Rock Smash
Innate skillPhysicalLeaps high, immediately gains 100 [Rage], and becomes [Enraged], then crashes down with thunderous force, dealing delayed burst damage to targets around the impact point.
Aniimo wiki · Skills
207 combat skills and 48 innate skills, each with its element, type, EP cost, power and the Aniimo that learn it. Use the filters to find skills of one element, or sort by power.
Leaps high, immediately gains 100 [Rage], and becomes [Enraged], then crashes down with thunderous force, dealing delayed burst damage to targets around the impact point.
Lowers the mask and hardens the body, increasing EP recovery rate by 10% and dealing 30% extra damage to BREAK targets for 15s. During this effect, the Ultimate can be used again to unleash Dragon Slayer Strike, dealing heavy damage to targets ahead.
Squashel’s tail sparks with fire, whipping up cascading flames from the ground to deal heavy damage to the target.
Makes its hands grow huge and smashes the ground, dealing damage to all targets nearby.
Launches a giant rock ball forward. The rock ball rolls over targets in its path and explodes.
Summons a soul clone to perform a forward Tackle. Upon hitting a target, it explodes, dealing damage.
Spins and releases a storm of petals to attack a target.
Deals multiple hits to targets in a straight line. Targets hit will be [paralyzed] for 3s.
Fires a powerful wind-type beam at the target. If you have all three Movements equipped, the attack’s area of effect expands.
Swings the shovel with full force to deliver a powerful strike, dealing damage.
Unleashes a sonic blast around itself and instantly fills [Volume].
Spins rapidly across the ground, pulling in debris before detonating violently. On explosion, deals AoE damage and generates 6 [Rock Piles] around the Bouldus.
Flies up and dives down to hit the ground, dealing huge amount of damage.
Shoots all the energy contained in the minerals on its back into the air. The energy turns into meteors that fall from above to smash targets.
Deals damage over a large area.
Bursts out of the ground, causing shock waves across a large area.
Repeatedly stabs a target with its thorn blade.
Cleaves through space, dealing heavy Physical damage.
Jumps up and slams down with a flame-encircled fist, dealing damage to a large area.
Breathes powerful flames from the air, dealing damage to all targets within a large area in front and applying 8 stacks of [Fire Debuff].
Unleashes Helios’ Judgment on nearby targets, dealing massive damage. Evolves into Soleon, increases its own damage by 15% until leaving combat, and gains Ring of the Golden Sun.
Unleashes Selene’s Judgment on nearby targets, dealing massive damage, evolves into Fennelun, and increases its damage by 15% until combat ends. Also gains 4 stacks of Silvermoon Mark.
Summons a large number of comets from the sky to attack a target, dealing a huge amount of damage.
Unleashes a devastating strike. Overflowing energy remains in the crater, dealing continuous damage.
Restores Hummin units to their maximum number, then roars with them to release a massive shockwave at the target.
Gathers annihilation energy in the palm and hurls it toward the target, dealing massive AoE damage.
Performs a wide-area slash. If near a water environment, absorbs water to greatly increase the slash range, deal additional damage equal to {0}% Might, and increase basic attack range after the slash for {1}s.
Goes all out, rapidly firing a continuous barrage of wind projectiles.
Turns into an icy tornado to continuously attack its targets.
Spins upside down on its head at high speed, creating a massive lightning storm. During the skill, deals 12 hits of damage to targets in range, and each hit applies 1 stack of [Lightning Debuff]. The user can move while casting.
Instantly heals the whole team for30% of the caster's max HP.
The crystal elbow detonates with magma energy, hurling a massive molten boulder that explodes for wide-area damage. Damage increases by2% per stack of Fire Debuff on targets.
Leaps up at high speed, gathers electricity, then slams down onto the target and enters the [Overcharged] state.
Continuously releases shock waves, dealing damage every second for 8s.
Fires an energy beam at targets ahead. After gaining 24 points of [Dance Power], the next skill cast has a larger range.
Transforms the lightning wrapped around both wings into 5 arrows and fires them at the target. If in Thunder Wing Stance, fires an additional 5 arrows, and at the end, deals additional explosion damage with 20 Might.
Jumps up and throws a giant fireball at the target. It explodes on landing, dealing wide-area damage and applying 12 stacks of [Fire Debuff].
