Aniimo has six visible creature stats: HP, ATK, P.DEF, M.DEF, BREAK and REGEN. Their jobs are survival, damage, physical mitigation, magic mitigation, stagger pressure and EP recovery. The official roles are DPS, Heal, Support, BREAK and REGEN. There is no Tank badge.
Those are not separate systems. A BREAK Aniimo uses its stat line and high-pressure moves to force a stagger. Support and REGEN prepare the team before it happens. The DPS then spends the opening. Read the sheet without that handoff and a high total can look much more useful than it is.
- Visible creature stats
- 6
- Official combat roles
- 5
- Current base-form roster
- 94
- Default combat core
- BREAK + DPS + sustain
The six stats on an Aniimo stat sheet
The Attributes total in the official Index is the sum of these six visible numbers. It is useful for comparing the overall size of two base stat lines, but it does not grade their fit for a job. A breaker with 100 BREAK and modest ATK can do more for a burst team than a higher-total creature whose points sit in the wrong places.
| Stat | What it controls | Who values it most | Common misread |
|---|---|---|---|
| HP | Maximum health and every shield or heal written as a percentage of the caster’s Max HP | Heal, frontline BREAK, any unit that must stay active | High HP does not create aggro or make an official Tank |
| ATK | The visible offensive baseline for damaging attacks | DPS first, damage-dealing Support and BREAK second | It is not proof that physical and magic attacks use one identical internal stat |
| P.DEF | Mitigation against Physical damage | Frontline BREAK, close-range DPS, survival builds | It does nothing special against Magic attacks |
| M.DEF | Mitigation against Magic damage | Frontline units, Heal and Support that must survive fields or channels | It is not a generic Support stat |
| BREAK | Pressure applied to the target’s guard or stagger meter | BREAK specialists and any hybrid asked to open the window | It is not the damage bonus after the target enters BREAK |
| REGEN | EP regeneration and skill-cycle uptime | Regen, Support and EP-hungry DPS | It is not HP regeneration and it is not Speed |
There is no Speed stat on the current sheet. Some datasets expose an upstream field named haste, but the official interface renders that field as REGEN and the current combat data names it EP Regen. A guide that recommends Speed is describing a different schema.
The sheet also hides one complication. Current client data stores Magic Attack separately, even though the official six-stat card shows only ATK. Attack and Magic Attack match on most current forms, but they differ on 14 of the 224 form rows in the dataset. Check whether a skill is Physical or Magic before treating the visible ATK row as the complete damage answer.
That distinction matters for build reading, not just arithmetic. The Blazen page, for example, lists Physical attacks, while Luminelle uses Magic and Support skills. The Aniilog shows the type, power, EP cost and effects that turn a stat line into an actual kit.
What the role averages reveal
The current official roster contains 94 base forms, each with one role label. Their averages show the intended shape clearly: DPS owns ATK, BREAK owns BREAK, Regen owns REGEN, and Heal owns HP. Support spreads its value across several rows because its real payoff usually sits in skill text.
| Official role | Count | Highest role average | What the spread says |
|---|---|---|---|
| DPS | 33 | 112.3 ATK | Damage is the clear priority; 49.3 BREAK is the lowest offensive-role average |
| BREAK | 26 | 94.2 BREAK | The meter stat leads by a huge margin; 79.7 P.DEF also makes the average breaker sturdier than the average DPS |
| Support | 18 | 96.2 ATK, 94.6 REGEN | A broad middle spread supports hybrid damage, fields, buffs and debuffs |
| REGEN | 10 | 106.2 REGEN | The role is built to sustain EP cycles, with the roster’s strongest average energy stat |
| Heal | 7 | 103.3 HP | Max-HP scaling and survival matter more than BREAK; its 47.0 BREAK average is the lowest of all five roles |
These are base-form averages, not minimum requirements. Luminelle is Support with 120 REGEN. Glameep is Heal with 122 HP, and its shield and healing skills both scale from the caster’s Max HP. Fulmintis is DPS with 130 ATK. Their roles describe what their kits are designed to accomplish, while the stats show how easily they accomplish it.
