana the Grimoire Tower charges. There are two ways in:
- The Rolls tab. Open the in-game menu, go to Customize, and switch to Rolls. Race, social class and trait appear as separate rows in the same place, so you can see what you have before spending anything.
- The Hage Priest. The same three rolls are available in person at Hage Village — useful when you already know you want to reroll and would rather do it without opening menus.
Spins come from codes, daily and playtime rewards, chests, the shop and the AFK World. The one worth acting on is codes: most Clover Time codes pay spins, which makes them the fastest free route to a race reroll. That is the opposite of the Grimoire Tower, where codes barely help at all — the two currencies do not cross over.
Special spins, and the third probability set
Race cards carry a second, far more generous distribution for what the board calls a special spin. That makes three sets of numbers in circulation for the same five races. Lined up with their totals, only two of the three hold together:
| Race | Card rarity field | Board grouping label | Special spin |
|---|---|---|---|
| Human | 94.7% | 91% | — |
| Dwarf | 3.21% | 5.4% | 60.6% |
| Human-Dwarf | 1.43% | 2.7% | 27% |
| Elf | 0.56% | 0.9% | 10.57% |
| Devil | 0.1% | 0.2% | 1.83% |
| Total | 100% | 100.2% | 100% |
Two of the three sets sum to exactly 100%, which is the strongest internal check available: the per-card rarity fields total 100% and the special-spin rates total 100%. The board's grouping labels total 100.2%, so they are the odd ones out. That is a second reason to treat the card fields as primary, on top of the first — they carry an explicit rarity tier alongside the percentage.
The practical read is that a special spin is not the same roll at better odds, it is a different distribution. Dwarf moves from 3.21% to 60.6%, Elf from 0.56% to 10.57%. Devil stays the rarest outcome under all three sets, which is worth knowing before you hold a special spin expecting an easy Devil.
How many spins each race takes
Expected spins is the average, not a guarantee — a 0.1% roll still has a meaningful chance of arriving early, and roughly a third of players will need more than the average. The pity-style ceiling that the Grimoire Tower has does not exist for race rolls, so there is no hard upper bound here.
| Race | Card field | Expected spins | Spins for a 50% chance | Spins for a 90% chance |
|---|---|---|---|---|
| Human | 94.7% | ~1.1 | 1 | 1 |
| Dwarf | 3.21% | ~31.2 | 22 | 71 |
| Human-Dwarf | 1.43% | ~69.9 | 49 | 160 |
| Elf | 0.56% | ~179 | 124 | 411 |
| Devil | 0.1% | ~1,000 | 693 | 2,302 |
Calculated from the published card-field rates. This is the honest way to read a rare roll: at0.1%, half of players have a Devil inside 693 spins, and nine in ten have one inside 2,302.
Stat boosts by race
Copied from the English section of each race card. These apply on top of whatever your social class and trait give you.
Human Common94.7%
"Adaptable beings with faster progression."
| Stat | Boost |
|---|---|
| Health Regen | +5% |
| Stamina Regen | +5% |
| Mana Regen | +2.5% |
| EXP | +5% |
Dwarf Epic3.21%
"Small and resilient beings with high magical potential."
| Stat | Boost |
|---|---|
| Health Regen | +25% |
| Stamina | +5% |
| Stamina Regen | +25% |
| Mana | +55 |
| Mana Regen | +7.5% |
| Special Spin | 60.6% |
Human-Dwarf Legendary1.43%
"A rare hybrid possessing the strengths of humans and dwarves."
| Stat | Boost |
|---|---|
| Health Regen | +30% |
| Stamina | +3% |
| Stamina Regen | +40% |
| Mana | +15% |
| Mana Regen | +20% |
| EXP | +15% |
| Special Spin | 27% |
Elf Mythic0.56%
"Ancient beings born with an unmatched bond to mana."
| Stat | Boost |
|---|---|
| Health Regen | +30% |
| Stamina Regen | +30% |
| Mana | +30% |
| Mana | +120 |
| Mana Regen | +30% |
| EXP | +25% |
| Special Spin | 10.57% |
Devil Secret0.1%
"A being from the underworld, carrying magic no mortal was meant to hold."
| Stat | Boost |
|---|---|
| Health | +20% |
| Health Regen | +80% |
| Stamina Regen | +80% |
| Mana | +45% |
| Mana | +250 |
| Mana Regen | +40% |
| EXP | +40% |
| Special Spin | 1.83% |
Which race should you keep?
Keep Devil immediately. It is the rarest roll in the system and the reported gate for the Anti-Magic awakening, so it is worth keeping even if you are not chasing that build yet.
Elf and Human-Dwarf are the practical targets. Elf leans into mana pools and regeneration; Human-Dwarf spreads its bonuses across health, stamina, mana and EXP at once. Either is a fine long-term resting place.
Human is a placeholder. With 94.7%of rolls landing there, you will see it constantly. Its bonuses are small but not zero, so progress with it and reroll when you have spins to spare rather than stalling your account.
How the other two roll systems compare
Social class covers six outcomes, from Peasant through to Sovereign, and adds Yuls income on top of regeneration and EXP. Traits are the smallest layer at nine outcomes. Both have their own published rarity ladders on the developer board, and both stack with your race.
The full numbers for those are collected on the tier list page and in the database.
Frequently asked questions
What are the Clover Time race odds?
The developer board publishes three sets. The per-card rarity fields read Human 94.70%, Dwarf 3.21%, Human-Dwarf 1.43%, Elf 0.56% and Devil 0.10%, and they sum to exactly 100%. The board grouping labels read 91%, 5.4%, 2.7%, 0.9% and 0.2% and sum to 100.2%, which is why we treat the card fields as primary. A third set gives the special-spin rates.
What is the best race in Clover Time?
Devil, by consensus across launch-week tier lists, and it is also the rarest. Community sources also report it as the prerequisite for the Anti-Magic awakening, which makes it valuable beyond its stat line.
How many rolls does the Devil race take?
At the card-field figure of 0.1% that is roughly one in 1,000 spins. At the board label figure of 0.2% it is roughly one in 500. On a special spin the same race sits at 1.83%. All three numbers are on the developer board.
How do you reroll your race in Clover Time?
Two ways, both using Spins: the Rolls tab under Customize in the in-game menu, or the Hage Priest in Hage Village. Race, social class and trait are three separate rows and each reroll is independent. Spins are not the same currency as the Crystal Mana the Grimoire Tower takes.
What are special spins?
Race cards carry a second, much more generous distribution for what the board labels a special spin — Dwarf goes from 3.21% to 60.6%, and the special-spin rates are a complete distribution that sums to 100%. Devil is still the rarest outcome even then, at 1.83%. Treat special-spin availability as something to confirm in-game.
Do race bonuses stack with class and trait bonuses?
Yes. Race, social class and trait are three separate rolls made at the Hage Priest and their bonuses apply at the same time, which is why they are ranked in separate lists rather than against each other.
Related pages
- How to get Asta — why the Devil race matters
- Grimoire tier list — the roll that matters most
- Anti-Magic grimoire — the awakening this race gates
- Codes — free spins for race rerolls
- Database — classes, traits and everything else