Aniimo BREAK Skills

BREAK is an Aniimo skill tag. Earth Spikes is the most used skill that carries it.

Earth Spikes1s cooldown, 20 EP

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

Overcharged Claw Strike1s cooldown, 20 EP

Claws a target, dealing damage.

Stone Shell1s cooldown, 10 EP

Fires a stone shell at the target.

Water Cannon1s cooldown, 20 EP

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

Heavy Tail Strike12s cooldown, 20 EP

Throws a punch forward. If the target hit has a [Pinecone] Mark, consumes the Mark to deal 50% more damage, launch the target, and stuns it for [Stun]2.5s.

Holy Storm1s cooldown, 20 EP

Spins and leaps into the air, whipping up a storm that pulls targets toward its center while dealing high BREAK damage based on the Aniimo’s level. [Solar Halo] enhances the skill effect, with the final hit inflicting an additional 1s of stun.

Lunar Eclipse1s cooldown, 20 EP

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

Blazing Rush8s cooldown

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

Blazing Wolf Assault1s cooldown, 20 EP

Summons 2 clones to attack the selected location. Summons 1 extra clone that gains [Super Armor] for 10s while in the [Full Energy] state.

Breaking Roar8s cooldown

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

Burning Sun8s cooldown

The crystals on its elbows erupt with magma energy, hurling a massive molten boulder that explodes to deal wide-area damage. Damage increases by 2% for each stack of [Fire Debuff] on the target.

Charged Blow1s cooldown, 30 EP

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

Crossfire1s cooldown, 20 EP

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

Fiery Punch1s cooldown, 10 EP

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.

Freezing Claws8s cooldown

Deals damage over a large area.

Frost Slam1s cooldown, 15 EP

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

Heavy Slam8s cooldown

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

Home Run8s cooldown

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

Hunting Pack1s cooldown, 20 EP

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

Hydro Roll1s cooldown, 30 EP

Rolls continuously to ram targets while draining stamina. If cast near a water environment, absorbs water to increase BREAK Efficiency by 30% for 15s.

Lava Punch1s cooldown, 20 EP

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.

Lightning Claw1s cooldown, 20 EP

Channels the power of lightning and strikes the target with a three-hit claw combo. This skill grants an additional 50% CRIT Rate.

Lightning Cross1s cooldown, 20 EP

Channels the power of lightning, sending a lightning claw mark surging forward that deals up to 3 hits to the target. This skill grants an additional 50% CRIT Rate.

Noisy Strikes1s cooldown, 10 EP

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

Off-Key Shock Wave1s cooldown, 10 EP

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

Quake Impact8s cooldown

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

Resting Whirlwind1s cooldown, 15 EP

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

Sonic Boom8s cooldown

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

Splash Shield15s cooldown, 20 EP

Gains a Water Shield equal to 8% of max HP for 15s. While active, each skill hit deals one additional instance of skill damage to the target. Trigger interval: 0.5s.

Thunder Tail1s cooldown, 20 EP

Channels the power of lightning, swinging its tail to attack targets ahead. This skill grants 50% additional Crit Rate.

Unbroken Flameruff Spirit1s cooldown, 20 EP

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.

Water Cannon1s cooldown, 10 EP

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

Water Cannonade1s cooldown, 20 EP

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.

Wild Show1s cooldown, 20 EP

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.

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

Charged Blow1s cooldown, 30 EP

Raises its claws to charge up. Charge time is greatly reduced. When fully charged or when the skill is cast again, performs two rapid swipes, attacking and [Stunning] the target for 1s. Can move during charging.

Deadly Steel Claws1s cooldown, 20 EP

Attack targets in front with hard claws, dealing 2x BREAK Damage.

High-Speed Air Blade1s cooldown, 20 EP

Unleash a powerful air blade forward, dealing Damage to targets ahead. Deals 2x BREAK Damage.

Hydro Roll1s cooldown, 30 EP

Rolls continuously to ram targets, with range increased by 50% and speed increased by 20%, while draining stamina. If cast near a water environment, absorbs water to increase BREAK Efficiency by 30% for 15s.

Lava Punch1s cooldown, 20 EP

Dashes forward with a punch, dealing damage and piercing through targets. Each stack of [Fire Debuff] on the target deals additional damage equal to 5% Might.

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

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

Punch Rush1s cooldown

Enhanced Normal Attack

Unbroken Flameruff Spirit1s cooldown, 20 EP

Fires a Flameruff Spirit that ricochets between targets, prioritizing the locked-on target at the time of launch. Increases BREAK efficiency for targets hit by 10% per stack, up to 3 stacks, lasting 20s. Base ricochets: 6 times. Ricochets 8 times while in Full Energy state.

Wave Piercer1s cooldown, 20 EP

Leaps toward the target, increasing the user’s movement speed. Movement during this skill still counts toward [Surging Wave]. While the effect is active, the leap becomes a dash that passes through the target, dealing 40% additional damage and BREAK damage.

Wild Show1s cooldown, 20 EP

Hold to charge the microphone, then release to unleash a massive sound wave, damaging targets in front and applying [Stun] for 0.5s. A well-timed release deals an additional 30% BREAK damage, and the perfect release window opens earlier.

[Alpha] Gale Claw10s cooldown

Swings its claws hard, launching wind blades forward at the target.

Continuously summons a hurricane that pulls targets in as it contracts inward. Damage scales with the user’s P.DEF and M.DEF.