Low-HP damage · Ice

Malevsera Demonic State DPS

Malevsera has the highest ATK of any Ice Aniimo at 122 and a trait that pays for being hurt. Demonic State turns skill costs into HP, Bloodthirst turns that missing HP into up to 48% more damage, and the whole build is about staying in that window without dying in it.

By AniimoVerse ·

3 party blueprints2 loadout options1 form
Base attribute total
518points
IceS Tier
Hard difficultyTrade HP for damage on purpose
Current game data · 19 Sep 2026

Attribute breakdown

Bars share a 0–150 scale
HP88
ATK122
BREAK52
P.DEF70
M.DEF80
REGEN106

Start playing

Your first rotation

  1. 01

    Open outside Demonic State. Use Wild Dance for 33 Might at 10 EP and Demon Steps to close, which restores 5% max HP on hit.

  2. 02

    Press Demonic State once the target is committed. Skill damage rises 30% and skill costs become 10% of current HP instead of EP.

  3. 03

    Cast six skills, then hold basic attack for the 50 Might follow-up, and press Demonic State again to end it and heal back 30% of the damage you dealt.

EP is your skill resource. BREAK is the vulnerable phase after the enemy’s break bar is depleted. An ultimate is the charged special skill. Read the full rotation and entry requirements.

At a glance

Stat priorities

Start with the first priority and work down. These are practical build goals, not simulated stat weights.

  1. 1. ATK

    At 122 this is the highest ATK on any Ice Aniimo, and Bloodthirst multiplies damage rather than replacing it. A bigger base makes the 48% worth more.

  2. 2. HP

    Demonic State charges 10% of current HP per skill. A larger pool means each payment buys more casts before the bar reaches a dangerous number.

  3. 3. Damage reduction and P.DEF

    Bloodthirst rewards a low bar, so every incoming hit lands on a thin margin. Flat reduction keeps the window open instead of ending it.

  4. 4. EP recovery

    Outside Demonic State the kit still runs on EP: Wild Dance and Demon Steps cost 10 each. REGEN 106 is already strong, and it decides how fast you can re-enter.

Party blueprints

Protect the bar without refilling it

Shields, damage reduction and control all keep Malevsera alive while the trait keeps paying. Continuous healing does the opposite, so each team states which trade it is making. Core slots define this blueprint. Replace a flex member only if its replacement still covers the job described on the card.

Protect the low bar without refilling it

Shielded BloodthirstRecommended

A shield absorbs damage without restoring HP, so it protects Malevsera without resetting Bloodthirst. Glameep supplies two of them at 7% of its max HP each, Helmut takes the pressure phase, and Somniwing funds the EP Malevsera needs before it transforms.

Load in Team Planner
GlameepBasic

Flex

Two beams, each shielding allies for 7% of Glameep’s max HP for 10s without healing them.

HelmutBasic

Flex

Ballistic Guard adds 20% damage reduction and Guardbreak Slam stuns on its third smash.

SomniwingBasic

Flex

Hypnotic Spores raises damage taken by 25% for 5s; the wave adds 24% EP recovery.

Break the bar, then transform

Frozen ExecutionBREAK opener

Geoclaw and Rookey empty the BREAK bar before Malevsera spends any HP, so the expensive Demonic State window lands entirely inside the vulnerable phase. Gracewing shields rather than heals, which keeps the trait bonus intact.

Load in Team Planner
GeoclawBasic

Flex

The Ice Storm builds Ice Debuff continuously and every Geoclaw skill carries a 150% BREAK rate.

RookeyBasic

Flex

Bouncy Sling raises the target’s BREAK damage taken by 15% for 15s at 55 Might.

GracewingBasic

Flex

Shields allies for 12% of max HP for 20s and clears debuffs from off field.

Trade some trait uptime for survival

Safety NetSustain option

Healing works against Bloodthirst, and that is the honest trade here. Glacy restores the bar and adds 15% team damage for 20 seconds, which covers part of what the heal takes away. Take this team while you are learning the HP costs.

