Aniimo CampKO
← Back to library

System

Held Items & Contracts

The Held Items screen

Choose an item, its rarity and its enhancement level: the panel shows what the game shows at that level, down to which Advanced Effect is active. At +15 on a Legendary, pick a family to see its pact.

Ferocious Fang +15

Damage Amp 20.0%

Core Effect

Equipped Aniimo gain 0.7 additional ATK per level.

Advanced Effect

Tier 1 effect (10/10) ATK +2

Tier 2 effect (15/15) Damage Amp +10%. Effect doubles if ATK is above 15.

Pact Effect Activated

When [Scorchhowl] is equipped with this Held Item, their signature skill: [Burn Breaker] will be enhanced.

With the pact

Burn Breaker

Physical Charge

After charging, unleash a powerful blast forward, dealing damage. Upon reaching the maximum Charge stage, consume all remaining Energy and dash up to 6 meters to the Lock On target to strike, dealing an additional 30% damage for every extra 10 Energy consumed.

The held items (25)

Every item exists three times, Rare, Epic and Legendary, with the same Core Effect. The rarity sets its stat, its Combat Power and how far it can be enhanced: Rare stops at +5, Epic reaches Tier 1 of the Advanced Effect at +10, and only Legendary goes to +15 for Tier 2.

Gargantuan Horn BREAK Core Effect Equipped Aniimo gain 0.7 additional BREAK per level. Advanced Effect Tier 1 · +10 · Epic · +100 CP BREAK +2. Tier 2 · +15 · Legendary · +200 CP BREAK +10%. If BREAK Acquired Potential exceeds 15 points, the effect is doubled. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 The game recommends it for (27) +13 Dropped by Grizbo First clear Minespine 10% Open on the screen →

Gargantuan Horn

Tier 1 · +10 · Epic · +100 CP BREAK +2.

Tier 2 · +15 · Legendary · +200 CP BREAK +10%. If BREAK Acquired Potential exceeds 15 points, the effect is doubled.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Grizbo First clear

Minespine 10%

Ferocious Fang Damage Amp Core Effect Equipped Aniimo gain 0.7 additional ATK per level. Advanced Effect Tier 1 · +10 · Epic · +100 CP ATK +2 Tier 2 · +15 · Legendary · +200 CP Damage Amp +10%. Effect doubles if ATK is above 15. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 The game recommends it for (35) +21 Dropped by Ignitis First clear Ignitis 10% Open on the screen →

Ferocious Fang

Tier 1 · +10 · Epic · +100 CP ATK +2

Tier 2 · +15 · Legendary · +200 CP Damage Amp +10%. Effect doubles if ATK is above 15.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Ignitis First clear

Ignitis 10%

Giant Tortoise Shell HP Core Effect Equipped Aniimo gain 0.7 additional P.DEF and M.DEF per level. Advanced Effect Tier 1 · +10 · Epic · +100 CP M.DEF Potential +2, P.DEF Potential +2. Tier 2 · +15 · Legendary · +200 CP DMG Reduction +10%. If P.DEF Potential exceeds 15, gains an additional 5% Physical DMG Reduction. If M.DEF Potential exceeds 15, gains an additional 5% Magic DMG Reduction. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Open on the screen →

Giant Tortoise Shell

Tier 1 · +10 · Epic · +100 CP M.DEF Potential +2, P.DEF Potential +2.

Tier 2 · +15 · Legendary · +200 CP DMG Reduction +10%. If P.DEF Potential exceeds 15, gains an additional 5% Physical DMG Reduction. If M.DEF Potential exceeds 15, gains an additional 5% Magic DMG Reduction.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Spirited Feather REGEN Core Effect Equipped Aniimo gain 0.7 additional REGEN per level. Advanced Effect Tier 1 · +10 · Epic · +100 CP REGEN +2. Tier 2 · +15 · Legendary · +200 CP Cooldown reduction +10%. Effect doubles if REGEN is above 15. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 The game recommends it for (35) +21 Dropped by Irisal First clear Irisal 10% Open on the screen →

Spirited Feather

Tier 1 · +10 · Epic · +100 CP REGEN +2.

Tier 2 · +15 · Legendary · +200 CP Cooldown reduction +10%. Effect doubles if REGEN is above 15.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Irisal First clear

Irisal 10%

Heartseeker Pendant Damage Amp Core Effect Grants a 50% chance to trigger an additional 10 Might damage after landing a critical hit. Advanced Effect Tier 1 · +10 · Epic · +100 CP Increases the additional hit chance to 100%. Tier 2 · +15 · Legendary · +200 CP Increases Crit Rate by 10% after a non-critical hit. Stacks indefinitely until a critical hit lands. Consecutive critical hits increase Crit Damage by 5% per hit, up to 6 stacks. Resets upon non-critical hit. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Dropped by Geoclaw First clear Open on the screen →

Heartseeker Pendant

Tier 1 · +10 · Epic · +100 CP Increases the additional hit chance to 100%.