The role badge still does not replace the skill description. A Support effect may add a fixed elemental bonus that does not scale with the user’s ATK at all. A healer may use the caster’s Max HP, the recipient’s HP or a fixed percentage. A breaker may carry a high BREAK stat but equip a move with weak Break Power. The stat tells you capacity; the kit tells you conversion.
DPS, tank and support are functions, not the official role list
The familiar three-part language is still useful if it is treated as a description of combat jobs rather than Aniimo’s menu labels.
| Broad function | Official labels that usually cover it | Stat priority | Handoff in the rotation |
|---|---|---|---|
| DPS | DPS | ATK, then enough REGEN and survival to finish the sequence | Saves its expensive actions, enters on BREAK and spends the window |
| Tank or frontline | Usually BREAK, sometimes a defensive Support or Heal kit | BREAK, HP, the defense matching the encounter, then REGEN | Holds pressure safely and controls the final stagger hit |
| Support | Support, Regen and Heal | REGEN for cycle speed, HP for Max-HP scaling, defenses for uptime | Restores EP, buffs, debuffs, shields or heals before the DPS takes over |
Aniimo has no taunt-based Tank role in the current Index. The closest practical tank is a durable frontline controller. Tubster shows the pattern: it is officially BREAK, has 101 BREAK and 110 M.DEF, can enter a defensive stance, builds a Max-HP shield and can give nearby allies damage reduction. The kit tanks because it absorbs pressure and creates control, not because the game stamped it Tank.
This also explains why building every BREAK Aniimo as pure bulk is a mistake. The role’s first obligation is opening the meter. HP and defenses buy the time to do that, but they do not replace BREAK, Break Power, elemental compatibility or efficiency bonuses. If the bar barely moves, more survival only lets the wrong build fail for longer.
On the other side, “support” covers three different problems. Support multiplies a plan through buffs, debuffs and control. REGEN restores EP so the plan can repeat. Heal restores health and protects uptime. A four-slot team cannot carry all five labels at once, so the reliable core is DPS plus BREAK plus REGEN, with the last slot going to Heal for safety or matching Support for speed. The team-building guide turns that core into complete lineups.
BREAK is a stat, a role, a move value and a combat state
Most confusion comes from using one word for four layers of the same mechanic.
- 1Read the creature’s BREAK stat
This is the base stagger pressure the Aniimo brings.
- 2Read the equipped move’s Break Power
Each attack has its own coefficient, so two moves from the same creature can move the meter differently.
- 3Apply BREAK efficiency effects
Traits and skills can raise how quickly pressure converts into meter loss.
- 4Trigger the BREAK state
Emptying the guard meter staggers the target and starts the short payoff window.
Blazen makes the distinction concrete. Its base form has 104 BREAK, while Electrified Impact carries 150% Break Power. Its creature stat and the move coefficient work together. A teammate such as Luminelle can then add 10% BREAK efficiency for 15 seconds, while a trait such as Tubster’s adds 40% efficiency while shielded. Comparing only the 104 on the stat card misses half the route.
The BREAK state is the result, not another stat. The target is staggered, your team gets a safer opening, and current combat rules increase damage dealt during that state. Some kits add their own explicit reward on top. Waleetle deals 20% extra with Sandstorm Spin against BREAK targets. Pawney can activate Ironclad Armament for 30% extra damage to BREAK targets for 15 seconds.
There is no single universal BREAK multiplier published in the current Index. Treat any page claiming a flat 2x or 4x for every team as invented precision. The dependable rule is that BREAK creates a boosted damage window, and the exact total depends on the carry’s skills, buffs, elemental matchup and any effects that name BREAK targets.
BREAK is not “deal damage faster.” It is “choose when the enemy becomes vulnerable, then arrive with everything ready.”
How to force and capitalise on the stagger window
Opening BREAK as soon as possible is not the goal. Opening it on demand is. If the carry has no EP, the Ultimate is unavailable or the shortest buff is already expiring, the meter reached zero before the team was ready to profit.
