
Annihilation Bomb
Innate · Direct offense- EP
- 100
- Might
- 164
- CD
- 8s
- Break
- 100%
Gathers annihilation energy in the palm and hurls it toward the target, dealing massive AoE damage.
See what a skill does and which Aniimo can bring it into a team.

Gathers annihilation energy in the palm and hurls it toward the target, dealing massive AoE damage.

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.

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.

Performs an arc-shaped sweep. Enemies hit while affected by Weakness Mark are also stunned for 2.5s.

Transforms into an ultimate demonic state, unleashing rapid claw strikes that deal damage forward. The final hit applies damage over time, dealing damage equal to 6 Might every second for 10s.

Wields the power of fire to attack targets at close range.

Grants all nearby allies a Shield equal to 55% of Wavwal's missing HP for 20s.

Fires a powerful wind-type beam at the target. If you have all three Movements equipped, the attack’s area of effect expands.

Fires a bubble beam that pierces through allies and enemies, dealing damage to enemies and applying a shield to allies along its path. The shield equals 7.0% of the caster’s Max HP and lasts 10s.

While floating and moving, heals all allies within range for 12% of the caster’s Max HP over 6s.

Shoots a Grass Orb to attack the target, reducing its 5%Grass Resistance for 20s on hit.

Fires a bubble beam that pierces through allies and enemies, dealing damage to enemies and applying a shield to allies along its path. The shield equals 7.0% of the caster’s Max HP and lasts 10s.

Enters the Ballistic Guard state, increasing the user’s damage reduction by 20% and greatly boosting interruption resistance. When attacked, releases a shock wave around the user that deals damage equal to 10 Might. This can trigger no more than once every 0.2s.

Keeps playing, sending sound waves forward to damage targets.

Quickly backsteps a short distance, leaving a black hole beneath the target that continuously pulls the target in and deals damage.

Releases petals that track and attack the target. This skill gains 35% extra Crit Rate.
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.
Squashel’s tail sparks with fire, whipping up cascading flames from the ground to deal heavy damage to the target.
Summons 2 clones to attack the selected location. Summons 1 extra clone that gains Super Armor for 10s while in the Full Energy state.

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 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.

Spins rapidly across the ground, pulling in debris before detonating violently. On explosion, deals AoE damage and generates 6 Rock Piles around the Bouldus.

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 ricochets to them up to {4} times. It can also ricochet to allies.

Restores Hummin units to their maximum number, then roars with them to release a massive shockwave at the target.

Shoots a bubble in the target direction, knocking targets back and dealing damage, while leaving a bubble behind that lasts 9s. This skill can be cast consecutively, storing up to 3 charges.

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.

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.

After charging, unleashes a powerful blast forward, dealing damage. At max charge, consumes all remaining EP. For every extra 10 EP consumed, deals 30% extra damage.

The crystals on its elbows erupt with magma energy, hurling a massive molten boulder that explodes to deal wide-area damage. Damage increases by 2% for each stack of Fire Debuff on the target.

The Somniwing flies up and uses its power of rejuvenation, recovering 36 EP.

Lowers its chassis and grips the ground. During this state, basic attacks are replaced with cannon fire that consumes EP and deals AoE damage.

Raises its pincers to charge. When fully charged or when the skill is cast again, performs 2 quick swings. Can move while charging.

Restores 15 Energy and restores 0.8 Energy per second for 12s.

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.

Claws the target up to 3 times. When the third hit lands, the next skill grants double Rage. When in the Enraged state, each hit applies 2 stacks of Claw Mark, up to 6 stacks.

Throws a clay ball in a straight line in the direction faced, dealing damage on hit and applying Disintegration effect.

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.

Creates a cloud shield to protect itself, absorbing damage up to 15% max HP and reducing stamina consumption by 15% 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.

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

Summons a large number of comets from the sky to attack a target, dealing a huge amount of damage.

