Aniimo Dash Skills
Dash is an Aniimo skill tag. Hydro Roll is the most used skill that carries it.
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.
Tackles and pushes small-sized targets. Increases own damage reduction by 15% for 10s.
Tackles the target with the power of shadows, increasing basic attack damage by 40% for 10s after casting.
Thrusts toward the target. On hit, increases this Aniimo’s Crit Rate by 15% for 15s.
Flies while dropping Water element stars to attack the target for damage. Each hit reduces the target’s Energy by 3. After maintaining the skill state for 4s, can attack while moving for 15s.
Flies while dropping Ice element stars to attack the target for damage. Every 1 hits on a target applies 1 stack of Ice Debuff. After maintaining the skill state for 4s, can attack while moving for 15s.
Dashes toward the target with electricity and cannot be blocked during the dash. Restores 5 EP when landing a critical hit.
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.
Tackles the target with the power of flame. After casting the skill, gains [Super Armor] for 5s.
Rushes toward the target, dealing Damage. If used while in Fly state, dives at the target and ends Fly. During the charge, reflects incoming Projectile attacks.
Rams into the target with its body, dealing Earth damage.
While electrified, charges toward the target to deal damage.
Rolls continuously to ram targets while draining stamina. If cast near a water environment, absorbs water to increase BREAK Efficiency by 30% for 15s.
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.
Thrusts toward the target. On hit, increases this Aniimo’s Crit Rate by 15% for 15s.
Rams into the target with the body.
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.
Flies while dropping stars to attack the target for damage. Hitting the same target 3 times increases the Aniimo’s Energy recovery speed by 10% for 10s. After maintaining the skill state for 4s, can attack while moving for 15s.
Flies overhead, dropping stars that damage targets. Hitting the same target 3 times increases this Aniimo’s EP recovery rate by 10% for 10s.
Summons a wave underfoot, rides it toward the target to deal damage, and creates 4 puddles.
Spins and dashes in the chosen direction, firing multiple homing bolts in succession. Also activates all Iris clones to fire floral light beams.
Spins and charges toward the target direction, delivering three slashing strikes to targets along the path, each strike dealing Damage.
Charges toward the target with electricity, dealing Damage and dashing behind the target.
Dashes toward the target while electrified and cannot be blocked during the dash. Critical hits restore 5 energy. When used while [Overcharged], energy cost is reduced by an additional 3 points.
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.
Charges into the target with its hardened body, dealing heavy damage.
Slide forward in a dance-like stance, unleashing a piercing sonic wave that damages nearby enemies. If you press the skill button again at the perfect moment, it will increase damage by 10% while reducing the target’s M.DEF by 15% for 20s.
Tackle the target with your body, dealing Damage.
Charges into the target with its hardened body, dealing heavy damage.
Roll forward and continuously strike the target with a body wrapped in sand and stone, dealing Damage.
Tackle the target with your body, dealing Earth Damage and inflicting Stun.
Summons a wave underfoot, rides it toward the target to deal damage, and creates 6 water puddles.
Tackle the target with your body, dealing Damage.
Charge underground toward the target direction, causing Rock spikes to emerge at the corresponding position on Ground level, dealing Damage.
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.
Dashes at the target 5 times and cannot be blocked while dashing. Each dash leaves an afterimage at its starting point, which explodes after a delay. Each dash counts as using an ultimate skill.
Takes flight and continuously fires Shooting Stars at nearby targets. The more Training Coins collected, the faster Shooting Stars fire. Dealing damage has a chance to drop Training Coins.