Summons a huge wave toward the target to deal damage. Also increases Water damage for team members by 20% for 30s.
Deals Wind damage over a large area and increases all party members' Wind damage by 25% for 30s.
Creates an independent music space and deals damage to the targets within the space, lowering their Lightning resistance by 24% for 30s.
The passion rises, dealing AoE damage and increasing the Fire Elemental Damage of nearby allies by 25% for 30s
Strikes hard to deal high damage and remove all [Claw Mark] effects from the target. Each stack of [Claw Mark] deals additional damage equal to 5% Might.
Curls into a ball and spins with a blade sticking out, dealing damage.
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.
Deals damage to targets in range and applies 2 stacks of [Drowsiness]. Increases the whole team’s Dark damage by 20% for 30s.
After charging, unleash a powerful blast forward, dealing damage. At max charge, consumes all remaining EP. For every extra 10 EP consumed, deals 30% extra damage.
Continuously consumes stamina to roll forward and ram targets, dealing damage and restoring stamina over time. Creates a puddle when the roll ends. Stamina can be restored this way at most once every 3s.
Continuously increases its voltage and eventually triggers an explosion, dealing wide-area damage and creating an electric field underfoot. Inside the field, Lightning damage increases by 20% for 30s.
Rapidly spins into a sweeping kick, dealing AoE damage and pulling nearby targets in front of the user. On hit, increases the team's Lightning critical rate by 20% for 20s.
Gains 15% BREAK Damage Reduction for 20s. If within 10m of a water environment, absorbs water to gain additional stacks of the effect—each puddle absorbed grants one additional stack, up to 4 puddles at once.
Enters a defensive stance, reducing damage taken by 20% While in this state, it counters when attacked. If attacked just as the skill is used, its critical rate increases by 30% for 15s.
Enters a defensive stance, reducing damage taken by 20%. If attacked during the stance, counterattacks the target. If attacked at the moment the skill is cast, applies [Lockdown] to the target for 12s.
Raises its pincers to charge. When fully charged or used again, performs 2 quick swings. The user can move while charging.
Flies overhead, dropping stars that damage targets. Hitting the same target 3 times increases this Aniimo's EP recovery rate by 10% for 10s.
Dashes at the target, dealing damage and knocking them back.
Flies while dropping Ice element stars to attack the target for damage. Every 1 hits on a target applies 1 stack of Ice Debuff. After maintaining the skill state for 4s, can attack while moving for 15s.
Flies while dropping stars to attack the target for damage. Hitting the same target 3 times increases the Aniimo’s Energy recovery speed by 10% for 10s. After maintaining the skill state for 4s, can attack while moving for 15s.
Flies while dropping Water element stars to attack the target for damage. Each hit reduces the target’s Energy by 3. After maintaining the skill state for 4s, can attack while moving for 15s.
Quickly leaps up with brief Invincible to dodge attacks, then wraps itself in flame and dives down to attack, dealing damage to targets around the landing point. When successfully dodging a target’s attack, deals 120% damage and increases damage by 20% for 20s.
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.
Hold to charge the microphone, then release to unleash a massive sound wave, damaging targets in front. A well-timed release deals an additional 30% BREAK damage.
Gathers water and unleashes 3 consecutive slashes. Hitting the target with all slashes triggers an additional powerful slash. When near a water environment, absorbs water and empowers the slashes into water blade slashes, dealing additional damage equal to 30% Might.
Enters a defensive stance, increasing damage reduction by 30% and immediately counterattacking. If attacked at the moment the skill is cast, additionally increases BREAK efficiency by 20% for 10s and stuns the target for 1.5s.
Claws a target, dealing damage.
Releases a wide-area energy burst around the target, dealing damage to targets hit and reducing subsequent shield values gained by 44% for 20s.
Releases an energy burst around the target, dealing damage to targets hit and reducing healing received by 44% for 20s.
Dashes forward with a punch, dealing damage and piercing through targets. Also removes all [Fire Debuff] stacks from the target. Each stack of [Fire Debuff] deals additional damage equal to 5% Might.
Raises the stone ball and rolls forward, dealing a large amount of damage.
Raises the ice ball and rolls forward, dealing a large amount of damage.
