A Wayfarer readies a common amber catching pod while scarce variants stay protected in a travel case
System guide · Getting started

Catching Aniimo without wasting Aniipods

For routine catches, throw Aniipod and move up to Aniipod Pro or Aniipod Mega only when the displayed chance needs help. Save Aniipod Hyper and Aniipod Track for throws their assists can actually fix, keep Tumbler for Nurture, and hoard Aniipod Ultra, Sparkling Cube and Legendary Aniipod for the rare catches they were built to secure.

BeginnerGetting startedBy AniimoVerse10 min read1,062 reads
9functional models2×shared Epic rate6×Nurture rate2universal guarantees
01

The five-second pod choice

Retry a blocked Alpha catch: The September 29 patch fixes the erroneous “Cannot catch Aniimo in its current state” message during Alpha capture. Update the client before retrying an attempt blocked by that message.

A stronger pod is the last lever, not the first. A sleeping or unaware target is easier to catch, Break damage raises the chance again, and Researcher capture skills add another free advantage before an item leaves your hand.

  1. 1Make the catch easier first

    Approach without alerting the target or put it into Break, then read the chance the game gives you. Better preparation costs no catching item.

  2. 2Separate odds from aim

    Low catch chance is an odds problem; a distant or erratic target is a throw problem. Aniipod Mega fixes only the first, while Aniipod Hyper and Aniipod Track add throw assists without beating its 2× rate.

  3. 3Spend the cheapest answer

    Use Aniipod by default, Aniipod Pro for a modest bump and Aniipod Mega when you need the full ordinary 2× multiplier.

  4. 4Protect the special tools

    Keep Tumbler for a Wild Surge, Aniipod Ultra for a must-catch target, Sparkling Cube for a Sparkling you truly want, and Legendary Aniipod for the one-time Irisalis encounter described in the Irisalis unlock guide.

A Wayfarer aims at a gathered Celestis group while the catch wheel shows five pod types and their remaining counts
The selection wheel exposes the real decision: target, effect and inventory count before the throw leaves your hand.
02

Every catch rate and best use

The nine functional models are not a straight ladder. Five cover ordinary field catches, one handles Wild Surges, two guarantee a result anywhere, and one is crafted for the one-time Irisalis encounter covered in the Irisalis unlock guide.

  • 1x
    AniipodRare

    Baseline catch item; no added multiplier is listed.

    Use it whenThe target is routine and the displayed chance is already comfortable.

  • 1.5x
    Aniipod ProEpic

    1.5× catch rate.

    Use it whenThe baseline chance needs a cheap, moderate lift.

  • 2x
    Aniipod MegaEpic

    2× catch rate with no throw assist.

    Use it whenYou need stronger odds and can already land the throw.

  • 2x
    Aniipod HyperEpic

    2× catch rate, faster toss and longer range.

    Use it whenThe target is distant or the normal throw falls short.

  • 2x
    Aniipod TrackEpic

    2× catch rate with auto-tracking after the toss.

    Use it whenThe target moves enough to make an ordinary throw unreliable.

  • 2x / 6x
    TumblerEpic

    2× normally; 6× for Aniimo gathered through Nurture.

    Use it whenA Wild Surge puts several targets in its rolling path.

  • Guaranteed
    Aniipod UltraLegendary

    Guaranteed catch; Acquired Potential is at least Elite.

    Use it whenFailure is not acceptable and the target is worth the guarantee.

  • Guaranteed
    Sparkling CubePrismatic

    Guaranteed catch, Perfect Potential and a guaranteed Sparkling result.

    Use it whenYou want this target as both Sparkling and Perfect Potential.

  • Legendary AniipodEpic

    Crafted from legendary tokens earned through world exploration and story progress.

    Use it whenOpen and seal the one-time Irisalis encounter in the Irisalis unlock guide.

Catch rates, assists and the spend-or-save rule
An Infergon faces a level 53 Iris with the baseline Aniipod selected and 253 remaining
The baseline pod is the inventory workhorse. A large stack belongs on ordinary field attempts, not behind glass.
03

The catch chance formula

Pawprint publishes the arithmetic behind the percentage on your screen. Every attempt starts from a Base Chance set by the target and multiplies it by the situation you created.

