Aniimo Skills Database: All 459 Skills
Ten highest-power combat skills
- Wind Bomb Rush — Cornet, Wind Magic, cost 45, power 157
- Seismic Wave — Minespine, Rock Magic, cost 40, power 155
- Clearance Sale — Popapus, Water Physical, cost 40, power 124
- Clearance Sale — Gachapus, Water Physical, cost 40, power 124
- Focused Beam — Irisal, Grass Magic, cost 50, power 120
- Burn Breaker — Scorchhowl, Fire Physical, cost 30, power 88
- Shadow Cut — Pawney, Dark Physical, cost 20, power 85
- Hydro Roll — Shelly, Water Physical, cost 20, power 83
- Hydro Roll — Sheldon, Water Physical, cost 20, power 83
- Hydro Roll — Sherro, Water Physical, cost 20, power 83
Full skill table
| Aniimo | Skill | Kind | Element | Type | Cost | Power | Effect |
|---|---|---|---|---|---|---|---|
| Emberpup | Fire Kick | Combat | Fire | Physical | 0 | 72 | Jumps up to dodge an attack, allowing flames to encircle itself before delivering a dive-kick, dealing damage to all targets near the kick. A successful dodge will also deal 120% damage and increase damage by 20% for 20s. |
| Emberpup | Pebble Kick | Combat | Rock | Physical | 0 | 72 | Jumps up to dodge an attack, allowing broken stones to encircle itself before delivering a dive-kick, dealing damage to all targets near the kick. A successful dodge will also deal 120% damage and increase damage by 20% for 20s. |
| Emberpup | Fire Bolt | Combat | Fire | Magic | 10 | 30 | Launches a fireball at the target and applies 2 stacks of Fire Debuff for 5s. Hold the skill button to aim. |
| Emberpup | ATK | Innate | Fire | Physical | 0 | 6 | Wields the power of fire to attack targets at close range. |
| Flameruff | Fire Kick | Combat | Fire | Physical | 0 | 72 | Jumps up to dodge an attack, allowing flames to encircle itself before delivering a dive-kick, dealing damage to all targets near the kick. A successful dodge will also deal 120% damage and increase damage by 20% for 20s. |
| Flameruff | Pebble Kick | Combat | Rock | Physical | 0 | 72 | Jumps up to dodge an attack, allowing broken stones to encircle itself before delivering a dive-kick, dealing damage to all targets near the kick. A successful dodge will also deal 120% damage and increase damage by 20% for 20s. |
| Flameruff | Fire Bolt | Combat | Fire | Magic | 10 | 30 | Launches a fireball at the target and applies 2 stacks of Fire Debuff for 5s. Hold the skill button to aim. |
| Flameruff | ATK | Innate | Fire | Physical | 0 | 6 | Wields the power of fire to attack targets at close range. |
| Scorchhowl | Fire Kick | Combat | Fire | Physical | 0 | 72 | Jumps up to dodge an attack, allowing flames to encircle itself before delivering a dive-kick, dealing damage to all targets near the kick. A successful dodge will also deal 120% damage and increase damage by 20% for 20s. |
| Scorchhowl | Pebble Kick | Combat | Rock | Physical | 0 | 72 | Jumps up to dodge an attack, allowing broken stones to encircle itself before delivering a dive-kick, dealing damage to all targets near the kick. A successful dodge will also deal 120% damage and increase damage by 20% for 20s. |
| Scorchhowl | Burn Breaker | Combat | Fire | Physical | 30 | 88 | After charging, unleash a powerful blast forward, dealing damage. At max charge, consumes all remaining EP. For every extra 10 EP consumed, deals 25% extra damage. |
| Scorchhowl | Lightning Kick | Combat | Electric | Physical | 0 | 72 | Jumps up to dodge an attack, allowing lightning to encircle itself before delivering a dive-kick, dealing damage to all targets near the kick. A successful dodge will also deal 120%damage and increase damage by 20% for 20s. |
| Scorchhowl | Fire Bolt | Combat | Fire | Magic | 10 | 30 | Launches a fireball at the target and applies 2 stacks of Fire Debuff for 5s. Hold the skill button to aim. |
| Scorchhowl | Falling Star | Innate | Fire | Physical | 0 | 170 | Jumps up and slams down with a flame-encircled fist, dealing damage to a large area. |
| Scorchhowl | ATK | Innate | Fire | Physical | 0 | 6 | Wields the power of fire to attack targets at close range. |
| Inferlupa | Unbroken Flameruff Spirit | Combat | Dark | Physical | 20 | 60 | Fires a Flameruff Spirit that ricochets between targets, increasing BREAK efficiency against them by 10% per stack, up to 3 stacks, for 20s. Ricochets 5 times by default. While in the [Full Energy] state, ricochets 7 times. |
| Inferlupa | Hunting Pack | Combat | Dark | Physical | 20 | 60 | Summons 2 clones to attack the selected location. Summons 1 extra clone while in the [Full Energy] state. |
| Inferlupa | Crossfire | Combat | Fire | Physical | 20 | 65 | Fires a flame ray that penetrates targets and deals up to 9 hits of damage. While [Full Energy] is active, Might increases by 45%. |
| Inferlupa | ATK | Innate | Dark | Physical | 0 | 6 | (BREAK) Wields the power of darkness to attack targets at close range. |
| Inferlupa | Wolfpack Onslaught | Innate | Dark | Magic | 0 | 194 | Summons a soul clone to perform a forward Tackle. Upon hitting a target, it explodes, dealing damage. |
| Celestis | Shooting Star Bombs | Combat | Dark | Magic | 20 | 61 | Shoots stars to attack a target, dealing damage. |
| Celestis | Star Glide | Combat | Dark | Magic | 20 | 74 | Flies overhead, dropping stars that damage targets. Hitting the same target 3 times increases this Aniimo's EP recovery rate by 10% for 10s. |
| Celestis | ATK | Innate | Dark | Magic | 0 | 6 | Wields dark power to attack targets from a distance. |
| Stellarys | Shadow Magic | Combat | Dark | Support | 20 | 0 | Immediately breaks free of control effects and retreats from the target, leaving a clone behind for 20s. The clone cannot be attacked and mimics the user's basic attacks and skills, dealing damage equal to 20% of the user's damage. Use the skill again to swap places with the clone. The clone is destroyed if it moves more than 20m away from the user. |
| Stellarys | Chill Glide | Combat | Ice | Magic | 20 | 74 | Flies overhead, dropping Ice stars that damage targets. Hitting the same target 3 times increases this Aniimo's EP recovery rate by 10% for 10s. After using the skill for 4s, it can attack while moving. |
| Stellarys | Shooting Star Glide | Combat | Dark | Magic | 20 | 74 | Flies overhead, dropping stars that damage targets. Hitting the same target 3 times increases this Aniimo's EP recovery rate by 10% for 10s. After using the skill for 4s, it can attack while moving. |
| Stellarys | Shooting Stars | Combat | Dark | Magic | 20 | 40 | Fires 3 homing stars. Each time a star damages a target, the user gains a 1% Damage Boost, stacking up to 15 times. |
| Stellarys | Aquatic Glide | Combat | Water | Magic | 20 | 74 | Flies overhead, dropping Water stars that damage targets. Hitting the same target 3 times increases this Aniimo's EP recovery rate by 10% for 10s. After using the skill for 4s, it can attack while moving. |
| Stellarys | Comet Aureus | Innate | Dark | Magic | 0 | 166 | Summons a large number of comets from the sky to attack a target, dealing a huge amount of damage. |
| Stellarys | ATK | Innate | Dark | Magic | 0 | 6 | Wields dark power to attack targets from a distance. |
| Chirpi | Leaf Tornado | Combat | Grass | Magic | 20 | 59 | Releases a leaf vortex at the target location, dealing damage and pulling enemies toward the center. |
| Chirpi | Tornado Wind Orb | Combat | Wind | Magic | 20 | 67 | Launches a tornado wind orb that explodes on impact and generates a forward-propelling tornado. |
| Chirpi | March | Combat | Wind | Support | 20 | 0 | Plays music and gains the movement-series buff: [March], restoring 0.8% max HP every second for 20s. With 3 movement-series buffs active, all effects from those buffs are increased by 30%. |
| Chirpi | Water Tornado | Combat | Water | Magic | 20 | 59 | Releases a water vortex at the target location, dealing damage and pulling enemies toward the center. |
| Chirpi | Tornado | Combat | Wind | Magic | 20 | 59 | Releases an air vortex at the target location, dealing damage and pulling enemies toward the center. |
| Chirpi | ATK | Innate | Wind | Magic | 0 | 6 | Wields the power of wind to attack targets from a distance. |
| Tromber | Leaf Tornado | Combat | Grass | Magic | 20 | 59 | Releases a leaf vortex at the target location, dealing damage and pulling enemies toward the center. |
| Tromber | Tornado | Combat | Wind | Magic | 20 | 59 | Releases an air vortex at the target location, dealing damage and pulling enemies toward the center. |
| Tromber | Spiral Blade | Combat | Wind | Magic | 20 | 62 | Fires a Wind Bomb at the target, dealing damage. After 1s, a second explosion erupts around the hit target, dealing additional AoE damage equal to 30% of the original Might. The second explosion reduces the Wind Resistance of hit targets by3%, up to 5 stacks, for 10s. |
| Tromber | Water Tornado | Combat | Water | Magic | 20 | 59 | Releases a water vortex at the target location, dealing damage and pulling enemies toward the center. |
| Tromber | Waltz | Combat | Wind | Support | 0 | 0 | Plays music and gains the movement-series buff: [Waltz], increasing Crit DMG by 17% for 20s. With 3 movement-series buffs active, all effects from those buffs are increased by 30%. |
| Tromber | Zephyr's Breath | Innate | Wind | Magic | 0 | 92 | Deals Wind damage over a large area and increases all party members' Wind damage by 25% for 30s. |
| Tromber | ATK | Innate | Wind | Magic | 0 | 6 | Wields the power of wind to attack targets from a distance. |
| Cornet | Lightning Splitter | Combat | Electric | Magic | 10 | 30 | Fires multiple Electric Projectiles at nearby targets. If multiple projectiles hit the same unit, Cornet's damage increases by 30% for 15s. Hold the Skill button to automatically enter the Fly state after the skill is cast. |
| Cornet | Wind Bomb Rush | Combat | Wind | Magic | 45 | 157 | Goes all out, rapidly firing a continuous barrage of wind projectiles. |
| Cornet | Tornado | Combat | Wind | Magic | 20 | 59 | Releases an air vortex at the target location, dealing damage and pulling enemies toward the center. |
| Cornet | Scream Splitter | Combat | Wind | Magic | 10 | 30 | Fires multiple Screech Rounds at nearby targets. If multiple projectiles hit the same unit, Cornet's damage increases by 30% for 15s. Hold the Skill button to automatically enter the Fly state after the skill is cast. |
| Cornet | Water Tornado | Combat | Water | Magic | 20 | 59 | Releases a water vortex at the target location, dealing damage and pulling enemies toward the center. |
| Cornet | Leaf Tornado | Combat | Grass | Magic | 20 | 59 | Releases a leaf vortex at the target location, dealing damage and pulling enemies toward the center. |
| Cornet | ATK | Innate | Wind | Magic | 0 | 6 | Wields the power of wind to attack targets from a distance. |
| Cornet | Avian Harmony Ensemble | Innate | Wind | Magic | 0 | 179 | Fires a powerful wind-type beam at the target. If you have all three Movements equipped, the attack’s area of effect expands. |
| Tubster | Leaf Tornado | Combat | Grass | Magic | 20 | 59 | Releases a leaf vortex at the target location, dealing damage and pulling enemies toward the center. |
