Aniimo Status Effects
Status effects are the vocabulary every skill description leans on. Each one is defined in the game's own words.
The ones that stop a creature acting
- Stun7s
Cannot move, use skills, or perform basic attacks.
- Silencestacks to 1, 10s
Cannot use skills, but can still perform basic attacks.
- Paralysis10s
Reduces movement speed and basic attack speed by 60%.
- Sleep20s
Sleep for 20s.
- Charmstacks to 1, 10s
Cannot move freely, use skills, or perform basic attacks. Moves towards the caster.
- Weakenedstacks to 1, 8s
While Weakened, BREAK Damage taken is increased by 50% for 8s.
- Super Armor9999s
Unaffected by control skills, cannot be displaced, and BREAK value will not drop below 1
- Burnstacks to 1, 5s
Continuously takes Burn damage for 5s.
Control also feeds BREAK: Charm 0.005, Frozen 0.01, Palsy 0.0008, Silent 0.001, Sleep 0.005, Stun 0.01 per tick of the BREAK bar.
All 589 effects
589 effects
| Air Superiority | Increases Crit Rate by 20%. | ||
| Ambusher’s Cloak | Damage Amp +25% for attacks in stealth or from behind. | ||
| Ambusher’s Cloak | Back attacks gain +15% Crit Rate. | ||
| Ambusher’s Cloak | Increases Crit Damage by 30% for 5s after landing a successful back attack. Refreshes duration on repeated triggers. | ||
| Ambusher’s Cloak | Increases Crit Damage by 30%. | Permanent | |
| Anomaly Spark | When the Alpha accumulates 10 stacks of Fire Debuff, it enters the “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. | 1s | |
| Appeal | Increases damage dealt by 10% and reduces damage taken by 10% for 20s. | 20s | |
| Appeal | Increases BREAK efficiency by 30% for 15s. Cooldown: 20s. | 1 | 15s |
| Aquatic Glide | Can attack while moving. | 1s | |
| Arc Surge | Increases Lightning damage. | 20s | |
| Aurora Ice Shield | When gaining a shield, the lower Wavwal’s current HP, the stronger the shield. Lasts 20s. | 20s | |
| Auspicious Bell | When using a skill, 20% chance to gain 5 EP. | ||
| Auspicious Bell | If this effect fails to trigger after 5 consecutive skill casts, the next skill cast has a 100% trigger chance. | ||
| Auspicious Bell | When the REGEN effect of a Core Bonus triggers, gains 5 extra EP and grants 1 stack of Luck to the whole team. (Luck increases Crit Rate by 2%, stacks up to 5 times, and lasts 20s.) | ||
| Avenging Gear | When taking damage, gains a Counter Mark. Increases the next BREAK damage dealt by 30%. | ||
| Avenging Gear | BREAK +2. | Permanent | |
| Avenging Gear | Using a Counter Mark to deal damage has a 50% chance to instantly gain 10 EP. | ||
| Avenging Gear | Increases BREAK by 25% on the next attack. | ||
| Avian Harmony Ensemble | Grants all effects from the Three Movements and additionally increases these effects by 30%. | 30s | |
| BREAK Crit | Damage dealt to monsters in BREAK state is always treated as critical damage. | 1s | |
| Bagging to Keep Customers | Movement Speed reduced by -20% | 4s | |
| Ballistic Guard | Increases Damage Reduction by 20%. When attacked, releases a shockwave around itself, dealing damage. | ||
| Ballistic Guard | Increases damage reduction by 20%. When attacked, releases a shockwave around itself, dealing damage. | ||
| Band Member | The Trait effect is on cooldown. | 20s | |
| Band Member | Restores EP to the next Chirpi family member switched in. Triggers once every 20s. | ||
| Basic Attack Enhancement | Increases Aniimo’s basic attack damage by 100%. | ||
| Battle Fervor | Increases BREAK damage by 50% for 15s. | 15s | |
| Battlebond III | Increases Final Damage by 15%. | ||
| Battlelust | After defeating a target, gains 1 stack for 10s. At 3 stacks, enters Zeal. | 3 | 10s |
| Battlelust | Increases damage dealt by 25% for 20s. | 2 | 20s |
| Biting Wind | Increases ATK by 12% for 15s when entering battle. | 15s | |
| Blaze | The next basic attack directly releases the final hit of the basic attack, and its Might is increased from 4 to 25. | 1 | 10s |
| Blessing | Increases Aniimo’s damage dealt by 15% and healing done by 15%. | 1s | |
| Blessing of the Sea | Movement speed increased by 50%, Energy recovery increased by 20%. | Permanent | |
| Bloodthirst | Deals Ice skill damage. | 10 | 12s |
| Bloodthirst | Ice skill hits apply a Bloodthirst mark to the target for 12s. While the mark is active, the target is inflicted with Freeze for 2s after taking Ice skill damage 10 times. | 12s | |
| Bloom Cluster | When Irisalis is Fainted, it turns into a Blossom and blooms again, restoring Vitality. This can trigger once every 180s. | 1 | |
| Boiling Blood | Increases Damage Boost and Siphon. Duration resets when taking damage during the effect. | 5s | |
| Bomb Seed | After 5s, the Bomb Seed falls to the ground. 2s later, it explodes and creates a permanent damage zone on the ground. | 5s | |
| Breaking Force | The Alpha starts with 80% less BREAK value. | 1s | |
| Bubble | Increases EP recovery rate by 18% for 20s. | 20s | |
| Bubble | Increases the whole team’s EP recovery rate by 20.0% for 10s. | 10s | |
| Bubble Blessing | Creates a puddle the next time a skill is cast. | ||
| Bubble Drift | Increases healing received. | 30s | |
| Bubble Mark | At 10 stacks, Glameep will trap you in a bubble prison. | 20 | |
| Bulwark | At 50% HP, gains a shield equal to 30% of max HP. | ||
| Bulwark | Shield equal to 30% of max HP | ||
| Burn | Continuously takes Burn damage for 5s. | 1 | 5s |
| Burn | Continuously takes Burn damage for 10s. | 15 | 10s |
| Call Lightning | When an Aniimo’s skill cast lasts longer than 2s, a thundercloud appears at its location. After 0.5s, lightning strikes the Aniimo and reduces its damage dealt for 5s. Each Aniimo can trigger this effect up to once every 10s. | 1s | |
| Call Lightning | When an Aniimo's skill cast lasts longer than 2s, a thundercloud appears at its location. After 0.5s, lightning strikes the Aniimo and reduces its damage dealt % for 5s. Each Aniimo can trigger this effect up to once every 10s. | ||
| Call Lightning | Immune to Call Lightning. | 10s | |
| Capacitous Battery | Increases Ultimate damage by 30%. | Permanent | |
| Capacitous Battery | After using an Ultimate, immediately refunds 10% Ultimate Points. | Permanent | |
| Capacitous Battery | After using an Ultimate, increases Ultimate Point gain efficiency by 30% for 10s. | ||
| Casting Energy | 12 points of “Casting Energy” makes the next skill cost no Energy and skip its cooldown. | 12 | |
| Chain Bind | You’re chained. Defeat the robot to break free. | 60s | |
| Chain Snare | 10s into battle, uses chains to randomly link two players, dealing damage equal to 6 Might per second to them. Players can use the chains to bind the Alpha, breaking the link between the two players and dealing 40% damage and 25% BREAK damage to the target and stunning it for 1s. Every 15s, the chains randomly link two players again. | ||
| Chain Snare | Links two random Pathfinders with a chain snare, causing them to take 6 Might damage per second. | ||