  • Outside combat: Final Chance = Base Chance × Aniipod Multiplier × Level Multiplier × Back Attack Multiplier × Special Status Multiplier.
  • In combat: Final Chance = Base Chance × Aniipod Multiplier × Level Multiplier × HP Multiplier × Special Status Multiplier.
  • Target already defeated: Final Chance = Defeated Base Chance × Aniipod Multiplier × Special Status Multiplier.
  • Base Chance itself: Configured Chance Group × (1 + Character Base Catch Bonus).

The Chance Group comes from the Aniimo’s own template, so a Tier 3 target stays Tier 3 whatever level it spawns at. Before any of this runs, the game checks whether the target can be caught at all; if it cannot, the chance is set to 0%.

Base Chance by area stage and target tier
Area stageTier 1Tier 2Tier 3
Standard Areas56%42%28%
Early to mid stage50%38%25%
Mid stage44%33%22%
Mid to late stage38%29%19%
Late stage32%24%16%
Catch 'n' Climb Tower40%30%18%
Two targets sit outside the table: A Common Alpha reads 0% while it is still standing and 6% once you defeat it, so the throw comes after the fight. A Common Omega is 0% and cannot be captured at all, which is why no multiplier stack ever moves it.
04

Every multiplier that moves the number

Four multipliers sit between the Base Chance and the figure you see: the pod in your hand, the level gap, the target’s condition and, depending on whether you are in combat, either its remaining HP or your approach angle.

Aniipod Multiplier by model
Catching itemMultiplier
Aniipod×1
Aniipod Pro×1.5
Aniipod Hyper, Aniipod Track, Aniipod Mega×2
Tumbler×2, rising to ×6 on Wild Surge targets
Aniipod Ultra, Sparkling CubeGuaranteed success
Level Multiplier, where Level Difference is the Aniimo’s level minus yours
Level DifferenceMultiplier
10 levels or fewer×1
11 levels higher×0.8
12 levels higher×0.6
13 levels higher×0.4
14 levels higher×0.2
15 or more levels higher×0.1

Out-levelling a target buys you nothing extra: once your level is the higher one, the multiplier stays at ×1. Twelve levels of gap, on the other hand, cuts the chance to under two thirds, so a lone stretch target is worth a few levels of patience before it is worth a rare pod.

HP Multiplier, applied in combat only
Target HPMultiplier
0%×2
5%×1.65
10%×1.26
50%×1.1
80%×1
90%×0.9
100%×0.8

The Back Attack Multiplier is the outside-combat counterpart: ×1.5 when the server confirms you struck from behind with a standard Aniipod in hand, and ×1 in every other case. A Tumbler never collects it, so approaching a Wild Surge from behind is a positioning choice rather than a rate boost.

Special Status Multiplier by target condition
ConditionMultiplier
Deep Sleep, Collecting Nectar×100
Special Stun×4 or ×100
Break catch bonus active×3
Normal Sleep, Stun, Eating, Woozy, Lured×2
Break×1.5
Wary, Watching×0.9
Leaving×0.8, or set directly to 0
Cloak×0.5
Rampaging, Bubble Barrier, Umbral, Already Has an Owner and other capture-prohibited statesSet directly to 0
Statuses do not multiply together: If any active status multiplier is below 1, the game uses the lowest one. If every active multiplier is at least 1, it uses the highest. A target that is both asleep at ×2 and alerted at ×0.9 lands on ×0.9, so waking its suspicion cancels the whole sleep bonus.

That rule is the practical argument for the free preparation in the first section. Deep Sleep at ×100 or a nectar-gathering target at ×100 takes almost any Base Chance to a guarantee, and the same stack collapses to ×0.9 the moment the target notices you.

A standard pod resolves in two stages: Throw a standard Aniipod at a single target and the game runs two separate checks, each set to the square root of the Final Chance, with the catch landing only if both pass. Multiplied together they come back to the same number on your screen, so the reading is honest; the throw simply resolves in two stages instead of one. Every other capture method runs a single check, and a Final Chance at 100% or above is guaranteed.

A handful of story Aniimo skip the arithmetic entirely. Their outcome is set directly, whether that is a forced success on a Break, a forced result on a back attack, or a forced success outside combat.