Fires an energy beam in the direction the camera is facing, continuously dealing damage to targets within range. Consecutive hits gradually increase its Might.
Launches a tornado wind orb that explodes on impact and generates a forward-propelling tornado.
Summons an Ice Storm that continuously builds up [Ice Debuff] on targets. The Ice Storm keeps moving forward until it hits a wall or a target.
Fires a flame ray that penetrates targets and deals up to 9 hits of damage. While [Full Energy] is active, Might increases by 45%.
Jumps up and hurls a huge water ball at the target, dealing AoE damage and creating a puddle.
Dashes forward with a punch, dealing damage and piercing through targets. Also removes all [Fire Debuff] stacks from the target. Each stack of [Fire Debuff] deals additional damage equal to 5% Might.
Generates a line of stone spikes that extend forward, piercing all targets in their path.
Dives from the air at the target, causing a Holy Light explosion upon landing. If you have Ring of the Golden Sun, this damage is increased by 30%.
Sweeps its breath forward, attacking targets and applying 8 stacks of Fire Debuff.
Extends its arm and throws its sword at targets ahead. When the sword returns, it pulls normal targets in front of itself.
Fires a Wind Bomb at the target, dealing damage. After 1s, a second explosion erupts around the hit target, dealing additional AoE damage equal to 30% of the original Might. The second explosion reduces the Wind Resistance of hit targets by3%, up to 5 stacks, for 20s.
Spins around to deal damage to a target in front. Each hit increases damage by 8% for 20s, stacking up to 4 times.
Shoots stars to attack a target, dealing damage.
Flips forward toward the target and slams the ground with a tail strike, dealing damage. Can consume 10 stacks of [Ice Debuff] to deal 85% extra damage.
Creates an ice spike ahead, attacking and [freezing] the target for 1s. Can be used during tunneling. Afterward, dashes forward and emerges from underground.
Spins and leaps into the air, whipping up a storm that pulls targets toward its center while dealing high BREAK damage based on the Aniimo’s level. [Solar Halo] enhances the skill effect, with the final hit dealing an additional 1s stun.
Spins to slash, dealing Dark damage 3 times to all nearby targets. Each hit increases own damage by 4%, up to 32%, for 10s.
Spins to slash, dealing Grass damage 3 times to all nearby targets. Each hit increases own damage by 4%, up to 32%, for 10s.
Charges at the target to deal damage. If used while flying, dives at the target and stops flying. On hit, gains a shield equal to 5% of max HP for 10s.
Rush toward the target, dealing Damage. If used while in Fly state, you'll dive at the target and end Fly. During the charge, reflect incoming flying Projectile ATKs.
Summons 2 clones to attack the selected location. Summons 1 extra clone that gains [Super Armor] for 10s while in the [Full Energy] state.
Summons 2 clones to attack the selected location. Summons 1 extra clone while in the [Full Energy] state.
Fires a Flameruff Spirit that ricochets between targets, increasing BREAK efficiency against them by 10% per stack, up to 3 stacks, for 20s. Ricochets 5 times by default. While in the [Full Energy] state, ricochets 7 times.
Generates a large vortex of petals at the feet of the target to attack it.
Pours the power of moonlight onto the target, dealing massive additional BREAK damage based on the Aniimo’s level.
Lift the stone Aniipod and roll forward at high speed, dealing Damage to targets ahead and an additional 400% Damage to Shields.
Releases an air vortex at the target location, dealing damage and pulling enemies toward the center.
Thrusts toward the target. On hit, increases this Aniimo's critical rate by 15% for 15s.
Thrusts toward the target. On hit, increases this Aniimo's critical rate by 15% for 15s.
Lunges forward and spins to create a magic field that fires 3 ice blades for 3 hits, dealing damage and applying 5 stacks of [Ice Debuff].
Lunges forward and spins to unleash 3 dark blades to deal damage.
Lunges forward and spins to create a magic field that fires 3 light blades for 3 hits, dealing damage.
Fires 3 Light missiles at targets, prioritizing different targets. Applies [Fox Mark] to targets hit, reducing their Light Resistance by 5%. Stacks up to 3 times and lasts 10s.
Charges up in place and launches itself forward, dealing damage to the target hit and increasing its BREAK damage taken by 15% for 15s. If other targets are nearby after the hit, it bounces to them up to {4} times. It can also bounce to allies.
