Aniimo
Skills & gameplay · Aniimo
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Aniimo
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Wields the power of ice to attack targets at close range.

Fires an Ice Orb at the target, putting the target into a [Frozen] state for 2.5s. Hold the skill key to aim.

Throws an ice blade forward, dealing damage to targets in range and applying stacks of [Ice Debuff]. The ice blade continuously consumes energy while spinning, and pressing the Skill button again recalls it.

Lunges forward and spins to create a magic field that fires 3 ice blades for 3 hits, dealing damage and applying 5 stacks of [Ice Debuff].

Turns into an icy tornado to continuously attack its targets.

Frost Tail Strike

Summons an Ice Storm that continuously builds up [Ice Debuff] on targets. The Ice Storm keeps moving forward until it hits a wall or a target.

Ice Spikes

Gathers icy vapor in both pincers, then slams them down to deal AoE damage in front and create an ice wall for 5s.

Deals damage over a large area.

Flies while dropping Ice element stars to attack the target for damage. Every hits on a target applies 1 stack of Ice Debuff. After maintaining the skill state for 4s, can attack while moving for 15s.

Jumps up and smashes down on the target to deal damage. Up to three consecutive smashes are allowed, and the third smash will stun the target for s.

Jumps up and smashes down on the target to deal damage. Up to three consecutive smashes are allowed, and the third smash will stun the target for s.

Raises the ice ball and rolls forward, dealing a large amount of damage.

Transforms into a ball that moves forward automatically for 15s. Direction can be adjusted. Hitting an enemy deals damage, while bouncing off a wall deals AoE damage equal to Might to nearby targets. Jump is available in the Rolling Ball state, dealing AoE damage equal to Might on landing. Jump cooldown: 5s.

Frost Strike

Wields the power of water to attack targets at close range.

Shoots Water Orbs to attack a target. Press and hold the skill button to aim.

Spits bubbles to attack a target. Press and hold the skill button to keep spitting, continuously consuming EP and dealing damage to all targets hit.

Water Rush

Healing Water

Creates a circular water zone at a fixed location. While within the area, allies are healed for 36% of the caster’s Max HP over s.

Continuously consumes stamina to roll forward and ram targets, dealing damage and restoring stamina over time. Creates a puddle when the roll ends. Stamina can be restored this way at most once every 3s.

Hydro Roll

Torrent Slam

Dashes at the target, dealing damage and knocking them back.

Jumps up and hurls a huge water ball at the target, dealing AoE damage and creating a puddle.

Jumps up and hurls a huge water ball at the target, dealing AoE damage and creating a puddle.

Jumps up and hurls a huge water ball at the target, dealing AoE damage, creating a water puddle, and applying 5 stacks of Water Debuff to targets hit.

Torrent Blade

Swings the shovel with full force to deliver a powerful strike, dealing damage.

Summons a wave underfoot, rides it toward the target to deal damage, and creates 4 puddles.

Wrath of the Sea

Surge

Releases a water vortex at the target location, dealing damage and pulling enemies toward the center. Each hit deducts Energy from the target.

Flies while dropping Water element stars to attack the target for damage. Each hit reduces the target’s Energy by . After maintaining the skill state for 4s, can attack while moving for 15s.

Aqua Defense

Shoots a bubble in the target direction, knocking targets back and dealing damage, while leaving a bubble behind that lasts 9s. This skill can be cast consecutively, storing up to 3 charges.

Here Comes the Bubble

Creates a bubble field. Each time a teammate casts a Water skill inside the field, 1 bubble is generated, up to 6 bubbles. Lasts 15s. Press the skill button again to detonate all bubbles. Each bubble restores EP. After absorbing a puddle, restores an additional EP.

Crazy Bubbles

Gathers water and unleashes 3 consecutive slashes. Hitting the target with all slashes triggers an additional powerful slash. When near a water environment, absorbs water and empowers the slashes into water blade slashes, dealing additional damage equal to 30% Might.

Splash Shield

Lightning Kick

Releases a current of electricity, damaging targets ahead.

Keeps playing, sending sound waves forward to damage targets.

Electric Dance Frenzy

Swift Retreat

Lightning Discharge

Lightning Surge

Self-Destruction

Dashes toward the target with electricity and cannot be blocked during the dash. Restores EP when landing a critical hit.

Lightning Claw

Thunder Tail

While electrified, charges toward the target to deal damage.

Lightning Cross

Leaps up at high speed, gathers electricity, then slams down onto the target and enters the [Overcharged] state.

Thunder Slam

Lightning Impact

Thunder Bolt

Fires multiple Electric Projectiles at nearby targets. If multiple projectiles hit the same unit, [paralyzes] the target for s. Hold the skill button to automatically enter the Fly state after the skill is cast.

Enhanced Lightning Blade

After dashing to close in on the target, it continuously consumes Energy to perform consecutive slashes. When Energy is depleted or clicked again, it unleashes a Spinning Slash that deals 26 Might damage. For every 3 consecutive slashes accumulated by this skill, the final Spinning Slash deals 100% increased damage.

Lightning Blade Impact

Gains [Thunder Imprint]. While active, each hit against a target stores the damage dealt on the target. When the effect ends, all stored damage is dealt at once. Recasting the skill during this period triggers the stored damage early. Lasts 8s. If the target has 10 stacks of [Lightning Debuff], consumes them to deal an additional 100% damage.

Generates a thunder field that follows the target. When a target within the thunder field is hit by a Lightning attack, it is hit by an additional Lightning attack and inflicted with Lightning Debuff. Lightning attacks can trigger this effect no more than once every 0.2s. The thunder field lasts for 8s.

Launches a lightning dart at the target, dealing damage to all targets along the way while drawing them closer over time.

Thunder Sweep

Electricity Shock

Attacks the targets while break dancing.

Spins upside down on its head at high speed, creating a massive lightning storm. During the skill, deals 12 hits of damage to targets in range, and each hit applies 1 stack of [Lightning Debuff]. The user can move while casting.

Transforms the lightning wrapped around both wings into 5 arrows and fires them at the target. If in Thunderwing Stance, fires 5 additional arrows and finally deals explosion damage equal to Might.

Deals multiple hits to targets in a straight line. Targets hit will be [paralyzed] for s.

Charged Geyser

Wields the power of fire to attack targets at close range.

Fire Dash

Fiery Charge

Fire Kick

Burn Breaker

Jumps up and slams down with a flame-encircled fist, dealing damage to a large area.

Fire Bolt

Throws an explosive fireball at the target. Press and hold to aim.

