General guide to aniimo stats and building a decent team.
I'm not a pro by any means (you can look at my comment history and see im wrong about some things). However, with the internet lacking allot of answers I thought I would give some here for people who are playing and soon to be playing.
Basics:
Potential -
Potential is decided when you report back to the in game terminal at the base after you catch aniimo. These range from common, uncommon, good, epic, and perfect. This is often more random then not and epic/perfect are not that hard to come by just catch then release tons of aniimo that aren't either of those.
What Potential does -
Potential dictates your aniimos natural stats, shown via numbers when you look at your aniimo stat spread (bottom of your aniimo's profile on the right) in the aniimo management tab. Often times an epic will have two stats that are six and perfect often have two stats that are 8 perfects sometimes have even more though.
What too look for -
When your looking at your aniimo's stat spread there should be a thumb for two stats you often want a bare minimum of 6 or 8 in either of those.
Roles -
Damager:
The Damager deals the most damage to enemies health, however they need an enemy "broken" to truly capitalize on this strength. As you get a Damager buff (multiplier) for attacking a broken enemy.
Breaker:
This is how you make an enemy "broken", they deal the most damage to an enemies break guage. (The grey health, beneath the red actual health bar.)
Regen:
Regen generate your energy back for your team to use there skills more often.
Support:
Support often buff the teams stats and may sometimes have a healing skill. There skills usually grant the buff based on what the rest of your teams elements are.
Healer:
A healer aniimo is very similiar to a support but usually feature more healing focused skills to keep your other aniimo from getting K.O'd.
What you want in your team -
It is best to have 1 breaker and 1 Damager, some teams may have two of one of these at most. You should also have at the bare minimum 1 aniimo that CAN heal, since as I said some supports can heal you can often get by with a support who can heal without needing a dedicated healer aniimo. The rest is up to whatever you think your team needs, more energy? Get a regen aniimo. Better stats? Get another support aniimo.
Elements -
Picking your teams elements is not very important when your just starting out don't worry too much over this however it becomes more important around level 40.
Should I go mono or dual element? -
More often then not going mono (single) is best as many aniimo's have specific moves that help other aniimos of your party that share the same element. However, dual teams can and sometimes are better but you must plan accordingly to finding two elements that help each other. For example:
Pick any element look at what that element is weak against, then find an element that is strong against what the first is weak too.
Caveat to dual element -
If your planning to run dual element it is best to have one breaker of one of the elements and a Damager of the other as this allows you to capitalize off the advantage they give to other elements that you may fight.
Energy -
Energy are the blue orbs at above your health on the bottom of your screen, you want a team that can consistently have atleast 2 at most given times.
Advanced:
Setups -
When building your team you want to often have "setups" and "payoffs".
Payoffs and setups -
What this means is some aniimo may apply a debuff of a given element (a setup) and another different aniimo who removes those debuffs to give a bigger effect such as more energy or damage (payoff).
Payoff and setup examples-
There are numerous setups and numerous payoffs fore every element, so these are just some general examples:
Water -
One aniimo's skill places pools of water down (setup), and another different aniimo's skill absorbs them to buff an attacks range and damage (payoff).
Fire -
One aniimo's skill apply's fire debuffs and another different aniimo's skill removes them to gain energy for the team based on how many debuffs the enemy had at the time of the skills use.
Grass:
One aniimo's skill creates turf (Grass on the field) and another aniimo skill now stuns enemies if they are standing in the turf.
Held items -
There is only a few held items 12 if I remember correctly, with varying rarity. You want to have legendary items as they level up the most giving you the best bonuses and you can form contracts that buff a specific skill after doing so. Careful, forming a contract makes that item permanent to the aniimo it was formed with iirc.
What held items should I use? -
This is a bit hard to give a good answer too as it depends entirely on the aniimos skills and passive ability. Feel free to lookup "held items in aniimo" and there should be multiple websites entailing the buffs they give.
Stat boosts -
Eventually you can upgrade your aniimos Potential stats to be higher. The complication of this is some aniimo can go above the standard 15 max if there natural potential was 8 or higher. You can only use 10 stat boosts on any given aniimo so choose wisely.
What stats should I boost?-
A general rule of thumb is to just boost the stat that has a thumb on it when you look at there stat spread in aniimo management.
Posted Sep 21, 2026, 6:17 PM UTC