Deals damage to the target and applies Coral Mark for 6s. When Coral Mark ends, the marked target takes additional damage equal to 3 Might for each instance of Earth damage taken while the mark was active, and the user restores 1 EP.

Deals wide-area damage to targets in front and restores 30 EP. Hit targets enter Imprisonment for 2s. When Imprisonment ends, the target takes additional damage equal to 25% of the original skill’s Might.

Creates a coral trap ahead for 5s. It deals damage to targets every second and applies 1 stack of Earth Debuff.

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

Quickly creates 6 bubbles and increases party members’ Water damage by 16% 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 10% of Might.

Fires a flame ray that penetrates targets and deals up to 9 hits of damage. While Full Energy is active, Might increases by 45%.

Swipes its tail and releases a forward-moving cyclone of leaves to attack targets. Turf is formed around the Aniimo and along the cyclone's path for 20s.

Spins and releases a storm of petals to attack a target.

Unleashes consecutive Dark claw strikes on the target, dealing damage and silencing the target for 4s.

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

Plunges both claws into the underground crystals, causing them to erupt and send a cone-shaped wave of Dark molten rock spikes surging forward. The spikes deal damage to targets and stun them for 2.5s.

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.

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.
Lifts the stone ball and rolls forward at high speed, dealing Damage to targets ahead and an additional 400% Damage to Shields.

Dashes to the target and attacks, restoring 5% max HP on hit.

This Aniimo enters Demonic State, continuously consuming energy. Press the Skill button again to end the state. When the state ends, deals damage around this Aniimo and restores HP equal to 30% of the damage dealt during this state, up to 50% of max HP. Demonic State increases skill damage by 30% and changes skill cost to 10% of current HP. After 6 skill casts, holding basic attack deals additional damage equal to 50 Might.

Uses its tail amplifier to continuously emit sonar, detecting the weak points of targets within range. Keeping the target’s Weakness at the center for 0.8s applies Weakness Mark to it, reducing its CRIT resistance by 12% for 20s.

Unleashes a devastating strike. Overflowing energy remains in the crater, dealing continuous damage.

Cleaves through space, dealing heavy Physical damage.

Releases a current of electricity, damaging targets ahead.

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.

Deals damage to targets in range and applies 2 stacks of Drowsiness. Increases the whole team’s Dark damage by 20% for 30s.

Generates a line of stone spikes that extend forward, piercing all targets in their path.

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.

Extends its arm and throws its sword at targets ahead. When the sword returns, it pulls common targets in front of itself.

Creates an independent music space and deals damage to the targets within the space, lowering their Lightning resistance by 24% for 30s.

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.

Dashes toward the target with electricity and cannot be blocked during the dash. Restores 5 EP when landing a critical hit.

Repeatedly stabs a target with its thorn blade.

Charges and gathers Energy above the target, then drops it to strike the target. Hold the Skill button to charge. Every 0.6s, consumes 10 Energy to increase the skill damage, up to 4 times. Stages 1 to 5 deal damage equal to 1/2/3/4.5/6x Might, respectively.

Spits enhanced bubbles at the target. Effects vary by bubble color: orange bubbles deal AoE damage, blue bubbles restore 5 EP on hit, purple bubbles deal 20% additional damage, and gold and rainbow bubbles combine all three effects.

Grants the blade Light Elemental Boost, increasing skill Crit Rate by 35% for 20s.

Enhances the blade, increasing skill Crit Rate by 35% for 20s.

Sends a light wave forward, absorbing enemy projectiles and increasing EP recovery rate by 24% for teammates along its path for 20s.

Lets out a special scream, dealing damage to enemies in a frontal cone and restoring 10 energy.

Continuously spits bubbles at the target for 5s. The user can move while casting, but movement speed is reduced. This skill’s damage counts as basic attack damage.

Jumps up and slams down with a flame-encircled fist, dealing damage to a large area.

Claws the target up to 3 times. When the third hit lands, the next skill gains double Rage. In the Enraged state, each hit applies 2 stacks of Claw Mark, up to 6 stacks.