Drives both claws into the ground, causing underground crystals to erupt with magma. A cone of molten spikes surges forward, damaging targets. If it hits a target with more than 5 stacks of [Fire Debuff], it [stuns] them for s.

Burning Sun

Trick Fire Ring

Breathes fire forward, attacking targets and applying 8 stacks of [Fire Debuff].

Breathes powerful Lava Breath from the air, dealing damage to all targets within a large area in front and applying 8 stacks of [Fire Debuff].

Jumps up and throws a giant fireball at the target. It explodes on landing, dealing wide-area damage and applying 12 stacks of [Fire Debuff].

Slams all targets within range that are affected by [Fire Debuff] from a distance. Restores EP for each stack of [Fire Debuff] on the target, up to EP.

Flaming Claws

Sprays flames at the target in front, dealing damage over time and applying [Fire Debuff] to the target hit.

Fiery Punch

Lava Punch

Fires a flame ray that penetrates targets and deals up to 9 hits of damage. While [Full Energy] is active, Might increases by 45%.

Throws a flaming pinecone that bursts on impact, scattering an additional 3 pinecone fragments in all directions. Targets hit are marked with [Pinecone].

Throws a punch forward. If the target hit has a [Pinecone] Mark, consumes the Mark to deal 50% more damage, launch the target, and stuns it for [Stun]s.

Throws a two-hit punch forward. If the target hit carries the Pinecone mark, consumes the mark and empowers the next basic attack into [Punch Rush]. [Punch Rush]: Continuously throws punches forward, dealing damage equal to 60 Might.

Squashel’s tail sparks with fire, whipping up cascading flames from the ground to deal heavy damage to the target.

Inspiration

Treat Feed

Hurls an empowered fireball that explodes on impact, dealing area damage and inflicting 2 stacks of [Fire Debuff].

Leaping Sparks

Keep the Fire Bolt Going!

Blazing Wolf Assault

Wields the power of grass to attack targets at close range.

Leaf Slash

Rams into the target with the body.

Causes all Hummins to blink next to the target and unleash sonic attacks, dealing area damage and inflicting [Stun] for 1s.

Teleports all Hummins next to the target and unleashes a Tackle attack, dealing damage.

Purifying Dance

Generates a large vortex of petals at the feet of the target to attack it.

Creates a Phantomfly at the location, restoring EP to all teammates that touch it after a 3s delay. There can be up to 2 Phantomflies at the same time.

Restores Hummin units to their maximum number, then roars with them to release a massive shockwave at the target.

Vitality Blooms

Vine Entanglement

Swipes its tail and releases a forward-moving cyclone of leaves to attack targets. Turf is formed around the Aniimo and along the cyclone's path for 20s.

Hypnotic Spores

The Somniwing flies up and uses its power of rejuvenation, recovering EP.

Thorny Defense

Thorny Impact

Rapidly attacks the target with its thorn blade. Can be used up to 3 times in a row.

Repeatedly stabs a target with its thorn blade.

Lotus Bloom

Ethereal Light Wave

Charges and gathers Energy above the target, then drops it to strike the target. Hold the Skill button to charge. Every 0.6s, consumes Energy to increase the skill damage, up to 4 times. Stages 1 to 5 deal damage equal to 1/2/3/4.5/6x Might, respectively.

Healing Dance

Forest Whirl

Fires an energy beam in the direction the camera is facing, continuously dealing damage to targets within range. Consecutive hits gradually increase its Might.

Lets out a special scream, dealing damage to enemies in a frontal cone and restoring energy.

Lets out a special scream, piercing all enemies ahead and restoring Energy.

Performs a rhythmic combo on the target. Can be used up to 3 times in a row. Casting with the right timing adds 1 extra stack of [Volume].

Jittering Beats

Thorny Blessing

Blasting Roses

Healing Rose

Rose Garden

Releases a leaf vortex at the target location, dealing damage and pulling enemies toward the center. Continuously absorbs puddles nearby, dealing 100% extra damage upon successful absorption.

Unleashes a sonic blast around itself and instantly fills [Volume].

Wild Show

Spins and dashes in the chosen direction, firing multiple homing bolts in succession. Also activates all Iris clones to fire floral light beams.

After Iris Shot hits a target, summons 1 Iris Clone for 30s. The clone immediately fires a Floral Gleam Beam at the target. Casting the skill again resets the clones.

Condenses energy into a massive phantom that dives down and slams into the ground, dealing area damage and leaving 1 Irisalis clone that lasts 30s. This clone can coexist with the clone summoned by Irisalis Shadow. Recasting the Ultimate resets the clone.

Spins while moving and releases magical petals that track targets. The number of petals released increases by 1 over time, up to 3 at once. Press the skill again to stop casting.

Fires an energy beam at targets ahead. After gaining 24 points of [Dance Power], the next skill cast has a larger range.

Spins and releases a storm of petals to attack a target.

Flies up and dives down to hit the ground, dealing huge amount of damage.

Claws a target, dealing damage.

Ballistic Guard

Ballistic Guard

Wields the power of earth to attack targets at close range.

Raises its pincers to charge. When fully charged or when the skill is cast again, performs 2 quick swings. Can move while charging.

Bursts out of the ground, causing shock waves across a large area.

Draw Nourishment

Generates a line of stone spikes that extend forward, piercing all targets in their path.

Fires a stone shell at the target.

Seismic Wave

Unleashes all the energy stored in the minerals on its back into the sky, where it transforms into meteors that rain down on targets.

Raises the stone ball and rolls forward, dealing a large amount of damage.

Stone Ball Drift

Sandstorm Spin

Launches a giant rock ball forward. The rock ball rolls over targets in its path and explodes.

Pebble Kick

Rams into the target with its body, dealing Earth damage.

Quickly steps back while leaving an Earthen sigil beneath the target—shrapnel continuously launches from the sigil to strike and Stun them for s.

Teleports all Hummin units next to the target to unleash Gravel Tackle, dealing damage.

The Luminus Gust

Kicks a mud ball forward, causing it to roll and deal AoE damage on impact. Hold to aim and lob it.

Claws the target up to 3 times. When the third hit lands, the next skill gains double [Rage]. In the [Enraged] state, each hit applies 2 stacks of [Claw Mark], up to 6 stacks.

Stomps the ground to shockwave-strike targets in front, dealing damage and clearing all Claw Mark effects on the target. Each stack of Claw Mark deals additional damage equal to 10% Might and inflicts s of stun.

Deploys a smokescreen that obscures vision. Targets cannot be aimed at through the smoke.

Lowers its chassis and grips the ground. During this state, basic attacks are replaced with cannon fire that consumes EP and deals AoE damage.