| Tubster | Pause Gust | Combat | Wind | Magic | 15 | 48 | Flaps its wings to fire 2 arcing whirlwinds, pulling targets along their paths. When the whirlwinds meet, they explode and deal AoE damage. |
| Tubster | Water Tornado | Combat | Water | Magic | 20 | 59 | Releases a water vortex at the target location, dealing damage and pulling enemies toward the center. |
| Tubster | Tornado | Combat | Wind | Magic | 20 | 59 | Releases an air vortex at the target location, dealing damage and pulling enemies toward the center. |
| Tubster | Gale Guard | Combat | Wind | Support | 20 | 54 | Assumes a defensive stance and gains 20% Damage Reduction. When the defensive stance ends, gains a shield equal to 10% max HP for 20s. Tap the skill again to end it early. While in the defensive stance, each hit taken increases the shield gained by 10%, up to 100%. |
| Tubster | Lay down arms | Innate | Wind | Support | 0 | 0 | Creates a field that continuously grants allies within range 35% damage reduction for 7s. |
| Tubster | ATK | Innate | Wind | Magic | 0 | 6 | (BREAK) Wields the power of wind to attack targets from a distance. |
| Iris | Floral Storm | Combat | Grass | Magic | 13 | 26 | 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. Tap the skill again to stop casting. |
| Iris | Vortex of Petals | Combat | Grass | Magic | 15 | 46 | Generates a large vortex of petals at the feet of the target to attack it. |
| Iris | ATK | Innate | Grass | Magic | 0 | 6 | Wields the power of grass to attack targets from a distance. |
| Irisal | Focused Beam | Combat | Grass | Magic | 50 | 120 | Fires an energy beam at targets ahead. After gaining 24 points of [Dance Power], the next skill cast has a larger range. |
| Irisal | Floral Storm | Combat | Grass | Magic | 13 | 26 | 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. Tap the skill again to stop casting. |
| Irisal | Vortex of Petals | Combat | Grass | Magic | 15 | 46 | Generates a large vortex of petals at the feet of the target to attack it. |
| Irisal | Dancing Petals | Innate | Grass | Magic | 0 | 187 | Spins and releases a storm of petals to attack a target. |
| Irisal | ATK | Innate | Grass | Magic | 0 | 6 | Wields the power of grass to attack targets from a distance. |
| Skippy | Healing Water | Combat | Water | Support | 20 | 0 | Restores HP to all allies equal to 10% of the caster’s max HP, and restores HP to the caster equal to 12% of their max HP over 5s. |
| Skippy | Water Orb | Combat | Water | Magic | 10 | 30 | Shoots Water Orbs to attack a target. Press and hold the skill button to aim. |
| Skippy | Ice Orb | Combat | Ice | Magic | 10 | 30 | Shoots Ice Orbs to attack a target. Press and hold the skill button to Aim. |
| Skippy | ATK | Innate | Water | Magic | 0 | 6 | Wields the power of water to attack targets from a distance. |
| Pranky | Healing Water | Combat | Water | Support | 20 | 0 | Restores HP to all allies equal to 10% of the caster’s max HP, and restores HP to the caster equal to 12% of their max HP over 5s. |
| Pranky | Water Orb | Combat | Water | Magic | 10 | 30 | Shoots Water Orbs to attack a target. Press and hold the skill button to aim. |
| Pranky | Ice Orb | Combat | Ice | Magic | 10 | 30 | Shoots Ice Orbs to attack a target. Press and hold the skill button to Aim. |
| Pranky | ATK | Innate | Water | Magic | 0 | 6 | Wields the power of water to attack targets from a distance. |
| Glacy | Healing Water | Combat | Water | Support | 20 | 0 | Restores HP to all allies equal to 10% of the caster’s max HP, and restores HP to the caster equal to 12% of their max HP over 5s. |
| Glacy | Ice Orb | Combat | Ice | Magic | 10 | 30 | Shoots Ice Orbs to attack a target. Press and hold the skill button to Aim. |
| Glacy | Glimmer Shot | Combat | Holy | Magic | 10 | 20 | Shoots a Light Orb to attack the target. On hit, increases the whole team’s damage by 15% for 15s. Press and hold the skill button to aim. |
| Glacy | Bubble Rush | Combat | Water | Magic | 10 | 32 | Spits bubbles to attack a target. Tap and hold the skill button to keep spitting, continuously consuming EP and dealing damage equal to 100% Might to all targets hit. |
| Glacy | Water Orb | Combat | Water | Magic | 10 | 30 | Shoots Water Orbs to attack a target. Press and hold the skill button to aim. |
| Glacy | ATK | Innate | Water | Magic | 0 | 6 | Wields the power of water to attack targets from a distance. |
| Glacy | Spring of Life | Innate | Water | Support | 0 | 0 | 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 5s. |
| Leafy | Blooms of Vigor | Combat | Grass | Support | 10 | 0 | Creates a circular magic field underfoot, restoring 1 EP every second to Grass-type teammates within range for 12s. The field also upgrades nearby grass into Vitality Blooms, restoring 1% HP every second to Grass-type teammates within range. |
| Leafy | Cyclone of Leaves | Combat | Grass | Magic | 10 | 33 | Attacks with its tail and releases a cyclone of leaves that moves forward. The cyclone generates grassland around the Aniimo, lasting for 20s. |
| Leafy | Vine Entanglement | Combat | Grass | Magic | 10 | 16 | Launches a circular magical strike around a target. If the affected target is on grassland, it will also be entangled by vines for 3s. |
| Leafy | Lotus Bloom | Innate | Grass | Support | 0 | 0 | Quickly forms a lotus cocoon that bursts open, instantly healing the whole team for 15% of the caster’s max HP, and grants the entire team 15% Grass Enhancement for 30s. |
| Leafy | ATK | Innate | Grass | Magic | 0 | 6 | Wields the power of grass to attack targets from a distance. |
| Nimbi | Cloud Orb | Combat | Wind | Magic | 10 | 30 | Throws a missile condensed from clouds at the target. If the user is [Shrouded in Mist], the missile creates a larger explosion on hit, dealing damage equal to 250% Might. |
| Nimbi | Thunder Bolt | Combat | Electric | Magic | 10 | 30 | Throws a missile condensed from thunderclouds at the target. If the user is [Shrouded in Mist], the missile creates a larger explosion on hit, dealing damage equal to 250% Might. |
| Nimbi | Cloud Shield | Combat | Wind | Support | 20 | 0 | Creates a cloud shield to protect itself, absorbing damage up to15% max HP and reducing stamina consumption by15% for 20s. While affected by [Shrouded in Mist], the shield absorbs damage up to 18% max HP instead, and stamina consumption is reduced by 18% for 30s. |
| Nimbi | ATK | Innate | Wind | Magic | 0 | 6 | Wields the power of wind to attack targets from a distance. |
| Turbo | Nimbi Burst | Combat | Wind | Magic | 10 | 30 | Inhales, then slams the ground, triggering an explosion that deals AoE damage in a circular area around itself. Increases teammates' damage and BREAK efficiency by 6% for 15s. If the user is [Shrouded in Mist], the damage and BREAK efficiency boost also applies to all nearby allies, with the boost increased to 11%. |
| Turbo | Nebula Burst | Combat | Dark | Magic | 10 | 30 | Inhales, then slams the ground, triggering an explosion that deals AoE damage in a circular area around itself. Increases teammates' Dark damage by 6%% for 15s. If the user is [Shrouded in Mist], the Dark damage boost also applies to all nearby allies, with the boost increased to 11%%. |
| Turbo | Cloud Orb | Combat | Wind | Magic | 10 | 30 | Throws a missile condensed from clouds at the target. If the user is [Shrouded in Mist], the missile creates a larger explosion on hit, dealing damage equal to 250% Might. |
| Turbo | Thunder Bolt | Combat | Electric | Magic | 10 | 30 | Throws a missile condensed from thunderclouds at the target. If the user is [Shrouded in Mist], the missile creates a larger explosion on hit, dealing damage equal to 250% Might. |
| Turbo | Cloud Shield | Combat | Wind | Support | 20 | 0 | Creates a cloud shield to protect itself, absorbing damage up to15% max HP and reducing stamina consumption by15% for 20s. While affected by [Shrouded in Mist], the shield absorbs damage up to 18% max HP instead, and stamina consumption is reduced by 18% for 30s. |
| Turbo | Collectible Drop | Innate | Wind | Support | 0 | 0 | Turbo sneezes, shaking 7 collectibles out of its wool. Picking up a collectible restores 7% HP. |
| Turbo | ATK | Innate | Wind | Magic | 0 | 6 | Wields the power of wind to attack targets from a distance. |
| Dreaple | Nimbi Attack | Combat | Dark | Magic | 10 | 30 | Summons a Nimbi that charges toward the caster, damaging targets in its path and applying 1 stack of [Drowsiness]. Use again to send the Nimbi charging back toward the target. |
| Dreaple | Nightmare Devourer | Combat | Dark | Support | 20 | 0 | Restores 5% HP to this Aniimo and nearby allies, then absorbs [Nightmare] from nearby targets. Each absorbed [Nightmare] status increases healing by 2%, up to 3 stacks. |
| Dreaple | Hypnotic Cloud Shot | Combat | Dark | Magic | 20 | 30 | 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. |
| Dreaple | ATK | Innate | Dark | Magic | 0 | 6 | Wields dark power to attack targets from a distance. |
| Dreaple | Dream Blast | Innate | Dark | Magic | 0 | 84 | Deals damage to targets in range and applies 2 stacks of [Drowsiness]. Increases the whole team’s Dark damage by 12% for 30s. |
| Hummin | Gravel Tackle | Combat | Rock | Physical | 10 | 39 | Ram into the target with your body, dealing Earth damage. |
| Hummin | Euphoric Sonic Blast | Combat | Grass | Magic | 0 | 30 | Lets out a special scream, dealing damage to enemies in a frontal cone and restoring 10 energy. |
| Hummin | Plant Charge | Combat | Grass | Physical | 10 | 39 | Rams into the target with the body. |
| Hummin | ATK | Innate | Grass | Physical | 0 | 6 | (BREAK) Wields the power of grass to attack targets at close range. |
| Witchin | Malice Burst | Combat | Dark | Magic | 20 | 68 | Releases a large energy shock wave around the target, dealing damage to enemies hit and reducing their healing received by 50% for 10s. |
| Witchin | Euphoric Sonic Blast | Combat | Grass | Magic | 0 | 30 | Lets out a special scream, dealing damage to enemies in a frontal cone and restoring 10 energy. |
| Witchin | Shard Impact | Combat | Rock | Magic | 20 | 67 | Quickly step back while summoning an Earthen sigil beneath the target—shrapnel continuously launches from the sigil to strike them. |
| Witchin | Black Hole Domain | Combat | Dark | Magic | 20 | 54 | Quickly backstep a short distance while leaving a black hole beneath the target that continuously pulls them in and deals damage. |
| Witchin | Oozing Malice | Combat | Dark | Magic | 20 | 68 | Releases an energy shock wave around the target, dealing damage to enemies hit and reducing their healing received by 50% for 10s. |
| Witchin | ATK | Innate | Dark | Magic | 0 | 6 | Wields dark power to attack targets from a distance. |
| Witchin | Annihilation Bomb | Innate | Dark | Magic | 0 | 164 | Gathers annihilation energy in the palm and hurls it toward the target, dealing massive AoE damage. |
| Tuckin | Nutrient Absorption | Combat | Rock | Support | 30 | 0 | Roots itself firmly in the soil, gaining 20% Damage Reduction and 2% continuous healing per second.Instantly restores 50% HP to all Hummin, and increases nearby Hummin's damage by 20% and BREAK efficiency by 20%. |
| Tuckin | Haunting Choir | Combat | Grass | Magic | 20 | 47 | All Hummin units teleport next to enemies and release sonic attacks, dealing AoE damage and stunning targets for 1s. |