Throw an empowered fireball that explodes on hit, dealing area Damage and causing the target to take an additional 100% Damage while Shielded for 20 seconds
Attacks the targets while break dancing.
Quickly steps back and leaves an Earth-element magic circle at the target’s feet. Rocks continuously fly out of the circle to attack and [Stun] the target for 2s.
Quickly backstep a short distance while leaving a black hole beneath the target that continuously pulls them in and deals damage.
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%.
Moves back rapidly, leaving a clone behind that uses Lightning Discharge to attack targets and slow them by 15% for 10s.
Keeps playing, sending sound waves forward to damage targets.
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 shock wave around self that deals damage equal to 10 Might. Interval: No less than 0.2s.
Launches a lightning dart at the target, dealing damage to all targets along the way while drawing them closer.
Throws an explosive fireball at the target. Press and hold to aim.
Transports itself to a target and attacks. If the target has less than 50% HP left, for each 1% HP lost, increases the Aniimo's damage by 1%. Defeating a target with this skill grants a time-limited free recast.
Summons a wave underfoot, rides it toward the target to deal damage, and creates 4 puddles.
Hurls an empowered fireball that explodes on impact, dealing area damage and inflicting 2 stacks of [Fire Debuff].
Flaps its wings to fire 2 arcing whirlwinds, pulling targets along their paths. When the whirlwinds meet, they explode and deal AoE damage.
Charges toward the targets while electrified to deal damage.
Strikes the target with a shell. If there’s a water environment nearby, activates puddles within the hit range to deal additional damage equal to 30% Might and increase Damage Amp by 15% for 20s.
Strikes the target with a shell. If near a water environment, absorbs water to expand the damage range, deals additional damage equal to {0}% Might, and gain [Super Armor] for 5s.
Throws a shell at a target to deal damage. If near water terrain, absorbs water to expand the hit area and deal {0}% extra damage.
Causes all Hummins to blink next to the target and unleash sonic attacks, dealing area damage and inflicting a 1s [stun].
Tackles and knocks back small-sized targets. Increases own damage reduction by 15% for 10s.
Jumps up and smashes down on the target to deal damage. Up to three consecutive smashes are allowed, and the third smash will stun the target for 1s.
Jumps up and smashes down on the target to deal damage. Up to three consecutive smashes are allowed, and the third smash will stun the target for 1s.
Casts Flaming Claws to attack at the target. A stronger claw strike can be cast again within 5s. Both 2 claw strikes can consume 2 stacks of [Fire Debuff] from the target to deal extra damage equal to 30% Might.
Drops a full moon onto the target, triggering an explosion and dealing damage. If it hits a target with [Fox Mark], deals additional small-area damage around the target equal to 10%.
Jumps up and smashes down on the target to deal damage. Up to three consecutive smashes are allowed, and the third smash will stun the target for 1s.
Jumps up and smashes down on the target to deal damage. Up to three consecutive smashes are allowed, and the third smash will stun the target for 1s.
Channels the power of lightning, sending a pushing lightning claw mark forward that deals up to 3 hits to targets. This skill gains 50% additional critical rate.
Releases a leaf vortex at the target location, dealing damage and pulling enemies toward the center. Continuously absorbs puddles nearby, dealing 100% extra damage upon successful absorption.
Releases a water vortex at the target location, dealing damage and pulling enemies toward the center. Each hit deducts 4 Energy from the target.
Fires a Hypnotic Cloud Shot at the target. After it explodes, it deals damage to targets in the area and applies 1 stack of Drowsiness.
Quickly charges toward the target, performs a backflip kick to deal damage, then jumps back to the initial position, reducing the Movement Speed of the target hit by 30% for 10s.
Hold to enter Aim Mode and fire two Electric Blade Shock Waves. Critical hits inflict [Paralysis] on the target for 6s.
Strikes targets around itself. Targets hit enter a Frozen state for 2.5s.
Strikes targets around itself. Targets hit enter a [Silence] state for 4s.
Launches a fire ring that expands then contracts to attack the target. The farther the target is, the more damage it will take, up to 50% increased damage.
