Aniimo Boss Rush
Boss Rush pays stars for the share of the boss's health you take off, so a loss can still score.
What each star actually demands
17 grades
| 0☆ | 0% | 0 |
| 1☆ | 0.93% | 500 |
| 2☆ | 1.86% | 500 |
| 3☆ | 3.02% | 500 |
| 4☆ | 4.18% | 500 |
| 5☆ | 5.58% | 500 |
| 6☆ | 6.97% | 500 |
| 7☆ | 8.6% | 500 |
| 8☆ | 10% | 500 |
| 9☆ | 13% | 500 |
| 9☆+1 | 16.5% | 500 |
| 9☆+2 | 20% | 500 |
| 9☆+3 | 25% | 500 |
| 9☆+4 | 31.53% | 500 |
| 9☆+5 | 40.33% | 500 |
| 9☆+6 | 50% | 500 |
| Eliminate | 100% | 2500 |
50 affixes
50 affixes
| Grenadier | Assist | In battles against the middle-lane and left-lane Alphas, an invincible Termite Nest Aniimo appears. It has a bombing skill and keeps bombing its target. Bombing damage increases over time. |
| Rolling Aniipod | Assist | In battles against the middle-lane and right-lane Alphas, a giant dung ball appears periodically. Attack it to make it roll. When it hits a target, it triggers a huge explosion and deals massive damage. Rolling ball damage increases over time. |
| Anomaly Spark | Env | When an Alpha accumulates 10 stacks of Fire Debuff, it enters an “Overflowing Debuff” state. In this state, each additional stack of Fire Debuff causes the Alpha to drop an Energy Orb that can be touched. Touching the orb restores 10 Energy. |
| BREAK Crit | Env | Damage dealt to Alphas in BREAK state is always treated as Crit Damage. |
| Call Lightning | Env | When a single skill cast lasts longer than 2s, summons a thundercloud at the caster’s location. After 0.5s, lightning strikes, dealing damage and reducing player damage by 30% for 5s. Can trigger once every 10s. |
| Frequency Overload | Env | Each time EP is consumed, 2 seconds of Overload will be gained. When Overload is stacked three times, it will be removed and you will gain Turbulence, which suppresses automatic energy regeneration for a period. |
| Kinetic Recovery | Env | The Aniimo’s Energy cap increases by 15 points. When Energy is below 50%, gain 5 Energy for every 10 Energy consumed. |
| Magical Shell | Env | After taking magical damage a certain number of times, the Alpha creates a spiked shell that deals counter damage to players who deal magical damage to it. |
| Multi-Cast | Env | When the Aniimo deals skill damage, it accumulates 1 point of “Casting Energy.” Reaching 12 points of “Casting Energy” makes the next skill cost no energy and skip its cooldown. |
| Reflective Field | Env | The Alpha periodically deploys a force field that reflects ranged projectiles. |
| Turf | Env | All terrain generated by Aniimo is treated as Turf. |
| Unscathed | Env | When the Aniimo’s HP is above 90%, basic attack speed increases by 80%, and REGEN speed increases by 40%. |
| Vein Resonance | Env | When an Aniimo is on terrain matching its own element, it gains Vein Resonance, increasing damage dealt by 15%. This effect persists for 5s after leaving the terrain. When not on elemental terrain or when the terrain does not match its element, it gains Vein Rejection, reducing damage dealt by 10%. Vein Rejection cannot be gained while Vein Resonance is active. |
| Water Pressure Imbalance | Env | When the Alpha has more than 10 stacks of Water Debuff, 10 stacks are consumed to enter the “Water Pressure Imbalance” state for 5s. In this state, each Crit Hit taken triggers 1 instance of Water damage equal to 10% of current Attack. Minimum trigger interval: 5 seconds. |
| Coordinated Offensive | General | Damage dealt by team members increases by 4%, and increases by an additional 4% with countering element. |
| Coordinated Offensive | General | Damage dealt by team members increases by 6%, and increases by an additional 6% with countering element. |
| Coordinated Offensive | General | Damage dealt by team members increases by 8%, and increases by an additional 8% with countering element. |
| Coordinated Offensive | General | Damage dealt by team members increases by 10%, and increases by an additional 10% with countering element. |
| Coordinated Offensive | General | Damage dealt by team members increases by 12%, and increases by an additional 12% with countering element. |
| Coordinated Offensive | General | Damage dealt by team members increases by 14%, and increases by an additional 14% with countering element. |
| Coordinated Strike | General | Damage dealt by team members increases by 2%, and increases by an additional 2% with countering element. |
| Joint Defense | General | Damage taken by squad members is reduced. If they take Damage from an element countered by their own element, it is reduced by an additional. |
| Joint Defense | General | Damage taken by squad members is reduced. If they take Damage from an element countered by their own element, it is reduced by an additional. |
| Joint Defense | General | Damage taken by squad members is reduced. If they take Damage from an element countered by their own element, it is reduced by an additional. |
| Joint Defense | General | Damage taken by squad members is reduced. If they take Damage from an element countered by their own element, it is reduced by an additional. |
