A companion follows a circular path through connected resonance, Capability Awakening and Held Item stations
System guide · Core systems

How to make an Aniimo stronger

Every one of an Aniimo’s six attributes caps at 20 Potential, innate plus acquired, and that number is the same for a Common catch and a Perfect one. Grade changes the material bill, not the destination. Build one carry through Capability Awakening and Resonance, then add a matching item and fund its enhancement track.

IntermediateCore systemsBy AniimoVerse12 min read267 reads
20Potential per attribute6Potential attributes150Capability Awakenings from levels1first carry to fund
01

The F2P ceiling, in one answer

Capture grade is a starting-point label, not a separate endgame stat bracket. A Common Helmut can begin with a thin Potential spread, but Capability Awakening can still take every direct attribute to the same ceiling of 20 as an Elite or Perfect catch. The lower starting total simply leaves more acquired points to fund.

What capture grade changes for a free player
QuestionAnswerPractical effect
Does grade change the direct cap?NoEvery grade can finish at the same per-attribute direct ceiling
Does grade change the starting total?YesA stronger catch needs fewer Capability Awakening materials to finish
Does spending unlock a higher cap?NoPaid packs shorten collection time; they do not create a separate stat tier
What limits F2P progress?Time and dropsLate materials and Held Item enhancement costs become the real grind
A Common Helmut selected in the Collection with low starting values across all six Potential attributes
A low-grade catch starts farther from the ceiling. It is a material-efficiency problem, not a permanent lockout.
Start useful, then upgrade the body: Do not leave your account weak while waiting for a Perfect catch. Train a usable member of the family, then move the finished training profile with Inherit when a better recipient arrives. The materials for that training come from the same content you are already clearing, and the Elite Training program hands over the largest fixed share of it.

One more thing keeps the ceiling honest: almost every material sink here also has a badge attached to it. The achievement and trophy roadmap sorts the whole badge book by the content that pays it, so the training you were going to do anyway lands on a tracked line instead of nowhere.

02

What each power system actually does

The Training menu groups four systems, but they do not all raise the same layer of a build. Levels and evolution establish the base creature and unlock its kit; Capability Awakening fills direct Potential, Resonance adds staged training bonuses, and equipment supplies a separate package of base, core and enhancement effects.

  1. Level, evolution and skillsFirst; the rest of the build depends on itBase attributes, available moves and access to later training
  2. Capability AwakeningBuy cheap points in recommended stats earlyThe acquired portion of one direct attribute at a time
  3. ResonanceAdvance whenever the next gate is openStar-Up attributes and stage-ascent bonuses
  4. Held itemAfter the Aniimo has a clear combat roleA base effect, a core effect and an enhancement track
  5. Personality and skill choicesTune once the core build direction is settledHow the finished stats convert into actual play
The power stack from foundation to optimization
Direct and extra stats are separate: Capability Awakening stops at the portion of each direct per-attribute ceiling unlocked by Aniimo level and Resonance star rank. Resonance and Held Items can place an extra bonus above that line, so a completed stat wheel can display more than its direct value without raising the Capability Awakening cap itself.

Use the Potential guide for grade appraisal and the Resonance guide for its full material route. This page is the spending map between them: finish the cheapest guaranteed gains before chasing late, random or build-specific upgrades.

Four stone workbenches in a clearing at dusk joined by one worn path, each holding unfinished tack, with a lamp lit over the first
Four menus, one path: the first bench has to be finished before the others can take any weight.
03

XP needed for each Aniimo level

Choose the level you want your Aniimo to reach, up to the level 60 cap. The first value is the XP needed from the previous level; the total adds every level from a fresh level-1 Aniimo. This is creature XP, separate from the Safaris that raise your Pathfinder Level.

Level 9 to 10

1,753 XP

Total from level 1

8,629 XP

04

Growth items, and what each one is worth

Three items feed an Aniimo directly, and their values are fixed rather than scaled to the recipient. Read them against the XP selector above: a single Growth Fruit carries a level-30 Aniimo more than two whole levels, and the same fruit is a rounding error at level 58.