- 1Choose the payoff first
Decide which DPS skill and Ultimate must land inside BREAK, then reserve their EP cost.
- 2Build with the breaker
Use high-Break-Power moves and matching efficiency effects while the DPS keeps its expensive resources.
- 3Stop one hit short
Leave a small piece of the guard meter so a support swap cannot trigger the window by accident.
- 4Prepare longest to shortest
Start persistent terrain and EP recovery first, then apply the briefest matching buff last.
- 5Land the controlled final hit
Return to the breaker, trigger BREAK and make the handoff immediate.
- 6Swap once and commit
Bring in the DPS, use the planned sequence and avoid spending the opening on extra swaps.
- 7Reset when it closes
Rebuild EP, cooldowns and guard pressure instead of forcing an empty damage cycle.
This sequence rewards the team twice. The stagger briefly reduces the pressure coming back at you, which protects channels and close-range strings. At the same time, the damage increase and kit-specific BREAK bonuses concentrate more output into the safest seconds of the fight.
A good breaker therefore needs more than a high meter stat. It needs a non-resisted attack element, useful Break Power, enough EP to repeat its pressure moves and enough bulk to stay active until the handoff. A good DPS needs the opposite discipline: stop spending before the opening so its strongest actions are available when the target finally breaks. The combat damage guide adds elemental multipliers and worked rotations to this timing loop.
How Potential changes the six-stat decision
Potential upgrades do not add the same amount to every row. The current conversion model gives each invested point a flat gain, then adds another effect every five effective points.
| Potential track | Every point | Every 5 effective points |
|---|---|---|
| HP | +40 HP | +8% HP |
| ATK | +2 ATK | +8% ATK |
| P.DEF | +3 P.DEF | +8% P.DEF |
| M.DEF | +3 M.DEF | +8% M.DEF |
| BREAK | +4 BREAK | +2% critical rate off the stat card |
| REGEN | +3 EP Regen | +3% cooldown reduction off the stat card |
That makes BREAK and REGEN more valuable than their visible totals imply. Their five-point bonuses improve a second combat property that the six-number card does not print. It also means an all-purpose “raise the highest stat” rule wastes the system’s role-specific breakpoints.
Spend toward the job that currently fails. If the meter is late, raise BREAK after checking the equipped moves. If the burst arrives empty, raise REGEN or add team EP recovery. If a Max-HP shield is too small, raise HP. If the frontline falls to Physical hits but survives Magic, add P.DEF rather than treating both defenses as one number. The Potential guide covers the catch grade, acquired pool and personality layers behind those choices.
Build the handoff, not the biggest total
Use total Attributes to compare the size of stat lines, then stop. The stronger combat choice is the one whose stats, role and skills complete the team’s handoff.
| What goes wrong | Check first | Stat or role answer |
|---|---|---|
| The guard meter barely moves | Break Power, attack element and efficiency effects | BREAK specialist, then more BREAK |
| BREAK opens but damage is weak | DPS EP, cooldowns, buffs and elemental matchup | ATK and a prepared DPS carry |
| The breaker faints before the opening | Incoming damage type | HP plus P.DEF or M.DEF as appropriate |
| The second cycle never starts | EP after the first burst | REGEN stat or a Regen-role teammate |
| Healing or shields feel small | The exact scaling line in the skill | HP only when the effect uses caster Max HP |
| A high-total Support changes little | The buff’s target and condition | Replace it with a Support that matches the carry |
The practical rule is simple: DPS spends, BREAK opens, Support amplifies, REGEN refuels and Heal preserves uptime. “Tank” is the frontline function created when enough BREAK, bulk and defensive kit effects live on the same creature. Once every slot has a job and the final stagger hit is deliberate, the six stats stop being six isolated ratings and become one repeatable combat cycle.
Use the team planner to check the role core and squad stat balance, then compare specific moves in the Aniimo skill index. The right number is the one that fixes the next handoff.





