Six crystal stat emblems converge on a golden guard ring as it cracks into a BREAK window
Guide

Aniimo stats, roles and BREAK explained

Aniimo’s six visible stats make sense only when you connect them to a job. Learn what HP, ATK, P.DEF, M.DEF, BREAK and REGEN do, why tank is a function rather than an official role, and how to build and spend the stagger window.

AniimoVerse10 min read
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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 short version
Build BREAK until the target is one controlled hit from opening. Prepare EP, buffs and position, land that final hit with the breaker, then swap once and commit the DPS carry’s strongest sequence. The best window is the one you can start on purpose.
01

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.

StatWhat it controlsWho values it mostCommon misread
HPMaximum health and every shield or heal written as a percentage of the caster’s Max HPHeal, frontline BREAK, any unit that must stay activeHigh HP does not create aggro or make an official Tank
ATKThe visible offensive baseline for damaging attacksDPS first, damage-dealing Support and BREAK secondIt is not proof that physical and magic attacks use one identical internal stat
P.DEFMitigation against Physical damageFrontline BREAK, close-range DPS, survival buildsIt does nothing special against Magic attacks
M.DEFMitigation against Magic damageFrontline units, Heal and Support that must survive fields or channelsIt is not a generic Support stat
BREAKPressure applied to the target’s guard or stagger meterBREAK specialists and any hybrid asked to open the windowIt is not the damage bonus after the target enters BREAK
REGENEP regeneration and skill-cycle uptimeRegen, Support and EP-hungry DPSIt 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.

02

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 roleCountHighest role averageWhat the spread says
DPS33112.3 ATKDamage is the clear priority; 49.3 BREAK is the lowest offensive-role average
BREAK2694.2 BREAKThe meter stat leads by a huge margin; 79.7 P.DEF also makes the average breaker sturdier than the average DPS
Support1896.2 ATK, 94.6 REGENA broad middle spread supports hybrid damage, fields, buffs and debuffs
REGEN10106.2 REGENThe role is built to sustain EP cycles, with the roster’s strongest average energy stat
Heal7103.3 HPMax-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.

03

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 functionOfficial labels that usually cover itStat priorityHandoff in the rotation
DPSDPSATK, then enough REGEN and survival to finish the sequenceSaves its expensive actions, enters on BREAK and spends the window
Tank or frontlineUsually BREAK, sometimes a defensive Support or Heal kitBREAK, HP, the defense matching the encounter, then REGENHolds pressure safely and controls the final stagger hit
SupportSupport, Regen and HealREGEN for cycle speed, HP for Max-HP scaling, defenses for uptimeRestores 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.

04

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.

  1. 1Read the creature’s BREAK stat

    This is the base stagger pressure the Aniimo brings.

  2. 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.

  3. 3Apply BREAK efficiency effects

    Traits and skills can raise how quickly pressure converts into meter loss.

  4. 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.”
05

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.

  1. 1Choose the payoff first

    Decide which DPS skill and Ultimate must land inside BREAK, then reserve their EP cost.

  2. 2Build with the breaker

    Use high-Break-Power moves and matching efficiency effects while the DPS keeps its expensive resources.

  3. 3Stop one hit short

    Leave a small piece of the guard meter so a support swap cannot trigger the window by accident.

  4. 4Prepare longest to shortest

    Start persistent terrain and EP recovery first, then apply the briefest matching buff last.

  5. 5Land the controlled final hit

    Return to the breaker, trigger BREAK and make the handoff immediate.

  6. 6Swap once and commit

    Bring in the DPS, use the planned sequence and avoid spending the opening on extra swaps.

  7. 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.

06

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 trackEvery pointEvery 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.

07

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 wrongCheck firstStat or role answer
The guard meter barely movesBreak Power, attack element and efficiency effectsBREAK specialist, then more BREAK
BREAK opens but damage is weakDPS EP, cooldowns, buffs and elemental matchupATK and a prepared DPS carry
The breaker faints before the openingIncoming damage typeHP plus P.DEF or M.DEF as appropriate
The second cycle never startsEP after the first burstREGEN stat or a Regen-role teammate
Healing or shields feel smallThe exact scaling line in the skillHP only when the effect uses caster Max HP
A high-total Support changes littleThe buff’s target and conditionReplace 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.

Browse all 96 Aniimo guides, from the beginner guide to the world bosses.

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