| Chain Snare | While chained, you take 6 Might damage from the Alpha every second. You can bind the enemy with the chains to remove the effect, dealing 40% damage and 25% BREAK and inflicting Stun for 1s. | ||
| Chain Snare | Binds the target with chains, preventing them from acting for 1s. | 2s | |
| Chain Strikes | Increases damage of the final hit of Lightning Blade Storm. | 20 | 3s |
| Charge Up | While in battle, the next skill grants an additional 25 Ultimate Points. Can trigger once every 15s. | ||
| Charge Up | The Trait effect is on cooldown. | 15s | |
| Charged Geyser | Restores EP every second for 12s. | 12s | |
| Charged Impact | For every 10 EP spent when using a skill, increases this skill’s damage by 15%, up to 75%. Can trigger up to once every 5s. | 1s | |
| Charged Impact | Charged Impact on cooldown. | 5s | |
| Charm | Cannot move freely, use skills, or perform basic attacks. Moves towards the caster. | 1 | 10s |
| Charm | Charmed. Continuously moves toward the caster. | 1s | |
| Charm | Automatically walks toward the target that inflicted Charm for 2.5s. | 2.5s | |
| Chill | When dealing damage, applies 5s of damage over time and slows by -25%. | ||
| Chill | Takes 5s of damage over time and is slowed by -25%. | 5s | |
| Chill Glide | Can attack while moving. | 1s | |
| Claw Mark | When Claw Marks detonate, each stack grants Damage Amp of 10%. Stacks up to 6 times and lasts 20s. | 6 | 20s |
| Cloak | Becomes invisible for 10s. | 10s | |
| Cloud Shield | Creates a Cloud Shield that absorbs damage equal to 15% of max HP and reduces stamina cost by -15%. | 20s | |
| Concerto | Reduces Stamina consumption by -30%. While holding 3 Movements, this effect receives an additional 30% boost. | 20s | |
| Consecutive Catch | After consecutive successful Catches, increases Catch Chance, stacking up to 5 times, lasting 60 seconds. | 5 | 60s |
| Coordinated Offensive | Damage dealt by team members increases by 2%, and increases by an additional 2% for elementally countered damage. | ||
| Corrosive Tincture | Grants a 20% chance to ignore 20% of the target’s DEF when attacking. | ||
| Corrosive Tincture | Increases the trigger chance to 30%. | ||
| Corrosive Tincture | Increases ATK Speed by 5% for 10s after dealing True Damage. Stacks up to 10 times. | ||
| Counter Strike | Increases BREAK efficiency by 25% for 10s. | 10s | |
| Counting Sheep | The next skill applies 1 stack of [Drowsiness] to the target. | ||
| Counting Sheep | Every 10s, the next skill applies 1 stack of [Drowsiness] to the target. | 10s | |
| Cozite Nest Sentry | When the active Aniimo uses a skill, performs a coordinated attack on a nearby target. | 15s | |
| Cozite Nest Sentry | When the main Aniimo casts a skill, performs a coordinated attack on nearby targets. | 15s | |
| Crazy Bubbles | Party members gain Water Elemental Boost for 30s. | 30s | |
| Crimson Blade | Increases 30% BREAK Damage | 15s | |
| Crushing Momentum | 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. | 4 | 1s |
| Crying Fit | Weepy Budsquire follows you and drains 10 EP from you every second. | ||
| Crystal Radiation | Exposed to Pulse Crystal radiation, increasing damage taken by -10% for 5s. | 5s | |
| Curse | Restores your energy when hitting this unit with a dark-type basic attack. | 10s | |
| Cyclone Barrage | Gains a shield equal to 4% of max HP. | 20 | 15s |
| Damage Amp | Increases Damage Amp by 2%. | 600s | |
| Damage Reduction | Reduces damage taken by 2%. | 600s | |
| Dance Power | Each time an Irisalis Clone hits a target, it gains 1 Dance Power. After accumulating 9 Dance Power, its next skill costs 50% less EP. | 9 | |
| Dance Power | Gains 1 Dance Power each time a skill deals damage. At 24 Dance Power, the next skill costs no EP. | 24 | 1s |
| Dance Power | While on Turf, gains 1 point of Dance Power each time a skill deals damage. At 24 points, the next skill will cost zero EP and grant a 50% damage increase for 2s. | 24 | 1s |
| Dance Power Unleashed | Casting a skill grants 50% Damage Amp for 2s. If the skill is Piercing Laser, it becomes enhanced. | ||
| Dangerous Fragrance | Reduces Dark Resistance by -25% for 20s. | 20s | |
| Dangerous Fragrance | Reduces Dark Resistance for 20s. | 20s | |
| Dark Tide | Each stack grants -15% BREAK damage reduction for 20s. | 5 | 20s |
| Darkblade | Increases basic attack damage by 15% for 10s. | 10s | |
| Darkblade | Increases basic attack damage by 40% for 10s. | 10s | |
| Defense - Intense Training | Increases max HP by 10% and grants a Shield equal to 15% of max HP. | ||
| Destiny’s Dice | Randomizes damage dealt between 70% and 150%. | ||
| Destiny’s Dice | The next attack will exceed 100% damage if the previous roll is below 100%. | ||
| Destiny’s Dice | Guarantees a 150% damage roll every 6th hit. | ||
| Detect Weakness | Increases chance to be critically hit. | 15s | |
| Detect Weakness | Higher chance to be critically hit | 20s | |
| Detect Weakness | Damage Reduction | 20s | |
| Dig In | Reduces damage taken by 25%. Expires after moving. | 1s | |
| Disco Aniimo | Increases Damage Amp by 30% while on Turf. | ||
| Disintegration | Each stack reduces Earth Resistance and Movement Speed for 20s. Stacks up to 6 times. | 6 | 20s |
| Disrupt | Launches a slowing field when defeated. | ||
| Disrupt | Reduces movement speed. | 2s | |
| Disruptive Current | Increases Damage Amp by 15%. | 10s | |
| Dormant Scales | Covered in Velouria’s Scales, you’ll fall asleep at 100 stacks. | 100 | |
| Dragonsbreath Mocha | After drinking, the BREAK effect for all Aniimo on the team +5% for 10m. | 600s | |
| Draw Nourishment | Gains 20% BREAK Efficiency and 2% Heal per second. | 13s | |
| Draw Nourishment | Increases damage dealt and BREAK efficiency. | ||
| Draw Nourishment | Gains 30% BREAK Efficiency, 20% Damage Reduction, and 2% Heal per second. | 13s | |
| Draw Nourishment | Reduces damage taken. | ||
| Dream Blast | Increases Dark damage for the whole team for 30s. | 30s | |
| Drowsiness | At 3 stacks, the target enters [Nightmare] for 20s. Targets in [Nightmare] have their Dark Resistance reduced and cannot move or cast skills for 3s. Taking damage removes the control effect. | 3 | 10s |
| Earth Affinity | Increases skill BREAK efficiency by 20% while tunneling. | ||
| Earth Debuff | Reduces Earth Resistance. | 20 | |
| Earth Shield | Tuckin Omega is protected by an Earth Shield and is immune to all damage. | 1s | |
| Earth Shield | Tuckin Omega is protected by an Earth Shield and takes reduced damage. Find the right moment to attack. | 1 | 1s |
| Echoing Grimoire | Increases damage dealt by 5% when using the same skill consecutively. Stacks up to 5 times. | ||
| Echoing Grimoire | Grants an additional 15% Damage Amp after using the same skill 3 times consecutively. | ||
| Echoing Grimoire | Grants an additional 30% Crit Rate at max stacks. | ||
| Echoing Grimoire | Increases damage by 5%. Stacks up to 5 times. | 5 | 10s |
| Egg Master | Reduces damage taken by 16% while in egg form. | ||
| Electro Stash | Increases basic attack damage by 50%. | 10s | |
