Aniimo Enhance Skills

Enhance is an Aniimo skill tag. Dark Dash is the most used skill that carries it.

Dark Dash1s cooldown, 10 EP

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

Ballistic Guard1s cooldown, 20 EP

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.

Ballistic Guard1s cooldown, 20 EP

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.

Blazing Fist Barrage1s cooldown, 30 EP

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.

Butterfly Dance20s cooldown

The Somniwing flies up and uses its power of rejuvenation, recovering EP.

Cozite Nest Sentry18s cooldown, 10 EP

Launches Cozite to hover around itself. When a party member uses a Skill or Ultimate, Cozite performs a coordinated attack. Lasts 15s.

Crazy Bubbles20s cooldown

Quickly creates 6 bubbles and increases party members’ Water damage for 30s.

Draw Nourishment15s cooldown, 30 EP

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.

Fire Dash1s cooldown, 10 EP

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

Fragrance Bomb8s cooldown

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.

Gale Guard15s cooldown, 20 EP

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%.

Lightning Flash8s cooldown

Leaps up at high speed, gathers electricity, then slams down onto the target and enters the [Overcharged] state.

Lotus Bloom20s cooldown

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.

March15s cooldown, 20 EP

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%.

Sonic Boom8s cooldown

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

Thorny Blessing18s cooldown, 30 EP

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.

Thunder Imprint10s cooldown, 30 EP

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.

Blazing Fist Barrage1s cooldown, 30 EP

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.

Butterfly Spirit Blessing20s cooldown, 20 EP

Increases the party’s energy cap by 2 points for 10s. Cannot be active at the same time as Colorful Butterfly Illusion Dance.

Charge Horn20s cooldown, 20 EP

While in Fly state, increases CRIT Rate by 20% Over Time for 20s

Clairvoyance10s cooldown

Reveals hidden objects nearby.

Cozite Nest Sentry18s cooldown, 10 EP

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.

Cozite Nest Sentry18s cooldown, 10 EP

Launches Cozite to hover around itself. When a party member uses a Skill or Ultimate, Cozite performs a coordinated attack. Lasts 15s.

Crushing Momentum20s cooldown, 10 EP

Increases the entire team’s BREAK damage efficiency by 30% for 15s.

Defense Command2s cooldown
Defense Command2s cooldown
Defense Command2s cooldown
Dice Roll20s cooldown

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.

Draw Nourishment15s cooldown, 30 EP

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.

Drum Whirl15s cooldown
Electrified Impact1s cooldown, 20 EP

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

Electromagnetic Shield1s cooldown, 20 EP

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 Recoil Mode1s cooldown

Exit Counter mode.

Exit Repair Mode1s cooldown

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.

Flowing Water Shield15s cooldown, 30 EP

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.

Focus20s cooldown, 10 EP

Focus your attention to make attacks more likely to land critical hits. Increases Crit Rate by 30% for 10s.

Gale Guard15s cooldown, 20 EP

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.

Hardening20s cooldown, 20 EP

Hardens your body, increasing your P.DEF by 15% for 20s.

Healing Waves1s cooldown, 20 EP

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.

Leader’s Call20s cooldown
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.

Parasitic Aggravation1s cooldown, 20 EP

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.

Perfect Hardening20s cooldown, 20 EP

Sharpen your body, increasing your P.DEF by 20% and P.ATK by 20% for 10s.

Perfume Feather20s cooldown, 20 EP
Power Cheer30s cooldown
Power Increase20s cooldown, 20 EP

Entering combat increases damage dealt by 30% for 10s.

Power Unleashed8s cooldown

Unleash divine power to ATK surrounding targets, gaining [Ring of Kim Sol].

Power Unleashed8s cooldown

Concentrate the power of the full Lun, unleashing a powerful Energy Shock Wave at the target, gaining [Silver Lun Seal].

Rebound Mode10s cooldown, 20 EP

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.

Repair Mode10s cooldown, 20 EP

Contract body to gain 30% Damage Reduction, unable to perform basic attacks. When hit, creates shockwaves around, dealing Damage and restoring 30% HP.

Sonic Slam30s cooldown
Static Ascension1s cooldown, 20 EP

Spin rapidly into the air, triggering a static explosion that deals Magical Damage to nearby targets.

Super Hardening20s cooldown, 20 EP

Your body becomes incredibly tough, increasing your P.DEF by 30% for 10s.

Thorny Blessing18s cooldown, 30 EP

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.

Total Hardening20s cooldown, 20 EP

Increases the entire team’s P.DEF by 10% and P.ATK by 10% for 20s.

Wind Shield20s cooldown

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.