Aniimo Heal Skills

Heal is an Aniimo skill tag. Healing Water is the most used skill that carries it.

Healing Water20s cooldown, 20 EP

Restores all allies’ HP by an amount equal to 8% of the caster’s max HP, and restores HP to the caster equal to 10% of their max HP over 5s.

Lightning Discharge10s cooldown, 10 EP

Fires an energy beam. Hold the skill button to keep firing, damaging targets within range and healing Lightning-type teammates within range for 2.5% HP every second.

Healing Dance20s cooldown, 20 EP

Creates a warm wind area beneath the caster, continuously healing the entire team for 9% of the caster’s Max HP over 8s. Aniimo within the area also gain -40% BREAK damage reduction.

Wind of Regeneration20s cooldown, 20 EP

Grants allies within the target area a shield equal to 12% of the caster’s Max HP for 20s.

Wind of Rejuvenation20s cooldown, 20 EP

Creates a warm wind area beneath the feet, continuously healing the entire team for 9% of the caster’s Max HP over 8s. Wind-type Aniimo receive an additional 3% healing.

Collectible Drop8s cooldown

Turbo sneezes, shaking 7 collectibles out of its wool. Picking up a collectible restores 6% HP.

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.

Healing Impact1s cooldown, 10 EP

Fires an energy beam. Hold the skill key to keep firing, dealing damage to enemies in range and restoring 2.5% HP per second to allies in range. After 3s of continuous casting, removes negative status effects on self.

Healing Rose15s cooldown, 20 EP

Summons a rose that explodes and applies Rose Mark to the target. Rose Mark blooms after the target takes 3 critical hits, healing all nearby allies for 5% of Melloblum's HP.

Help! Gracewing!8s cooldown

Instantly heals the whole team for 30% of the caster’s max HP.

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.

Nightmare Devourer1s cooldown, 20 EP

Restores 5% HP to this Aniimo and nearby allies, then absorbs [Nightmare] from nearby targets. Each absorbed [Nightmare] status increases healing by 2%, up to 3 stacks.

Spring of Life8s cooldown

Creates a circular water zone at a fixed location. While within the area, allies are healed for 36% of the caster’s Max HP over 6s.

Surge1s cooldown, 20 EP

Restores HP to the entire team based on 4% of the Aniimo’s max HP. If within 10m of a water environment, absorbs water to boost healing—each puddle absorbed doubles the healing, up to 4 puddles at once.

Treat Feed18s cooldown, 30 EP

Pulls out food to heal the team for 8% of the Sparkelf’s HP. If the unit’s HP is below 50%/25%, instead heals them for 12%/16% of the Sparkelf’s HP.

Vitality Blooms20s cooldown, 10 EP

Creates a circular magic field underfoot, restoring EP every second to Grass-type teammates within range for 12s. The field also upgrades nearby Turf into Vitality Blooms, restoring 1% HP every second to Grass-type teammates within range.

Water Rush10s cooldown, 10 EP

Fires a water jet. Hold the skill key to continuously cast, dealing damage to enemies in range and stealing up to 2 Energy per second from targets. Also restores 2.5% HP per second to Water element allies in range.

Withering Bloom18s cooldown, 20 EP

Releases a fragrance, dealing damage to targets within range and restoring HP to all team members equal to 5% of its own max HP. If there is only one target in range, the healing amount is doubled.

Withering Bloom15s cooldown, 20 EP

Releases a fragrance, dealing damage to targets within range and restoring HP to all team members equal to 5% of its own max HP. If there is only one target in range, the healing amount is doubled.

Rapidly generates a large area of blooms. While standing in the blooms, HP is continuously restored and healing received is increased.

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.

First Aid15s cooldown
First Aid15s cooldown
Heal15s cooldown

Harnesses the power of the Heart’s Voice to restore Aniimo’s HP.

Heal120s cooldown
Healing Blossoms15s cooldown, 20 EP

Creates a small patch of Turf nearby, restoring 1.5% HP per second to characters within the area for 20s.

Healing Light Wave1s cooldown, 20 EP

Instantly restore 26.7% HP to all allied units.

Healing Rhythm15s cooldown
Healing Rhythm15s cooldown
Healing Tune30s cooldown
Healing Water20s cooldown, 20 EP

Restores HP to all allies equal to 8% of the caster’s max HP, and restores HP to the caster equal to 12% of their max HP over 2.5s.

Healing Wave1s cooldown, 20 EP

Summon a small jellyfish that releases a healing wave every 2s, restoring 3% of nearby allies’ health over 10s.

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.

Life Blossoms15s cooldown, 20 EP

Creates a small patch of Turf nearby, restoring 2% HP per second to characters within the area for 20s. If released on water, healing is increased by 20%.

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.

Revival Field15s cooldown, 20 EP

Creates a warm breeze area beneath the feet. Characters within the area recover 3% HP every second for 10s.

Spring of Healing20s cooldown, 20 EP

After restoring 15% of the team’s HP with water, restore 2% of the team’s HP per second for 10s.

Symphony of Life0s cooldown
Vitality Blooms20s cooldown, 10 EP

Creates a circular magic circle underfoot, restoring Energy and Ultimate Energy per second to Grass-type teammates within range for 12s. After leaving the area, the magic circle’s effect remains for 3s. The magic circle also upgrades grass within range into Vitality Blooms, restoring 1% HP per second to Grass-type teammates within range.

Wind of Rejuvenation20s cooldown, 20 EP

Creates a warm wind area beneath the feet, continuously healing the entire team for 9% of the caster’s Max HP. over 8s. Wind-type Aniimo receive an additional 6% healing.

Throws healing pickups around itself and heals itself once.

Summons flowing water around itself, continuously restoring its HP.