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.

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.

Launches a fireball at the target and applies 2 stacks of Fire Debuff for 5s. Hold the skill button to aim.

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

Jumps up to dodge an attack, allowing flames to swirl around it before diving down and dealing damage to targets around the landing point. A successful dodge also deals 120% damage and increases damage by 20% for 20s.

Throws an explosive fireball at the target. Press and hold to aim.

Casts Flaming Claws at the target. A powerful claw strike can be cast again within 5s. Both 2 claw strikes can consume 2 stacks of Fire Debuff from the target to deal additional damage equal to 30 Might.

Condenses energy into a massive phantom that dives down and slams into the ground, dealing area damage and leaving 1 Irisalis clone that lasts 30s. This clone can coexist with the clone summoned by Irisalis Shadow. Recasting the Ultimate resets the clone.

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.

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.

Fires an energy beam at targets ahead. After gaining 24 points of Dance Power, the next skill cast has a larger range.

Spins to slash, dealing Grass damage 4 times to all nearby targets. Each hit increases own damage by 4%, up to 32%, for 10s.

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.

Deals damage over a large area.

Gathers icy vapor in both pincers, then slams them down to deal AoE damage in front and create an ice wall for 5s.

Strikes targets around itself. Targets hit enter a Frozen state for 2.5s.

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.
Rushes toward the target, dealing Damage. If used while in Fly state, dives at the target and ends Fly. During the charge, reflects incoming Projectile attacks.

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%.

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.

Rams into the target with its body, dealing Earth damage.

Leaps toward the target and slams down, dealing circular AoE damage. When enhanced, gains an Ice Shield equal to 10% of max HP and creates a ring-shaped Ice Prison around the target for 8s. Recast to cancel the Ice Prison.

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.

Causes all Hummins to blink next to the target and unleash sonic attacks, dealing area damage and inflicting Stun for 1s.

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

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.

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.

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

Makes its hands grow huge and smashes the ground, dealing damage to all targets nearby.
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 Stun2.5s.

Unleashes Helios’ Judgment on nearby targets, dealing massive damage. Evolves into Soleon, increases its own Damage Amp by 15% until leaving combat, and gains Ring of the Golden Sun.

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

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.

While electrified, charges toward the target to deal damage.

Unleashes a lion’s roar imbued with holy power to attack targets. On hit, increases the user’s Light Damage Amp by 6%, stacking up to 3 times for 20s. Solar Halo enhances this skill’s effect, applying 3 stacks each time.

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 inflicting an additional 1s of stun.

Swings the shovel with full force to deliver a powerful strike, dealing damage.

Breathes powerful Lava Breath from the air, dealing damage to all targets within a large area in front and applying 8 stacks of Fire Debuff.

Summons 2 clones to attack the selected location. Summons 1 extra clone while in the Full Energy state.

Rolls continuously to ram targets while draining stamina. If cast near a water environment, absorbs water to increase BREAK Efficiency by 30% for 15s.

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.

On hit, puts the target into Sleeping, increasing damage taken by the target by 25% and preventing action for 5s. Removed when the target takes damage. Ineffective against Grass-type Aniimo.

Arc-shaped sweeping attack dealing Ice damage. Enemies hit that are in the Weakness Mark state are additionally afflicted with Frozen for 2.5s.

Raises the ice ball and rolls forward, dealing a large amount of damage.

Fires an Ice Orb at the target, putting the target into a Frozen state for 2.5s. Hold the skill key to aim.

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.

Creates an ice spike ahead, attacking and freezing the target for 2.5s. Can be used during tunneling. Afterward, dashes forward and emerges from underground.

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.

Turns into an icy tornado to continuously attack its targets.

Charges in the selected direction, knocking back targets and dealing damage. Hitting any target consumes 10% of current HP.

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.
Ignites flames to inspire the whole team, increasing Fire Elemental Boost by 12%. At the end, restores 10% of Energy consumed during the effect (up to 10 points), lasting 12s.