Cozite Nest Sentry

Unleashes a devastating strike. Overflowing energy remains in the crater, dealing continuous damage.

Leaps high, immediately gains 100 [Rage], and becomes [Enraged], then crashes down with thunderous force, dealing delayed burst damage to targets around the impact point.

Strikes hard to deal high damage and remove all [Claw Mark] effects from the target. Each stack of [Claw Mark] deals additional damage equal to 10% of Might.

Wind of Regeneration

Charges briefly in place, then rushes at the target and slams into it, dealing damage and creating 4 [Rock Piles] around the target.

Transforms into a ball that moves forward automatically for 15s. Direction can be adjusted. Hitting an enemy deals damage, while bouncing off a wall deals AoE damage equal to Might to nearby targets. Jump is available in the Rolling Ball state, dealing AoE damage equal to Might on landing. Jump cooldown: 5s.

Throws a clay ball in a straight line in the direction faced, dealing damage on hit and applying Disintegration effect.

Spins rapidly across the ground, pulling in debris before detonating violently. On explosion, deals AoE damage and generates 6 [Rock Piles] around the Bouldus.

Wind Counter

Releases an air vortex at the target location, dealing damage and pulling enemies toward the center.

March

Cloud Shield

Gale Guard

Truce

Scream Splitter

Wind Tackle

Creates a warm wind area beneath the feet, continuously healing the entire team for 9% of the caster’s Max HP over 8s. Wind-type Aniimo receive an additional 3% healing.

Waltz

Spiral Blade

Cloud Orb

Nimbi Burst

Collectible Drop

Fires a powerful wind-type beam at the target. If you have all three Movements equipped, the attack’s area of effect expands.

Zephyr’s Breath

Goes all out, rapidly firing a continuous barrage of Wind Bombs.

Launches a tornado wind orb that explodes on impact and generates a forward-propelling tornado.

Help! Gracewing!

Detect Weakness

Performs an arc-shaped sweep. Enemies hit while affected by [Weakness Mark] are also [stunned] for s.

Target Weakness

Sonar Attack

Tactical Kick

Flaps its wings to fire 2 arcing whirlwinds, pulling targets along their paths. When the whirlwinds meet, they explode and deal AoE damage.

Rushes toward the target, dealing Damage. If used while in Fly state, dives at the target and ends Fly. During the charge, reflects incoming Projectile attacks.

Shoots stars to attack a target, dealing damage.

Star Glide

Shooting Star Glide

Shooting Stars

Shadow Magic

Summons a large number of comets from the sky to attack a target, dealing a huge amount of damage.

Wields dark power to attack targets at close range.

Transports itself to a target and attacks. If the target has less than 50% HP left, for each 1% HP lost, increases the Aniimo’s damage by 1%. Defeating a target with this skill grants a time-limited free recast.

Dark Dash

Scythe Dance

Cleaves through space, dealing heavy Physical damage.

Jumps up and smashes down on the target to deal damage. Up to three consecutive smashes are allowed, and the third smash will stun the target for s.

Curls into a ball and spins with a blade sticking out, dealing damage.

Extends its arm and throws its sword at targets ahead. When the sword returns, it pulls common targets in front of itself.

Ironclad Armament

Unleashes consecutive Dark claw strikes on the target, dealing damage and [silencing] the target for s.

Quickly backsteps a short distance, leaving a black hole beneath the target that continuously pulls the target in and deals damage.

Oozing Malice

Malicious Outburst

Bouncy Sling

Makes its hands grow huge and smashes the ground, dealing damage to all targets nearby.

Gathers annihilation energy in the palm and hurls it toward the target, dealing massive AoE damage.

Fragrance Bomb

Dark Tide

Jumps up and smashes down on the target to deal damage. Up to three consecutive smashes are allowed, and the third smash will stun the target for s.

Removes debuffs from the caster. When off-field, Gracewing automatically appears to remove debuffs from the active teammate.

Night Slash

Unbroken Flameruff Spirit

Summons 2 clones to attack the selected location. Summons 1 extra clone while in the [Full Energy] state.

Nebula Burst

Nightmare Devourer

Fires a Hypnotic Cloud Shot at the target. After it explodes, it deals damage to targets in the area and applies 1 stack of >Drowsiness.

Summons a Nimbi that follows the caster, damaging targets in its path and applying 1 stack of >[Drowsiness]. When hitting the caster, the Nimbi charges back toward the target.

Dream Blast

Summons a soul clone to perform a forward Tackle. Upon hitting a target, it explodes, dealing damage.

Plunges both claws into the underground crystals, causing them to erupt and send a cone-shaped wave of Dark molten rock spikes surging forward. The spikes deal damage to targets and [stun] them for s.

Claws the target up to 3 times. When the third hit lands, the next skill grants double [Rage]. When in the [Enraged] state, each hit applies 2 stacks of [Claw Mark], up to 6 stacks.

Darkwheel Slash

Withering Bloom

Secret Fragrance Mark

Blossoming Moment

Withering Bloom

Wields the power of light to attack targets at close range.

Holy Roar

Spins and leaps into the air, whipping up a storm that pulls targets toward its center while dealing high BREAK damage based on the Aniimo’s level. [Solar Halo] enhances the skill effect, with the final hit inflicting an additional s of stun.

Dives from the air at the target, causing a Holy Light explosion upon landing. If you have Ring of the Golden Sun, this damage is increased by 30%.

Light Bombardment

Helios’ Judgment

Pours the power of moonlight onto the target, dealing massive additional BREAK damage based on the Aniimo’s level.

Lumin Bolts

Moon Impact

Selene’s Judgment

Lunges forward and spins to create a magic field that fires 3 light blades for 3 hits, dealing damage.

Prismana Slam

Healing Impact

Radiant Dart

Bathes in sunlight and restores 20 EP. [Solar Halo] enhances the skill, restoring an extra 5 EP.

Bathes in moonlight and recovers 20 EP.

Glimmer Shot

Enhanced Light Blade

Sparkling Rose

Wields the power of fire to attack targets from a distance.

Wields the power of lightning to attack targets at close range.

Wields the power of wind to attack targets at close range.

Wields the power of water to attack targets from a distance.

Wields the power of lightning to attack targets from a distance.

Wields the power of grass to attack targets from a distance.

Wields the power of earth to attack targets from a distance.

Wields the power of wind to attack targets from a distance.

Wields dark power to attack targets from a distance.

Wields the power of light to attack targets from a distance.

(BREAK) Wields the power of ice to attack targets at close range.

(BREAK) Wields the power of water to attack targets at close range.

