Reference · Build systems
Every Aniimo build is the same seven systems: stats, Potential, personality, held item, contract, talents and evolution. This is the reference for all of them, including all 18 held items and which contracts are worth your Marks of the Strong.
Aniimo have six stats: HP, Attack, P.DEF, M.DEF, Break and Regen. There is no Crit Rate or Crit DMG stat to level. Every skill also shows its Might (scaling) and EP cost, and held items add Damage Amp.
Rate and damage. Extra crit only comes from the Nimble personality (+5%), Floral Rainbow Feather and a few kits.
The formula uses the higher of the two, so Attack on a breaker is wasted. Crit does raise break damage. 19:30
Regen, heal and support damage scales with level, not Attack. Exceptions: Dazmand (Attack) and Somniwing (Regen).
| Role | What to build | What it does for the team |
|---|---|---|
| DPS | Attack, then Regen, then a little HP and defense | Deals the damage in the break window |
| Break | Break, then Regen. No Attack | Empties the enemy's shield for the 2.5× window |
| Regen | Regen only | Refills party EP (only while on the field, except kits like Somniwing's) |
| Heal | HP | Heals scale off max HP (Glacy) |
| Support | Read the kit (Turbo's shield = HP, Dazmand = Attack) | Buffs and debuffs |
Each stat has Innate Potential (rolled at capture or hatch) and Acquired Potential (raised with Capability Awakening). Together they're capped at 20 per stat. Potential multiplies what each level gives, and the bonus applies retroactively.
Each Aniimo has two core stats. Their innate max sets the grade: Common ≤3, Good ≤5, Elite ≤7, Perfect 8+. A 10 is Crowned; 10/10 on both cores is the "Sunglasses" Perfect. Umbral Aniimo always roll Perfect. 1:00
Star-up ascensions give +1 to all six potentials, 6★ adds more, and some held items add +2 (the Tier 1 effects). Capafruit adds +1 innate to every stat, once per Aniimo. 10:43
Game8 rates each stat from 1 to 5 stars per unit (GameWith calls it "Recommended potential"). Put Awakening into the 5s first, then the 4s. Treat 1 to 2 stars as "leave it."
| Aniimo | ATK | Regen | Break | HP | P.DEF | M.DEF | Reads as |
|---|---|---|---|---|---|---|---|
| Fulmintis DPS | ★5 | ★4 | ★3 | ★2 | ★1 | ★1 | Attack first |
| Irisalis DPS | ★5 | ★5 | ★2 | ★2 | ★1 | ★1 | Attack and Regen (EP-hungry) |
| Rookey Break | ★1 | ★4 | ★5 | ★2 | ★5 | ★1 | Break and P.DEF (its Break scales with P.DEF) |
| Blazen Break | ★3 | ★4 | ★5 | ★2 | ★1 | ★1 | Break first |
| Somniwing Regen | ★1 | ★5 | ★1 | ★3 | ★1 | ★1 | Regen only |
| Prismana Glacy Heal | ★1 | ★4 | ★1 | ★5 | ★1 | ★1 | HP first |
| Turbo Support | ★4 | ★3 | ★1 | ★5 | ★1 | ★1 | HP (shield) and Attack |
| Dazmand Support | ★5 | ★3 | ★4 | ★2 | ★1 | ★1 | Attack and Break |
He personally builds every stat on his main DPS, and maxes Regen and Break on Fulmintis too. That's an endgame luxury; while progressing, stick to the 5-star and 4-star stats. 12:49
A personality is four letters, one from each pair, and each letter grants a small combat bonus. In practice only the first two slots matter much for damage.