| Electro Stash | Each stack reduces the next skill’s energy cost by 2%. | 20 | 1s |
| Element Affinity | While on terrain matching the Aniimo’s element, magical damage dealt +50%. | 5s | |
| Element Affinity Field β | While on terrain matching the Aniimo’s element, magical damage dealt +50%. | ||
| Element Mastery | Aniimo deal 20% more damage when they have elemental advantage, but 10% less damage without elemental advantage. | 1 | 1s |
| Element Mastery - Dark | Increases Dark damage by 5%. | ||
| Element Mastery - Earth | Increases Earth damage by 5%. | ||
| Element Mastery - Fire | Increases Fire damage by 5%. | ||
| Element Mastery - Grass | Increases Grass damage by 5%. | ||
| Element Mastery - Ice | Increases Ice damage by 5%. | ||
| Element Mastery - Light | Increases Light damage by 8%. | ||
| Element Mastery - Lightning | Increases Lightning damage by 5%. | ||
| Element Mastery - Water | Increases Water damage by 5%. | ||
| Element Mastery - Wind | Increases Wind damage by 5%. | ||
| Element Resistance - Dark | Reduces Dark damage taken by 8%. | ||
| Element Resistance - Earth | Reduces Earth damage taken by 8%. | ||
| Element Resistance - Fire | Reduces Fire damage taken by 8%. | ||
| Element Resistance - Grass | Reduces Grass damage taken by 8%. | ||
| Element Resistance - Ice | Reduces Ice damage taken by 8%. | ||
| Element Resistance - Light | Reduces Light damage taken by 8%. | ||
| Element Resistance - Lightning | Reduces Lightning damage taken by 8%. | ||
| Element Resistance - Water | Reduces Water damage taken by 8%. | ||
| Element Resistance - Wind | Reduces Wind damage taken by 8%. | ||
| Energized | For every 1,000 HP, BREAK Damage increases by 2.5%. | ||
| Energy Amber 1 | Increases Damage Amp by 100% | ||
| Energy Amber 2 | Increases BREAK efficiency by 100%. | ||
| Energy Amber 3 | Each Energy Amber spent restores an additional 100% EP. | ||
| Energy Charge | Increases EP recovery rate by 10%. | 3 | 1s |
| Energy Crystal 1 | Increases Damage Amp by 30% | ||
| Energy Crystal 2 | Increases BREAK efficiency by 30% | ||
| Energy Crystal 3 | Restores an additional 30% Energy for each Energy Crystal consumed | ||
| Energy Full | Increases max EP of all roster members by 10. | ||
| Energy Prism 1 | Increases Damage Amp by 50% | ||
| Energy Prism 2 | Increases BREAK efficiency by 50% | ||
| Energy Prism 3 | Restores an additional 50% Energy for each Energy Prism used | ||
| Energy Surge | The Aniimo’s Energy cap increases by 15 points. When Energy is below 50%, gains 5 Energy for every 10 Energy consumed. | ||
| Enhance | The Alpha has been strengthened, with increased ATK and BREAK resistance! | 5 | 1s |
| Enhanced Cloud Shield | Creates an Enhanced Cloud Shield that absorbs damage equal to 18.75% of max HP and reduces stamina cost by -18.75%. | 30s | |
| Enhanced Light Blade | Skill Crit Rate increases by 35%. | 20s | |
| Enhanced Lightning Blade | Skill Crit Rate increases by 35%. | 20s | |
| Enraged | Grizbo is building up Rage | 5 | 15s |
| Enraged | Becomes Enraged, increasing damage. | 999 | |
| Essence Leech | For every 10 EP spent by the Aniimo, restores 1% of its max HP. | 1s | |
| Ethereal Light Wave | Increases Energy recovery rate. | 20s | |
| Explosive Gloves | Increases Damage Amp by 5% for every 10 EP currently available. | ||
| Explosive Gloves | Increases Damage Amp per 10 EP to 7.5%. | ||
| Explosive Gloves | Grants a 10% chance to consume no EP when casting a skill. | ||
| Ferocious Fang | Equipped Aniimo gain 0.7 additional ATK per level. | Permanent | |
| Ferocious Fang | ATK +2 | Permanent | |
| Ferocious Fang | Damage Amp +10%. Effect doubles if ATK is above 15. | Permanent | |
| Finisher Bell | Increases Final Damage by 30% against targets below 30% HP. | ||
| Finisher Bell | Increases Damage Boost by an additional 5% whenever the target loses 5% HP, up to an additional 20%. | ||
| Finisher Bell | Instantly defeats targets below 10% HP. Does not affect Omega targets, but guarantees a critical hit on that attack. | ||
| Fire Debuff | Reduces Fire Resistance. | 20 | |
| First Aid Bandage | Restores a total of 80% max HP over 8s. Removed when hit. | 8s | |
| First Aid Spray | Restores a total of 60% max HP over 10s. Removed when hit. | 10s | |
| Fission Needles | Each basic attack has a 50% chance to deal double damage. | ||
| Fission Needles | Restores 1 EP when triggered. | ||
| Fission Needles | If EP is full, increases basic attack Damage Amp by 30% for 10s. | ||
| Fission Needles | Increases basic attack Damage Amp by 30%. | Permanent | |
| Flame Shield | Shield equal to 5% of max HP | 10s | |
| Flameblade | Basic attacks deal Fire damage and deal 15% increased damage for 10s. | 10s | |
| Flameblade | Gains [Super Armor] for 5s. | 6s | |
| Flintgrass Kebab | After eating, damage taken by all Aniimo in the party –5% for 10m. | 600s | |
| Floral Burst | Detonates after taking 3 skill damage hits. | 15s | |
| Flower of Life | Restores 0.3% HP every second while in flowers. | 20s | |
| Flutter Heal | After entering battle, increases healing by 20.0% when switched in. | ||
| Fox Mark | Reduces Light Resistance by -5%. Stacks up to 3 times and lasts 10s. | 3 | 10s |
| Fragrance Bomb | Gains a Dark Elemental Boost for 30s. | 30s | |
| Fragrance Shield | Fragrance Shield grants a Shield equal to 5% of its max HP for 30s. | 30s | |
| Fragrance Shield | Fragrance Shield grants a Shield equal to 10% of the caster’s max HP for 20s. | 20s | |
| Freeze | Cannot move, use skills, perform basic attacks, or restore EP. | 10s | |
| Frequency Overload | Gains 1 stack of [Overload] each time EP is spent. Lasts 2s. At 3stacks, gains [Turbulence] and removes [Overload]. [Turbulence]: reduces EP recovery rate for 10s. | ||
| Frostbite Sunder | Increases BREAK efficiency by 35% against targets with more than 5 stacks of Ice debuffs. | ||
| Full Energy | Enhances the next skill cast, treating its damage as basic attack damage. | ||
| Gale Guard | Gains a shield equal to 10% of max HP. While in defensive stance, each hit taken increases the shield gained by 10%, up to 100%. | 20s | |
| Gale Guard | Reduces damage taken by 20%. | 3s | |
| Gale Guard | Gains a shield equal to 10% of max HP. While in defensive stance, each hit taken increases the shield gained by 10%, up to 100%. When the shield expires, converts 30% of the remaining shield amount into healing. | 20s | |
| Gale Guard | Gains a shield equal to 3% of max HP. | 5s | |
| Gargantuan Horn | Equipped Aniimo gain 0.7 additional BREAK per level. | Permanent | |
| Gargantuan Horn | BREAK +2. | Permanent | |
| Gargantuan Horn | BREAK +10%. If BREAK Acquired Potential exceeds 15 points, the effect is doubled. | Permanent | |
| Gelid | At 10 stacks, it triggers Icebound and Freezes the target for 4s. | 10 | 20s |
| Gemini (Dark) | Dark: Critical Hit Rate +<5>%, CRIT DMG +<10>%; effects doubled for Dark-element Aniimos | Permanent | |
| Gemini (Light) | Light: Restores energy by 20%; doubles for Grass-type Aniimo | Permanent | |
