Aniimo Dash Skills

Dash is an Aniimo skill tag. Hydro Roll is the most used skill that carries it.

Hydro Roll1s cooldown, 20 EP

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.

Wind Tackle1s cooldown, 15 EP

Tackles and pushes small-sized targets. Increases own damage reduction by 15% for 10s.

Dark Dash1s cooldown, 10 EP

Tackles the target with the power of shadows, increasing basic attack damage by 40% for 10s after casting.

Thorny Impact1s cooldown, 20 EP

Thrusts toward the target. On hit, increases this Aniimo’s Crit Rate by 15% for 15s.

Aquatic Glide1s cooldown, 20 EP

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.

Chill Glide1s cooldown, 20 EP

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.

Electrified Impact0s cooldown, 20 EP

Dashes toward the target with electricity and cannot be blocked during the dash. Restores 5 EP when landing a critical hit.

Fiery Charge1s cooldown, 20 EP

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.

Fire Dash1s cooldown, 10 EP

Tackles the target with the power of flame. After casting the skill, gains [Super Armor] for 5s.

Gale Charge1s cooldown, 20 EP

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.

Gravel Tackle1s cooldown, 10 EP

Rams into the target with its body, dealing Earth damage.

High-Voltage Dash1s cooldown, 20 EP

While electrified, charges toward the target to deal damage.

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.

Ice Sphere1s cooldown, 40 EP

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.

Lightning Impact1s cooldown, 20 EP

Thrusts toward the target. On hit, increases this Aniimo’s Crit Rate by 15% for 15s.

Plant Charge1s cooldown, 10 EP

Rams into the target with the body.

Rolling Ball1s cooldown, 40 EP

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.

Shooting Star Glide1s cooldown, 20 EP

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.

Star Glide1s cooldown, 20 EP

Flies overhead, dropping stars that damage targets. Hitting the same target 3 times increases this Aniimo’s EP recovery rate by 10% for 10s.

Surf15s cooldown, 20 EP

Summons a wave underfoot, rides it toward the target to deal damage, and creates 4 puddles.

Whirling Blossom Rain1s cooldown, 20 EP

Spins and dashes in the chosen direction, firing multiple homing bolts in succession. Also activates all Iris clones to fire floral light beams.

Aeroboard20s cooldown
Blink120s cooldown
Dash Spiral1s cooldown, 30 EP

Spins and charges toward the target direction, delivering three slashing strikes to targets along the path, each strike dealing Damage.

Electrified Impact1s cooldown, 20 EP

Charges toward the target with electricity, dealing Damage and dashing behind the target.

Electrified Impact0s cooldown, 20 EP

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.

Grappling Gun20s cooldown
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.

Iron Tackle1s cooldown, 20 EP

Charges into the target with its hardened body, dealing heavy damage.

Noise Slide1s cooldown, 20 EP

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.

Plant Charge—Tower Climb1s cooldown, 20 EP

Tackle the target with your body, dealing Damage.

Power Smash1s cooldown, 20 EP

Charges into the target with its hardened body, dealing heavy damage.

Rolling Gravel1s cooldown, 30 EP

Roll forward and continuously strike the target with a body wrapped in sand and stone, dealing Damage.

Stun Tackle1s cooldown, 20 EP

Tackle the target with your body, dealing Earth Damage and inflicting Stun.

Surf15s cooldown, 20 EP

Summons a wave underfoot, rides it toward the target to deal damage, and creates 6 water puddles.

Tackle1s cooldown, 20 EP

Tackle the target with your body, dealing Damage.

Underground Charge1s cooldown, 20 EP

Charge underground toward the target direction, causing Rock spikes to emerge at the corresponding position on Ground level, dealing Damage.

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.

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.

[Alpha] Star Glide10s cooldown

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.