After Iris Shot hits a target, summons 1 Iris Clone for 30s. The clone immediately fires a Floral Gleam Beam at the target. Casting the skill again resets the clones.

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.

Strikes targets around itself. Targets hit enter a Silence state for 4s.
Passion Heats Up, dealing AoE Damage and increasing nearby allied units' Fire Elemental Boost by 25% for 30 seconds

Breathes fire forward, attacking targets and applying 8 stacks of Fire Debuff.

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.

Spins leaves around itself, dealing damage for 5.5s.

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.

Increases healing received by all nearby allies by 15% for 30s, and restores the caster’s HP equal to 21% of their Max HP over 2s.
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

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%.

Hold to enter Aim Mode and fire two Electric Blade Shock Waves. Critical hits inflict Paralysis on the target for 6s.

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.

Attacks the targets while break dancing.

Channels the power of lightning and strikes the target with a three-hit claw combo. This skill grants an additional 50% CRIT Rate.
Channels the power of lightning, sending a lightning claw mark surging forward that deals up to 3 hits to the target. This skill grants an additional 50% CRIT Rate.

Launches a lightning dart at the target, dealing damage to all targets along the way while drawing them closer over time.

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.

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

Thrusts toward the target. On hit, increases this Aniimo’s Crit Rate by 15% for 15s.

Jumps up to dodge an attack, allowing lightning to swirl around it before diving down and dealing damage to targets around the landing point. A successful dodge also deals 120% damage and inflicts Paralysis on hit targets for 5s.

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.

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.

Channels energy to recharge allies. Lightning-type teammates’ basic attack damage increases by 27%, and their BREAK efficiency increases by 16% for 20s.

Quickly forms a lotus cocoon that bursts open, instantly healing the whole team for 15% of the caster’s max HP, and grants the entire team 15% Grass Elemental Boost for 30s.

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.

Pours the power of moonlight onto the target, dealing massive additional BREAK damage based on the Aniimo’s level.

Drives both claws into the ground, causing underground crystals to erupt with magma. A cone of molten spikes surges forward, damaging targets. If it hits a target with more than 5 stacks of Fire Debuff, it stuns them for 3.5s.

Releases a wide-area energy burst around the target, dealing damage to targets hit and reducing subsequent shield values gained by 44% for 20s.

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%.

Unleashes all the energy stored in the minerals on its back into the sky, where it transforms into meteors that rain down on targets.

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%.
Bathes in moonlight and recovers 20 EP.

Inhales, then slams the ground, triggering an explosion that deals AoE damage in a circular area around itself. Increases party members’ 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%.

Steps forward and spins to release 3 shadow blades, dealing damage and silencing the target for 4s.

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.

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.

Inhales to trigger an explosion that deals AoE damage. Increases the entire team’s 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%.

Teleports all Hummin units next to the target to unleash Gravel Tackle, dealing damage.

Teleports all Hummins next to the target and unleashes a Tackle attack, dealing damage.

Releases an energy shock wave around the target, dealing damage to enemies hit and reducing their healing received by 44% for 20s.

Claws a target, dealing damage.

Jumps up to dodge an attack, allowing broken stones to swirl around it before diving down and dealing damage to targets around the landing point. A successful dodge also deals 120% damage and inflicts Blockade on hit targets for 8s.

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.

Removes debuffs from the caster. When off-field, Gracewing automatically appears to remove debuffs from the active teammate.

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.

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.
Throws a flaming pinecone that bursts on impact, scattering an additional 3 pinecone fragments in all directions. Targets hit are marked with Pinecone.

Rams into the target with the body.

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 gains Super Armor for 5s.

Lunges forward and spins to create a magic field that fires 3 light blades for 3 hits, dealing damage.

Removes all debuffs on surrounding teammates. Once the debuffs are removed, increases their EP recovery rate by 20% for 10s.

Bursts out of the ground, causing shock waves across a large area.