| Tuckin | Gravel Strike | Combat | Rock | Physical | 10 | 39 | Teleports all Hummin units next to the target to unleash Gravel Tackle, dealing damage. |
| Tuckin | Off-Key Shock Wave | Combat | Grass | Magic | 10 | 39 | Teleports all Off-Key Grass units next to the target and unleashes a Tackle attack, dealing damage. |
| Tuckin | Breaking Roar | Innate | Grass | Physical | 0 | 165 | Restores Hummin units to their maximum number, then roars with them to release a massive shockwave at the target. |
| Tuckin | ATK | Innate | Grass | Physical | 0 | 6 | (BREAK) Wields the power of grass to attack targets at close range. |
| Budclaw | The Luminus Gust | Combat | Rock | Magic | 10 | 35 | Spins Cores around itself, continuously dealing damage and applying Earth Debuff for 6s. |
| Budclaw | Verdant Beam | Combat | Grass | Magic | 20 | 66 | Fires an energy beam in the direction the camera is facing, continuously dealing damage to enemies within range. Consecutive hits gradually increase its Might. |
| Budclaw | Leaf Slash | Combat | Grass | Magic | 10 | 40 | Spins leaves around itself, dealing damage for 6s. |
| Budclaw | ATK | Innate | Rock | Physical | 0 | 6 | (BREAK) Wields the power of earth to attack targets at close range. |
| Shrubclaw | The Luminus Gust | Combat | Rock | Magic | 10 | 35 | Spins Cores around itself, continuously dealing damage and applying Earth Debuff for 6s. |
| Shrubclaw | Charged Strike | Combat | Rock | Physical | 30 | 75 | Raises its pincers to charge. When fully charged or used again, performs 2 quick swings, attacking and briefly stunning the target. Can consume 3 stacks of [Earth Debuff] to deal additional damage equal to 20% Might. The user can move while charging. |
| Shrubclaw | Leaf Slash | Combat | Grass | Magic | 10 | 40 | Spins leaves around itself, dealing damage for 6s. |
| Shrubclaw | Verdant Beam | Combat | Grass | Magic | 20 | 66 | Fires an energy beam in the direction the camera is facing, continuously dealing damage to enemies within range. Consecutive hits gradually increase its Might. |
| Shrubclaw | Quake Impact | Innate | Rock | Physical | 0 | 173 | Bursts out of the ground, causing shock waves across a large area. |
| Shrubclaw | ATK | Innate | Rock | Physical | 0 | 6 | (BREAK) Wields the power of earth to attack targets at close range. |
| Geoclaw | Ice Spikes | Combat | Ice | Physical | 20 | 60 | Creates an ice spike ahead, attacking and freezing the target for1s. Can be used during tunneling. Afterward, dashes forward and emerges from underground. |
| Geoclaw | Icy Gravel Dance | Combat | Ice | Magic | 20 | 67 | 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. |
| Geoclaw | Frost Slam | Combat | Ice | Physical | 15 | 40 | Gathers icy vapor in both pincers, then slams them down to deal AoE damage in front and create an ice wall for 5s. |
| Geoclaw | Freezing Claws | Innate | Ice | Physical | 0 | 173 | Deals damage over a large area. |
| Geoclaw | ATK | Innate | Ice | Physical | 0 | 6 | (BREAK) Wields the power of ice to attack targets at close range. |
| Sparki | Trick Fire Ring | Combat | Fire | Magic | 20 | 35 | Launches a fire ring that expands then contracts to attack the target. The farther the target is, the more damage it will take, up to 50% increased damage. |
| Sparki | Fire Orb | Combat | Fire | Magic | 20 | 50 | Throws an explosive fireball at the target. Press and hold to aim. |
| Sparki | ATK | Innate | Fire | Magic | 0 | 6 | Wields the power of fire to attack targets from a distance. |
| Flamerion | Trick Fire Ring | Combat | Fire | Magic | 20 | 35 | Launches a fire ring that expands then contracts to attack the target. The farther the target is, the more damage it will take, up to 50% increased damage. |
| Flamerion | Phantom Barrage | Combat | Fire | Magic | 0 | 30 | Slams all targets within range that are affected by [Fire Debuff] from a distance. Restores 2 EP for each stack of [Fire Debuff] on the target, up to 18 EP. |
| Flamerion | Fire Orb | Combat | Fire | Magic | 20 | 50 | Throws an explosive fireball at the target. Press and hold to aim. |
| Flamerion | Phantom Flame Cannon | Innate | Fire | Magic | 0 | 100 | 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]. |
| Flamerion | ATK | Innate | Fire | Magic | 0 | 6 | Wields the power of fire to attack targets from a distance. |
| Flutternym | Purifying Dance | Combat | Grass | Support | 20 | 0 | Removes all debuffs on surrounding teammates. Once the debuffs are removed, increases their EP recovery rate by 20% for 10s. |
| Flutternym | Healing Dance | Combat | Grass | Support | 20 | 0 | Creates a warm wind area beneath the feet, continuously healing the entire team for 9% of the caster’s Max HP over 8s. Grass Aniimo receive an additional 3% healing. |
| Flutternym | Phantom Dance | Combat | Dark | Support | 20 | 0 | Removes all debuffs for the caster. When not deployed in battle, Gracewing automatically emerges to remove debuffs from active teammates. |
| Flutternym | Wind of Rejuvenation | Combat | Wind | Support | 20 | 0 | Creates a warm wind area beneath the feet, continuously healing the entire team for 9% of the caster’s Max HP over 8s. Wind Aniimo receive an additional 3% healing. |
| Flutternym | Wind of Regeneration | Combat | Rock | Support | 20 | 0 | Creates a warm wind area beneath the feet, continuously healing the entire team for 9% of the caster’s Max HP over 8s. Earth Aniimo receive an additional 3% healing. |
| Flutternym | ATK | Innate | Wind | Magic | 0 | 6 | Wields the power of wind to attack targets from a distance. |
| Gracewing | Purifying Dance | Combat | Grass | Support | 20 | 0 | Removes all debuffs on surrounding teammates. Once the debuffs are removed, increases their EP recovery rate by 20% for 10s. |
| Gracewing | Healing Dance | Combat | Grass | Support | 20 | 0 | Creates a warm wind area beneath the feet, continuously healing the entire team for 9% of the caster’s Max HP over 8s. Grass Aniimo receive an additional 3% healing. |
| Gracewing | Phantom Dance | Combat | Dark | Support | 20 | 0 | Removes all debuffs for the caster. When not deployed in battle, Gracewing automatically emerges to remove debuffs from active teammates. |
| Gracewing | Wind of Rejuvenation | Combat | Wind | Support | 20 | 0 | Creates a warm wind area beneath the feet, continuously healing the entire team for 9% of the caster’s Max HP over 8s. Wind Aniimo receive an additional 3% healing. |
| Gracewing | Phantomflutter | Combat | Grass | Support | 20 | 0 | Creates a Phantomfly at the location, restoring 20 EP to all teammates that touch it after a 3s delay. There can be up to 2 Phantomflies at the same time. |
| Gracewing | Wind of Regeneration | Combat | Rock | Support | 20 | 0 | Creates a warm wind area beneath the feet, continuously healing the entire team for 9% of the caster’s Max HP over 8s. Earth Aniimo receive an additional 3% healing. |
| Gracewing | Help! Gracewing! | Innate | Wind | Support | 0 | 150 | Instantly heals the whole team for30% of the caster's max HP. |
| Gracewing | ATK | Innate | Wind | Magic | 0 | 6 | Wields the power of wind to attack targets from a distance. |
| Somniwing | Hypnotic Spores | Combat | Grass | Magic | 20 | 28 | On hit, inflicts [Hypnosis] on the target, increasing their damage taken by 25% and preventing them from acting. Removed when the target takes damage. Lasts 5s. Does not affect Grass-type Aniimo. |
| Somniwing | Energy Orb | Combat | Grass | Magic | 10 | 30 | Charges and gathers Energy above the target, then drops it to strike the target. Hold the Skill button to charge. Every 0.6s, consumes 10 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. |
| Somniwing | Ethereal Light Wave | Combat | Grass | Support | 0 | 0 | Sends a light wave forward, absorbing enemy projectiles and increasing EP recovery rate by 15% for teammates along its path for 20s. |
| Somniwing | ATK | Innate | Grass | Magic | 0 | 6 | Wields the power of grass to attack targets from a distance. |
| Somniwing | Butterfly Dance | Innate | Grass | Support | 0 | 0 | The Somniwing flies up and uses its power of rejuvenation, recovering 22.5 EP. |
| Eko | Ice Arc Strike | Combat | Ice | Physical | 10 | 20 | Performs an arc-shaped sweep that deals Ice damage. Enemies hit while affected by [Weakness Mark] are also stunned for 1.5s. |
| Eko | Arc Strike | Combat | Wind | Physical | 10 | 20 | Performs an arc-shaped sweep. Enemies hit while affected by [Weakness Mark] are also stunned for 1.5s. |
| Eko | Water Arc Strike | Combat | Water | Physical | 10 | 20 | Performs an arc-shaped sweep that deals Water damage. Enemies hit while affected by [Weakness Mark] are also stunned for 1.5s. |
| Eko | Sonar Attack | Combat | Wind | Support | 20 | 30 | Fires a Sonar Attack in a cone, dealing damage 10 times to targets within range. The final hit applies Weakness Mark, reducing the Crit Resistance Rate of targets hit by 7% for 5s. |
| Eko | ATK | Innate | Wind | Magic | 0 | 6 | Wields the power of wind to attack targets at close range. |
| Eklue | Ice Arc Strike | Combat | Ice | Physical | 10 | 20 | Performs an arc-shaped sweep that deals Ice damage. Enemies hit while affected by [Weakness Mark] are also stunned for 1.5s. |
| Eklue | Detect Weakness | Combat | Wind | Support | 0 | 0 | Continuously emits sonar through its tail amplifier to detect the weak points of targets within range. After keeping a target’s weak point centered in the area for 1s, additionally applies Weakness Mark to it, reducing the target’s Crit Resistance by 7% for 20s. |
| Eklue | Arc Strike | Combat | Wind | Physical | 10 | 20 | Performs an arc-shaped sweep. Enemies hit while affected by [Weakness Mark] are also stunned for 1.5s. |
| Eklue | Tactical Kick | Combat | Wind | Physical | 20 | 45 | Quickly charges toward the target, performs a backflip kick to deal damage, then jumps back to the initial position, reducing the Movement Speed of the target hit by 30% for 10s. |
| Eklue | Water Arc Strike | Combat | Water | Physical | 10 | 20 | Performs an arc-shaped sweep that deals Water damage. Enemies hit while affected by [Weakness Mark] are also stunned for 1.5s. |
| Eklue | ATK | Innate | Wind | Magic | 0 | 6 | Wields the power of wind to attack targets at close range. |
| Eklue | Target Weakness | Innate | Wind | Support | 0 | 0 | Applies Weakness Mark to all targets within view range for 30s. Also reduces targets' Wind Resistance by 12% for 30s. |
| Budsquire | Thorny Defense | Combat | Grass | Physical | 20 | 75 | Enters a defensive stance, reducing damage taken by 20% While in this state, it counters when attacked. If attacked just as the skill is used, its critical rate increases by 30% for 10s. |
| Budsquire | Thorny Impact | Combat | Grass | Physical | 20 | 57 | Thrusts toward the target. On hit, increases this Aniimo's critical rate by 15% for 15s. |
| Budsquire | ATK | Innate | Grass | Physical | 0 | 6 | Wields the power of grass to attack targets at close range. |
| Thornblade | Thorny Defense | Combat | Grass | Physical | 20 | 75 | Enters a defensive stance, reducing damage taken by 20% While in this state, it counters when attacked. If attacked just as the skill is used, its critical rate increases by 30% for 10s. |