| Giant Tortoise Shell | Equipped Aniimo gain 0.7 additional P.DEF and M.DEF per level. | Permanent | |
| Giant Tortoise Shell | M.DEF Acquired Potential +2, P.DEF Acquired Potential +2. | Permanent | |
| Giant Tortoise Shell | Damage Reduction +10%; if P.DEF Acquired Potential exceeds 15 points, gain an additional 5% Physical Damage Reduction; if M.DEF Acquired Potential exceeds 15 points, gain an additional 5% Magical Damage Reduction. | Permanent | |
| Glacio | Increases EP recovery rate by 10% for 5s. | 5s | |
| Glimmer Shot | Increases the whole team’s damage by 15% for 20s. | 20s | |
| Grand Sorcerer | Each stack increases the next skill cast’s damage by 3%. | 5 | 1s |
| Grand Sorcerer | When a basic attack hits a target, deals an extra hit of damage equal to 6 Might. | 5s | |
| Grassland Assimilation | All terrain generated by Aniimo is treated as Turf. | 1s | |
| Greed | When a unit carrying the Qianling Mark is defeated, immediately restore Energy. | ||
| Greed | Trait effect is on Cooldown. | 20s | |
| Guardbreak Resonance | Increases BREAK. | 1s | |
| Guardbreak Slam | Increases damage taken by 20% for 10s. | 5 | 10s |
| Guardbreak Smash | Increases damage taken by 20% for 10s. | 5 | 10s |
| Hard Winter - BREAK | Increases BREAK efficiency by 40%. | ||
| Hard Winter - BREAK | Increases BREAK efficiency by 20%. | ||
| Hardened Shield | Increases damage reduction by 5% and EP recovery speed by 5% for 10s. | 10s | |
| Haste | Hastens allies. | ||
| Heal | Restores 5% HP every 1s | 1s | |
| Healing Bandage | Restores a total of 50% max HP over 12s. Removed when hit. | 12s | |
| Healing Dance | Gains -40% BREAK Damage Reduction. | 10s | |
| Healing Impact | Accumulating 3 stacks removes negative effects on self. | 3 | 20s |
| Healing Rose | Blooms after taking 3 critical hits, healing all nearby allies. | 4 | 10s |
| Healing Spray | Restores a total of 50% max HP over 15s. Removed when hit. | 15s | |
| Healing Water | Restores HP for 5s. | 5s | |
| Healing Water | Continuously restores HP equal to 2% of the caster's max HP every second for 5s. | 2.5s | |
| Heartseeker Pendant | Grants a 50% chance to trigger an additional 10 Might damage after landing a critical hit. | ||
| Heartseeker Pendant | Increases the additional hit chance to 100%. | ||
| Heartseeker Pendant | Increases Crit Rate by 10% after a non-critical hit. Stacks indefinitely until a critical hit lands. Consecutive critical hits increase Crit Damage by 5% per hit, up to 6 stacks. Resets upon non-critical hit. | ||
| Heartseeker Pendant | Increases Crit Rate by 10% per stack. Removes all stacks after landing a critical hit. | 99 | 1s |
| Heartseeker Pendant | Increases Crit Damage by 5% per stack, up to 6 stacks. Removes all stacks after failing to land a critical hit. | 6 | Permanent |
| Heating Up | Increases Fire damage by 12%. | ||
| Heavy Hitter | The heavier the backpack, the higher the damage dealt. Damage dealt +6% under Light Load and +12% under Heavy Load. | ||
| Heavy Hitter | Damage dealt +6% under Light Load. | ||
| Heavy Hitter | Damage dealt +12% under Heavy Load. | ||
| Heavy Load | Reduces Movement Speed by -30%, reduces Stamina recovery rate by -40%, increases Stamina cost by 60%, and increases fall damage by 50%. | 5 | |
| Helios’ Awakening | Evolves into Soleon with the Solar Grace, increasing damage dealt by 15%. Lasts until 10s after leaving combat. | ||
| Heritage Amulet | Grants a shield equal to 4% of max HP for 5s after taking damage 10 times. | ||
| Heritage Amulet | Increases the shield to 6% of max HP. | ||
| Heritage Amulet | Converts 100% of the remaining shield into healing for the whole team if the shield remains unbroken when its duration ends. | ||
| Holy Awakening | Increases damage by 30%. | ||
| Hunt | Each stack increases 10% ATK, stackable up to 10 times. | 10 | |
| Hunter | Defeating an Umbrabow Aniimo grants 1 stack of Hunt. Each stack increases ATK by 10%, up to 10 stacks. | ||
| Hydro Roll | Increases BREAK efficiency by 30% for 15s. | 15s | |
| Ice Debuff | Reduces Ice Resistance. | 20 | |
| Ice Shatter | Reduces Freeze Resistance by -30% for 5s. | 5s | |
| Ice Shield | Grants an Ice Shield equal to 10% of max HP for 20s. | 20s | |
| Ice Shield | Gains an Ice Shield equal to the HP restored. Lasts 15s. | 15s | |
| Icebound | Dealing damage applies 1 stack of Gelid. At 10 stacks, Gelid becomes Icebound, Freezing the target. | ||
| Iced Blastcap | After drinking, damage dealt by all Aniimo in the party +5% for 10m. | 600s | |
| Immersion | You are [Immersed] in sorrow and cannot act for 60s. Struggle to break free of [Immersed] early. | 6s | |
| Imprisonment | Cannot act. | 15s | |
| Imprisonment | Cannot move or cast skills. When [Imprisonment] ends, deals damage equal to 25% skill Might to the target and restores EP. | 2s | |
| Imprisonment | Cannot move or cast skills. | 2s | |
| Infection | Nimbi manipulates Melancholic Mist to infect you. Each stack reduces running and sprint speed by -5%. Reaching 10 stacks triggers the [Immersed] state. | 10 | 60s |
| Inspiration | Fire Elemental Boost increased. | 12s | |
| Inspiration | Gain 0 temporary max Energy. Fire Elemental Boost increases. At the end, restore 10% of the Energy spent during this period (up to 10). | 12s | |
| Ironclad Armament | Increases EP recovery rate by 10% and damage dealt to targets affected by BREAK by 30% for 15s. | 15s | |
| Jackpot | Basic attacks and skills no longer trigger the gacha effect and always fire rainbow bubbles. Basic attack damage +60%. | 15s | |
| Judgment Storm | Increases Wind damage for 20s. | 20s | |
| Judgment Storm | Reduces Wind Resistance for 20s. | 20s | |
| Keep the Fire Bolt going. | Fire Elemental Boost increased. | 30s | |
| Kim Funding | Applies a Mark to the last target attacked. While the Mark is active, restores Energy every second. | 15s | |
| Kim Funding | Grants the caster Energy regeneration Over Time | ||
| Kim Incentive | Grants the caster Energy regeneration Over Time | 15s | |
| Leaping Sparks | Damage taken by the shield increases by 100%. | 20s | |
| Leisure | The next skill costs no EP. | ||
| Lend Me Your Strength | Draws strength from teammates, increasing damage dealt by 70%. Upon taking damage that would cause the unit to become Fainted, reduces all teammates’ max HP by -25% and restores 100% HP to itself. Ineffective if any teammate’s max HP is below -25%. | ||
| Light Load | Reduces Stamina recovery rate by -15%, increases Stamina cost by 30%, and increases fall damage by 15%. | 3 | |
| Lightning Debuff | Reduces Lightning Resistance. | 20 | |
| Lightning Mark | When Lightning Mark detonates, it deals burst damage based on the number of stacks. | 999 | 30s |
| Lightning Needle | Continuously deals Lightning damage equal to 2% of max HP to enemies within 3 meters. | ||
| Lightning Needle | HP +2. | Permanent | |
| Lightning Needle | After casting a skill, gains 10% DMG reduction for 5s and taunts all targets within 10m. | ||