05

When the throw is the problem

Aniipod Mega, Aniipod Hyper and Aniipod Track all stop at 2×. Their difference is delivery: the first is the plain multiplier, the second reaches farther and faster, and the third tracks a moving target after release.

  • The target is easy to hit; only the catch chance is low.

    Aniipod Mega

    A range or tracking assist that adds no extra multiplier.

  • The target is outside a comfortable normal throw.

    Aniipod Hyper

    Repeated misses or an unnecessary guarantee pod.

  • The target changes direction while the pod is in flight.

    Aniipod Track

    A 5,000-Credit tracker on a target that was standing still.

Three 2× pods, three different jobs
A Wayfarer releases a catch field around Iris with Aniipod Pro visibly selected on the pod wheel
The selected pod remains visible through the catch animation, so check the wheel before every expensive release.
06

The Nurture exception

Tumbler is only ordinary at 2× until it meets Aniimo gathered in a Wild Surge, where its rate jumps to 6× and the device rolls through the group. That is the largest conditional multiplier in the pod catalogue, so using one on a lone field target throws away the feature that makes it special.

Outside Nurture, use the plain 2× option: If there is no Wild Surge, Aniipod Mega gives the same 2× catch rate. Save Tumbler for the ecosystem nurturing loop covered in the Prismana Flow and Nurture guide.

A successful catch can produce a lucky strike. It grants item rewards, raises the area’s Prismatic Energy and can trigger Prismana Flow directly.

Catching is also how a photo objective gets solved: the Who’s That Aniimo board asks for an exact form, and a caught Aniimo photographs on demand. What a catch is worth long term comes down to its Potential roll, which the Potential development ladder prices out before you commit a premium pod.

A Tumbler finishes rolling through a gathered Celestis group as the in-game counter reaches Catch times ten
The payoff is visible at once: one rolling device reaches the whole gathered group and the catch counter climbs to ten.
07

The pods worth hoarding

Aniipod Ultra and Sparkling Cube are the two universal catch guarantees. Ultra keeps its at least Elite Acquired Potential floor. The Cube guarantees Perfect Potential and a Sparkling result, so spend it only when you want both.

A Sparkling Iris glitters in Rainbow Woods, the kind of rare target that justifies a guaranteed catch
A visible Sparkling is exactly the moment a guarantee stops being luxury and starts being insurance.
Switch back after the valuable catch: The last pod you threw stays selected. Move off Aniipod Ultra or Sparkling Cube immediately, or the next routine target can consume another one.
08

Restocking without waste

The common trio is the renewable side of the catalogue: Aniipod, Aniipod Pro and Aniipod Mega all appear in Homeland production. The Homeland guide covers the Aniipod Maker; the table below is the quicker answer when you only need to know what a replacement costs. Several higher tiers also route through the Companion Handbook, Aniimo's battle pass, alongside the Adventure Token shops and the regular shop listed below.

Two routes outside the shops top up the same stock. Watching two hours of Aniimo on Twitch pays 20 Aniipod Pro among its tiers, listed in the Twitch Drops reward table, and the Core Courses on the Elite Training board hand over Aniipod Pro and Aniipod Mega by the chapter.

Renewable

Premium

Catalogue sources and listed shop or exchange costs
09

Frequently asked

Which catching item should I use for routine Aniimo?

Start with Aniipod. Move to Aniipod Pro for 1.5× or Aniipod Mega for 2× only when the displayed chance needs the help. The common trio is restocked through quests, shops, chests and Homeland production.

Do the three Epic 2x models have different catch rates?

No. Aniipod Mega, Aniipod Hyper and Aniipod Track all give 2×. The Hyper adds toss speed and range, while the Track adds auto-tracking. If the target is easy to hit, use the Mega and keep the assists for a throw that needs them.

When does the 6x group-catch bonus apply?

Tumbler reaches 6× only for Aniimo gathered in a Wild Surge. It is 2× in an ordinary field catch, the same listed multiplier as Aniipod Mega, so save it for ecosystem nurturing.

Which catching items should I save?

Save Aniipod Ultra for a must-catch target, Sparkling Cube for a target you want as Sparkling with Perfect Potential, Legendary Aniipod for the one-time Irisalis encounter in the Irisalis unlock guide and Tumbler for Wild Surges. The other models are ordinary upgrades or throw assists.

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