| Slot | Option A | Option B |
|---|---|---|
| 1 | E Energetic: ATK +2%, BREAK +2% | I Instinctive: REGEN +4% |
| 2 | S Practical: DMG +4% | N Nimble: Crit Rate +5% |
| 3 | T Tenacious: P.DEF +6% | F Faithful: M.DEF +6% |
| 4 | J Judicious: HP +4% | P Playful: DMG Reduction +4% |
| Role | Game8 (general rule) | Kairos | Verdict |
|---|---|---|---|
| DPS | EN-- (ENFP, ENTP, ENFJ, ENTJ) | Energetic + Practical (ES--). Nimble only for crit kits like Fulmintis | Disagree Kairos's math: Nimble's +5% crit is only ~2.38% more damage at base crit, less than Practical's 4%. Many Game8 unit pages pick ES anyway (Sherro, Infergon ESTP). |
| Break | ES-- (ESTP, ESFP, ESTJ, ESFJ) | Energetic + Nimble (EN--), because crit raises break damage | Disagree Both want E. Game8's Blazen page itself picks ENTP. |
| Heal | I--J (ISTJ, ISFJ, INFJ, INTJ) | Judicious first, then Instinctive (ISTJ on Glacy) | Agree |
| Regen / Support | I--J | Instinctive for Regen; supports depend on the kit | Agree on I. Attack-scaling supports (Dazmand: Game8 ENTJ) want E. |
Kairos: "the top two slots matter," so ignore slots 3 and 4 on DPS. 15:15 17:37
Game8 gives Irisalis ESTJ, Stellarys ISTP and Fulmintis ENTP. Always check the unit's own page over the role rule.
Helion is fixed at ENFP and Lunara at ISTJ. Don't spend Psyche Fruit on them. (GameWith lists Lunara as ESTJ, which can't happen.)
Rerolls all four letters at random, with no locks and no confirmation prompt. Kairos needed 3 for his Stellarys. Use them last.
Personality also gives +20% at specific Homeland facilities, so a "wrong" combat roll can still make a good worker.
Each Aniimo holds one item. Every item has a Main Stat and a Core Effect that works at any level or rarity. Higher-rarity items also unlock a Tier 1 effect at item Lv 10 and a Tier 2 (Advanced) effect at Lv 15.
| Item | Main stat | Core effect | Tier 1 / Tier 2 | Best users (Game8) |
|---|---|---|---|---|
| DPS | ||||
| Ferocious Fang | Damage Amp +10% | +0.7 ATK per level | ATK +2 / Damage Amp +10%, doubled if ATK above 15 | Helion, Cornet, Sherro, Thornblade, Grizbo, Waleetle (most-picked item: 17 builds) |
| Heartseeker Pendant | Damage Amp +10% | 50% chance for an extra 10 Might hit after a crit | none | Fulmintis, Fenmane, Glynsera (crit kits) |
| Fission Needles | Damage Amp +10% | Basic attacks: 50% chance to deal double damage | +1 EP on trigger / at full EP, basic-attack Damage Amp +30% for 10s | Stellarys, Ignitis, Lunara |
| Echoing Grimoire | Damage Amp +10% | +5% damage per consecutive use of the same skill (5 stacks) | +15% after 3 consecutive uses | Pawney, Infergon |
| Explosive Gloves | Damage Amp +10% | +5% Damage Amp per 10 current EP | 7.5% per 10 EP | Scorchhowl |
| Capacitous Battery | Damage Amp +10% | Ultimate damage +30% | Refunds 10% Ultimate Points after an Ultimate | No Game8 build picks it; ultimate-heavy DPS |
| Supreme Elixir | Damage Amp +5% | Final damage +50%, but max HP becomes 1 | +1% final damage per 500 HP lost, up to 15% | No Game8 build picks it; glass cannons only, never Support |
| Floral Rainbow Feather | Damage Amp | Summoned clones deal +30% damage | +5 EP and +5 Ult Points per clone summon / +8% Damage Amp and +8% Crit Rate per clone (max 3) | Irisalis exclusive (Legendary) |
| Break | ||||
| Gargantuan Horn | BREAK +10% | +0.7 BREAK per level | BREAK +2 / BREAK +10%, doubled if Break Acquired Potential above 15 | Rookey, Inferlupa, Blazen, Tubster, Helgon, Minespine (15 builds) |
| Gargantuan Claw | BREAK +5% | +0.8 BREAK per level | BREAK +2 | No Game8 build picks it; a stopgap breaker item |
| Avenging Gear | BREAK +10% | Taking damage gives a Counter Mark: next BREAK damage +30% | none | GameWith: Rookey, Helgon, Helmut |
| Regen Support Heal | ||||
| Spirited Feather | REGEN +10% | +0.7 REGEN per level | REGEN +2 / cooldown reduction +10%, doubled if Regen above 15 | Somniwing, Besauce, Leafy, Hexxin, Dazmand, Tromber (13 builds) |
| Auspicious Bell | REGEN +10% | 20% chance on skill use to gain 5 EP | none | GameWith: Tromber, Eklue, Melloblum, Dazmand |
| Marching Flask | HP +10% | Restores 1.4% HP per 10 m moved | REGEN +2 | GameWith: Glacy, Gracewing, Piopiota |
| Miraculous Fleece | Enhanced Healing +6% | 10% of overheal goes to the lowest-HP ally | Healing +5% | Prismana Glacy, Sparkelf, Fragrancier, Piopiota |
| Heritage Amulet | HP +10% | Shield of 4% max HP for 5s after taking 10 hits | none | Turbo, Tuckin |
| Giant Tortoise Shell | HP +10% | +0.7 P.DEF and M.DEF per level | none | No Game8 build picks it; tanks |
| Lightning Needle | HP +10% | Lightning damage equal to 2% max HP per tick to enemies within 3 m | none | No Game8 build picks it; tanks |
Values are Game8's for the listed rarity; higher rarities have bigger main stats. Game8 writes the Tier 2 conditions as "ATK above 15" and "Acquired Potential exceeds 15"; both most likely mean Acquired Potential points. GameWith's item picks match Game8's on only 34 of 67 units and look templated by role, so Game8 is used above.