| Lightning Resonance | Increases the EP recovery speed of all lightning-type Aniimo of the team, lasting for 15 second(s) | 15s | |
| Lightning Surge | Increases basic attack damage and BREAK efficiency for Lightning-type Aniimo. | 20s | |
| Lightning Surge | Increases Lightning damage by 12%. | ||
| Lingering Malice | Healing received is reduced. | 20s | |
| Lingering Omen | Subsequent shield obtained will be reduced. | 20s | |
| Lion King | Increases Light damage dealt by 6% for 20s. Max 3 stacks. | 3 | 20s |
| Lockdown | Cannot swap Aniimo. | 1 | 10s |
| Lotus Bloom | Gains 15% Grass Boost for 30s. | 30s | |
| Lucky Break | Increases critical rate by 2%. Stacks up to 5 times. | 5 | 20s |
| Lunar Erosion | Reduces M.DEF by 15%. | 20s | |
| Machine Chain | 30s after battle starts, 1 robot appears on the battlefield every 40s (up to 3 at a time). It fires a chain at 1 unchained player, stunning them. Defeat the robot to break the chain and remove the stun. | 1s | |
| Magic Healer | Healing skills restore 12% more HP. | ||
| Magical Resistance | Magical damage reduction increases by 20%. | ||
| Magical Shell | After the target is hit by magical attacks 15 times, grants Magical Shell for 10s. | 1s | |
| Magical Shell | Magical damage dealt to this unit reflects damage back to the attacker. | 10s | |
| Magma Gauntlets | Increases damage by 20%. | 10s | |
| March | While March is active, restores 0.8% max HP every second. While holding 3 Movements, this effect receives an additional 30% boost. | 20s | |
| Marching Flask | Restores 1.4% HP for every 10 meters moved. | ||
| Marching Flask | REGEN +2. | Permanent | |
| Marching Flask | Grants a 20% chance to restore 10 EP when HP recovery triggers. Doubles the chance if REGEN Potential is above 30. | ||
| Master of Elements | All Element Damage increased by 5%, stacks up to 9 times | 9 | Permanent |
| Meteor Shower | Increases damage by 1% for 10s. Stacks up to 15 times. | 15 | 10s |
| Meteor Shower | Increases damage by 1% for 10s. Stacks up to 20 times. | 20 | 10s |
| Might | Increases ATK by 30%. | ||
| Miraculous Fleece | Transfers 10% of the target’s excess healing to the Aniimo with the lowest HP percentage. | ||
| Miraculous Fleece | Increases healing by 5%. | Permanent | |
| Miraculous Fleece | Transfers 20% of excess healing to the Aniimo with the lowest HP percentage. | ||
| Moderate Load | Reduces Movement Speed by -15%, reduces Stamina recovery rate by -30%, increases Stamina cost by 45%, and increases fall damage by 30%. | 4 | |
| Momentum | Building momentum. | 6 | 5s |
| Momentum | Gains 1 stack of Momentum every 5s while tunneling, up to 5 stacks. Also gains 1 stack of Momentum each time damage is negated. When tunneling ends, each stack of Momentum converts into a shield equal to 6% HP for 20s. | 5 | 1s |
| Move Those Legs | For each Prismatic or Exceptional item in the backpack, stamina recovery rate +6%, up to 24%. | ||
| Movement Speed Boost | Increases movement speed by 5%. | 600s | |
| Multi-Cast | 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. | ||
| Multi-hit Defense New (Damage Reduction) | Damage Reduction 5% | 10 | Permanent |
| My Strength Is Yours | Shares their power with a teammate, reducing their own damage dealt by -20%. When the buffed teammate takes damage that would cause them to Faint, reduces the Max HP of the user and all non-buffed teammates by -25% to restore 100% HP for the buffed teammate. Does not trigger if any non-buffed teammate’s Max HP is below -25% of its original value. | ||
| My Strength Is Yours | Max HP reduced. | 10 | |
| Nature’s Breath | After standing still for 3s, enters a rooted state and gains 25% DMG reduction. Effects end immediately upon moving. | ||
| Nature’s Breath | HP +2. | Permanent | |
| Nature’s Breath | Restores 2.5% HP whenever casting a skill in rooted state. Doubles the recovery if HP is above 5000. | ||
| Nebula Burst | Increases Dark damage. | 20s | |
| Nightmare | Reduces Dark Resistance for 20s. | 20s | |
| Nimbi Burst | Increases damage and BREAK efficiency by 15%. | 20s | |
| Nimbi Burst | Increases damage and BREAK efficiency by 30%. | 20s | |
| Normal | Load is within the normal range. | 1 | |
| On Standby | Total Summonable Hummins | 6 | |
| Onslaught | Reduces the EP cost of the next skill by 50%. | ||
| Overcharged | Gains a shield equal to 5% of max HP. For 6s, each skill restores 12 EP the first time it hits a target. | 6s | |
| Overcharged | Grants a shield equal to 5% of max HP. While the shield is active, UP cannot be gained, and all skills cost 12 less energy in combat. Lasts 6s. | 6s | |
| Overcharged | Casting skills while Overcharged creates lightning afterimages. After a short time, the afterimages explode. | ||
| Overcharged Coral | For each earth-type Aniimo in the party, the party restores EP per second. | ||
| Overcharged Coral | Cooldown: 15s. | 15s | |
| Overcharged Coral | When entering battle, restores EP for each Earth-type Aniimo in the party. Cooldown: 15s. | ||
| Overflowing Debuff | Each additional stack of Fire Debuff on the Alpha drops an Energy Orb that can be touched. Touching the orb restores 10 Energy. | 1s | |
| Overflowing Power | Starts with 300 more UP. | ||
| Overheated | Reduces Magmarex’s DEF and Water resistance, but increases its Movement Speed and ATK. Adds Burn to its attacks. | 1 | 30s |
| Overload | At 3stacks, gains [Turbulence] and removes [Overload]. | 3 | 2s |
| Overloaded | You can’t move or Twine with eggs in this state. | 6 | |
| Paralysis | Reduces movement speed and basic attack speed by 60%. | 10s | |
| Paralysis | Cannot act. | 3s | |
| Park Buff | Increases Fire damage and Fire Resistance by 2%. | 1 | |
| Park Buff | Increases Grass damage and Grass Resistance by 2%. | 1 | |
| Park Buff | Increases Water damage and Water Resistance by 2%. | 1 | |
| Park Buff | Increases Earth damage and Earth Resistance by 2%. | 1 | |
| Park Buff | Increases Lightning damage and Lightning Resistance by 2%. | 1 | |
| Park Buff | Increases Ice damage and Ice Resistance by 2%. | 1 | |
| Park Buff | Increases Wind damage and Wind Resistance by 2%. | 1 | |
| Park Buff | Increases Dark damage and Dark Resistance by 2%. | 1 | |
| Park Buff | Increases Light damage and Light Resistance by 2%. | 1 | |
| Park Buff | A buff granted by an RV Park. | 1 | 1s |
| Park Buff | Increases Earth-type damage and resistance by 2%. | 1 | |
| Pearl of the Sea | Increases Movement Speed by 25% and REGEN by 15% while in water terrain. Lasts 2s after leaving. | ||
| Pearl of the Sea | While in a water field, increases Water damage dealt by 15%. | ||
| Pearl of the Sea | Reduces Water resistance by 20% for 3s when attacking targets in water terrain. | ||
| Pearl of the Sea | Increases Movement Speed by 25% and REGEN by 15%. | 2s | |
| Pearl of the Sea | Reduces Water resistance by 20%. | 3s | |
| Perfect Counter | Increases BREAK efficiency by 20% for 10s. | 1 | 10s |
| Perk Me Up Cup | After drinking, REGEN efficiency for all Aniimo on the roster +5% for 10m. | 600s | |