(BREAK) Wields the power of lightning to attack targets at close range.

(BREAK) Wields the power of fire to attack targets at close range.

(BREAK) Wields the power of grass to attack targets at close range.

(BREAK) Wields the power of earth to attack targets at close range.

(BREAK) Wields the power of wind to attack targets at close range.

(BREAK) Wields the power of darkness to attack targets at close range.

(BREAK) Wields the power of wind to attack targets from a distance.
Training and levelingEnergy BurstTraining and levelingPrimegy consumption rate is reduced while Dashing.
Training and levelingEnergy BurstTraining and levelingIncreases damage by 10% for 5s each time skill damage is dealt. Stacks up to 3 times.
Training and levelingJudgment StormTraining and levelingWhen HP is above 50%, BREAK Damage dealt increases by 50%.
Training and levelingJudgment StormTraining and levelingIncreases BREAK damage by 8% for 5s each time skill damage is dealt. Stacks up to 5 times.
Training and levelingEnergy DrainTraining and levelingRestores EP when a basic attack hits a debuffed target.

For 5s after using a skill, basic attack hits deal additional damage equal to 6 Might.

When a Clone is defeated, the original target will take Damage with 120 Might.
Training and levelingScorching FlamesTraining and levelingIf no Skill is Released within 8 seconds, the next Skill Damage increases by 100%. Automatically has this effect when not in the field.
Training and levelingStrength BuildupTraining and levelingEach hit taken increases ATK by 5% for 10s. Stacks up to 6 times.

Increases BREAK by .

While in Defense Mode, gains a BREAK increase equal to 20% of P.DEF and a Gusto increase equal to 10% of P.DEF.
Training and levelingShield SpecializationTraining and levelingThe generated Shield can absorb more Damage.
Training and levelingUnstoppable MomentumTraining and levelingBecomes hardened when switched in, increasing BREAK damage by 20% for 10s.
Training and levelingSmashing StrikeTraining and levelingWhen a skill hits a target, increases their BREAK Damage Boost taken by 6% per stack, up to 5 stacks. At max stacks, increases it by an extra 20%. Lasts 15s.
Training and levelingCounter StrikeTraining and levelingWhen using Counter-type Skills, it's easier to trigger powerful Counters.

Becomes hardened when switched in, gaining 5% damage reduction and 5% EP recovery speed for 10s.
Training and levelingIron HeadTraining and levelingReduces frontal damage taken by 30%.
Training and levelingDebuff REGENTraining and levelingRestores 2 EP when applying a new debuff to a target.

Restores EP when a skill lands a critical hit.
Training and levelingReapTraining and levelingRecover 2 Energy for each target defeated.

While in water terrain, reduces the EP cost of all skills by .

Restores Energy when attacking targets on Turf. Can be triggered once every seconds at most.

While off field, creates a patch of Turf under a teammate after they cast 3 skills.
Training and levelingHeating UpTraining and levelingFire-type Damage increased by 12%.

After using 8 basic attacks in battle, Inferlupa enters Full Energy, enhancing its next skill. Damage dealt by that skill is treated as basic attack damage.

When casting a skill with less than 20 EP, restores EP.
Training and levelingGlacioTraining and levelingWhen Freezing a target, restore 1 Energy and increase Energy recovery rate for the next 5 seconds
Training and levelingDamage reduction after tunnelingTraining and levelingWhen exiting Tunnel state, gain Damage reduction for a certain duration.

Basic attacks apply Ice Debuff to the target.

Ice skill hits apply Bloodthirst to the target for 12s. While Frostscar is active, the target is inflicted with Freeze for 2s after taking Ice skill damage 10 times.
Training and levelingTunnel switching and shieldsTraining and levelingWhen Switching out Aniimo while in Tunnel, reduces Switch Cooldown and grants a Shield to the incoming ally.
Training and levelingUnable to Move an InchTraining and levelingTargets under Slow effect have their Damage dealt to themselves reduced by 15%, and resistance reduction effects applied to them by you are doubled.

While in Tunnel state, recover an additional Energy per second.
Training and levelingI’m outta here!Training and levelingSwitching out an Aniimo while Tunneling reduces Switch Cooldown by 50% and grants a Shield to the switched-in teammate.

While in Tunnel state, restore Energy when dealing Damage to targets. Can be triggered once per second at most.

Restores Energy when dealing Skill Damage to a target. Can be triggered once per second at most.

Increases Water damage by for all opposite-sex Aniimo in the party.

When appearing, fur turns pink, during which max Primegy increases by 20% Over Time for 20 seconds.
Training and levelingMaster BuilderTraining and levelingTerraform Skill EP consumption reduced by 50%
Training and levelingTuningTraining and levelingWhen carrying a Buff status, P.DEF and M.DEF increase by 10%.

Reduces the EP cost of all support skills by 50%.
Training and levelingEasyTraining and levelingSupport Skill EP cost reduced by 1 Energy.
Training and levelingHarmonyTraining and levelingThe Aniimo after Switch inherits all Buffs possessed by the previous Aniimo.
Training and levelingGrand EnsembleTraining and levelingFor each movement effect you have, restore an additional 0.25 Energy per second.

When switching Aniimo in battle, restores EP to the next Chirpi family member switched in. Triggers once every s at most.
Training and levelingSword and Shield HeroTraining and levelingPhysical ATK and P.DEF increased by 5%.
Training and levelingShuishengTraining and levelingWhen in aquatic environments, Physical ATK increases by 10%.
Training and levelingMischievousTraining and levelingDebuff duration caused by self to targets is doubled.

Each time a Team member inflicts an Abnormal Status on the target, one stack of Flutter Heal will accumulate.
Training and levelingTough SkinTraining and levelingTargets afflicted with debuffs deal 20% less Damage to themselves

During battle, summons 1 Hummin to assist every s, up to a maximum of 3.
Training and levelingExcessive GrowthTraining and levelingDuring Dig In, Damage dealt and Heal gradually increase.
Training and levelingParasitic WitchTraining and levelingReleasing a Skill on targets with parasitic effects will apply a nature resistance reduction effect Over Time for 6s

When casting Whirling Blossom Rain or landing the final hit of a basic attack, all Irisalis clones fire floral beams at the target, each with 15 Might. If an Irisalis clone’s attack hits, this Aniimo gains 1 Dance Power. After accumulating 9 Dance Power, the next skill cast costs 50% less EP. When Fainted, it turns back into a flower and blooms again, restoring vitality. Can trigger once every s.
Training and levelingHunter’s InstinctTraining and levelingIncreases Damage dealt to targets with HP below 50% by 15%
Training and levelingElectric EngineTraining and levelingIncreases Damage dealt to targets with HP below 50% by 15%

After entering battle, each time Hoptail's tail ATK hits a target or bounces, it accumulates 1 [Elasticity] for Hoptail. At 10 [Elasticity], gain [Elasticity Burst] status to enhance Hoptail's Skills.

