Aniimo Enhance Skills
Enhance is an Aniimo skill tag. Dark Dash is the most used skill that carries it.
Tackles the target with the power of shadows, increasing basic attack damage by 40% for 10s after casting.
Turns into a ball and jumps high into the air, damaging targets at the landing point. Enters [Ballistic Guard], increasing own damage reduction by 20% and greatly enhancing anti-interruption. When attacked, releases a shockwave around self that deals damage equal to 10 Might. Interval: No less than 0.2s.
Enters the [Ballistic Guard] state, increasing the user’s damage reduction by 20% and greatly boosting interruption resistance. When attacked, releases a shock wave around the user that deals damage equal to 10 Might. This can trigger no more than once every 0.2s.
Throws a two-hit punch forward. If the target hit carries the Pinecone mark, consumes the mark and empowers the next basic attack into [Punch Rush]. [Punch Rush]: Continuously throws punches forward, dealing damage equal to 60 Might.
The Somniwing flies up and uses its power of rejuvenation, recovering EP.
Launches Cozite to hover around itself. When a party member uses a Skill or Ultimate, Cozite performs a coordinated attack. Lasts 15s.
Quickly creates 6 bubbles and increases party members’ Water damage for 30s.
Roots itself firmly in the soil, granting self and Hummin 20% BREAK efficiency. Instantly restores 50% HP to all Hummins, and heals self and nearby Hummins for 2% HP every second.
Tackles the target with the power of flame. After casting the skill, gains [Super Armor] for 5s.
Flaps its wings to release a fragrance, increasing Dark Elemental Boost for all team members for 30s. Also [charms] targets within range, leaving them dizzy for a short duration.
Assumes a defensive stance and gains 20% Damage Reduction. When the defensive stance ends, gains a shield equal to 10% max HP for 20s. press the skill again to end it early. While in the defensive stance, each hit taken increases the shield gained by 10%, up to 100%.
Leaps up at high speed, gathers electricity, then slams down onto the target and enters the [Overcharged] state.
Quickly forms a lotus cocoon that bursts open, instantly healing the whole team for 15% of the caster’s max HP, and grants the entire team 15% Grass Elemental Boost for 30s.
Plays music and gains the movement-series buff: [March], restoring 0.8% max HP every second for 20s. With 3 movement-series buffs active, all effects from those buffs are increased by 30%.
Unleashes a sonic blast around itself and instantly fills [Volume].
Grants Thorny Blessing to the whole team. When dealing Grass Crit Damage to a target, creates thorns beneath it that deal damage. Triggers up to 1 time every 0.5s for 15s.
Gains [Thunder Imprint]. While active, each hit against a target stores the damage dealt on the target. When the effect ends, all stored damage is dealt at once. Recasting the skill during this period triggers the stored damage early. Lasts 8s. If the target has 10 stacks of [Lightning Debuff], consumes them to deal an additional 100% damage.
Deals Wind damage over a large area and increases all party members’ Wind damage by 25% for 30s.
Contracts its body, greatly increasing defense. Unable to perform normal attacks. When receiving ATK, generates a shockwave in the surrounding area, dealing Physical Damage with Knock Back.
Throws a two-hit punch forward. If the target hit carries the Pinecone mark, consumes the mark and empowers the next basic attack into [Punch Rush]. If the first hit lands on a Pinecone-marked target, the second hit no longer needs to land on a Pinecone-marked target to trigger [Punch Rush]. [Punch Rush]: Continuously throws punches forward, dealing damage equal to 60 Might.
Increases the party’s energy cap by 2 points for 10s. Cannot be active at the same time as Colorful Butterfly Illusion Dance.
While in Fly state, increases CRIT Rate by 20% Over Time for 20s
Reveals hidden objects nearby.
Launches Cozite to hover around this Aniimo. When the party casts a skill or Ultimate, they perform coordinated attacks. Each hit deals additional area damage equal to 10% of the original damage. Lasts 15s.
Launches Cozite to hover around itself. When a party member uses a Skill or Ultimate, Cozite performs a coordinated attack. Lasts 15s.
Increases the entire team’s BREAK damage efficiency by 30% for 15s.
Throw a giant die forward and gain Buffs based on the number rolled. *1 increases Physical ATK, 2 increases Magic ATK, 3 increases P.DEF, 4 increases M.DEF, 5 increases EP recovery speed, 6 grants all Buffs.
Roots itself firmly in the soil, granting self and Hummin 30% BREAK efficiency and 20% Damage Reduction. Instantly restores 50% HP to all Hummins, and heals self and nearby Hummins for 2% HP every second.
Charges toward the target with electricity, dealing Damage and dashing behind the target.
Your entire body is enveloped in electricity, allowing you to electrocute nearby targets for damage, lasting 15s.
Lets out a unique shriek, dealing damage in a fan-shaped area ahead and restoring 10 Energy.
Exit Counter mode.
Exit repair mode.
Throws a two-hit punch forward. If the target hit carries the Pinecone mark, consumes the mark and empowers the next basic attack into [Punch Rush]. [Punch Rush]: Continuously throws punches forward, dealing damage equal to 60 Might.
Throws a two-hit punch forward. If the target hit carries the Pinecone mark, consumes the mark and empowers the next basic attack into [Punch Rush]. [Punch Rush]: Continuously throws punches forward, dealing damage equal to 60 Might.
Converge the flow of water into a barrier, granting 20% damage reduction for 20s. If water is present in the surrounding environment, it will absorb the flow while restoring 15% of your health.
Focus your attention to make attacks more likely to land critical hits. Increases Crit Rate by 30% for 10s.
Assumes a defensive stance and gains 20% Damage Reduction. When the defensive stance ends, gains a shield equal to 10% max HP for 20s. press the skill again to end it early. While in the defensive stance, each hit taken increases the shield gained by 10%, up to 100%. When the shield expires, converts 30% of the remaining shield into healing.
Hardens your body, increasing your P.DEF by 15% for 20s.
Summon a small jellyfish that releases a healing wave every 2s, restoring 3% of nearby allies’ health and granting an additional 1 energy, lasting for 10s.
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.
Release the power of Curse to deal Damage to surrounding targets. Damage is increased by 50% against targets in [Parasitic] or [Mature] state, and the state is removed.
Sharpen your body, increasing your P.DEF by 20% and P.ATK by 20% for 10s.
Entering combat increases damage dealt by 30% for 10s.
Unleash divine power to ATK surrounding targets, gaining [Ring of Kim Sol].
Concentrate the power of the full Lun, unleashing a powerful Energy Shock Wave at the target, gaining [Silver Lun Seal].
Contract body to gain 30% Damage Reduction and become unable to perform basic attacks. When receiving ATK, release shockwaves to surrounding area, dealing Knock Back Damage.
Contract body to gain 30% Damage Reduction, unable to perform basic attacks. When hit, creates shockwaves around, dealing Damage and restoring 30% HP.
Spin rapidly into the air, triggering a static explosion that deals Magical Damage to nearby targets.
Your body becomes incredibly tough, increasing your P.DEF by 30% for 10s.
Grants Thorny Blessing to the whole team. When dealing Grass Crit Damage to a target, creates thorns beneath it that deal damage. Triggers up to 1 time every 0.5s for 15s.
Increases the entire team’s P.DEF by 10% and P.ATK by 10% for 20s.
Release a Wind Shield to protect yourself, negating 20% of your maximum health in damage for 15s. While the Wind Shield is active, your movement speed increases by 15%.
Activates internal electric charges, immediately refreshing the cooldowns of all other skills. Twining will not naturally consume Energy for a short duration.