| Phantom Charge | Teammates affected by own skills restore 2 EP for 8s. | 8s | |
| Physical Resistance | Physical damage reduction increases by 20%. | ||
| Pine Cone | When hit by certain Skill ATK from the Squarrel Family, it becomes enhanced. | 1 | 10s |
| Potent Erosion | Each stack reduces Earth Resistance for 20s. Max 10 stacks. | 10 | 20s |
| Potent Erosion | Reduces Earth Resistance per stack for 20 seconds. Stacks up to 5 times. | 10 | 20s |
| Power Sustain | Gains 1 stack each time a skill lands a critical hit. | 6 | |
| Power Sustain | After landing 6 critical hits, becomes [Overcharged], immediately gaining a shield equal to 5% HP. All skills cost 12 less EP, but UP cannot be gained. Lasts 6s. | 255 | 1s |
| Power Sustain | Increases the next skill's damage by 50%. | ||
| Prank | The next skill applies Curse to enemies hit. | ||
| Prank | The Trait effect is on cooldown. | 18s | |
| Precision Guidance | Guarantees catch of the targeted Aniimo for 60 seconds. | 10 | 60s |
| Protection (Charged) | Can be used again after charging for 10 seconds. | 10s | |
| Protection (Shield) | 【Protection】 When subjected to Control, gain a Shield equal to 10% of max HP, lasting 10 seconds Over Time. After triggering, recharges in 10 seconds for another use. | 10s | |
| Protection and Inheritance | Max HP5% Shield, when the Shield ends, the undamaged portion Heals allies | 5s | |
| Pulse Crystal | 5s after battle starts, a Pulse Crystal appears, firing a pulse every 15s after a 3s delay. Inactive while the enemy is affected by BREAK. If the pulse hits a player, it deals damage and knocks them back. Pulses can be blocked by the enemy, hitting an enemy deals 25% BREAK damage and increases their damage taken by -10% for 5s. | 1s | |
| Punch Rush | The next basic attack directly releases Punch Rush: continuously punches forward, dealing damage equal to 60 Might. | 1 | 10s |
| Punch Rush | Link Enhanced Normal Attack - Punch Rush. | 1 | 10s |
| Punishment of Thunder | Reduces Aniimo’s damage dealt % for 5s. | 5s | |
| Purifying Dance | Increases EP recovery rate by 20%. | 10s | |
| Pyro Charge | Applies 1 stack of Fire Debuff to targets within a radius every 2s. | 15s | |
| REGEN Increase | REGEN increased by 2%. | 600s | |
| Radiant Charm | Increases Water damage for all opposite-sex Aniimo in the party. | 1 | |
| Rage | Enters Enraged when Rage reaches 100. Lasts 20s. | 100 | 1s |
| Rage Outburst | The next skill cast grants double Rage. | 10s | |
| Raging Fire | The next basic attack directly releases the final hit of the basic attack, and its Might is increased from 4 to 25. | 1 | 10s |
| Raging Fire | Can directly chain into the final hit of a normal attack. | 1 | 10s |
| Raging Flame | After using a skill, use a basic attack within 20s to directly release the final hit of the attack, and its Might is increased to 31; when releasing the final hit of the basic attack, recover Energy. | 1 | |
| Rain of Blessing | Increases Aniimo’s healing by 15%. After healing, increases own damage dealt by 50% for 10s. | 1s | |
| Rain of Blessing | Increases damage dealt by 50% for 10s. | 10s | |
| Reborn in Flames | Continuously burns surrounding targets Over Time, dealing 5 Might Fire Damage per second | ||
| Reflective Field | Reflects projectile attacks. | 12s | |
| Rekindling Feather | Revives immediately after becoming Fainted and restores 10% max HP. CD: 180s. | ||
| Rekindling Feather | Increases the recovery to 20%. Doubles the amount for any other Faint-triggered or self-destruction effects that also activate. | ||
| Rekindling Feather | Restores full EP and grants 100 Ultimate Points after revival. | ||
| Reliable Fire Companion | Increases the party's Fire Elemental Boost. When Energy is above 40, the effect increases. | ||
| Resilience | Increases stamina recovery rate by 8%. | ||
| Resonant Combo | Using the same skill repeatedly increases damage by 10% for 1s. Stacks up to 5 times. | ||
| Resurgence | Upon being defeated for the first time, revives with 30% HP. | ||
| Rigged Draw | Increases Basic Attack Damage by 25% for 15s. | 15s | |
| Rock Shield | Grants a Shield that blocks incoming damage. Lasts 20s. | 20s | |
| Rondo | Each stack increases damage by 4%. | 8 | 20s |
| Rose Garden | Increases Grass-type critical damage. | 1 | 30s |
| Rose Mark | When Melloblum uses a skill, spends all stacks of [Rose Mark]. Each [Rose Mark] spent reduces EP cost by 3. | 10 | |
| Sacrifice | On defeat, the nearest target gains a shield equal to 15% of HP and a 15% ATK boost. | ||
| Sacrifice | Gains a shield equal to 15% of max HP and a 15% ATK boost. | 999 | |
| Scorch | When dealing damage, applies 5s of damage over time and reduces healing efficiency by -35%. | ||
| Scorch | Takes 5s of damage over time and healing efficiency is reduced by -35%. | 5s | |
| Scorch-glazed Pork Ribs | After eating, max HP for all Aniimo in the party +5% for 10m. | 600s | |
| Scorching | Scorching explodes when it reaches max stacks or when the target is defeated. | 10 | 10s |
| Scorching Flames | Builds Momentum while dealing tunneling damage, up to 6 stacks. Doubles Momentum gain while tunneling. Emerges from the ground after reaching max stacks, gains 30% BREAK efficiency for 20s, and generates a shield equal to 8% of max HP. | ||
| Scorching Flames | Increases next skill damage by 25%. | ||
| Screech Round | Increases damage by 30%. | 15s | |
| Secret Fragrance | When hit by a Dark basic attack, takes 50% extra damage for 20s. | 20s | |
| Secret Fragrance | When hit by a Dark basic attack, takes 60% extra damage and has a 25% chance to take additional damage equal to Fragrancier’s basic attack Might. Lasts 20s. | 20s | |
| Seeds of Spring | Restores 0.5% HP every second while standing on Turf. | ||
| Seeds of Spring | Doubles healing. | ||
| Seeds of Spring | Converts excess healing into a shield when HP is full, up to 20% of max HP. | ||
| Seeds of Spring | Converts excess healing into a shield, up to 20% of max HP. | 10s | |
| Seismic Wave | Continuously releases shock waves. | 8s | |
| Selene’s Awakening | Evolves into Fennelun with lunar power, increasing damage dealt by 15%. Lasts until 10s after leaving combat. | ||
| Self-Destruction | Increases Lightning damage. | 30s | |
| Self-Destruction | Self-detonates when defeated. | ||
| Self-Heal | At 20% HP, rapidly restores 30% HP over 5s. | ||
| Shield Bash | Gains a shield equal to 5% of max HP when dealing damage. | ||
| Shield Bash | Gains a shield when dealing damage. | 10 | 10s |
| Shield Breaker | Significantly increases BREAK efficiency against Aniimo and catch chance after BREAK for 40 seconds. | 40s | |
| Shrouded in Mist | Amplifies the next skill you cast. | ||
| Shrouded in Mist | Building up mist. | 6 | 1s |
| Silence | Cannot use skills, but can still perform basic attacks. | 1 | 10s |
| Silence | Cannot use skills while Silence is active. | 1.5s | |
| Silver Moon Mark | Each basic attack hit consumes 1 stack of Silver Moon Mark, increases basic attack damage by 100%, and restores 0.5% HP. | 4 | |