| Thornblade | Aqua Defense | Combat | Water | Physical | 20 | 75 | Enters a defensive stance, reducing damage taken by 20% While in this state, it counters when attacked. If attacked just as the skill is used, its critical rate increases by 30% for 10s. |
| Thornblade | Thorny Impact | Combat | Grass | Physical | 20 | 57 | Thrusts toward the target. On hit, increases this Aniimo's critical rate by 15% for 15s. |
| Thornblade | Lightning Impact | Combat | Electric | Physical | 20 | 57 | Thrusts toward the target. On hit, increases this Aniimo's critical rate by 15% for 15s. |
| Thornblade | Thorny Rain | Combat | Grass | Physical | 10 | 30 | Rapidly attacks the target with its thorn blade. Can be used up to 3 times in a row. |
| Thornblade | Elegant Waltz | Innate | Grass | Physical | 0 | 172 | Repeatedly stabs a target with its thorn blade. |
| Thornblade | ATK | Innate | Grass | Physical | 0 | 6 | Wields the power of grass to attack targets at close range. |
| Melloblum | Thorny Blessing | Combat | Grass | Magic | 30 | 14 | Grants Thorny Blessing to the whole team. When dealing Grass critical damage to a target, creates thorns beneath it that deal damage. Triggers up to 1 time every 0.5s for 14s. |
| Melloblum | Healing Rose | Combat | Grass | Magic | 20 | 40 | Summons a rose that explodes and applies Rose Mark to the target. Rose Mark blooms after the target takes 3 critical hits, healing all nearby allies for 5% of Melloblum's HP. |
| Melloblum | Blasting Roses | Combat | Grass | Magic | 20 | 40 | Releases petals that track and attack the target. This skill gains 35% extra critical rate. |
| Melloblum | Rose Garden | Innate | Grass | Support | 0 | 0 | Creates a magic circle beneath itself. Allies within range gain 70% increased Grass critical damage for 30s. |
| Melloblum | ATK | Innate | Grass | Magic | 0 | 6 | Wields the power of grass to attack targets from a distance. |
| Pomegg | Frost Strike | Combat | Ice | Physical | 20 | 45 | Strikes targets around itself and applies [Silence] to targets hit for 1.5s. While [Silence] is active, targets cannot use skills. |
| Pomegg | Jittering Beats | Combat | Grass | Physical | 20 | 45 | Strikes targets around itself and applies [Silence] to targets hit for 1.5s. While [Silence] is active, targets cannot use skills. |
| Pomegg | Rhythm Combo | Combat | Grass | Physical | 10 | 36 | 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]. |
| Pomegg | ATK | Innate | Grass | Physical | 0 | 6 | (BREAK) Wields the power of grass to attack targets at close range. |
| Dazmand | Lightning Break | Combat | Electric | Physical | 20 | 54 | Attacks the targets while break dancing. |
| Dazmand | Thunder Sweep | Combat | Electric | Physical | 30 | 80 | Rapidly spins into a sweeping kick, dealing AoE damage and pulling nearby targets in front of the user. On hit, increases the team's Lightning critical rate by 12% for 20s. |
| Dazmand | Electricity Shock | Combat | Electric | Physical | 20 | 40 | Curls into a ball and dashes at the target, dealing damage and applying 5 stacks of [Lightning Debuff]. If the target has more than 5 stacks of [Lightning Debuff] after being hit, applies [Paralysis] for 3s. |
| Dazmand | ATK | Innate | Electric | Physical | 0 | 6 | Wields the power of lightning to attack targets at close range. |
| Dazmand | Lightning Storm | Innate | Electric | Physical | 0 | 150 | 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. |
| Pomawk | Wild Show | Combat | Grass | Magic | 20 | 70 | Hold to charge the microphone, then release to unleash a massive sound wave, damaging targets in front. A well-timed release deals an additional 30% BREAK damage. |
| Pomawk | Frost Strike | Combat | Ice | Physical | 20 | 45 | Strikes targets around itself and applies [Silence] to targets hit for 1.5s. While [Silence] is active, targets cannot use skills. |
| Pomawk | Jittering Beats | Combat | Grass | Physical | 20 | 45 | Strikes targets around itself and applies [Silence] to targets hit for 1.5s. While [Silence] is active, targets cannot use skills. |
| Pomawk | Rhythm Combo | Combat | Grass | Physical | 10 | 36 | 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]. |
| Pomawk | ATK | Innate | Grass | Physical | 0 | 6 | (BREAK) Wields the power of grass to attack targets at close range. |
| Pomawk | Sonic Boom | Innate | Grass | Magic | 0 | 176 | Unleashes a sonic blast around itself and instantly fills [Volume]. |
| Dewy | Blossoming Moment | Combat | Dark | Magic | 10 | 38 | Jumps up to dodge an attack, allowing a scent to encircle itself before dive-pecking the targets to deal damage. A successful dodge will generate a shield equal to 10% of max HP for 20s. |
| Dewy | Withering Bloom | Combat | Dark | Magic | 20 | 10 | Releases a fragrance, dealing damage to targets within range and restoring HP to all team members equal to 6% of its own max HP. If there is only one target in range, the healing amount is doubled. |
| Dewy | ATK | Innate | Dark | Physical | 0 | 6 | Wields dark power to attack targets at close range. |
| Fragrancier | Withering Bloom | Combat | Dark | Magic | 20 | 22 | Releases a fragrance, dealing damage to targets in range and restoring HP to all team members equal to 4% of its own max HP. If there is only one target in range, the healing amount is doubled. |
| Fragrancier | Blossoming Moment | Combat | Dark | Magic | 10 | 38 | Jumps up to dodge an attack, allowing a scent to encircle itself before dive-pecking the targets to deal damage. A successful dodge will generate a shield equal to 10% of max HP for 20s. |
| Fragrancier | Fragrance Marking | Combat | Dark | Magic | 0 | 30 | Deals damage to the targets in front while marking them with Secret Fragrance for 15s. While the marks are active, Dark-type basic attacks deal 25% extra damage to the targets. |
| Fragrancier | Fragrance Bomb | Innate | Dark | Support | 0 | 0 | Flaps its wings to release a fragrance, increasing Dark damage for all team members by 10% for 30s. Also charms targets within range, leaving them dizzy for a short duration. |
| Fragrancier | ATK | Innate | Dark | Physical | 0 | 6 | Wields dark power to attack targets at close range. |
| Wisptis | Scythe Dance | Combat | Dark | Physical | 20 | 60 | Spins to slash, dealing Dark damage 3 times to all nearby targets. Each hit increases own damage by 8%, up to 32%, for 10s. |
| Wisptis | Forest Whirl | Combat | Grass | Physical | 20 | 60 | Spins to slash, dealing Grass damage 3 times to all nearby targets. Each hit increases own damage by 8%, up to 32%, for 10s. |
| Wisptis | Dark Dash | Combat | Dark | Physical | 10 | 25 | Tackles the target with the power of shadows, increasing basic attack damage by 40% for 10s after casting. |
| Wisptis | ATK | Innate | Dark | Physical | 0 | 6 | Wields dark power to attack targets at close range. |
| Ignitis | Dark Soul | Combat | Dark | Physical | 20 | 50 | 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. |
| Ignitis | Fire Dash | Combat | Fire | Physical | 10 | 25 | Tackles the target with the power of fire, increasing basic attack damage by 40% for 10s after casting. |
| Ignitis | Dark Dash | Combat | Dark | Physical | 10 | 25 | Tackles the target with the power of shadows, increasing basic attack damage by 40% for 10s after casting. |
| Ignitis | Scythe Dance | Combat | Dark | Physical | 20 | 60 | Spins to slash, dealing Dark damage 3 times to all nearby targets. Each hit increases own damage by 8%, up to 32%, for 10s. |
| Ignitis | Forest Whirl | Combat | Grass | Physical | 20 | 60 | Spins to slash, dealing Grass damage 3 times to all nearby targets. Each hit increases own damage by 8%, up to 32%, for 10s. |
| Ignitis | ATK | Innate | Dark | Physical | 0 | 6 | Wields dark power to attack targets at close range. |
| Ignitis | Dimension Rupture | Innate | Dark | Physical | 0 | 170 | Cleaves through space, dealing heavy Physical damage. |
| Fulmintis | Lightning Blade Storm | Combat | Electric | Physical | 10 | 35 | 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. |
| Fulmintis | Lightning Blade Impact | Combat | Electric | Physical | 20 | 52 | Hold to enter Aim Mode and fire two Electric Blade Shock Waves. Critical hits inflict Paralysis on the target for 1 seconds. |
| Fulmintis | Enhanced Lightning Blade | Combat | Electric | Support | 0 | 0 | Enhances the blade, increasing skill CRIT rate by 25% for 20s. |
| Fulmintis | Enhanced Light Blade | Combat | Holy | Support | 0 | 0 | Empowers the blade with Light, increasing skill CRIT rate by 25% for 20s. |
| Fulmintis | ATK | Innate | Electric | Physical | 0 | 6 | (BREAK) Wields the power of lightning to attack targets at close range. |
| Fulmintis | Thunder Lance | Innate | Electric | Magic | 0 | 180 | Deals multiple hits to targets in a straight line. Targets hit will be paralyzed for 1.5 seconds. |
| Bonesky | Ice Strikes | Combat | Ice | Physical | 20 | 55 | 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]. |
| Bonesky | Night Slash | Combat | Dark | Physical | 20 | 55 | Lunges forward and spins to unleash 3 dark blades to deal damage. |
| Bonesky | Boomerang Blade | Combat | Ice | Physical | 20 | 39 | 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. |
| Bonesky | ATK | Innate | Ice | Physical | 0 | 6 | Wields the power of ice to attack targets at close range. |
| Fenrier | Ice Strikes | Combat | Ice | Physical | 20 | 55 | 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]. |
| Fenrier | Night Slash | Combat | Dark | Physical | 20 | 55 | Lunges forward and spins to unleash 3 dark blades to deal damage. |
| Fenrier | Boomerang Blade | Combat | Ice | Physical | 20 | 39 | 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. |
| Fenrier | ATK | Innate | Ice | Physical | 0 | 6 | Wields the power of ice to attack targets at close range. |
| Glynsera | Frost Tail Strike | Combat | Ice | Physical | 15 | 60 | Flips forward toward the target and slams the ground with a tail strike, dealing damage. Can consume 10 stacks of [Ice Debuff] to deal 85% extra damage. |
| Glynsera | Boomerang Blade | Combat | Ice | Physical | 20 | 39 | 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. |
| Glynsera | Prismana Slash | Combat | Holy | Physical | 20 | 75 | Lunges forward and spins to create a magic field that fires 3 ice blades for 3 hits, dealing damage. |
| Glynsera | Ice Strikes | Combat | Ice | Physical | 20 | 55 | 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]. |
| Glynsera | Night Slash | Combat | Dark | Physical | 20 | 55 | Lunges forward and spins to unleash 3 dark blades to deal damage. |
| Glynsera | Ice Tornado | Innate | Ice | Physical | 0 | 155 | Turns into an icy tornado to continuously attack its targets. |
| Glynsera | ATK | Innate | Ice | Physical | 0 | 6 | Wields the power of ice to attack targets at close range. |
| Bolty | High-Voltage Dash | Combat | Electric | Physical | 20 | 48 | Charges toward the targets while electrified to deal damage. |
| Bolty | Thunder Tail | Combat | Electric | Physical | 20 | 20 | Channels the power of lightning, swinging its tail to attack targets ahead. This skill gains 50% additional critical rate. |