After entering battle, each time Hoptail hits a target or bounces using its tail, it accumulates 1 point of [Elasticity]. At 6 points of [Elasticity], Hoptail gains the [Elastic Burst] state, enhancing Hoptail's Skills.
Training and levelingSweet DreamsTraining and levelingFully restore the HP of an Aniimo awakened by Revive
Training and levelingAll Things GrowTraining and levelingEach skill cast increases Grass damage for the party by 10% for 20s. Stacks up to 3 times.

Increases max EP by .

Increases Damage dealt to targets of different genders, decreases Damage dealt to targets of the same gender.
Training and levelingFluid MechanicsTraining and levelingWater-type Damage slightly increased.

While in battle, the next skill grants an additional Ultimate Points. Can trigger once every s.
Training and levelingHealing AuraTraining and levelingHeal effectiveness increased by 20% for Aniimo with HP below 50%.
Training and levelingShrouded in MistTraining and levelingWhen Nimbi uses a Skill, it will exit the Shrouded in Mist state and form a Sea of Clouds with a 2-meter radius. After 15 seconds, it can restore the Shrouded in Mist state. Sea of Clouds: Reduces the movement speed of all hostile units within the Sea of Clouds by 30% and increases the movement speed of friendly units by 30%.
Training and levelingEuphoric MistTraining and levelingWhen Nimbi uses a Skill, it will exit Shrouded in Mist state and create a 2-meter radius Euphoric Cloud. After 15 seconds out of combat, it can return to Shrouded in Mist state. Euphoric Cloud: Reduces the speed of all hostile units within the cloud by 30% and increases the CRIT Damage of allied units by 20%.

Gains 1 stack after being off the field for s or casting a basic attack. At stacks, enters [Shrouded in Mist] state. Casting a skill consumes this state to enhance the skill’s effects.

Every s, the next skill costs no EP.
Training and levelingPyro ChargeTraining and levelingAt Ground level, BREAK efficiency increased by 50%; in Tunnel state, ATK and Magical ATK increased by 20%.

After spending a total of EP, gains [Pyro Charge]. Every 2s, applies 1 stack of [Fire Debuff] to nearby targets for 10s.

When this Aniimo’s attack hits a target, it gains 1 stack of [Thunderbond]. At 30 stacks, it enters the [Thunderwing Stance] when using its next skill or Ultimate. Lasts 10s.

When a party member deals basic attack damage, gains 1 stack of [Rose Mark], up to 10 stacks. Each stack of [Rose Mark] reduces Melloblum’s EP cost by .

Always has 20 stacks of [Fire Debuff]. [Trick Fire Ring] applies 4 stacks of [Fire Debuff], while [Fire Orb] applies 3 stacks of [Fire Debuff].

Releasing a Skill that hits will apply fire Abnormal Status to the target, can trigger at most once every seconds.

After Releasing Skills 4 times, single-target Heal is upgraded to group Heal

While present, all members restore an additional EP per second for each earth-type Aniimo in the party.

When entering battle, restores EP for each Earth-type Aniimo in the party. Cooldown: s.

Hitting a target with a skill grants 1 Strike Point. Hitting after charging a skill grants 2 points. Accumulating 8 Strike Points grants 30 Energy, and skills can be enhanced without needing to charge for 10s.

Combat skill hits grant 1 [Strike Point]. Charged Combat skill hits grant 2. At 8 [Strike Points], gains 30 EP, and combat skills can be enhanced without charging for 10s.

After dealing damage times to a target weak to your element, creates [Ant Dust] at a random nearby location. Pick it up to restore EP.

After releasing a Skill or dealing Damage times to the same target, a drop is generated at a random nearby location. Picking it up restores (2.5 + 0.6 per 100 REGEN, up to 6) Energy.

Attacks grant 1 stack of [Shadow] on hit. A single attack can grant up to 3 stacks. At 12 stacks of [Shadow], the next basic attack within 10s becomes an enhanced tail hook attack, dealing damage equal to 20 Might to the locked-on target.

After using 3 skills, can use other skills while using Icebreaker and enhances that skill.

The first skill this Aniimo uses within s of entering battle does not consume EP. Cooldown: s.

Every 12s, enters Bathing. The next skill cast creates a puddle.

Enters Bathing every 12s. The next bubble fired becomes a giant bubble.

Builds [Rage] during battle. Basic attacks grant 2, every 10 EP spent on skills grants 5, and taking damage grants 2. At 100, enters the [Enraged] state. [Enraged] increases ATK Speed and own skill damage by 30%, increases the EP recovery rate by 20%, and prevents [Rage] gain. Lasts 20s.

After using a skill, the next basic attack used within 10s will directly release the final hit of the basic attack, and its Might is increased from 4 to 25.

Energy recovery speed increased by 20%

When any Grass-type Aniimo in your party takes damage, the spore cloud’s spore-drop interval and the growth timer of unripe Bombshrooms on the field are both reduced by 1 second—capped at a minimum interval of 1 second.

Automatically restores [Bubble Energy] every 3s. Each time this Aniimo’s skill deals damage to a target, restores an extra . Stores up to 10. Casting [Baa-Baa Healbubb] consumes 10 to restore an extra 12%.

When a unit marked by Coinwisp is defeated, the mark transfers to another nearby target and its duration is refreshed. Also immediately restores EP. Can trigger once every s.

Each time a skill is cast or the final hit of a basic attack is used, if it is different from the last skill used, the target is robbed and drops coins on the field. Pick up the coins to increase BREAK damage by 4%, stacking up to 5 times for 10s.

When in a party, increases party Fire Elemental Boost. When Energy is above , the effect increases to .
Training and levelingVine ProtectionTraining and levelingWhile protected by Vine, immune to all Damage.
Training and levelingCheerfulTraining and levelingCheerful Aniimo are often playful and curious.
Training and levelingImpulsiveTraining and levelingImpulsive Aniimo have very little patience and are easily angered.
Training and levelingGentleTraining and levelingGentle Aniimo make others feel comfortable and warm.
Training and levelingReliableTraining and levelingReliable Aniimo give others a strong sense of security with their stable personality.
Training and levelingDiligentTraining and levelingDiligent Aniimo are always focused and patient, demonstrating good resilience.
Training and levelingAloofTraining and levelingAloof Aniimo don’t like to show their emotions and feelings, and tend to keep their distance from others.
Training and levelingSensitiveTraining and levelingSensitive Aniimo can keenly perceive changes in the surroundings and react immediately.
Training and levelingCautiousTraining and levelingCautious Aniimo always think twice before they do anything.