Load in Team Planner
GlynseraBasic

Flex

A second Ice attacker that holds the target while Malevsera rebuilds EP between transformations.

GlacyBasic

Flex

Healing Water restores 8% of Glacy’s max HP to everyone; Glimmer Shot adds 15% team damage.

SomniwingBasic

Flex

Ethereal Light Wave grants 24% EP recovery for 20s along the path it travels.

Forms and typing

One form, pure Ice

Malevsera has a single form and no mobility skill. All 518 base attribute points sit in Ice, weighted into 122 ATK and 106 REGEN.

Regional forms guide
Combat loadouts

Demonic State plus one repeater

Demonic State is fixed. The second slot chooses between the damage of Wild Dance and the 5% HP refund on Demon Steps. Each loadout labels its equipped skills. An optional swap, where shown, replaces slot 2.

Held items

Damage that survives a thin bar

Explosive Gloves reads the EP that Demonic State stops spending, Ferocious Fang scales the highest ATK in the element, and Rekindling Feather covers the mistake.

Upgrade shopping list

These totals cover every training step and every advancement through the full Resonance ladder. Malevsera pulls its training crystals from Whisperwake Isles rather than Breezy Plains, which matters if you levelled the rest of your roster inland. Catch it on the Whisperwake Isles atlas at 1324,1182 and 1435,1223, or in The Lost Islets at 2747,2279 and 2611,2224. Malangel, the pre-evolution, is common around Whisperwake Isles at 1322,1183 and becomes Malevsera at Aniimo level 53.

View stage-by-stage costs
Quick rotation6 steps · follow in order

Transform, spend, exit, heal

The window is short and the exit is the heal. Track the six-cast counter and the 60% HP line and the rest follows.

  1. Step 1: Set up before you transform

    Let the breaker work first. Use Wild Dance and Demon Steps on EP while the bar is still full, because everything you spend before Demonic State is HP you keep for the window itself.

  2. Step 2: Enter Demonic State

    Press the skill to transform. Skill damage rises by 30% and every skill cost becomes 10% of current HP. Energy drains continuously, so treat the state as a timed window rather than a stance you hold.

  3. Step 3: Cast six skills, then hold basic attack

    After six casts inside the state, holding basic attack deals additional damage equal to 50 Might. That is more than eight ordinary basic attacks at 6 Might each, so the counter is worth tracking.

  4. Step 4: Read the Bloodthirst number

    The trait gives 0.8% damage per 1% of maximum HP missing and stops at 48%. Sixty percent of the bar spent is the whole bonus. Dropping below that buys nothing and costs the fight.

  5. Step 5: End the state on your terms

    Press Demonic State again to finish it. The exit deals damage around Malevsera and restores HP equal to 30% of the damage dealt during the state, capped at 50% of maximum HP. Ending it at the right moment is the heal.

  6. Step 6: Spend the ultimate in the vulnerable phase

    Ashfrost Judgment lands 154 Might of forward claw strikes and its final hit applies 6 Might per second for 10 seconds. Save it for a broken bar rather than an opener.

Homeland abilities

IceIce-type Aniimo specialize in cooling your homeland environment.Lv 3
ArtisanshipCrafty Aniimo create furniture, appearance items, and other goods for your Home.Lv 3
Execution notes

Make the build hold together

Use these encounter rules to preserve the rotation instead of forcing the same sequence into every target.

Ice doubles into Water and Electric

Every skill in this kit is Ice typed and deals 1.6x to Water and Electric targets. That is where the 122 ATK and the 48% trait bonus compound into the largest numbers the build produces.

Fire and Earth are the dangerous fights

Fire and Earth hit Ice for 1.6x. With 70 P.DEF and a plan that lives at 40% HP, those are the encounters that need the shield team rather than the sustain team.

The trait has no floor protection

Nothing in the kit stops the HP cost. Demonic State takes 10% of current HP per cast whether or not the next hit would kill you, so the exit press is a resource, not a formality.

Healing is a real trade

Every point healed lowers the Bloodthirst bonus. A team with one on-demand healer beats a team with continuous healing here, which is why the recommended party shields instead.