| Bolty | ATK | Innate | Electric | Physical | 0 | 6 | Wields the power of lightning to attack targets at close range. |
| Blazen | Lightning Cross | Combat | Electric | Physical | 20 | 45 | Channels the power of lightning, sending a pushing lightning claw mark forward that deals up to 3 hits to enemies. This skill gains 50% additional critical rate. |
| Blazen | Electrified Impact | Combat | Electric | Physical | 20 | 33 | Dashes toward the target with electricity and cannot be blocked during the dash. Restores 5 EP when landing a critical hit. |
| Blazen | Dark Claw | Combat | Dark | Physical | 20 | 52 | Unleash consecutive Dark claw strikes on the target, dealing Damage. |
| Blazen | Lightning Claw | Combat | Electric | Physical | 20 | 20 | Channels the power of lightning and strikes the target with a three-hit claw combo. This skill gains 50% additional critical rate. |
| Blazen | ATK | Innate | Electric | Physical | 0 | 6 | Wields the power of lightning to attack targets at close range. |
| Blazen | Lightning Flash | Innate | Electric | Physical | 0 | 135 | Leaps up at high speed, gathers electricity, then slams down onto the target and enters the [Overcharged] state. |
| Susuta | Water Cannon | Combat | Water | Physical | 10 | 39 | Jumps up and hurls a huge water ball at the target, dealing AoE damage and creating a puddle. |
| Susuta | Water Dash | Combat | Water | Physical | 20 | 74 | Dashes at the target, dealing damage and knocking them back. |
| Susuta | ATK | Innate | Water | Physical | 0 | 6 | (BREAK) Wields the power of water to attack targets at close range. |
| Popota | Water Cannon | Combat | Water | Physical | 10 | 39 | Jumps up and hurls a huge water ball at the target, dealing AoE damage and creating a puddle. |
| Popota | Water Dash | Combat | Water | Physical | 20 | 74 | Dashes at the target, dealing damage and knocking them back. |
| Popota | ATK | Innate | Water | Physical | 0 | 6 | (BREAK) Wields the power of water to attack targets at close range. |
| Piopiota | Water Cannon | Combat | Water | Physical | 10 | 39 | Jumps up and hurls a huge water ball at the target, dealing AoE damage and creating a puddle. |
| Piopiota | Surge | Combat | Water | Support | 20 | 72 | Absorbs all puddles within 10 m. Each puddle absorbed heals the whole team for 4% of own max HP. Absorbs up to 4 puddles at once. |
| Piopiota | Dark Tide | Combat | Dark | Support | 20 | 76 | Absorbs all puddles within 10 m. Each puddle absorbed heals the whole team for 4% of own max HP. Absorbs up to 4 puddles at once. |
| Piopiota | Surf | Combat | Water | Physical | 20 | 30 | Summons a wave underfoot, rides it toward the target to deal damage, and creates 4 puddles. |
| Piopiota | ATK | Innate | Water | Physical | 0 | 6 | Wields the power of water to attack targets at close range. |
| Piopiota | Wrath of the Sea | Innate | Water | Physical | 0 | 100 | Summons a huge wave toward the target to deal damage. Also increases Water damage for team members by 10% for 30s. |
| Panpanta | Water Cannon | Combat | Water | Physical | 10 | 39 | Jumps up and hurls a huge water ball at the target, dealing AoE damage and creating a puddle. |
| Panpanta | Water Cannonade | Combat | Water | Physical | 10 | 39 | 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. |
| Panpanta | Hydro Roll | Combat | Water | Physical | 30 | 19 | Rolls continuously into the target, draining Stamina over time. When near a puddle, absorbs water and increases BREAK efficiency by 30% for 15s. |
| Panpanta | Splash Shield | Combat | Water | Physical | 20 | 30 | Gains a Water Shield equal to 6% of max HP for 15s. While active, each skill hit deals one additional instance of skill damage to the target. Trigger interval: 0.5s. |
| Panpanta | Home Run | Innate | Water | Physical | 0 | 176 | Swings the shovel with full force to deliver a powerful strike, dealing damage. |
| Panpanta | ATK | Innate | Water | Physical | 0 | 6 | (BREAK) Wields the power of water to attack targets at close range. |
| Shelly | Torrent Slam | Combat | Water | Physical | 20 | 47 | Throws a shell at the target. Nearby puddles deal extra damage equal to 30% of the original Might and increasing Water damage by 15% for 20s. |
| Shelly | Hydro Roll | Combat | Water | Physical | 20 | 83 | 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. |
| Shelly | ATK | Innate | Water | Physical | 0 | 6 | Wields the power of water to attack targets at close range. |
| Sheldon | Torrent Slam | Combat | Water | Physical | 20 | 47 | Throws a shell at the target. Nearby puddles deal extra damage equal to 30% of the original Might and increasing Water damage by 15% for 20s. |
| Sheldon | Hydro Roll | Combat | Water | Physical | 20 | 83 | 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. |
| Sheldon | ATK | Innate | Water | Physical | 0 | 6 | Wields the power of water to attack targets at close range. |
| Sherro | Flowing Water Slash | Combat | Water | Physical | 20 | 61 | Gathers water currents to perform 3 consecutive slashes. If all hits strike the target, unleashes one additional powerful slash. When near water, absorbs water to deal extra damage equal to 30% Might, upgrading the slash into a Waterblade Slash. |
| Sherro | Prismana Slam | Combat | Holy | Physical | 20 | 47 | Throws a shell at a target to deal damage. If near water terrain, absorbs water to expand the hit area and deal {0}% extra damage. |
| Sherro | Torrent Slam | Combat | Water | Physical | 20 | 47 | Throws a shell at the target. Nearby puddles deal extra damage equal to 30% of the original Might and increasing Water damage by 15% for 20s. |
| Sherro | Thunder Slam | Combat | Electric | Physical | 20 | 47 | Throws a shell at a target to deal damage. If near water terrain, absorbs water to expand the hit area and deal {0}% extra damage. |
| Sherro | Hydro Roll | Combat | Water | Physical | 20 | 83 | 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. |
| Sherro | ATK | Innate | Water | Physical | 0 | 6 | Wields the power of water to attack targets at close range. |
| Sherro | Torrent Blade | Innate | Water | Physical | 0 | 160 | Delivers a slash in a large area. If near water terrain, absorbs water to deal {0}% extra damage and increases basic attack range after the slash for {1}s. |
| Baleetle | Stone Ball Drift | Combat | Rock | Physical | 20 | 61 | Spins around to deal damage to a target in front. Each hit increases damage by 8% for 20s, stacking up to 4 times. |
| Baleetle | Stone Ball Cutter | Combat | Rock | Physical | 20 | 67 | Raises the stone ball and rolls forward, dealing a large amount of damage. |
| Baleetle | Ice Ball Cutting | Combat | Ice | Physical | 20 | 67 | Raises the ice ball and rolls forward, dealing a large amount of damage. |
| Baleetle | ATK | Innate | Rock | Physical | 0 | 6 | Wields the power of earth to attack targets at close range. |
| Waleetle | Ice Ball Cutting | Combat | Ice | Physical | 20 | 67 | Raises the ice ball and rolls forward, dealing a large amount of damage. |
| Waleetle | Stone Ball Cutter | Combat | Rock | Physical | 20 | 67 | Raises the stone ball and rolls forward, dealing a large amount of damage. |
| Waleetle | Stone Ball Drift | Combat | Rock | Physical | 20 | 61 | Spins around to deal damage to a target in front. Each hit increases damage by 8% for 20s, stacking up to 4 times. |
| Waleetle | Sandstorm Spin | Combat | Rock | Physical | 10 | 20 | Spins around by continuously consuming EP, dealing damage. Deals 20% extra damage to BREAK targets. Spin speed gradually increases, raising damage frequency by up to 100% without increasing EP cost. |
| Waleetle | Rock Ball Blast | Innate | Rock | Physical | 0 | 195 | Launches a giant rock ball forward. The rock ball rolls over targets in its path and explodes. |
| Waleetle | ATK | Innate | Rock | Physical | 0 | 6 | Wields the power of earth to attack targets at close range. |
| Bouldus | Clay Ball | Combat | Rock | Physical | 10 | 40 | Throws a clay ball in a straight line in the direction faced, dealing damage on hit and applying Crumble effect. |
| Bouldus | Rock Tackle | Combat | Rock | Physical | 0 | 30 | Charges briefly in place, then rushes at the target and slams into it, dealing damage and creating 4 [Rock Piles] around the target. |
| Bouldus | Ice Sphere | Combat | Ice | Physical | 40 | 10 | 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 15 Might to nearby targets. Jump is available in the Rolling Ball state, dealing AoE damage equal to 20 Might on landing. Jump cooldown: 5s. |
| Bouldus | Rolling Ball | Combat | Rock | Physical | 40 | 10 | 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 15 Might to nearby targets. Jump is available in the Rolling Ball state, dealing AoE damage equal to 20 Might on landing. Jump cooldown: 5s. |
| Bouldus | Boulder Blast | Innate | Rock | Physical | 0 | 175 | Spins rapidly across the ground, pulling in nearby rubble as it charges up, then explodes to damage nearby enemies and create 6 [Rock Piles] around Bouldus. |
| Bouldus | ATK | Innate | Rock | Physical | 0 | 6 | Wields the power of earth to attack targets at close range. |
| Fentuft | Thunder Field | Combat | Electric | Magic | 20 | 1 | Generates a thunder field that keeps following the target. Targets within the thunder field that receive a Lightning attack will be hit by an additional Lightning attack and be inflicted with a Lightning Debuff. The thunder field lasts for 8s. |
| Fentuft | Lightning Dart | Combat | Electric | Magic | 20 | 50 | Launches a lightning dart at the target, dealing damage to all targets along the way while drawing them closer. |
| Fentuft | ATK | Innate | Electric | Magic | 0 | 6 | Wields the power of lightning to attack targets from a distance. |
| Fenmane | Thunder Field | Combat | Electric | Magic | 20 | 1 | Generates a thunder field that keeps following the target. Targets within the thunder field that receive a Lightning attack will be hit by an additional Lightning attack and be inflicted with a Lightning Debuff. The thunder field lasts for 8s. |
| Fenmane | Lightning Dart | Combat | Electric | Magic | 20 | 50 | Launches a lightning dart at the target, dealing damage to all targets along the way while drawing them closer. |
| Fenmane | Thunder Imprint | Combat | Electric | Magic | 30 | 1 | Gains [Thunder Imprint]. While active, each hit against an enemy stores damage on the target, then deals all stored damage when the effect ends. Lasts 8s. If the target has 10 stacks of Lightning Debuff, consumes them to deal 100% extra damage. |
| Fenmane | Radiant Dart | Combat | Holy | Magic | 20 | 50 | Launches a lightning dart at the target, dealing damage to all targets along the way while drawing them closer. |
| Fenmane | ATK | Innate | Electric | Magic | 0 | 6 | Wields the power of lightning to attack targets from a distance. |
| Fenmane | Thunderfeather Volley | Innate | Electric | Magic | 0 | 100 | Transforms the lightning wrapped around both wings into 5 arrows and fires them at the target. If in Thunder Wing Stance, fires an additional 5 arrows, and at the end, deals additional explosion damage with 20 Might. |
| Helmut | Defense Mode | Combat | Dark | Physical | 20 | 36 | Entering Defense Mode grants 20% damage reduction. Generates a shock wave when hit, dealing damage equal to 10 Might. |