| Sizzling Pan Special | After eating, P.DEF and M.DEF for all Aniimo in the party +5% for 10m. | 600s | |
| Sleep | Sleep for 20s. | 20s | |
| Sleep | Cannot move or cast skills for 3s. Taking damage removes the control effect. | 3s | |
| Sleep | Falls asleep for 5s and takes -25% more damage from the next hit. | 5s | |
| Sleeping | Cannot move, or cast skills or basic attack. Removed upon taking damage. | 1 | 10s |
| Slow | Movement Speed reduced by 15% Over Time for 5 seconds. | 5s | |
| Slow | Slows enemies. | ||
| Slow | Each stack Slows by 20%. After accumulating 5 stacks, the target will be frozen for 2 seconds and take additional Damage equal Might. | 5 | 5s |
| Smashing Strike | Increases BREAK damage taken by 15% for 15s. | 15s | |
| Solar Halo | Enhances the next skill cast. | ||
| Solid | Damage Reduction increases by 15%. | ||
| Sorrow | At 10 stacks, enters the [Withdrawn] state and cannot act for 5s. | 10 | 5s |
| Spectral Entanglement | Increases BREAK damage taken by 10%. | 3 | 15s |
| Speed Up | Running and sprint speed increases by 10%, and stamina consumption is reduced by -25% for 8s. | 8s | |
| Speed Up | Running and sprint speed increases by 20%, and stamina consumption is reduced by -35% for 10s. | 10s | |
| Speed Up | Running and sprint speed increases by 30%, and stamina consumption is reduced by -50% for 12s. | 12s | |
| Spiral Blade | Reduces Wind Resistance by -3% per stack for 20 seconds; up to 5 stacks. | 5 | 20s |
| Spirited Feather | Equipped Aniimo gain 0.7 additional REGEN per level. | Permanent | |
| Spirited Feather | REGEN +2. | Permanent | |
| Spirited Feather | Cooldown reduction +10%. Effect doubles if REGEN is above 15. | Permanent | |
| Spore Cloud | Spores will rain down every 5 seconds, restoring Energy and 0.5% HP to active Grass Aniimo. The spore cloud lasts for 20 seconds. | 20s | |
| Spore Energy | Overall increases the effects [Spore Cloud], and causes [Doom-shroom] to skip the burying phase and emerge immediately at Ground level, lasting 30 seconds. | 30s | |
| Spore Shelter | Immune to any Damage Over Time for 1 seconds | 1s | |
| Spore Vulnerability | Damage taken from 【Bomb-shroom】 increased by 50%, Over Time 10 seconds. | 10s | |
| Spotlight Moment | The first skill this Aniimo uses within 5s of entering battle does not consume EP. Cooldown: 15s. | 1 | 5s |
| Spotlight Moment | Cooldown: 15s. | 1 | 17s |
| Springwater Nurture | Increases Fire Resistance by 5%. | 1 | 20s |
| Stamina Recovery Boost | Increases stamina recovery rate by 5%. | 600s | |
| Starfall Glide | During Starfall Glide, damage is increased by 50% and range by 50%. | 15s | |
| Starfall Rain | Increases the party’s Dark Aniimo Damage Boost and BREAK by 20% for 25s. | 25s | |
| Starlight Healing | While Starlight Healing is active, restore 7% of max HP each time you defeat a target. | 15s | |
| Starlit Glide | Can attack while moving. | 1s | |
| Steady as a Rock | The heavier the backpack, the less damage taken. Reduces damage taken by 6% under Light Load and by 12% under Heavy Load. | ||
| Steady as a Rock | Damage taken reduced under Light Load. | ||
| Steady as a Rock | Damage taken reduced under Heavy Load. | ||
| Stealth | Builds Momentum when skills deal damage, up to 6 stacks. Doubles Momentum gain while tunneling. Grants 30% BREAK efficiency at max stacks for 20s. | ||
| Stellar Energy | Increases own EP recovery rate by 10% for 10s. | 10s | |
| Stun | Cannot move, use skills, or perform basic attacks. | 7s | |
| Stun | Cannot act for 4s. | 4s | |
| Stunned | Stunned for 20s. | 20s | |
| Stunned | Cannot act for 1s. | 1s | |
| Stunned | Cannot act for 2s. | 2s | |
| Stunned | Cannot act. | 1 | 0.5s |
| Stunned | Cannot act for 0.2s. | 0.2s | |
| Stunned | Cannot act for 1.5s. | 1.5s | |
| Super Armor | Unaffected by control skills, cannot be displaced, and BREAK value will not drop below 1 | 9999s | |
| Supreme Elixir | Increases final damage by 50%, but reduces max HP to 1. (Does not apply to Support Aniimo.) | Permanent | |
| Supreme Elixir | For every 500 HP lost, increases final damage by 1%, up to 15%. (Does not apply to Support Aniimo.) | Permanent | |
| Supreme Elixir | For every 25 P.DEF or M.DEF, increases final damage by 1%, up to 15%. (Does not apply to Support Aniimo.) | Permanent | |
| Supreme Elixir | Increases Final Damage by 50%, but reduces max HP to 1. (Does not apply to Support Aniimo.) | Permanent | |
| Swift Retreat | Reduces movement speed by -15% for 10s. | 10s | |
| Swoleshroom | Increases Aniimo’s ATK by 16.5% and expands its attack range for 15s. | 15s | |
| Sword Dance | Each basic attack hit consumes 1 stack of [Sword Dance] and deals 1.8% increased damage. | 4 | 15s |
| Target Weakness | Increases Crit Damage against targets affected by Weakness Mark. | 20s | |
| Thorny Blessing | When landing a critical hit on a target, creates thorns beneath them, dealing damage equal to 100% Might for 15s. | 15s | |
| Thorny Blessing | When landing a critical hit on a target, creates thorns beneath them, dealing damage equal to 100% Might for 22s. | 22s | |
| Thorny Defense | Increases Crit Rate by 30% for 15s. | 15s | |
| Thorny Defense | Increases Crit Rate by 30% for 10s. | 10s | |
| Thorny Impact | Increases Crit Rate by 15% for 15s. | 15s | |
| Thunder Imprint | Deals damage to targets and applies Lightning Mark. When Thunder Imprint ends, detonates all Lightning Marks, dealing damage. | 8s | |
| Thunder Sweep | Increases the whole team’s Crit Rate for Lightning damage for 20s. | 20s | |
| Thunderbond | Enters Thunderwing Stance for 10s on the next skill cast when Thunderbond reaches 30 stacks. | 30 | 1s |
| Thunderwing Stance | Enters Thunderwing Stance for 10s, increasing basic attack and Ultimate damage. | 10s | |
| Tidal Heart | Increases Water damage by 25% for 20s. | 20s | |
| Time Bomb | Creates a Time Bomb at a random location 10s after battle starts. Creates another every 25s afterward. | -1 | |
| Torrent Blade | Increases basic attack range for 6s. | 6s | |
| Torrent Slam | Increases Damage Amp by 15% for 20s. | 20s | |
| Tracking Mark | After you take damage from Glameep Omega, small bubbles will keep tracking you. | 1 | 30s |
| Trapped in a Mud Ball | You are rolled into a mud ball by Baleetle and take damage every 1.5s for 5s. | 5s | |
| Trick Bomb | 30s after battle starts, a Bomb Seed appears above a random Pathfinder every 45s. After 5s, the seed falls to the ground. 2s later, it explodes and creates a permanent damage zone on the ground. A new target is selected every 30s. | 1s | |
| Truce | Reduces damage taken by 35%. | 10s | |
| Tuning | Using a skill with perfect timing increases BREAK damage by 8% for 5s. Stacks up to 4 times. | 4 | 5s |
| Tuning | Each skill cast grants 1 stack of [Volume], up to 6 stacks. At 6 stacks of [Volume], increases critical rate by 20% for 15s. | 6 | 15s |
| Tuning | Increases Crit Rate by 20% for 15s. | 1 | 15s |