Creates quicksand ahead, dealing damage to targets and applying Imprisonment for 2s.

Launches a Radiant Dart at the target, continuously dealing damage to targets along its path. Each hit applies 1 stack of Healing Reduction, up to 16 stacks. Each stack reduces healing received by 5% for 20s.

Flaps its wings to fire 2 arcing whirlwinds, pulling targets along their paths. When the whirlwinds meet, they explode and deal AoE damage.

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.

Consumes the least common bubble color. The next basic attack is guaranteed to fire the most common color, and basic attack damage increases by 25% for 15s.

Launches a giant rock ball forward. The rock ball rolls over targets in its path and explodes.

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.

Charges briefly in place, then rushes at the target and slams into it, dealing damage and creating 4 Rock Piles around the target.

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.

Kicks a mud ball forward, causing it to roll and deal AoE damage on impact. Hold to aim and lob it.

Creates a magic circle beneath itself. Allies within range gain 70% increased Grass Crit Damage for 30s.

Charges in the selected direction, knocking back targets and dealing damage. Hitting any target consumes 10% of current HP.

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.

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.

Spins to slash, dealing Dark damage 4 times to all nearby targets. Each hit increases own damage by 4%, up to 32%, for 10s.

Deals damage to targets in front and applies Secret Fragrance for 20s. While the marks are active, Dark-type basic attacks deal 50% extra damage to the targets.

Continuously releases shock waves, dealing damage every second for 8s.

Unleashes Selene’s Judgment on nearby targets, dealing massive damage, evolves into Fennelun, and increases its Damage Amp by 15% until combat ends. Also gains 4 stacks of Silvermoon Mark.

Continuously increases its voltage and eventually triggers an explosion, dealing wide-area damage and creating an electric field underfoot. Inside the field, Lightning Elemental Boost increases by 20% for 30s.

Curls into a ball and spins with a blade sticking out, dealing damage.

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.

Quickly steps back while leaving an Earthen sigil beneath the target. Shrapnel continuously launches from the sigil to strike and Stun them for 2s.

Deploys a smokescreen that obscures vision. Targets cannot be aimed at through the smoke.

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.

Shoots stars to attack a target, dealing damage.

Flies up and dives down to hit the ground, dealing huge amount of damage.

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.

Unleashes a sonic blast around itself and instantly fills Volume.
Hurls an empowered fireball that explodes on impact, dealing area damage and inflicting 2 stacks of Fire Debuff.
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.

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 by 3%, up to 5 stacks, for 20s.

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.

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.

Flies overhead, dropping stars that damage targets. Hitting the same target 3 times increases this Aniimo’s EP recovery rate by 10% for 10s.

Raises the stone ball and rolls forward, dealing a large amount of damage.

Spins around to deal damage to a target in front. Each hit increases damage by 8% for 20s, stacking up to 4 times.

Fires a stone shell at the target.
Bathes in sunlight and restores 20 EP. Solar Halo enhances the skill, restoring an extra 5 EP.

Spits a giant rainbow bubble at the target, dealing damage over a large area and immediately entering the Jackpot status for 10s.

Summons a wave underfoot, rides it toward the target to deal damage, and creates 4 puddles.

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.

Quickly retreats, leaving behind a jellyfish clone that releases a Lightning Discharge to attack targets and slow them by 15% for 10s.

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.

Applies Weakness Mark to all targets within view range for 30s. Also reduces targets’ Wind Resistance by 20% for 30s.

Spins Cores around itself, continuously dealing damage and applying Earth Debuff for 5.5s.

Grants Thorny Blessing to the whole team. When dealing Grass Crit Damage to a target, creates thorns beneath it that deal damage. Triggers up to 1 time every 0.5s for 15s.

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 Crit Rate increases by 30% for 15s.

Thrusts toward the target. On hit, increases this Aniimo’s Crit Rate by 15% for 15s.

Rapidly attacks the target with its thorn blade. Can be used up to 3 times in a row.