Every Growth item and the Aniimo EXP it grants
ItemAniimo EXP grantedWorth using when
Growth Bud1,000Below level 20, where a bud is most of a level. Above that it is filler.
Growth Flower5,000The workhorse through the twenties and thirties, and the item your level-up claims keep handing you.
Hold for the carryGrowth Fruit25,000Save these for the carry you intend to take past level 50, where field XP alone stops keeping up.
Surplus growth items come back during Inherit: A transfer hands the recipient the source Aniimo’s EXP, level, Resonance stage and star rank, Capability Awakening and Capafruit, and returns any surplus growth items in full. Overfeeding a placeholder carry is therefore recoverable, which is the whole reason to invest before the perfect catch arrives.

Your Homeland can make these rather than buy them. The Dance Pad Polisher turns raw materials into semi-finished buds, flowers and fruit, and a Primegy payment finishes each one. Plan that line with the Homeland guide if growth items are your bottleneck rather than your materials.

05

Potential: same destination, different bill

Each of the six attributes has Innate Potential and Acquired Potential, and the two together stop at 20. Innate points belong to the catch; Capability Awakening spends training items to add acquired points within the ceiling currently unlocked by Aniimo level and Resonance star rank. The thumbs-up marker identifies the attributes recommended for that Aniimo’s role, and the per-stat capacity maths are worked through on the Potential development ladder.

Capability Awakening screen with six attribute wheels and Attack split into innate and acquired values
Selecting one attribute exposes its innate and acquired portions before another Capability Awakening is purchased.

One direct attribute

Innate Potential

Where it comes fromThe captured Aniimo, plus one Capafruit

Ceiling ruleFixed at birth; the fruit is the only way to raise it, by 1 on all six

Acquired Potential

Where it comes fromCapability Awakening

Ceiling ruleFills the room left under 20 once innate is counted

Direct Potential

Where it comes fromInnate plus acquired

Ceiling ruleCaps at 20 per attribute, the same number for every capture grade

Extra bonus

Where it comes fromResonance and Held Items

Ceiling ruleSits above the direct cap and is shown separately

How the Potential ceiling is layered

Capability Awakening moves through Star Dust, Star Sand and Starcryst Essence as the target attribute rises. The efficient route is not to finish one stat blindly. Buy the inexpensive points in the recommended attributes first, compare the next material grade with your available Resonance upgrade, and take whichever guaranteed gain is cheaper.

  1. 1Read the role first

    Confirm whether the Aniimo is DPS, Heal, Support, Break or Regen before choosing an attribute.

  2. 2Follow the recommended markers

    Raise the two marked attributes before spreading rare materials across all six.

  3. 3Stop at a material jump

    When the next point asks for a scarcer grade, check Resonance and your Held Item for a cheaper guaranteed gain.

  4. 4Return for the direct cap

    Finish the remaining acquired points after the rest of the carry has its basic progression online.

Helion stat wheel showing a capped direct Attack value with a separate purple bonus added on top
The stat wheel keeps the capped direct value and bonuses from other systems visibly separate.
A Capafruit is worth six points, not two: Capafruit grants +1 Innate Potential to each of the six attributes, and each Aniimo can consume only one. Because Innate Potential is otherwise fixed at birth, that is six points of ceiling no amount of Star Dust can buy back. Twenty Capaseeds exchange for one fruit at an outpost vendor, and the effect transfers automatically during inheritance, so it is not locked to the first recipient. Feed it to the carry you intend to finish.
06

Resonance: climb when the gate opens

Resonance alternates between star-ups inside a stage and an ascent into the next stage. Breezy Plains Dewdrop Crystal is one of the regional materials used for star-ups; Ascension also spends regional training crystals and elemental stones, with Phenomena Crystal added at stages 6 and 7. Seven stages exist, and six of them are reachable today.