Quickly leaps up with brief Invincible to dodge attacks, then wraps itself in rocks and dives down to attack, dealing damage to targets around the landing point. When successfully dodging a target’s attack, deals 120% damage and applies [Lockdown] to targets hit for 8s.
Quickly leaps up with brief Invincible to dodge attacks, then wraps itself in lightning and dives down to attack, dealing damage to targets around the landing point. When successfully dodging a target’s attack, deals 120% damage and applies [Paralysis] to targets hit for 5s.
Throws a clay ball in a straight line in the direction faced, dealing damage on hit and applying Crumble effect.
Spins leaves around itself, dealing damage for 5.5s.
Gathers icy vapor in both pincers, then slams them down to deal AoE damage in front and create an ice wall for 5s.
Curls into a ball and dashes at the target, dealing damage and applying 5 stacks of Lightning Debuff. If the target has more than 5 stacks of Lightning Debuff after being hit, applies [Paralysis] for 5s.
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.
Removes negative effects on the whole team and releases a Light element rose to track and attack the target. The skill has an additional 15% Crit Rate.
Releases petals that track and attack the target. This skill gains 35% extra critical rate.
Jumps up and hurls a huge water ball at the target, dealing AoE damage, creating a water puddle, and applying 5 stacks of Water Debuff to targets hit.
Throws a punch forward. If the target hit has a [Pinecone] Mark, consumes the Mark to deal 50% more damage, launch the target, and stuns it for [Stun]2.5s.
Fires 3 homing stars. Each time a star damages a target, the user gains a 1% Damage Boost, stacking up to 15 times.
Ram into the target with your body, dealing Earth damage.
Rams into the target with the body.
Jumps up and hurls a huge water ball at the target, dealing AoE damage and creating a puddle.
Teleports all Hummin units next to the target to unleash Gravel Tackle, dealing damage.
Teleports all Off-Key Grass units next to the target and unleashes a Tackle attack, dealing damage.
Throws an ice blade forward, dealing damage to targets in range and applying stacks of [Ice Debuff]. The ice blade continuously consumes energy while spinning, and pressing the Skill button again recalls it.
Jumps up to dodge an attack, allowing a scent to encircle itself before dive-pecking the targets to deal damage. A successful dodge will generate a shield equal to 10% of max HP for 20s.
Throws a flaming pinecone that bursts on impact, scattering an additional 3 pinecone fragments in all directions. Targets hit are inflicted with the [Pinecone] Mark.
Stomps the ground to shockwave-strike targets in front, dealing damage and clearing all Claw Mark effects on the target. Each stack of Claw Mark deals additional damage equal to 10% Might and inflicts 2s of stun.
Performs a rhythmic combo on the target. Can be used up to 3 times in a row.Casting with the right timing adds 1 extra stack of [Volume].
Lowers its chassis and grips the ground. During this state, basic attacks are replaced with cannon fire that consumes EP and deals AoE damage.
Sprays flames at the target in front, dealing damage over time and applying [Fire Debuff] to the target hit.
Spins Cores around itself, continuously dealing damage and applying Earth Debuff for 5.5s.
After dashing to close in on the target, it continuously consumes Energy to perform consecutive slashes. When Energy is depleted or clicked again, it unleashes a Spinning Slash that deals 26 Might damage. For every 3 consecutive slashes accumulated by this skill, the final Spinning Slash deals 100% increased damage.
Fires a Radiant Dart at the target, dealing damage to targets along its path. Each hit adds 1 stack of [Weak], up to 16 stacks. Each stack reduces healing received by the target by 5% for 20s.
Releases a current of electricity, damaging targets ahead.
Attacks with its tail and releases a cyclone of leaves that moves forward. The cyclone generates grassland around the Aniimo, lasting for 20s.
Dashes toward the target with electricity and cannot be blocked during the dash. Restores 5 EP when landing a critical hit.
Spits bubbles to attack a target. Press and hold the skill button to keep spitting, continuously consuming EP and dealing damage to all targets hit.
Kick forward a rolling mudball that deals AoE damage on impact; hold to aim and lob it.
Charges briefly in place, then rushes at the target and slams into it, dealing damage and creating 4 [Rock Piles] around the target.
Slams all targets within range that are affected by [Fire Debuff] from a distance. Restores 3.2 EP for each stack of [Fire Debuff] on the target, up to 28.8 EP.