Only level top-rarity items. Feeding an upgraded lower-rarity item into a better one loses 20%. To farm a specific item, filter the Institute Guide's Aniimo Challenge by Held Item to see which Alpha drops it. 11:27
A Legendary held item at Lv 15 can be contracted to a species with 10 Marks of the Strong. Any member of that species holding it gets a boosted Core Skill. Contracts can't be undone, and Marks are scarce, so spend them where the boost changes the kit.
An Alpha's core skill is already boosted (the same as 10 Marks), and Alpha status survives evolution. Check the Boost Preview before you spend Marks on a non-Alpha copy. 5:50
Where to get Marks: the Mysterious Vendor's rotating stock, the Companion Handbook (5 Marks) and the Champion's Gift pack (one contract's worth). Swapping the contracted item off a unit removes the boost until you put it back. 12:12
Talents belong to your Pathfinder, not to an Aniimo, so they boost every team. Take the damage passives first; they're the three hidden multipliers covered in the damage guide.
| Talent | Type | Effect | Priority |
|---|---|---|---|
| Enhanced Twining | Passive | +10/13/16/20/25% damage after Twining | S |
| Elemental Boost | Passive | +3/6/9/12% elemental counter effect (Game8; Kairos quotes +10%) | S |
| Measured Strike | Passive | +10% damage to targets in BREAK | S |
| Fast Charge | Passive | Ultimates charge 10% faster | A |
| Boss Breaker | Passive | +5% damage to Alphas and Omegas | A |
| Quick Twine, Elemental Ward, Nimble Dodge | Passive | Quality of life and defense | Recommended |
| Revive | Active | Revives an Aniimo, 180s cooldown | Recommended |
| Swoleshroom | Active | Enemies take +20% damage; lost when you Twine | A |
| Heal, Gravity Pull (puzzles) | Active | Utility | Situational |
Four evolutions need a passive talent: Rookey (Unwavering Rampart), Tromber (Magical Horn, from Student III), Bouldus (Peculiar Rock Ball, from Wayfarer II) and Dreaple (Dreamsong). Talents cost Report Cards and open up as your Title rank rises (Magical Horn: Student III, 1 Report Card).
Lines evolve Lumin → Gamma → Nova (Nova is final; some lines have only two stages). Each step needs a level, usually 3 elemental stones, and sometimes a feat, an item or an Alpha defeat to unlock the branch.

| Stone | Example lines (Game8) |
|---|---|
| Blaze Stone | Scorchhowl, Flamerion, Infergon |
| Night Stone | Stellarys, Dreaple, Inferlupa, Rookey, Ignitis |
| Gust Stone | Turbo, Tromber, Cornet, Tubster, Gracewing |
| Sprout Stone | Irisal, Leafy, Tuckin |
| Wave Stone | Glacy, Sherro, Squashel, Piopiota |
| Loam Stone | Waleetle, Bouldus, Grizbo, Shrubclaw |
| Freeze Stone | Geoclaw, Glynsera, Fenrier |
| Roar Stone | Fulmintis, Blazen, Fenmane |
Wisptis Lv 29
Ignitis (default)
Fulmintis (Fulminous Soul)Catch an Alpha early and evolve it; it keeps its pre-boosted core skill. 5:30
Evolving or transforming an Umbral removes the Umbral look. Keep favorite Umbrals unevolved.
Rookey
Tromber
Irisalis
Somniwing (no evolution)
Sherro