| Helmut | Guardbreak Slam | Combat | Dark | Physical | 15 | 45 | 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 1s. |
| Helmut | Guardbreak Smash | Combat | Ice | Physical | 15 | 45 | 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 1s. |
| Helmut | ATK | Innate | Dark | Physical | 0 | 6 | (BREAK) Wields the power of darkness to attack targets at close range. |
| Pawney | Weakening Smash | Combat | Ice | Physical | 15 | 45 | 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 1s. |
| Pawney | Elastic Sword | Combat | Dark | Physical | 20 | 62 | Extends its arm and throws its sword at targets ahead. When the sword returns, it pulls normal targets in front of itself. |
| Pawney | Shadow Cut | Combat | Dark | Physical | 20 | 85 | Curls into a ball and spins with a blade sticking out, dealing damage. |
| Pawney | Weakening Slam | Combat | Dark | Physical | 15 | 45 | 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 1s. |
| Pawney | Ironclad Armament | Innate | Dark | Physical | 0 | 220 | Lowers the mask and hardens the body, increasing EP recovery rate by 10% and dealing 30% extra damage to BREAK targets for 15s. During this effect, the Ultimate can be used again to unleash Dragon Slayer Strike, dealing heavy damage to targets ahead. |
| Pawney | ATK | Innate | Dark | Physical | 0 | 6 | Wields dark power to attack targets at close range. |
| Rookey | Guardbreak Slam | Combat | Dark | Physical | 15 | 45 | 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 1s. |
| Rookey | Bouncy Sling | Combat | Dark | Physical | 20 | 55 | Charges up in place and launches itself forward, dealing damage to the target hit and increasing its BREAK damage taken by 15% for 15s. If other targets are nearby after the hit, it bounces to them up to {4} times. It can also bounce to allies. |
| Rookey | Ballistic Guard | Combat | Dark | Physical | 20 | 52 | Turns into a ball and jumps high into the air, damaging targets at the landing point. Enters [Omni Defense], increasing own damage reduction by 20%. When attacked, releases a shock wave around self that deals damage equal to 10 Might. |
| Rookey | Guardbreak Smash | Combat | Ice | Physical | 15 | 45 | 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 1s. |
| Rookey | ATK | Innate | Dark | Physical | 0 | 6 | (BREAK) Wields the power of darkness to attack targets at close range. |
| Rookey | Heavy Slam | Innate | Dark | Physical | 0 | 196 | Makes its hands grow huge and smashes the ground, dealing damage to all targets nearby. |
| Jawling | Wind Tackle | Combat | Wind | Physical | 15 | 45 | Tackles and knocks back small-sized targets. Increases own damage reduction by 15% for 10s. |
| Jawling | Overcharged Claw Strike | Combat | Wind | Physical | 20 | 68 | Claws a target, dealing damage. |
| Jawling | ATK | Innate | Wind | Physical | 0 | 6 | (BREAK) Wields the power of wind to attack targets at close range. |
| Helmwhelp | Wind Tackle | Combat | Wind | Physical | 15 | 45 | Tackles and knocks back small-sized targets. Increases own damage reduction by 15% for 10s. |
| Helmwhelp | Overcharged Claw Strike | Combat | Wind | Physical | 20 | 68 | Claws a target, dealing damage. |
| Helmwhelp | ATK | Innate | Wind | Physical | 0 | 6 | (BREAK) Wields the power of wind to attack targets at close range. |
| Helgon | Wind Tackle | Combat | Wind | Physical | 15 | 45 | Tackles and knocks back small-sized targets. Increases own damage reduction by 15% for 10s. |
| Helgon | Wind Counter | Combat | Wind | Physical | 20 | 69 | Enters a defensive stance, increasing damage reduction by 30% and immediately counterattacking. If attacked at the moment the skill is cast, additionally increases BREAK efficiency by 20% for 10s and stuns the target for 1.5s. |
| Helgon | Overcharged Claw Strike | Combat | Wind | Physical | 20 | 68 | Claws a target, dealing damage. |
| Helgon | Skyfall | Innate | Wind | Physical | 0 | 175 | Flies up and dives down to hit the ground, dealing huge amount of damage. |
| Helgon | ATK | Innate | Wind | Physical | 0 | 6 | (BREAK) Wields the power of wind to attack targets at close range. |
| Infergon | Fiery Charge | Combat | Fire | Physical | 20 | 60 | Charges at the target to deal damage. If used while flying, dives at the target and stops flying. On hit, gains a shield equal to 5% of max HP for 10s. |
| Infergon | Lava Breath | Combat | Fire | Magic | 20 | 62 | Sweeps its breath forward, attacking targets and applying 8 stacks of Fire Debuff. |
| Infergon | Flaming Claws | Combat | Fire | Physical | 15 | 50 | Casts Flaming Claws to attack at the target. A stronger claw strike can be cast again within 5s. Both 2 claw strikes can consume 2 stacks of [Fire Debuff] from the target to deal extra damage equal to 30% Might. |
| Infergon | Hot Breath | Innate | Fire | Magic | 0 | 156 | Breathes powerful flames from the air, dealing damage to all targets within a large area in front and applying 8 stacks of [Fire Debuff]. |
| Infergon | ATK | Innate | Fire | Physical | 0 | 6 | Wields the power of fire to attack targets at close range. |
| Cubbo | Fanatic Clawing | Combat | Rock | Physical | 10 | 40 | Claws the target up to 4 times. When the fourth hit lands, the next skill gains double [Rage].In the [Enraged] state, each hit applies 2/2/2/6 stacks of [Claw Mark], up to 12 stacks. |
| Cubbo | Earthquake | Combat | Rock | Physical | 20 | 53 | Stomps the ground, damaging targets in front and removing all [Claw Mark] effects from them. Each stack of [Claw Mark] deals additional damage equal to 5% Might and stuns the target for 1.5s. |
| Cubbo | ATK | Innate | Rock | Physical | 0 | 6 | Wields the power of earth to attack targets at close range. |
| Grizbo | Claw of Madness | Combat | Dark | Physical | 10 | 40 | Claws the target up to 4 times. When the fourth hit lands, the next skill gains double [Rage].In the [Enraged] state, each hit applies 2/2/2/6 stacks of [Claw Mark], up to 12 stacks. |
| Grizbo | Fanatic Clawing | Combat | Rock | Physical | 10 | 40 | Claws the target up to 4 times. When the fourth hit lands, the next skill gains double [Rage].In the [Enraged] state, each hit applies 2/2/2/6 stacks of [Claw Mark], up to 12 stacks. |
| Grizbo | Earthquake | Combat | Rock | Physical | 20 | 53 | Stomps the ground, damaging targets in front and removing all [Claw Mark] effects from them. Each stack of [Claw Mark] deals additional damage equal to 5% Might and stuns the target for 1.5s. |
| Grizbo | Critical Hit | Combat | Rock | Physical | 30 | 76 | 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 5% Might. |
| Grizbo | Rock Smash | Innate | Rock | Physical | 0 | 227 | 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. |
| Grizbo | ATK | Innate | Rock | Physical | 0 | 6 | Wields the power of earth to attack targets at close range. |
| Pebbling | Earth Spikes | Combat | Rock | Physical | 20 | 68 | Generates a line of stone spikes that extend forward, piercing all targets in their path. |
| Pebbling | Stone Shell | Combat | Rock | Physical | 10 | 33 | Fires a stone shell at the target. |
| Pebbling | ATK | Innate | Rock | Physical | 0 | 6 | (BREAK) Wields the power of earth to attack targets at close range. |
| Lavazar | Fiery Punch | Combat | Fire | Physical | 10 | 67 | Dashes forward with a punch, dealing damage and piercing through targets. Also removes all [Fire Debuff] stacks from the target. Each stack of [Fire Debuff] deals additional damage equal to 5% Might. |
| Lavazar | Lava Breath | Combat | Fire | Physical | 0 | 40 | Sprays flames at the target, dealing continuous damage and applying Fire Debuff to the target hit. |
| Lavazar | ATK | Innate | Fire | Physical | 0 | 6 | (BREAK) Wields the power of fire to attack targets at close range. |
| Magmarex | Lava Punch | Combat | Fire | Physical | 20 | 67 | Dashes forward with a punch, dealing damage and piercing through targets. Also removes all [Fire Debuff] stacks from the target. Each stack of [Fire Debuff] deals additional damage equal to 5% Might. |
| Magmarex | Magma Surge | Combat | Fire | Physical | 20 | 53 | Drives both claws into the ground, causing underground crystals to burst with lava. A cone of molten spikes surges forward, damaging targets. If it hits a target with more than 5 stacks of Fire Debuff, stuns them for 1s. |
| Magmarex | Dark Energy Surge | Combat | Dark | Physical | 20 | 53 | Plunges both claws into the underground crystals, causing an eruption that creates a cone-shaped wave of Dark lava stone spikes surging forward, dealing damage to targets and stunning them for 1s. |
| Magmarex | Lava Breath | Combat | Fire | Physical | 0 | 40 | Sprays flames at the target, dealing continuous damage and applying Fire Debuff to the target hit. |
| Magmarex | Burning Sun | Innate | Fire | Physical | 0 | 150 | The crystal elbow detonates with magma energy, hurling a massive molten boulder that explodes for wide-area damage. Damage increases by2% per stack of Fire Debuff on targets. |
| Magmarex | ATK | Innate | Fire | Physical | 0 | 6 | (BREAK) Wields the power of fire to attack targets at close range. |
| Geodeback | Earth Spikes | Combat | Rock | Physical | 20 | 68 | Generates a line of stone spikes that extend forward, piercing all targets in their path. |
| Geodeback | Stone Shell | Combat | Rock | Physical | 10 | 33 | Fires a stone shell at the target. |
| Geodeback | ATK | Innate | Rock | Physical | 0 | 6 | (BREAK) Wields the power of earth to attack targets at close range. |
| Minespine | Earth Spikes | Combat | Rock | Physical | 20 | 68 | Generates a line of stone spikes that extend forward, piercing all targets in their path. |
| Minespine | Seismic Wave | Combat | Rock | Magic | 40 | 155 | Continuously releases shock waves, dealing damage every second for 8s. |
| Minespine | Stone Shell | Combat | Rock | Physical | 10 | 33 | Fires a stone shell at the target. |
| Minespine | Meteors | Innate | Rock | Physical | 0 | 189 | Shoots all the energy contained in the minerals on its back into the air. The energy turns into meteors that fall from above to smash targets. |
| Minespine | ATK | Innate | Rock | Physical | 0 | 6 | (BREAK) Wields the power of earth to attack targets at close range. |
| Cozite | Smoke Screen | Combat | Rock | Support | 10 | 0 | Deploy smoke to obscure vision—targets cannot be aimed through the smoke. |
| Cozite | Roll Out | Combat | Rock | Magic | 20 | 31 | Kick forward a rolling mudball that deals AoE damage on impact; hold to aim and lob it. |
| Cozite | ATK | Innate | Rock | Magic | 0 | 6 | Wields the power of earth to attack targets from a distance. |
| Bailite | Smoke Screen | Combat | Rock | Support | 10 | 0 | Deploy smoke to obscure vision—targets cannot be aimed through the smoke. |
| Bailite | Turret Mode | Combat | Rock | Magic | 0 | 35 | Lowers its chassis and grips the ground. During this state, basic attacks are replaced with cannon fire that consumes EP and deals AoE damage. |
| Bailite | Ant Nest Sentinel | Combat | Rock | Magic | 10 | 10 | Launches Cozite to hover around this Aniimo. When the team casts a skill or Ultimate, they perform coordinated attacks. Lasts 15s. |