Deals damage to the targets in front while marking them with Secret Fragrance for 20s. While the marks are active, Dark-type basic attacks deal 50% extra damage to the targets.
Lets out a special scream, piercing all enemies ahead and restoring 10 Energy.
Lets out a special scream, dealing damage to enemies in a frontal cone and restoring 10 energy.
Fires multiple Electric Projectiles at nearby targets. If multiple projectiles hit the same unit, [paralyzes] the target for 5s. Hold the skill button to automatically enter the Fly state after the skill is cast.
Fires multiple Screech Rounds at nearby targets. If multiple projectiles hit the same unit, Cornet's damage increases by 30% for 15s. Hold the Skill button to automatically enter the Fly state after the skill is cast.
Claws the target up to 4 times. When the fourth hit lands, the next skill gains double [Rage].In the [Enraged] state, each hit applies 2/2/2/6 stacks of [Claw Mark], up to 12 stacks.
Launches a fireball at the target and applies 2 stacks of Fire Debuff for 5s. Hold the skill button to aim.
Shoots a bubble in the target direction, pushing targets back and dealing damage. Leaves behind a small bubble that lasts 9s (max 3 bubbles can be stored for consecutive casts).
Fires a stone shell at the target.
Shoots Water Orbs to attack a target. Press and hold the skill button to aim.
Claws the target up to 4 times. When the fourth hit lands, the next skill gains double [Rage].In the [Enraged] state, each hit applies 2/2/2/6 stacks of [Claw Mark], up to 12 stacks.
Unleashes a lion’s roar imbued with holy power to attack targets. On hit, increases the user’s Light damage by 6%, stacking up to 3 times for 20s. [Solar Halo] enhances this skill’s effect, applying 3 stacks each time.
Throws a missile condensed from clouds at the target. If the user is [Shrouded in Mist], the missile creates a larger explosion on hit, dealing damage equal to 180% Might.
Throws a missile condensed from thunderclouds at the target. If the user is [Shrouded in Mist], the missile creates a larger explosion on hit, dealing damage equal to 120% Might.
Rapidly attacks the target with its thorn blade. Can be used up to 3 times in a row.
Inhales, then slams the ground, triggering an explosion that deals AoE damage in a circular area around itself. Increases teammates' damage and BREAK efficiency by 15 for 20s. If the user is [Shrouded in Mist], the damage and BREAK efficiency boost also applies to all nearby allies, with the boost increased to 30.
Inhales, then slams the ground, triggering an explosion that deals AoE damage in a circular area around itself. Increases teammates' Dark damage by 15%% for 20s. If the user is [Shrouded in Mist], the Dark damage boost also applies to all nearby allies, with the boost increased to 30%%.
Spins while moving and releases magical petals that track targets. The number of petals released increases by 1 over time, up to 3 at once. Press the skill again to stop casting.
Unleashes consecutive Dark claw strikes on the target, dealing damage and [silencing] the target for 4s.
Summons a Nimbi that follows the caster, damaging targets in its path and applying 1 stack of [Drowsiness]. When hitting the caster, the Nimbi charges back toward the target.
Fires a Sonar Attack in a cone, dealing damage 10 times to targets within range. The final hit applies Weakness Mark, reducing the Crit Resistance Rate of targets hit by 12% for 5s.
Drives both claws into the ground, causing underground crystals to burst with lava. A cone of molten spikes surges forward, damaging targets. If it hits a target with more than 5 stacks of Fire Debuff, stuns them for 0.4s.
Plunges both claws into the underground crystals, causing an eruption that creates a cone-shaped wave of Dark lava stone spikes surging forward, dealing damage to targets and stunning them for 0.4s.
Gains a Water Shield equal to 8% of max HP for 15s. While active, each skill hit deals one additional instance of skill damage to the target. Trigger interval: 0.5s.
Tackles the target with the power of shadows, increasing basic attack damage by 40% for 10s after casting.
Grants Thorny Blessing to the whole team. When dealing Grass critical damage to a target, creates thorns beneath it that deal damage. Triggers up to 1 time every 0.5s for 15s.
Releases a fragrance, dealing damage to targets in 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.