Increases P.ATK by 20% when all Aniimo in your party are [I] Aniimo

Increases the effect of E traits in the Aniimo’s personality by 50%.

Increases HP by 5%

Increases damage by 5%

Reduces DMG taken by 5%

Increases Crit Rate by 5%

Increases Crit Damage by 7.5%

Increases gusto by 5%

Increases HP by 5%

Increases damage by 5%

Reduces DMG taken by 5%

P.ATK up 10%

Increases Crit Rate by 5%

Increases Crit Damage by 7.5%

Increases gusto by 5%

M.ATK up 10%

P.ATK up 6%

M.ATK up 6%

P.ATK up 3%

M.ATK up 3%

Increases damage by 10%

Increases Crit Rate by 10%

Increases damage by 6%

Increases Crit Rate by 6%

Increases damage by 3%

Increases Crit Rate by 3%

P.DEF up 10%

M.DEF up 10%

P.DEF up 6%

M.DEF up 6%

P.DEF up 3%

M.DEF up 3%

HP up 10%

Increases gusto by 10%

HP up 6%

Increases gusto by 6%

HP up 3%

Increases gusto by 3%

Increases ATK by 2% when all Aniimo in your party are [I Instinctive] Aniimo.

Increases HP by 10%

Increases damage by 10%

Reduces DMG taken by 10%

Increases Crit Rate by 10%

Increases Crit Damage by 15%

Increases gusto by 10%

Increases HP by 10%

Increases damage by 10%

Reduces DMG taken by 10%

ATK +2%, BREAK +2% When Aniimo are working at the Bouncy Brew Keg and Woodworking Bench, their work efficiency increases by 20%.

Increases Crit Rate by 10%

Increases Crit Damage by 15%

Increases gusto by 10%

REGEN +4% Aniimo work efficiency increases by 20% when assigned to the Phonolfactory Table or Dewy House.

DMG +4% When Aniimo are working at the Claw Game Cooker and Chimney Kiln, their work efficiency increases by 20%.

Crit Rate +5% Aniimo work efficiency increases by 20% when assigned to the Jukebox Dryer, Blazing Stove, or Floral Windmill.

P.DEF +6% When Aniimo are working at the Carousel Mill and Simmering Pot, their work efficiency increases by 20%.

M.DEF +6% Aniimo work efficiency increases by 20% when assigned to the Joy Wheel Loom, Well, or Starfall Hammock.

HP +4% Aniimo work efficiency increases by 20% when assigned to the Crafting Table, Tidewhisper Sandcastle, or Nimbus Bed.

DMG Reduction +4% When Aniimo are working at the Mine and Pickling Jar, their work efficiency increases by 20%.

Increases HP by 15%

Increases damage by 15%

Reduces DMG taken by 15%

Increases Crit Rate by 15%

Increases Crit Damage by 22.5%

Increases gusto by 15%

Increases HP by 15%

Increases damage by 15%

Reduces DMG taken by 15%

ATK +2%, BREAK +2% Increases Aniimo’s work efficiency by 20% when working on [Bouncy Brew Keg]

Increases Crit Rate by 15%

Increases Crit Damage by 22.5%

Increases gusto by 15%

REGEN +4% Increases Aniimo’s work efficiency by 20% when assigned to [Phonolfactory Table].

DMG +4% Increases Aniimo’s work efficiency by 20% when working on [CLaw Game Cooker]

Crit Rate +5% Increases Aniimo’s work efficiency by 20% when working on [Jukebox Dryer]

P.DEF +6% Increases Aniimo’s work efficiency by 20% when working on [Carousel Mill]

M.DEF +6% Increases Aniimo’s work efficiency by 20% when assigned to [Joy Wheel Loom].

HP +4% Increases Aniimo’s work efficiency by 20% when working on [Crafting Table]