Training Help page explaining that Dewdrop Crystals fill Resonance stars before an elemental-material stage ascent
Star-ups fill the current stage first; ascension unlocks the next band of attribute bonuses.
  • Screen state

    A star-up is available

    Best move
    Buy it for the active carry
    Why
    It is a fixed gain with no roll or reroll
  • Screen state

    A level gate blocks progress

    Best move
    Return to leveling and evolution
    Why
    Stockpiling does not bypass the gate
  • Screen state

    An ascent material is missing

    Best move
    Farm the named source; do not drain a second carry
    Why
    Later materials are the bottleneck
  • Screen state

    The carry reaches its current stop

    Best move
    Fund the next core system
    Why
    Capability Awakening or equipment can advance while Resonance is gated
The Resonance spending decision
Do not level the whole roster evenly: Early Resonance gains are efficient, but late ascensions concentrate rare materials. Finish the current damage carry’s available steps, keep one support functional, and only then begin a second full progression line.
07

Every Resonance stage and the level it needs

Ascension is gated on the Aniimo’s own level, not on yours, and the gates cluster. Stages 2 and 3 both open at level 35, so a creature that reaches 35 can climb twice in one sitting if the materials are there. After that the gaps widen sharply.

  1. Stage 1From the startStar-ups only, funded by one regional training crystalLv 1
  2. Stage 2Aniimo level 35ATK, BREAK and HP each gain 2%Lv 35
  3. Stage 3Aniimo level 35REGEN, P.DEF and M.DEF each gain 2%Lv 35
  4. Stage 4Aniimo level 40Counter Boost rises 20%Lv 40
  5. Stage 5Aniimo level 50Capability Awakening Count rises by 5, which is the first time Resonance buys Potential roomLv 50
  6. Stage 6Aniimo level 60Capability Awakening Count rises by 8, and the ascent starts asking for Phenomena CrystalLv 60
  7. Stage 7Aniimo level 65Capability Awakening Count rises by 10. The level it asks for sits above the current training cap of 60Lv 65
Ascension gates, and what each ascent adds
A level 60 Perfect Helion on the Resonance ascend screen, gaining Six Potentials +2 for two stacks of materials
The ascend panel prints the gain before you pay: this one buys Six Potentials +2 for six regional crystals and two element stones.
Stage 7 is configured, not reachable: The seventh ascent asks for Aniimo level 65 while the training cap tops out at 60, so no build in this version reaches it. Treat stage 6 as the finish line, plan the Phenomena Crystal it needs, and read the cap ladder in the levelling guide before budgeting for anything above it.

The Awakening allowance is the part most spending plans miss. Levels alone hand an Aniimo 150 Capability Awakenings by level 60, arriving at 1 per level from 11, 2 per level from 21, 3 from 31, 4 from 41 and 5 from 51. Stages 5 and 6 add another 13 between them. A catch with 18 innate points across its six attributes needs 102 awakenings to fill every stat to 20, so the allowance stops being the constraint somewhere in the forties and the materials take over.

08

Inheritance keeps early spending useful

Inheritance is why a free player can invest before finding the ideal catch. It moves the trained profile between eligible members of the same family, so the useful levels, Resonance and Capability Awakening you bought early can follow the stronger recipient instead of being rebuilt from zero.

Aniimo Inheritance screen selecting a trained Luminelle and another member of its family for the transfer
The selector limits the recipient pool to the same family and previews the trained profile before confirmation.
Treat Inherit as the safety net, not a farming loop: Use it when a genuinely better same-family recipient replaces your current build. The complete Inherit guide covers eligibility, transfer direction, the confirmation screen and exactly which fields move.
09

Held Items come after the core

A Held Item contributes three things: a base effect, a core effect and an enhancement track. Fulmintis only benefits from an attack item when its effects support the chosen skill plan, so read each effect before spending enhancement cores on rarity alone.