| Joint Defense | General | Damage taken by squad members is reduced. If they take Damage from an element countered by their own element, it is reduced by an additional. |
| Twine Defense | General | Damage taken by squad members is reduced. If they take Damage from an element countered by their own element, it is reduced by an additional. |
| Twine Defense | General | Damage taken by squad members is reduced. If they take Damage from an element countered by their own element, it is reduced by an additional. |
| Chain Snare | Interact | At regular intervals, chains link 2 random players on the field. Linked units continuously lose HP. When the chains touch the Alpha, they bind the Alpha for 1s, briefly stopping it and dealing BREAK damage. The chains then break. |
| Chainbot | Interact | Effect: Every 45s, 1 robot appears on the field (up to 3 at a time). It fires a chain to link 1 Pathfinder who is not currently linked. Linked Pathfinders are Stunned. Destroying the robot breaks the chain and removes the status. |
| Pulse Crystal | Interact | At the start of battle, a Pulse Crystal appears on the field. It periodically locks onto a player unit and fires a pulse after a short delay. The pulse damages and knocks back players it hits. The Alpha can block the pulse, taking a large amount of BREAK. |
| Time Bomb | Interact | Time Bomb periodically appears on the field and detonate automatically after a short time. They also detonate immediately when attacked. Explosions deal heavy damage to players within range, and deal damage and heavy BREAK damage to the Alpha. If no target is within the blast radius, a secondary explosion triggers, dealing heavy damage to players in a much larger area. |
| Trick Bomb | Interact | Effect: Every 45s, a bomb seed appears on a random Pathfinder. After 5s, the seed lands and generates a bomb warning. After 2s, the bomb explodes and permanently creates a damage zone on the ground. |
| Basic Attack Enhancement | Special | Increases basic attack damage by 100%. |
| Battlebond | Special | Damage +15%. |
| Blessing | Special | Increases Aniimo’s damage dealt and healing done by 15%. |
| Breaking Force | Special | The Alpha starts with 80% less BREAK value. |
| Charged Impact | Special | The more EP a skill costs, the higher the next damage dealt, up to 75%. (For every 10 EP spent, damage +15%.) Can trigger up to once every 5s. |
| Crushing Momentum | Special | When the Alpha enters the Break State, it accumulates 1 stack of Vulnerability. Each stack increases damage taken by an additional -10%, up to 4 stacks. |
| Element Affinity Field β | Special | While on terrain matching the Aniimo’s element, magical damage dealt +50%. This effect expires 5s after leaving the terrain. |
| Element Mastery | Special | When Aniimo deal elemental counter damage, damage increases by 20%. Non-counter damage is reduced by 10%. |
| Essence Leech | Special | For every 10 EP spent, restores 1% of own max HP. |
| Overflowing Power | Special | Starts with 300 more Ultimate Points. |
| Primary Attacker Rune | Special | A rune appears on the field. When a player interacts with it, they gain the rune’s power and become the Primary Attacker. The Primary Attacker deals 70% increased damage, while all other players deal -20% reduced damage. Each time the Primary Attacker is at critical HP, all other teammates lose -25% of their max HP, and the Primary Attacker fully recovers HP. |
| Rain of Blessing | Special | Increases Aniimo’s healing by 15%. After healing, own damage dealt +50% for 10s. |
| Resonant Combo | Special | Using the same skill repeatedly increases damage by x% for 1s. Stacks up to 5 times. |
| Resurgence | Special | Upon being defeated for the first time, revives with 30% HP. |
| Strike and Move | Special | Basic attacks used while moving deal 100% increased damage. |
| Ultimate Enhancement | Special | Increases Aniimo’s Ultimate damage by 60%. |
| Unstoppable Momentum | Special | For the first 60s of battle, all players deal 60% increased damage. After 60s, all players deal -15% reduced damage. |
10 end of run medals
Best DPSBest StrikeBREAK ExpertLast StrikeReaperI Took It All Help the woundedAlways meFlexibleBest Support
Boss rotation
Three bosses are up at a time and the set changes on a fixed schedule. The level moves with the cycle, so check the one you are in before you build for it.
2026-02-04 to 2026-02-08 · level 163ScorchhowlMinespineTubster
2026-07-15 to 2026-07-19 · level 1ScorchhowlMinespinePanpanta
2026-09-30 to 2026-10-04 · level 60ScorchhowlMinespineLuminelle
Seasons: Departure with the Wind: Part 1 (2026-09-23 to 2026-10-28).
Frequently asked questions about Aniimo Boss Rush
How are Boss Rush stars decided?
By the share of the boss's health you remove, not by time. 1☆ needs 0.93%, 2☆ needs 1.86%, 3☆ needs 3.02%, up to Eliminate at 100%.
What are Boss Rush affixes?
50 modifiers grouped as Assist, Env, General, Interact, Special. They change how the fight behaves, so team choice follows the affix rather than the boss.