Tosses projectiles formed from thunderclouds to attack the targets. When in the Shrouded in Mist state, the projectiles will explode after hitting targets, dealing damage equal to 120% Might and inflicting Paralysis on the targets for 5s.

Generates a thunder field that follows the target. When a target within the thunder field is hit by a Lightning attack, it is hit by an additional Lightning attack and inflicted with Lightning Debuff. Lightning attacks can trigger this effect no more than once every 0.2s. The thunder field lasts for 8s.

Gains Thunder Imprint. While active, each hit against a target stores the damage dealt on the target. When the effect ends, all stored damage is dealt at once. Recasting the skill during this period triggers the stored damage early. Lasts 8s. If the target has 10 stacks of Lightning Debuff, consumes them to deal an additional 100% damage.

Deals multiple hits to targets in a straight line. Targets hit will be paralyzed for 3s.

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.

Performs a rapid spinning kick, dealing area damage and pulling nearby targets in front of the user. Increases the entire team’s CRIT Rate for Lightning damage by 20% for 20s.

Channels the power of lightning, swinging its tail to attack targets ahead. This skill grants 50% additional Crit Rate.

Transforms the lightning wrapped around both wings into 5 arrows and fires them at the target. If in Thunderwing Stance, fires 5 additional arrows and finally deals explosion damage equal to 20 Might.

Releases an air vortex at the target location, dealing damage and pulling enemies toward the center.

Launches a tornado wind orb that explodes on impact and generates a forward-propelling tornado.

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.

Throws a shell at the target. If there are nearby puddles, puddles within the hit area deal additional damage equal to 30% of the original Might and increase Damage Amp by 15% for 20s.
Pulls out food to heal the team for 8% of the Sparkelf’s HP. If the unit’s HP is below 50%/25%, instead heals them for 12%/16% of the Sparkelf’s HP.

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.

Creates a field that continuously grants allies within range 35% damage reduction for 7s.

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.

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 circular magic attack around the target. If affected targets are on grass, they are bound by vines and enter a Stunned state for 3s.

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 Turf into Vitality Blooms, restoring 1% HP every second to Grass-type teammates within range.

Generates a large vortex of petals at the feet of the target to attack it.

Plays music and gains the movement-series buff: Waltz, increasing Crit Damage by 27% for 20s. With 3 movement-series buffs active, all effects from those buffs are increased by 30%.

Arc-shaped sweeping attack dealing Water damage. Enemies hit that are in the Weakness Mark state have 10 Energy stolen from them.

Jumps up and hurls a huge water ball at the target, dealing AoE damage and creating a puddle.

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.

Dashes at the target, dealing damage and knocking them back.

Shoots Water Orbs to attack a target. Press and hold the skill button to aim.

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.

Releases a water vortex at the target location, dealing damage and pulling enemies toward the center. Each hit deducts 4 Energy from the target.

Slides across the ice, dealing AoE damage in front. When enhanced, performs an additional spin, dealing damage equal to 40% of the original Might and restoring 15% of max HP for each target hit.

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.

Spins and dashes in the chosen direction, firing multiple homing bolts in succession. Also activates all Iris clones to fire floral light beams.

Unleashes rapid slashes in succession. Gains 20% damage reduction during the attack.

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.

Goes all out, rapidly firing a continuous barrage of Wind Bombs.

Enters a defensive stance, increasing Damage Reduction by 30% and immediately counterattacking when hit. If attacked at the moment the skill is cast, additionally increases BREAK Efficiency by 20% for 10s and stuns the target for 1.5s.

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

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

Tackles and pushes small-sized targets. Increases own damage reduction by 15% for 10s.

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.

Summons a soul clone to perform a forward Tackle. Upon hitting a target, it explodes, dealing damage.

Summons a huge wave toward the target to deal damage. Also increases Water Elemental Boost for party members by 20% for 30s.

Deals Wind damage over a large area and increases all party members’ Wind damage by 25% for 30s.