A carved fang on a leather cord beside three differently shaped collars, only one of which matches its clasp
An item is worth its cores only when the effect fits the job the carry already does.
  • Check

    Role fit

    Keep it when
    Its base effect supports the carry’s actual damage, healing, Break or support job
    Delay it when
    Its broad bonus does not match the equipped Aniimo’s kit
  • Check

    Core effect

    Keep it when
    The trigger occurs naturally in the intended rotation
    Delay it when
    Activating it requires weaker timing, positioning or resource use
  • Check

    Enhancement cost

    Keep it when
    The next listed effect materially improves the chosen plan
    Delay it when
    You expect to replace the item before reaching that effect tier
How to evaluate equipment without wasting cores

A legendary Ferocious Fang begins with Damage Amp, then adds ATK based on the equipped Aniimo’s level. Its two advanced effects add another ATK bonus and then a stronger Damage Amp, so the value comes from role fit at every stage.

10

The best F2P spending order

The best return comes from guaranteed upgrades on one carry, not from perfecting every menu at once. Use the tier list and an Aniimo’s actual skills to choose a role, then follow this order until the carry can clear the content that funds the rest of the roster.

  1. 1Choose one carry

    Pick a damage dealer with a useful element and a kit you can support. Keep one healer or support near enough to survive the same content.

  2. 2Level, evolve and set the skills

    Build the base creature first so later training gates and the intended combat loop are available.

  3. 3Buy cheap recommended Potential

    Spend early Capability Awakening materials on the marked attributes and stop when the next point jumps to a scarce grade. A reset returns the training items for 200,000 Credits and is only blocked from level 61, which nothing reaches under the level 60 cap, so this early investment stays reversible.

  4. 4Take every open Resonance gain

    Fill available stars and ascend the carry, then leave the menu when a level or material gate appears.

  5. 5Commit one matching Held Item

    Choose the base and core effects before rarity, then avoid splitting enhancement cores between substitutes.

  6. 6Unlock the first enhancement effect

    Reach the first listed effect on the item you plan to keep, then fund the final tier after the rest of the core team is functional.

  7. 7Finish the expensive points

    Return to high-grade Capability Awakening and late Resonance after every cheaper guaranteed layer is online.

  8. 8Inherit, then widen the roster

    Move the profile to a better same-family catch when needed, then repeat the route for a second damage element.

Stat gain per unit of effort
PriorityUpgradeReason
FirstCheap Capability Awakening in recommended attributesGuaranteed role stats from common materials
FirstOpen Resonance stars and stage ascentsGuaranteed whole-build progress with no roll
NextA matched Held Item core effectLarge combat value once the role is settled
NextThe first Held Item enhancement effectAdds a guaranteed item bonus after the role is settled
LateFinal high-grade Capability Awakening pointsGuaranteed, but expensive compared with early layers
LastFinal item tiers and substitute item rollsExpensive optimization with the weakest return per attempt
Your stop condition is content, not a perfect stat wheel: Once the carry clears the activity that supplies its next material, redirect resources into roster coverage. A second useful element and a stable support usually unlock more rewards than one extra late roll on an already functional build.
A dawn camp with one full set of gear laid out finished on a cloth and three other sets rolled and tied at the edge of the firelight
One carry finished pays for the next three; four half-built ones pay for nothing.
11

Frequently asked

Can a free-to-play Aniimo reach max stats?

Yes. Free players use the same direct Potential cap and the same extra-stat layers as paying players. Capture grade changes how many Capability Awakening materials are needed, while Resonance and Held Items determine the remaining build ceiling.

Should I wait for a Perfect catch before training?

No. Build a usable catch so it can earn progression materials, then use Inherit to move the trained profile to a better member of the same family.

What should I upgrade first in Aniimo?

Level and evolve one carry, buy its cheap recommended-stat Capability Awakenings, take every open Resonance gain, then commit a matching Held Item and unlock its first useful enhancement effect.

Is Capability Awakening or Resonance more important?

Neither replaces the other. Capability Awakening fills one direct attribute at a time, while Resonance adds staged training bonuses. Buy the cheapest guaranteed improvement that is currently open, then switch systems when a material or level gate makes the next step inefficient.

Browse all 96 Aniimo guides