Fires an energy beam. Hold the skill button to keep firing, damaging targets within range and healing Lightning-type teammates within range for 2% HP every second.
Arc-shaped sweeping attack dealing Ice damage. Enemies hit that are in the [Weakness Mark] state are additionally afflicted with [Frozen] for 2.5s.
Performs an arc-shaped sweep. Enemies hit while affected by [Weakness Mark] are also [stunned] for 2.5s.
Arc-shaped sweeping attack dealing Water damage. Enemies hit that are in the [Weakness Mark] state have 10 Energy stolen from them.
Fires an Ice Orb at the target, putting the target into a [Frozen] state for 2.5s. Hold the skill key to aim.
Shoots a Light Orb to attack the target. On hit, increases the whole team’s damage by 15% for 20s. Press and hold the skill button to aim.
Channels the power of lightning and strikes the target with a three-hit claw combo. This skill gains 50% additional critical rate.
Channels the power of lightning, swinging its tail to attack targets ahead. This skill gains 50% additional critical rate.
Spins around by continuously consuming EP, dealing damage. Deals 20% extra damage to BREAK targets. Spin speed gradually increases, raising damage frequency by up to 100% without increasing EP cost.
Rolls continuously to ram targets while draining stamina. If cast near a water environment, absorbs water to increase BREAK Efficiency by 30% for 15s.
Launches a circular magic attack around the target. If affected targets are on grass, they are bound by vines and enter a [Stunned] state for 3s.
Tackles the target with the power of flame. After casting the skill, gains [Super Armor] for 5s.
Fires an energy beam. Hold the skill key to keep firing, dealing damage to enemies in range and restoring 2% HP per second to allies in range. After 3s of continuous casting, removes negative status effects on self.
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% HP per second to Water element allies in range.
Launch Cozite to hover around you. When the Team uses a Skill, it performs a coordinated ATK. Lasts 15s.
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.
Entering Defense Mode grants 20% damage reduction. Generates a shock wave when hit, dealing damage equal to 10 Might.
Transforms into a ball that moves forward automatically for 15s. Direction can be adjusted. Hitting an enemy deals damage, while bouncing off a wall deals AoE damage equal to 15 Might to nearby targets. Jump is available in the Rolling Ball state, dealing AoE damage equal to 20 Might on landing. Jump cooldown: 5s.
Transforms into a ball that moves forward automatically for 15s. Direction can be adjusted. Hitting an enemy deals damage, while bouncing off a wall deals AoE damage equal to 15 Might to nearby targets. Jump is available in the Rolling Ball state, dealing AoE damage equal to 20 Might on landing. Jump cooldown: 5s.
Generates a thunder field that keeps following the target. Targets within the thunder field that receive a Lightning attack will be hit by an additional Lightning attack and be inflicted with a Lightning Debuff. The thunder field lasts for 8s.
Gains [Thunder Imprint]. While active, each hit against a target stores damage on the target, then deals all stored damage when the effect ends. Lasts 8s. If the target has 10 stacks of Lightning Debuff, consumes them to deal 100% extra damage.
Restores 15 Energy and restores 0.8 Energy per second for 12s.
Continuously emits sonar through its tail amplifier to detect the weak points of targets within range. After keeping a target’s weak point centered in the area for 1s, additionally applies Weakness Mark to it, reducing the target’s Crit Resistance by 12% for 20s.
Applies Weakness Mark to all targets within view range for 30s. Also reduces targets' Wind Resistance by 20% for 30s.
Creates a bubble field. Each time a teammate casts a Water skill inside the field, 1 bubble is generated, up to 6 bubbles. Lasts 15s. Press the skill button again to detonate all bubbles. Each bubble restores 4 EP. After absorbing a puddle, restores an additional 10 EP.
Quickly creates 6 bubbles and increases Water damage for teammates by 16% for 30s.
Flaps its wings to release a fragrance, increasing Dark Elemental Boost for all team members by 20% for 30s. Also [charms] targets within range, leaving them dizzy for a short duration.
Enhances the blade, increasing skill Crit Rate by 35% for 20s.
Grants the blade Light Elemental Boost, increasing skill Crit Rate by 35% for 20s.
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.
Bathes in sunlight and restores 20 EP. [Solar Halo] enhances the skill, restoring an extra 5 EP.