DMG Reduction +4% Increases Aniimo’s work efficiency by 20% when working on [Mineral Pile]
How to playCatch CompletionHow to playView all Aniimo families living in this area here.
How to playRating tierHow to playView this Aniimo’s Potential Score here.
How to playNurtureHow to playEvery time you complete a Nurturing session, you raise that area’s Prismatic Energy . Once Prismatic Energy is full, a Prismana Aniimo is guaranteed to spawn.
How to playAbout Aniimo StatuesHow to playDue to interference from a special energy field, you cannot use your own Aniimo inside the sanctum. Special Aniimo are sealed within the statues here. Try twining with one to explore the sanctum. Approach an Aniimo Statue to [Awaken] the Aniimo sealed inside, then twine with it and use its power.
How to playAbout GameplayHow to playAbout Gameplay
How to playAbout GameplayHow to playPreparation: Adjust your party and equip Aniipods. Approach the Legendary Aniimo to enter the battle phase. Battle phase: Defeat the frenzied Legendary Aniimo, then enter the calming phase. Calming phase: Throw Aniipods to calm the Legendary Aniimo and increase Calming Progress. During this process, you may receive gifts from the Legendary Aniimo and win their recognition and companionship!
How to playItem InfoHow to playDuring the calming phase, you can use Aniipods (except Sparkling Cubes and Tumblers) to calm Legendary Aniimo and increase Calming Progress. Press the Rules button in the upper-right corner of the screen to view the full rules. Each Aniipod restores Calming Progress as follows: Aniipod Ultra: Restores 20 Calm points; Aniipod Mega: Restores 1 Calm point; Aniipod Trace: Restores 1 Calm point; Aniipod Hyper: Restores 1 Calm point; Aniipod Pro: Restores 0.75 Calm points; Aniipod: Restores 0.5 Calm points.
How to playFirst Badge ObtainedHow to playCongratulations on earning your first Badge on your adventure! Adventure Badges are a mark of honor that record a Pathfinder’s exploration achievements, training results, and chance encounters. All Badges are reviewed and certified by Polaris Institute before being awarded. Collect Badges to unlock exclusive titles and various adventure privileges.
How to playBadgeHow to playCongratulations on obtaining the Area Collection Progress Badge for Nimbus Fields! Press to open the Function Menu.
How to playCatch AlphaHow to playPress the button to capture the Alpha!
How to playOpen Aniimo managementHow to playOpen Aniimo management
How to playOpen storageHow to playOpen storage
How to playOpen Inventory.How to playOpen [Inventory].
How to playOpen Build.How to playOpen Build.
How to playOpen Build.How to playPress Build to enter the Build page.
How to playWarehouse GoodsHow to playCollected Home products can be seen in the [Co-op Store].
How to playOpen the board.How to playInteract with [Park Board].
How to playDaily ordersHow to playBINI #2333 will collect shop orders from Astra. Complete orders to earn more [Home Coins] and rewards.
How to playOpen Homeland.How to playOpen Homeland.
How to playSelect Hatchinator.How to playSelect [Hatchinator].
How to playOpen Aniimo managementHow to playOpen Aniimo management
How to playOpen Aniimo on a Trip.How to playOpen [Aniimo on a Trip].
How to playSelect Wheat Seeds.How to playSelect [Wheat Seeds].
How to playOpen storageHow to playOpen storage
How to playOpen home managementHow to playOpen home management
How to playOpen Homeland.How to playOpen Homeland.
How to playOpen home managementHow to playOpen home management
How to playOpen Build.How to playOpen Build.
How to playLearn SkillHow to playPress to view [Aniimo Skills].
How to playUnlock TalentHow to playCongrats on your promotion. press to learn Character Talents.
How to playPrismana AniimoHow to playPick your Prismana Aniimo companion! Once you reach Lv. 40 and promote your Title, this Aniimo can travel alongside you. Before you permanently claim your Aniimo, you can swap to your preferred companion at any time!
How to playMoveHow to playIn this course, we’ll go over the basics of character movement. Now, move your character, follow the guide and reach the Final Objective.
How to playJumpHow to playWhen there’s an obstacle in front of you, use the joystick + Jump button to jump in different directions.
How to playFree-ClimbingHow to playWhile climbing, you can use directional keys to change your climbing direction. Climbing will cost stamina and you will fall down once all stamina is used up.
How to playTwineHow to playTwining with Aniimo can enhance your Pathfinding abilities. This course will show you how to explore the world while twining with Aniimo.
How to playTwined FlightHow to playSome Aniimo can fly and help you get across cliffs.
How to playSensesHow to playAniimo can sense the presence of nearby Pathfinders. Once a Pathfinder approaches, the Aniimo will enter alerted status, and the alert value will be displayed over its head. Once Aniimo’s alert value is full, it will respond in various ways based on its habits. After a failed catch attempt, the target Aniimo might run away or engage in combat.
How to playStealthHow to playWhen entering the [white tall grass], you will start to move in stealth and become less noticeable by Aniimo. When you approach an Aniimo from behind without being noticed, you can perform a catch using Backstab, and the success rate will be significantly increased.
How to playCatch with a TumblerHow to playThere are various types of catch items with different functions in the world. Making proper use of these items can help Pathfinders collect more Aniimo; A Tumbler can catch a large number of Aniimo at the same time and is a valuable catch item. In this course, you will learn how to use a Tumbler to catch Aniimo.
How to playCatch with a TumblerHow to playTumblers will remain activated for a while after being tossed. During this period, you can control it to roll in any direction you want and catch all Aniimo it touches. A maximum of 10 Aniimo can be caught by one Tumbler.
How to playFire InteractionsHow to playFire Aniimo like Emberpup can use Fire skills. Ignite wood, melt ice... and solve many more puzzles in the world.
How to playFlammablesHow to playWooden objects such as wooden chests and vines can be ignited and burned by fire.
How to playIgniting Tall GrassHow to playWhite tall grass and green ball-like shrubs can both be ignited by fire and produce an upward wind field while burning. You can take advantage of the wind field and fly to higher places.
How to playMelting Ice BlocksHow to playFire can melt ice. To completely melt bigger ice, you’ll need to cast a Fire skill multiple times.
How to playBurn the vinesHow to playWalls covered by vines cannot be climbed. You must burn all the vines with fire to climb.
How to playWater InteractionsHow to playWater Aniimo like Skippy can use Water skills. Extinguish flames, promote plant growth... and solve many more puzzles in the world.
How to playGrowing PlantsHow to playWater can also revitalize withered Bouncy Pads. The withered Bouncy Pads ahead can serve as a trampoline once they are revitalized, so you can bounce to higher places.
How to playGrowing PlantsHow to playBouncy Pads submerged in water will permanently stay in their Inflated state. Rivers and seas in the world are permanent water source for them.
How to playIce InteractionsHow to playIce Aniimo like Bonesky can use Ice skills. Extinguish flames, create floating ice... and solve many more puzzles in the world.
How to playForming Floating IceHow to playClick Skill 2 to create Floating Ice.
How to playBatteryHow to playA dim battery can be charged by lightning skills. The current will travel from the charged battery through the wires to activate the connected fan and generate a wind field.
How to playNatural ConductorsHow to playIron boxes and other metal objects can also serve the function of conducting electricity and can replace wires to connect circuits
How to playWet ConductionHow to playMost objects, even if not conductive on their own, can become conductors when wet and conduct electricity for a while.
How to playShock Wave from ObjectsHow to playExplosive Barrels, when hit by Fire, release a powerful Shock Wave. Keep your distance if you don’t want to get caught in the blast.
How to playGravity PullHow to playThere are some ancient objects that have mysterious runes on them. You can use Gravity Pull to move those objects. The skill can be learned and equipped in Character Management.
How to playGravity PullHow to playAll objects in your way can be moved with Gravity Pull.
