daily aniimo
Traits · Skills

Every Aniimo trait

A trait is a passive effect, and every Aniimo has exactly one. Here is what each trait does and which Aniimo have it, from A to Z.

A

B

Automatically restores 1 [Bubble Energy] every 3s. Each time this Aniimo’s skill deals damage to a target, restores an extra 3. Stores up to 10. Casting [Baa-Baa Healbubb] consumes 10 to restore an extra 12%.

C

Every 10s, the next skill applies 1 stack of [Drowsiness] to the target. At 3 stacks, the target enters [Nightmare] for 20s. Targets in [Nightmare] have their Dark Resistance reduced by 27% and cannot move or cast skills for 3s. Taking damage removes the control effect.

D

While on grass, Damage Amp increases by 30%. After entering battle, each skill hit grants 1 [Dance Power]. Hitting multiple targets does not grant extra [Dance Power]. At 24 [Dance Power], the next skill costs no EP.

E

F

When entering battle as the active Aniimo, increases healing by 20%. If off field, appears as a phantom. When other Aniimo cast skills or Ultimates, restores HP equal to 0.5% of max HP.

Basic attacks apply [Ice Debuff]. Deals 35% extra BREAK to targets with more than 5 stacks of [Ice Debuff].

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

G

Each basic attack and skill triggers the gacha once, randomly firing an orange, purple, blue, or gold bubble and adding that bubble color to the gacha slots. Gold bubbles have a 1% chance to appear, while each other color has a 33% chance to appear. When the slots hold 5 bubbles of the same color, or when a gold bubble appears, all bubbles are cleared and [Jackpot] begins for 10s. In [Jackpot], basic attacks and skills no longer trigger the gacha and always fire Rainbow Bubbles. Basic attack damage +60%.

H

After casting 3 skills, enhances the next skill used during Icebreaker and adds an extra effect. When HP is below 75%, increases BREAK efficiency by 20%. When HP is below 50%, increases BREAK efficiency by 40%.

J

L

When not attacking with an advantageous element, final damage increases by 30%.Casting a skill or Ultimate grants 4 stacks of [Silver Moon Mark]. Each basic attack hit consumes 1 stack, deals 100% extra damage, and restores 0.5% HP.

O

Baleetle: Moving and using skills builds Overload Energy. When Overload Energy is full, the next skill gains 40% bonus damage.

Waleetle: Moving and using skills builds [Overload Energy]. When fully charged, the next skill deals 40% extra damage and immediately brings [Sandstorm Spin] to maximum speed.

P

When a teammate deals basic attack damage, gains 1 stack of [Rose Mark], up to 10 stacks. Each stack of [Rose Mark] reduces Melloblum's EP cost by 3.

While off field, creates a patch of grass under a teammate after they cast 3 skills.

After skills land 6 critical hits, becomes [Overcharged], immediately gaining a shield equal to 5% HP. All skills cost 12 less EP, but UP cannot be gained. Lasts 6s.

Every 18s, the next skill applies [Curse] to enemies hit for 10s. Dark basic attacks restore 0.4 EP when hitting enemies with [Curse].

Increases BREAK damage by % for every 21,000 max HP. Upon entering battle, summons 1 Hummin to assist. An additional Hummin is summoned every 10s, up to a maximum of 3.

When dealing damage to targets in Controlled or Break State, increases an additional 30% Damage Amp.

R

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

Builds [Rage] during battle. Basic attacks grant 2 points, every 10 EP spent on skills grants 10, and taking damage grants 2. At 100 points, enters the [Enraged] state. [Enraged] increases ATK Speed and own skill damage by 30%, increases the EP recovery rate by 25%, and prevents [Rage] gain. Lasts 20s.

[Rock Piles] created by Bouldus can be destroyed by Waleetle's [Stone Ball Drift], releasing shock waves and applying [Disintegration] to the target. [Disintegration]: Each stack reduces Earth Resistance by 6% and Movement Speed by 5% for 20s. Stacks up to 6 times.

S

When not attacking with an advantageous element, final damage increases by 30%. Every 4 basic attacks grants [Solar Halo], enhancing the next skill.

The first skill this Aniimo uses within 5s of entering battle does not consume EP. Cooldown: 15s.

Skills build Momentum when they deal damage, up to 6 stacks. Momentum gain is doubled during tunneling. At max stacks, increases BREAK efficiency by 30% for 20s.

T

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

Shelly and Sheldon: While in water terrain or after absorbing water, increases Water damage by 20% for 10s.

Sherro: While in water terrain or after absorbing water, increases Water damage by 25% for 20s.

Each skill cast grants 1 stack of [Volume], up to 6 stacks. At 6 stacks of [Volume], increases critical rate by 20% for 15s.

V

While shielded, BREAK efficiency +40%.When triggering BREAK, plays [Concerto], reducing the whole team's stamina cost by 30%.When you have 3 Movement-series buffs, increases all Movement effects by 30%.

W

Traits, answered

Combat basics

What is a trait in Aniimo?

A passive effect. Every Aniimo has exactly one. Emberpup's, for example, is Scorching Flames: Increases damage dealt to elementally countered targets by 25%.

Which traits do the most Aniimo share?

Appeal (Susuta, Popota and Panpanta), Arc Surge (Bulbly, Veilfloat and Luminelle), Biting Wind (Bonesky, Fenrier and Glynsera), Counter Strike (Helmwhelp, Helgon and Jawling), Earth Affinity (Pebbling, Geodeback and Minespine), Scorching Flames (Emberpup, Flameruff and Scorchhowl), Tidal Heart (Shelly, Sheldon and Sherro) and Water Spirit (Skippy, Pranky and Glacy). Each is on three Aniimo.

Do traits cross evolution lines?

No. Every trait that two or more Aniimo share stays inside one evolution line.

Is a shared trait the same on every Aniimo?

Almost always. Overloaded Engine and Tidal Heart read differently from one Aniimo to the next: on Baleetle, Moving and using skills builds Overload Energy. When Overload Energy is full, the next skill gains 40% bonus damage; on Waleetle, Moving and using skills builds [Overload Energy]. When fully charged, the next skill deals 40% extra damage and immediately brings [Sandstorm Spin] to maximum speed. And on Shelly and Sheldon, While in water terrain or after absorbing water, increases Water damage by 20% for 10s; on Sherro, While in water terrain or after absorbing water, increases Water damage by 25% for 20s.