| Turbulence | Reduces EP recovery rate for 10s. | 10s | |
| Twine Defense | 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. | ||
| Ultimate Enhancement | Increases Aniimo’s Ultimate damage by 75%. | 1s | |
| Umbrabow Slayer | Increases damage dealt to Umbrabow Aniimo by 12%. | ||
| Unscathed | When the Aniimo’s HP is above 90%, basic attack speed increases by 80%, and REGEN speed increases by 40%. | ||
| Unstoppable | Increases BREAK efficiency by 30%. | 20s | |
| Unstoppable Momentum | For the first 60s of battle, all Pathfinders deal 60% increased damage. | 60s | |
| Unstoppable Momentum | For the first 60s of battle, all Pathfinders deal -15% reduced damage. | 1s | |
| Vanguard’s Whistle | Increases Final Damage by 25% against targets above 70% HP. | ||
| Vanguard’s Whistle | Lowers the HP requirement for Damage Boost to 60%. | ||
| Vanguard’s Whistle | Against enemies above 90% HP, Damage Boost increases to 30% and this attack is a guaranteed crit. | ||
| Vein Rejection | Reduces Aniimo’s damage dealt by -10%. | ||
| Vein Resonance | When an Aniimo is on terrain matching its own element, it gains Vein Resonance: damage dealt +15%, and the 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: damage dealt –-10%. Vein Rejection cannot be gained while Vein Resonance is active. | 1s | |
| Vein Resonance | Increases damage dealt by 15%. | 5s | |
| Verdant Blade | Increase 20% BREAK Damage | 60s | |
| Verdant Grace | Increases Grass skill damage by 12%. | ||
| Very Light Load | Reduces Stamina recovery rate by 0%. | 2 | |
| Victory Concerto | Increases BREAK efficiency by 40%. | ||
| Vitality | Generates a healing field when defeated. | ||
| Vitality Blooms | Restores 1% HP per second to Grass-type teammates within range. | 12s | |
| Vitality Circle | Restores EP to Grass-type teammates within range every second for 12s. The amount restored scales with Leafy’s own REGEN. | 12s | |
| Vitality Circle | Restores EP and Ultimate Point(s) every second to Grass-type teammates within range for 12s. | 12s | |
| Vortex Assault | Increases damage by 8% per stack for 20s, stacking up to 4 times. | 4 | 20s |
| Waltz | Increases Crit Damage. While holding 3 Movements, this effect receives an additional 30% boost. | 20s | |
| Water Absorption | When moving through water, increases EP recovery rate by 0% for 15s. | 15s | |
| Water Debuff | Reduces Water Resistance. | 20 | |
| Water Pressure Imbalance | Each Crit Hit taken triggers 1 instance of Water damage equal to 10% of current Attack. | 5s | |
| Water Shield | Gains a Water Shield equal to 8% of max HP. Each skill hit deals AoE damage to nearby enemies. Trigger interval: 0.5s. | 15s | |
| Water Shield | Grants a Water Shield equal of the caster’s max HP for 10s. | 10s | |
| Water Vein Disorder | 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. | ||
| Weakened | While Weakened, BREAK Damage taken is increased by 50% for 8s. | 1 | 8s |
| Weakened | Damage dealt is reduced by 15% Over Time for 20 seconds. | 20s | |
| Weakening Slam | Increases BREAK damage taken by 25% for 5s. | 5s | |
| Wild Rush | ATK comes with one instance of xx Might Damage | 1s | |
| Wind Counter | Increases BREAK efficiency by 25% for 10s. | 10s | |
| Wind Guard | Gains 15% damage reduction for 10s. | 10s | |
| Wind Guard | Increases P.DEF by 10% and M.DEF by 10% for 10s. | 10s | |
| Wind Guard | Increases P.DEF by 20% and M.DEF by 20% for 10s. | 10s | |
| Wind of Regeneration | Earth-element shield equal to 12% of the caster’s max HP, lasting 20s. | 20s | |
| Withdrawn | Cannot act for 5s. | 5s | |
| Wolf Soul Energy | Basic attacks build stacks of Flameruff Spirit. At 8 stacks, enters [Full Energy]. | 8 | |
| Wondrous Magical | Increases damage dealt by 10% when using the same skill as the previous one. Stacks up to 5 times. | ||
| Wrath of the Sea | Party members gain Water Elemental Boost for 30s. | 30s | |
| Yellow Blade | Increase 40% BREAK Damage | 35s | |
| Zephyr’s Breath | Increases 25% Wind damage | 30s | |
| [Defense] Flawless Defense | Gain a Shield equal to 15% of Max HP | 30s | |
| [Defense] Reflective Barrier | Gains a Shield equal to 10% of max HP. | 10s | |
| [Defense] Reflective Barrier | Gains a Shield equal to 15% of max HP. | 10s | |
| [Defense] Reflective Barrier | Gains a Shield equal to 20% of max HP. | 10s | |
| [Energy] Blessing of Protection | Gains a Shield equal to 8% of max HP. | 20s | |
| [Ironclad] Best Offense is Defense | Each stack increases Gizmo Crit Rate by 5%, up to 10 stacks. | 10 | 10s |
| [Ironclad] Defense Training | Each stack increases P.DEF and M.DEF by 3, stacks. | 10 | |
| [Ironclad] Dulling Field | Reduces ATK by -10%. | 10s | |
| [Surge] Reckless | Increases ATK by 15%. | 10s | |
| [Trial of Fire] Environment Effect | Takes true damage equal to 1% of max HP every 2s. | ||
| [Trial of Grass] Environmental Effect | Restores 1% of max HP every 3s. | ||
| [Trial of Grass] Environmental Effect | Restores 0.5% of max HP every 3s. | ||
| [Trial of Water] Environment Effect | Gains a Shield equal to 8% of max HP every 20s. | ||
| [Trial of Water] Environment Effect | Gains a Shield equal to 4% of max HP every 20s. | ||
| [Trial of Water] Environment Effect | Gains a Shield equal to %8 of max HP. | 10s | |
| [Trial of Water] Environment Effect | Gains a Shield equal to %4 of max HP. | 10s | |
| [Valor] Adversity Parry | Increases Crit Rate by 4%. Stacks up to 5 times. | 5 | 10s |
| [Valor] Adversity Surge | Increases Crit DMG Bonus by 8%. Stacks up to 5 times. | 5 | 10s |
| [Valor] Fervor Mask | Tracks the number of times damage is taken. | 100 | |
| [Valor] Fervor Mask | Greatly empowered. | 20s | |
| [Valor] Final Stand | Gains a Shield equal to 30% of max HP. | 20s | |
| [Valor] No Retreat | Becomes Invincible for 5s. | 5s | |
| [Vitality] Calm Fighter | Increases damage reduction by 10%. | ||
| [Vitality] Close Call | Restores 10% of max HP per second. | 3s | |
| [Vitality] Overcharged Shield | 35% of excess healing is converted into a Shield. | 20s | |
| [Vitality] Protective Healing | Increases P.DEF and M.DEF by 5%. | 10s | |
| [Wealth] Compound Interest | When damage is dealt, there is a 3% chance to drop 10 Training Coins. | 30s | |
| [Wealth] Cumulative Training Coin | This is the total Training Coins obtained this session. | 999999 | |
| [Wealth] Hazard Pay | When damage is taken, there is a 10% chance to drop 10 Training Coins. | 30s |
Frequently asked questions about Aniimo status effects
What does Stun do in Aniimo?
Cannot move, use skills, or perform basic attacks.
What is the difference between Silence and Stun?
Cannot use skills, but can still perform basic attacks. Stun is total: Cannot move, use skills, or perform basic attacks.
Do status effects help break an enemy?
Yes. Each tick of a control status adds to the BREAK bar: Charm 0.005, Frozen 0.01, Palsy 0.0008, Silent 0.001, Sleep 0.005, Stun 0.01.
Where these show up
Skill descriptions name them, the damage rules price them, and held items apply several.