How to playGravity PullHow to play[Gravity Pull] can help us accurately move and place the glowing battery ahead. Putting the battery into battery slot will power the fan to produce a wind field.
How to playFlying with NimbiHow to playNimbi and Turbo can fly through the clouds. Press and hold the Jump button to take off, then use the joystick to steer Nimbi freely in the direction the camera is facing. Only works while in the clouds.
How to playCall FriendsHow to playWild Aniimo can also get along with us. While twining with an Aniimo, we can use [Call Friends] to summon other Aniimo of the same species from nearby to help us with obstacles that cannot be solved alone.
How to playCall FriendsHow to playHead to the green objective to the right. Aniimo summoned by Call Friends will follow you.
How to playCo-op PuzzlesHow to playThese dried Bouncy Pads have 3 withered leaves. Spray them all with water quickly to reactivate the pads.
How to playSnapHow to playIn this course, you will learn how to use the [Snap] feature to record Aniimo’s special behaviors. When a wild Aniimo displays a special behavior, a photo indicator will appear above its head in Camera Mode, [Snap] a photo now to record its special habit.
How to playSnapHow to playThere is a stunned Budclaw ahead, take a good look at it.
How to playElement LevelHow to playAniimo in this world have different Element Levels. Some objects, like darker-colored vines, can only be interacted with by Aniimo with a higher Element Level.
How to playBurn the vinesHow to playThe vines ahead are dry. They are low-level wood-type objects. Aniimo of any Fire Level can burn them away.
How to playWood material gradeHow to playThe vines ahead are reddish brown. These vines have a higher wood level.
How to playBurn the vinesHow to playA red Lv.3 indicator appears over the vines, and it vibrates noticeably. This means the vines’ Wood Level is far higher than Emberpup’s Element Level. Use an Aniimo with a higher Element Level to burn the vines.
How to playStealthHow to playWhen entering the [white tall grass], you will start to move in stealth and become less noticeable to Aniimo.
How to playTarget lock tutorialHow to playIf any targets are within your attack range, an auto-aim icon will appear on the nearest target. Attacking will automatically aim the target.
How to playPathfinder SkillsHow to playEmberpup is hurt. Find a way to heal it!
How to playLearn SkillHow to playSelect this skill to learn it.
How to playPathfinder AbilitiesHow to playPress the Basic Attack button to use basic attacks to deal a small amount of BREAK damage. Press Skill 1 and Skill 2 to use character skills. Offensive skills can deal a large amount of BREAK damage. Once a target’s BREAK gauge is reduced to 0, it will enter the BREAK state. Aniimo in the BREAK state cannot move and can be easily caught.
How to playCommand ModeHow to playIn Command Mode, you can press the Attack button to instruct an Aniimo to engage with the locked-on target.
How to playTwine ModeHow to playCongratulations! You've learned how to fight in Command Mode. Now it's time to try the Twine Mode. After getting an Aniimo, press Switch Mode button to twine with the Aniimo and fight as the Aniimo. Press Attack button to use the Aniimo's normal attacks to deal damage and accumulate EP required for casting skills. Press Skill button to consume Aniimo EP and cast Aniimo skills.
How to playEquipHow to playAniimo can learn many skills. Equip different skills for different situations!
How to playElemental advantagesHow to playWhen your current element is countered, both the damage and BREAK damage you deal to the target will be reduced and you will take additional damage when you’re hit. So, it’s important to switch to Aniimo of an element that counters your opponent!
How to playTunnelHow to playRegular attacks cannot hit underground targets! Use a skill that can [target tunneling enemies] to force the enemy to surface.
How to playEvent 2How to playEvent: Aim for the Finish Line
How to playGold CoinHow to playEvent: Sound of Gold Coins
How to playSpatial CountersHow to playSome Aniimo have special abilities, such as flying or tunneling. Follow the instructions to learn more about these abilities!
How to playCommand ModeHow to playCongratulations! You’ve got a new Aniimo! Now you can instruct your Aniimo to fight in different modes. You can use Switch Mode button to make your Aniimo switch among Attack, Defense and Catch Mode. Attack Mode: your Aniimo will actively search for and engage nearby targets. Defense Mode: you need to use Attack button to give the instruction to make your Aniimo engage a locked-on target. Catch Mode: you need to use Attack button to give the instruction to make your Aniimo engage a target, and the Aniimo will immediately disengage once the target’s HP is lower than 30%.
How to playElemental advantagesHow to playWhile attacking targets that you have elemental advantage over, your attacks will deal increased HP damage and BREAK damage. And the same applies when the Pathfinder’s Aniimo takes elemental counter damage.
How to playElemental advantagesHow to playWhile attacking when your element is countered by the enemy element, your attacks will deal reduced HP damage and BREAK damage. The same applies when your Aniimo takes damage from a countered element.
How to playEvent 2How to playElite Battle: Mutually Assured Destruction
How to playAppearanceHow to playSelect the [Uniform Set] issued by the institute. Try it on!
How to playCatchHow to playpress to enter Catch mode
How to playLock-onHow to playLock-on
How to playDodgeHow to playTap the Dodge Button to dodge!
How to playCommand Mode - CombatHow to playWhen you command an Aniimo to attack, your Aniimo will engage the target in front. Dealing damage and weakening the target Aniimo will increase the success rate of catching.
How to playManage AniimoHow to playTap to enter the [Aniimo Management] screen.
How to playPathfindingHow to playTap here to learn key tips for using Aniimo’s [Pathfinding].
How to playElite TrainingHow to playpress to enter 【Elite Training Program】
How to playTraversal ability: FlightHow to playCertain Aniimo have unique pathfindings, such as: Fly, Climb, and Swim. Twine with Aniimo, or equip the appropriate Aniimo in your exploration slot to use the Aniimo’s pathfinding and advance in your adventures.
How to playTraversal ability: FlightHow to playWhile flying, press the Rise button in mid-air to leap upward for a short distance.
How to playCommand Mode - ActHow to playWhen commanding an Aniimo to move, the Aniimo will use its unique abilities. Such as igniting vines or generating an ice wall to clear obstacles and help you proceed.
How to playPrimegy ManagementHow to playIn the Institute Guide, press to switch to the Challenge page
How to playHolo-Battle SimHow to playThe training ground offers training stages for different Aniimo Elements. Tap to enter and view detailed information.
How to playSnapHow to playThe camera is equipped with three modes: Creative Mode, Follow Mode, and Selfie Mode
How to playBranchHow to playHere, you can use Lumin Amber’s energy to nurture the Branch.
How to playNurtureHow to playOnce you unlock the Bronze Badge for Area Collection Progress, tap this button to quickly open the Branch feature.
How to playHeld itemHow to playPromoted to Student III. Aniimo can now be equipped with Held Items. Make your Aniimo even stronger.
How to playHeld item upgradesHow to playpress to view [Carried Items]
How to playCapabilityHow to playPromoted to Wayfarer I. Aniimo Capability Awakening is now active. Use it to make your Aniimo even stronger.
How to playHolo-Battle InterlinkHow to playHolo-Battle Interlink is the latest research result of the Battle Art Department — a four-player team challenge designed for trainees based on powerful Aniimo.
How to playTeam ChallengeHow to playThis challenge requires Pathfinders to fight together with other team members. The way of Twining with Aniimo differs from regular adventures.
How to playOperation: Egg HeistHow to playSearch the Archipelago Ruins for the Lost Sanctum! There’s even a mysterious egg?! Treasure hunting! Egg heist! Evacuation! Get ready and set sail!
How to playOperation: Egg HeistHow to playEgg Heist - Team Mode is now available, prepare to set sail! Select the difficulty for this expedition here
How to playEgg Heist - PreparationHow to playAfter completing the party, you can get an overview of the Aniimo party here
How to playOperation: Egg HeistHow to playOperation: Egg Heist mode is now unlocked. Press to view.
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