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 Enhancement for 30s.
Channels energy to recharge allies. Lightning-type teammates' basic attack damage increases by 27%, and their BREAK efficiency increases by 16% for 20s.
Bathes in moonlight and recovers 20 EP.
Creates a magic circle beneath itself. Allies within range gain 70%% increased Grass critical damage for 30s.
Ignites flames to inspire the whole team, increasing team Fire Elemental Damage by 15% for 12s.
Plays music and gains the movement-series buff: [Waltz], increasing Crit DMG by 27% for 20s. With 3 movement-series buffs active, all effects from those buffs are increased by 30%.
Creates a field that continuously grants allies within range 35% damage reduction for 7s.
Turbo sneezes, shaking 7 collectibles out of its wool. Picking up a collectible restores 6% HP.
Deploys a smokescreen that obscures vision. Targets cannot be aimed at through the smoke.
Creates a circular magic field underfoot, restoring 2.4 EP every second to Grass-type teammates within range for 12s. The field also upgrades nearby grass into Vitality Blooms, restoring 1% HP every second to Grass-type teammates within range.
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%.
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.
Casts a giant bubble, reducing the movement speed of targets within range by 15%and their EP recovery rate by 20%. Also increases the movement speed of allies within range by 15%.
Releases a giant bubble, reducing the movement speed of targets within range by 15% and their EP recovery rate by 20%. Also increases the movement speed of allies within range by 15%. Lasts for 15s.
Removes all debuffs on surrounding teammates. Once the debuffs are removed, increases their EP recovery rate by 20% for 10s.
Creates a warm wind zone underfoot that continuously restores HP to the whole team. Over 8s, the amount restored equals 9% of the caster’s max HP, and allies within the zone gain 40% BREAK Damage Reduction.
Removes debuffs from the caster. When off-field, Gracewing automatically appears to remove debuffs from the active teammate.
Creates a warm wind area beneath the feet, continuously healing the entire team for 9% of the caster’s Max HP over 8s. Wind Aniimo receive an additional 3% healing.
Grants allies within the target area a shield equal to 12% of the caster’s Max HP for 20s.
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 5s.
Creates a Phantomfly at the location, restoring 20 EP to all teammates that touch it after a 3s delay. There can be up to 2 Phantomflies at the same time.
Creates a cloud shield to protect itself, absorbing damage up to15% max HP and reducing stamina consumption by15% for 20s. While affected by [Shrouded in Mist], the shield absorbs damage up to 18% max HP instead, and stamina consumption is reduced by 18% for 30s.
Immediately breaks free of control effects and retreats from the target, leaving a clone behind for 20s. The clone cannot be attacked and mimics the user's basic attacks and skills, dealing damage equal to 20% of the user's damage. Use the skill again to swap places with the clone. The clone is destroyed if it moves more than 20m away from the user.
Pull out food to Heal a Roster member, restoring HP equal to 8% of the Little Fire Spirit's own HP. If the unit's HP is below 50%/25%, restore HP equal to 12%/16% of the Little Fire Spirit's own HP instead.
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.
Power is the damage value listed on each skill. Support skills have no power value, so they are not in these tables.
| # | Skill | Power | EP | Type | Learned by |
|---|---|---|---|---|---|
| 1 | 157 | 45 | Magic | Cornet | |
| 2 | 120 | 50 | Magic | Irisal | |
| 3 | 120 | 40 | Magic | Minespine | |
| 4 | 90 | 30 | Physical | Grizbo | |
| 5 | 85 | 20 | Physical | Pawney | |
| 6 | 85 | 30 | Physical | Squashel | |
| 7 | 84 | 30 | Physical | Scorchhowl | |
| 8 | 83 | 20 | Physical | Shelly, Sheldon, Sherro | |
| 9 | 80 | 30 | Physical | Dazmand | |
| 10 | 76 | 20 | Support | Piopiota |
Most combat skills cost EP (energy) to use: 116 of them cost 20 EP and 20 cost nothing. The strongest is Wind Bomb Rush (157 power).
Strongest combat skillsInnate skills cost no EP. Every Aniimo has a basic attack, and 48 Aniimo also have a powerful innate skill of their own. The strongest is Rock Smash (260 power).
Strongest innate skills