| Bailite | ATK | Innate | Rock | Magic | 0 | 6 | Wields the power of earth to attack targets from a distance. |
| Bailite | Annihilation Barrage | Innate | Rock | Magic | 0 | 165 | Unleashes a devastating strike. Overflowing energy remains in the crater, dealing continuous damage. |
| Bulbly | Swift Retreat | Combat | Electric | Magic | 20 | 53 | Moves back rapidly, leaving a clone behind that uses Lightning Discharge to attack targets and slow them by 15% for 10s. |
| Bulbly | Lightning Discharge | Combat | Electric | Magic | 10 | 20 | Fires an energy beam. Hold the skill button to keep firing, damaging targets within range and healing Lightning-type teammates within range for 2% HP every second. |
| Bulbly | ATK | Innate | Electric | Magic | 0 | 6 | Wields the power of lightning to attack targets from a distance. |
| Veilfloat | Swift Retreat | Combat | Electric | Magic | 20 | 53 | Moves back rapidly, leaving a clone behind that uses Lightning Discharge to attack targets and slow them by 15% for 10s. |
| Veilfloat | Lightning Discharge | Combat | Electric | Magic | 10 | 20 | Fires an energy beam. Hold the skill button to keep firing, damaging targets within range and healing Lightning-type teammates within range for 2% HP every second. |
| Veilfloat | ATK | Innate | Electric | Magic | 0 | 6 | Wields the power of lightning to attack targets from a distance. |
| Luminelle | Healing Impact | Combat | Holy | Magic | 10 | 20 | Fires an energy beam. Hold the skill button to keep firing, damaging targets within range and healing teammates within range for 2% HP every second. |
| Luminelle | Swift Retreat | Combat | Electric | Magic | 20 | 53 | Moves back rapidly, leaving a clone behind that uses Lightning Discharge to attack targets and slow them by 15% for 10s. |
| Luminelle | Water Rush | Combat | Water | Magic | 10 | 20 | Fires an energy beam. Hold the skill button to keep firing, damaging targets within range and healing Water-type teammates within range for 2% HP every second. |
| Luminelle | Lightning Discharge | Combat | Electric | Magic | 10 | 20 | Fires an energy beam. Hold the skill button to keep firing, damaging targets within range and healing Lightning-type teammates within range for 2% HP every second. |
| Luminelle | Spotlight Moment | Combat | Electric | Support | 0 | 0 | Channels energy to recharge allies. Lightning-type teammates' basic attack damage increases by 17%, and their BREAK efficiency increases by 10% for 15s. |
| Luminelle | Self-Destruction | Innate | Electric | Magic | 0 | 80 | Continuously increases its voltage and eventually triggers an explosion, dealing wide-area damage and creating an electric field underfoot. Inside the field, Lightning damage increases by 12% for 30s. |
| Luminelle | ATK | Innate | Electric | Magic | 0 | 6 | Wields the power of lightning to attack targets from a distance. |
| Fahloo | Here Comes the Bubble | Combat | Water | Support | 20 | 0 | Casts a giant bubble, reducing the movement speed of targets within range by 15%and their EP recovery rate by 20%. Also increases the movement speed of allies within range by 15%. |
| Fahloo | Bubble Blast | Combat | Water | Magic | 10 | 30 | Shoots a bubble in the target direction, pushing targets back and dealing damage. Leaves behind a small bubble that lasts 9s (max 3 bubbles can be stored for consecutive casts). |
| Fahloo | ATK | Innate | Water | Magic | 0 | 6 | Wields the power of water to attack targets from a distance. |
| Erlath | Bubbles | Combat | Water | Support | 0 | 0 | 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. Tap the skill button again to detonate all bubbles. Each bubble restores 2.5 EP. After absorbing a puddle, restores an additional 10EP. |
| Erlath | Here Comes the Bubble | Combat | Water | Support | 20 | 0 | Casts a giant bubble, reducing the movement speed of targets within range by 15%and their EP recovery rate by 20%. Also increases the movement speed of allies within range by 15%. |
| Erlath | Bubble Blast | Combat | Water | Magic | 10 | 30 | Shoots a bubble in the target direction, pushing targets back and dealing damage. Leaves behind a small bubble that lasts 9s (max 3 bubbles can be stored for consecutive casts). |
| Erlath | Crazy Bubbles | Innate | Water | Support | 0 | 0 | Quickly creates 6 bubbles and increases Water damage for teammates by 10% for 30s. |
| Erlath | ATK | Innate | Water | Magic | 0 | 6 | Wields the power of water to attack targets from a distance. |
| Besauce | Disruptive Current | Combat | Electric | Magic | 10 | 34 | Releases a current of electricity, damaging targets ahead. |
| Besauce | Charged Geyser | Combat | Electric | Support | 0 | 0 | Restores 15 Energy and restores 0.5 Energy per second for 12 seconds. |
| Besauce | Beat of Passion | Combat | Electric | Magic | 20 | 52 | Keeps playing, sending sound waves forward to damage targets. |
| Besauce | ATK | Innate | Electric | Magic | 0 | 6 | Wields the power of lightning to attack targets at close range. |
| Besauce | Electric Dance Frenzy | Innate | Electric | Magic | 0 | 91 | Creates an independent music space and deals damage to the targets within the space, lowering their Lightning resistance by 17% for 30s. |
| Reefish | Coral Trap | Combat | Rock | Physical | 20 | 67 | Creates a coral trap ahead for 5s. It deals damage to targets every second and applies 1 stack of Earth Debuff. |
| Reefish | Quicksand Slam | Combat | Rock | Physical | 20 | 28 | Creates quicksand ahead, dealing damage to targets and applying [Imprisonment] for 2s. |
| Reefish | ATK | Innate | Rock | Physical | 0 | 6 | Wields the power of earth to attack targets at close range. |
| Coraliz | Coral Impact | Combat | Rock | Physical | 0 | 10 | Deals damage to the target and applies [Coral Mark] for 6s. When [Coral Mark] ends, the marked target takes additional damage equal to 3 Might for each instance of Earth damage taken while the mark was active, and the user restores 1 EP. |
| Coraliz | Coral Trap | Combat | Rock | Physical | 20 | 67 | Creates a coral trap ahead for 5s. It deals damage to targets every second and applies 1 stack of Earth Debuff. |
| Coraliz | Quicksand Slam | Combat | Rock | Physical | 20 | 28 | Creates quicksand ahead, dealing damage to targets and applying [Imprisonment] for 2s. |
| Coraliz | Coral Prison | Innate | Rock | Physical | 0 | 70 | Deals wide-area damage to targets in front and restores 30 EP. Hit targets enter [Imprisonment] for 2s. When [Imprisonment] ends, the target takes additional damage equal to 25% of the original skill's Might. |
| Coraliz | ATK | Innate | Rock | Physical | 0 | 6 | Wields the power of earth to attack targets at close range. |
| Cheekie | Ground Slam | Combat | Ice | Physical | 20 | 45 | Leaps toward the target and slams down, dealing circular AoE damage. When enhanced, gains an Ice Shield equal to 10% of max HP and creates a ring-shaped Ice Prison around the target for 8s. Recast to cancel the Ice Prison. |
| Cheekie | Sand Rush | Combat | Rock | Physical | 10 | 45 | Charges in the selected direction, knocking back targets and dealing damage. Hitting any target consumes 10% of current HP. |
| Cheekie | Icebreaker | Combat | Ice | Physical | 10 | 45 | Charges in the selected direction, knocking back targets and dealing damage. Hitting any target consumes 10% of current HP. |
| Cheekie | ATK | Innate | Ice | Physical | 0 | 6 | (BREAK) Wields the power of ice to attack targets at close range. |
| Wavwal | Ground Slam | Combat | Ice | Physical | 20 | 45 | Leaps toward the target and slams down, dealing circular AoE damage. When enhanced, gains an Ice Shield equal to 10% of max HP and creates a ring-shaped Ice Prison around the target for 8s. Recast to cancel the Ice Prison. |
| Wavwal | Sand Rush | Combat | Rock | Physical | 10 | 45 | Charges in the selected direction, knocking back targets and dealing damage. Hitting any target consumes 10% of current HP. |
| Wavwal | Wave Surge | Combat | Ice | Magic | 20 | 67 | Slides across the ice, dealing AoE damage in front. When enhanced, performs an additional spin, dealing damage equal to 40% of the original Might and restoring 15% of max HP for each target hit. |
| Wavwal | Icebreaker | Combat | Ice | Physical | 10 | 45 | Charges in the selected direction, knocking back targets and dealing damage. Hitting any target consumes 10% of current HP. |
| Wavwal | Aurora Protection | Innate | Ice | Support | 0 | 0 | Grants all nearby allies a Shield equal to 55% of Wavwal's missing HP for 20s. |
| Wavwal | ATK | Innate | Ice | Physical | 0 | 6 | (BREAK) Wields the power of ice to attack targets at close range. |
| Bubbeep | Baa-Baa Healbubb | Combat | Grass | Support | 15 | 0 | While floating and moving, heals all allies within range for 12% of the caster’s Max HP over 6s. |
| Bubbeep | Baa-Baa Sweetbubb | Combat | Water | Magic | 20 | 50 | Fires a bubble beam that pierces through allies and enemies, dealing damage to enemies and applying a shield to allies along its path. The shield equals 7.0% of the caster’s Max HP and lasts 10s. |
| Bubbeep | ATK | Innate | Grass | Magic | 0 | 6 | Wields the power of grass to attack targets from a distance. |
| Glameep | Baa-Baa Leaf Shot | Combat | Grass | Magic | 20 | 20 | Shoots a Grass Orb to attack the target, reducing its 5%Grass Resistance for 20s on hit. |
| Glameep | Baa-Baa Sweetbubb | Combat | Water | Magic | 20 | 50 | Fires a bubble beam that pierces through allies and enemies, dealing damage to enemies and applying a shield to allies along its path. The shield equals 7.0% of the caster’s Max HP and lasts 10s. |
| Glameep | Baa-Baa Darkbubb | Combat | Dark | Magic | 20 | 50 | Fires a bubble beam that pierces through allies and enemies, dealing damage to enemies and applying a shield to allies along its path. The shield equals 7.0% of the caster’s Max HP and lasts 10s. |
| Glameep | Baa-Baa Healbubb | Combat | Grass | Support | 15 | 0 | While floating and moving, heals all allies within range for 12% of the caster’s Max HP over 6s. |
| Glameep | Leafwave Bubble | Innate | Grass | Support | 0 | 0 | Increases healing received by all nearby allies by 15% for 30s, and restores the caster’s HP equal to 21% of their Max HP over 2s. |
| Glameep | ATK | Innate | Grass | Magic | 0 | 6 | Wields the power of grass to attack targets from a distance. |
| Popapus | Rigged Odds | Combat | Water | Support | 10 | 0 | Consumes the least common bubble color. The next basic attack is guaranteed to fire the most common color, and basic attack damage increases by 25% for 15s. |
| Popapus | Clearance Sale | Combat | Water | Physical | 40 | 124 | Continuously spits bubbles at the target for 5s. The user can move while casting, but movement speed is reduced. This skill's damage counts as basic attack damage. |
| Popapus | ATK | Innate | Water | Physical | 0 | 6 | Wields the power of water to attack targets from a distance. |
| Gachapus | Clearance Sale | Combat | Water | Physical | 40 | 124 | Continuously spits bubbles at the target for 5s. The user can move while casting, but movement speed is reduced. This skill's damage counts as basic attack damage. |
| Gachapus | Rigged Odds | Combat | Water | Support | 10 | 0 | Consumes the least common bubble color. The next basic attack is guaranteed to fire the most common color, and basic attack damage increases by 25% for 15s. |
| Gachapus | Enhanced Bubble | Combat | Water | Physical | 20 | 43 | Spits enhanced bubbles at the target. Effects vary by bubble color: orange bubbles deal AoE damage, blue bubbles restore 5 EP on hit, purple bubbles deal 20% additional damage, and gold and rainbow bubbles combine all three effects. |
| Gachapus | ATK | Innate | Water | Physical | 0 | 6 | Wields the power of water to attack targets from a distance. |
| Gachapus | Super Jackpot | Innate | Water | Magic | 0 | 183 | Spits a giant rainbow bubble at the target, dealing damage over a large area and immediately entering the [Jackpot] status for 10s. |
| Malangel | Wild Dance | Combat | Ice | Physical | 10 | 33 | Unleashes rapid slashes in succession. Gains 20% damage reduction during the attack. |
| Malangel | Demon Steps | Combat | Ice | Physical | 10 | 13 | Dashes to the target and attacks, restoring 5% max HP on hit. |
| Malangel | ATK | Innate | Ice | Magic | 0 | 6 | Wields the power of ice to attack targets at close range. |
| Malevsera | Demonic State | Combat | Ice | Physical | 0 | 65 | This Aniimo enters [Demonic State], continuously consuming energy. Press the Skill button again to end the state. When the state ends, deals damage around this Aniimo and restores HP equal to 30% of the damage dealt during this state, up to 50% of max HP. [Demonic State] increases skill damage by 30% and changes skill cost to 10% of current HP. After 6 skill casts, holding basic attack deals additional damage equal to 50 Might. |
| Malevsera | Wild Dance | Combat | Ice | Physical | 10 | 33 | Unleashes rapid slashes in succession. Gains 20% damage reduction during the attack. |
| Malevsera | Demon Steps | Combat | Ice | Physical | 10 | 13 | Dashes to the target and attacks, restoring 5% max HP on hit. |
| Malevsera | Ashfrost Judgment | Innate | Ice | Physical | 0 | 154 | Transforms into an ultimate demonic state, unleashing rapid claw strikes that deal damage forward. The final hit applies damage over time, dealing damage equal to 6 Might every second for 10s. |
| Malevsera | ATK | Innate | Ice | Magic | 0 | 6 | Wields the power of ice to attack targets at close range. |
| Fennelun | Moon Impact | Combat | Holy | Magic | 15 | 45 | Drops a full moon onto the target, triggering an explosion and dealing damage. If it hits a target with [Fox Mark], deals additional small-area damage around the target equal to 10%. |
| Fennelun | Moon-Washed | Combat | Holy | Support | 0 | 0 | Bathes in moonlight and recovers 20 EP. |
| Fennelun | Lunar Eclipse | Combat | Holy | Magic | 20 | 60 | Pours moonlight power onto the target, dealing heavy extra BREAK damage. |
| Fennelun | Lumin Bolts | Combat | Holy | Magic | 20 | 55 | Fires three Light projectiles to attack enemies, prioritizing different targets. Applies [Fox Mark] to hit targets: Reduces target's Light RES by 5%, stacks up to 3 times, lasts for 10 seconds. |
| Fennelun | ATK | Innate | Holy | Magic | 0 | 6 | Wields the power of light to attack targets from a distance. |
| Fennelun | Selene's Judgment | Innate | Holy | Magic | 0 | 167 | Unleashes Selene’s Judgment on nearby targets, dealing massive damage, evolves into Fennelun, and increases its damage by 15% until combat ends. Also gains 4 stacks of Silvermoon Mark. |
| Helion | Light Bombardment | Combat | Holy | Physical | 20 | 62 | Dive from the air to attack the target, causing a holy explosion upon landing. If you possess [Ring of Kim Sol], this Damage is increased by 30%. |
| Helion | Sun-Kissed | Combat | Holy | Support | 0 | 0 | Bathes in sunlight and restores 20 EP. [Solar Halo] enhances the skill, restoring an extra 5 EP. |
| Helion | Holy Roar | Combat | Holy | Physical | 10 | 30 | Unleash a lion's roar imbued with sacred power to ATK enemies. Upon hit, increases own 6% Light Damage Amplification, stacking up to 3 times, lasting 20 seconds. [Kim's Sol Ring] will enhance the Skill effect, stacking 1 time for 3 layers. |
| Helion | Holy Storm | Combat | Holy | Physical | 20 | 60 | Spins and jumps up to cause a storm to attack all surrounding targets while pulling them closer to the center of the storm. |
| Helion | Light Bombardment | Combat | Holy | Physical | 20 | 62 | Charge at the target from the air to ATK, dealing holy light explosion upon landing. If you possess [Ring of Kim Sol], this Damage is increased by 30%, and restores 4% of your own HP.There is a 75% Chance that this Skill will not consume [Ring of Kim Sol]. |
| Helion | Helios' Judgment | Innate | Holy | Physical | 0 | 167 | Unleashes Helios’ Judgment on nearby targets, dealing massive damage. Evolves into Soleon, increases its own damage by 15% until leaving combat, and gains Ring of the Golden Sun. |
| Helion | ATK | Innate | Holy | Physical | 0 | 6 | Wields the power of light to attack targets at close range. |
Skills pulled from wiki.aniimo.com:
Combat skills that cost nothing
27 combat-tab skills have a Cost of 0. They are mostly marking and field tools rather than damage:
- Fire Kick (Emberpup) — Jumps up to dodge an attack, allowing flames to encircle itself before delivering a dive-kick, dealing damage to all targets near the kick. A successful dodge will also deal 120% damage and increase damage by 20% for 20s.
- Pebble Kick (Emberpup) — Jumps up to dodge an attack, allowing broken stones to encircle itself before delivering a dive-kick, dealing damage to all targets near the kick. A successful dodge will also deal 120% damage and increase damage by 20% for 20s.
- Fire Kick (Flameruff) — Jumps up to dodge an attack, allowing flames to encircle itself before delivering a dive-kick, dealing damage to all targets near the kick. A successful dodge will also deal 120% damage and increase damage by 20% for 20s.
- Pebble Kick (Flameruff) — Jumps up to dodge an attack, allowing broken stones to encircle itself before delivering a dive-kick, dealing damage to all targets near the kick. A successful dodge will also deal 120% damage and increase damage by 20% for 20s.
- Fire Kick (Scorchhowl) — Jumps up to dodge an attack, allowing flames to encircle itself before delivering a dive-kick, dealing damage to all targets near the kick. A successful dodge will also deal 120% damage and increase damage by 20% for 20s.
- Pebble Kick (Scorchhowl) — Jumps up to dodge an attack, allowing broken stones to encircle itself before delivering a dive-kick, dealing damage to all targets near the kick. A successful dodge will also deal 120% damage and increase damage by 20% for 20s.
- Lightning Kick (Scorchhowl) — Jumps up to dodge an attack, allowing lightning to encircle itself before delivering a dive-kick, dealing damage to all targets near the kick. A successful dodge will also deal 120%damage and increase damage by 20% for 20s.
- Waltz (Tromber) — Plays music and gains the movement-series buff: [Waltz], increasing Crit DMG by 17% for 20s. With 3 movement-series buffs active, all effects from those buffs are increased by 30%.
- Euphoric Sonic Blast (Hummin) — Lets out a special scream, dealing damage to enemies in a frontal cone and restoring 10 energy.
- Euphoric Sonic Blast (Witchin) — Lets out a special scream, dealing damage to enemies in a frontal cone and restoring 10 energy.
- Phantom Barrage (Flamerion) — Slams all targets within range that are affected by [Fire Debuff] from a distance. Restores 2 EP for each stack of [Fire Debuff] on the target, up to 18 EP.
- Ethereal Light Wave (Somniwing) — Sends a light wave forward, absorbing enemy projectiles and increasing EP recovery rate by 15% for teammates along its path for 20s.
- Detect Weakness (Eklue) — Continuously emits sonar through its tail amplifier to detect the weak points of targets within range. After keeping a target’s weak point centered in the area for 1s, additionally applies Weakness Mark to it, reducing the target’s Crit Resistance by 7% for 20s.
- Fragrance Marking (Fragrancier) — Deals damage to the targets in front while marking them with Secret Fragrance for 15s. While the marks are active, Dark-type basic attacks deal 25% extra damage to the targets.
- Enhanced Lightning Blade (Fulmintis) — Enhances the blade, increasing skill CRIT rate by 25% for 20s.
- Enhanced Light Blade (Fulmintis) — Empowers the blade with Light, increasing skill CRIT rate by 25% for 20s.
- Rock Tackle (Bouldus) — Charges briefly in place, then rushes at the target and slams into it, dealing damage and creating 4 [Rock Piles] around the target.
- Lava Breath (Lavazar) — Sprays flames at the target, dealing continuous damage and applying Fire Debuff to the target hit.
- Lava Breath (Magmarex) — Sprays flames at the target, dealing continuous damage and applying Fire Debuff to the target hit.
- Turret Mode (Bailite) — Lowers its chassis and grips the ground. During this state, basic attacks are replaced with cannon fire that consumes EP and deals AoE damage.
- Spotlight Moment (Luminelle) — Channels energy to recharge allies. Lightning-type teammates' basic attack damage increases by 17%, and their BREAK efficiency increases by 10% for 15s.
- Bubbles (Erlath) — 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. Tap the skill button again to detonate all bubbles. Each bubble restores 2.5 EP. After absorbing a puddle, restores an additional 10EP.
- Charged Geyser (Besauce) — Restores 15 Energy and restores 0.5 Energy per second for 12 seconds.
- Coral Impact (Coraliz) — Deals damage to the target and applies [Coral Mark] for 6s. When [Coral Mark] ends, the marked target takes additional damage equal to 3 Might for each instance of Earth damage taken while the mark was active, and the user restores 1 EP.
- Demonic State (Malevsera) — This Aniimo enters [Demonic State], continuously consuming energy. Press the Skill button again to end the state. When the state ends, deals damage around this Aniimo and restores HP equal to 30% of the damage dealt during this state, up to 50% of max HP. [Demonic State] increases skill damage by 30% and changes skill cost to 10% of current HP. After 6 skill casts, holding basic attack deals additional damage equal to 50 Might.
- Moon-Washed (Fennelun) — Bathes in moonlight and recovers 20 EP.
- Sun-Kissed (Helion) — Bathes in sunlight and restores 20 EP. [Solar Halo] enhances the skill, restoring an extra 5 EP.
Questions players ask
How many skills does each Aniimo have?
Between 3 and 8 in the index, averaging 4.9. Every entry has a basic ATK innate; most have two to four combat skills plus one or two field innates.
What do Cost and Power mean?
Cost is the EP (energy points) a skill spends; innate basic attacks cost 0. Power is the index's base damage multiplier. Support-type skills print Power 0 because they buff, debuff or mark instead of dealing damage.
Which Aniimo skill has the highest power?
Wind Bomb Rush (Cornet) at 157, then Seismic Wave (Minespine) at 155. The top ten are listed above the table.
Are Physical and Magic skills different?
Yes: 236 skills are Physical (scale off ATK and hit P.DEF), 168 are Magic (hit M.DEF) and 55 are Support. Eklue is the clearest example of a kit built around marking a target and then stunning it with follow-ups.