Tier 2 · +15 · Legendary · +200 CP Increases Crit Rate by 10% after a non-critical hit. Stacks indefinitely until a critical hit lands. Consecutive critical hits increase Crit Damage by 5% per hit, up to 6 stacks. Resets upon non-critical hit.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Geoclaw First clear

Vanguard’s Whistle Damage Amp Core Effect Increases Final Damage by 25% against targets above 70% HP. Advanced Effect Tier 1 · +10 · Epic · +100 CP Lowers the HP requirement for Damage Boost to 60%. Tier 2 · +15 · Legendary · +200 CP Against enemies above 90% HP, Damage Boost increases to 30% and this attack is a guaranteed crit. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Open on the screen →

Vanguard’s Whistle

Tier 1 · +10 · Epic · +100 CP Lowers the HP requirement for Damage Boost to 60%.

Tier 2 · +15 · Legendary · +200 CP Against enemies above 90% HP, Damage Boost increases to 30% and this attack is a guaranteed crit.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Finisher Bell Damage Amp Core Effect Increases Final Damage by 30% against targets below 30% HP. Advanced Effect Tier 1 · +10 · Epic · +100 CP Increases Damage Boost by an additional 5% whenever the target loses 5% HP, up to an additional 20%. Tier 2 · +15 · Legendary · +200 CP Instantly defeats targets below 10% HP. Does not affect Omega targets, but guarantees a critical hit on that attack. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Open on the screen →

Finisher Bell

Tier 1 · +10 · Epic · +100 CP Increases Damage Boost by an additional 5% whenever the target loses 5% HP, up to an additional 20%.

Tier 2 · +15 · Legendary · +200 CP Instantly defeats targets below 10% HP. Does not affect Omega targets, but guarantees a critical hit on that attack.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Supreme Elixir Damage Amp Core Effect Increases final damage by 50%, but reduces max HP to 1. (Does not apply to Support Aniimo.) Advanced Effect Tier 1 · +10 · Epic · +100 CP For every 500 HP lost, increases final damage by 1%, up to 15%. (Does not apply to Support Aniimo.) Tier 2 · +15 · Legendary · +200 CP For every 25 P.DEF or M.DEF, increases final damage by 1%, up to 15%. (Does not apply to Support Aniimo.) +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Dropped by Geoclaw 10% Open on the screen →

Supreme Elixir

Tier 1 · +10 · Epic · +100 CP For every 500 HP lost, increases final damage by 1%, up to 15%. (Does not apply to Support Aniimo.)

Tier 2 · +15 · Legendary · +200 CP For every 25 P.DEF or M.DEF, increases final damage by 1%, up to 15%. (Does not apply to Support Aniimo.)

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Geoclaw 10%

Destiny’s Dice Damage Amp Core Effect Randomizes damage dealt between 70% and 150%. Advanced Effect Tier 1 · +10 · Epic · +100 CP The next attack will exceed 100% damage if the previous roll is below 100%. Tier 2 · +15 · Legendary · +200 CP Guarantees a 150% damage roll every 6th hit. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Dropped by Geoclaw 10% Open on the screen →

Destiny’s Dice

Tier 1 · +10 · Epic · +100 CP The next attack will exceed 100% damage if the previous roll is below 100%.

Tier 2 · +15 · Legendary · +200 CP Guarantees a 150% damage roll every 6th hit.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Geoclaw 10%

Ambusher’s Cloak Damage Amp Core Effect Damage Amp +25% for attacks in stealth or from behind. Advanced Effect Tier 1 · +10 · Epic · +100 CP Back attacks gain +15% Crit Rate. Tier 2 · +15 · Legendary · +200 CP Increases Crit Damage by 30% for 5s after landing a successful back attack. Refreshes duration on repeated triggers. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Open on the screen →

Ambusher’s Cloak

Tier 1 · +10 · Epic · +100 CP Back attacks gain +15% Crit Rate.

Tier 2 · +15 · Legendary · +200 CP Increases Crit Damage by 30% for 5s after landing a successful back attack. Refreshes duration on repeated triggers.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Capacitous Battery Damage Amp Core Effect Increases Ultimate damage by 30%. Advanced Effect Tier 1 · +10 · Epic · +100 CP After using an Ultimate, immediately refunds 10% Ultimate Points. Tier 2 · +15 · Legendary · +200 CP After using an Ultimate, increases Ultimate Point gain efficiency by 30% for 10s. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Dropped by Minespine 10% Open on the screen →

Capacitous Battery

Tier 1 · +10 · Epic · +100 CP After using an Ultimate, immediately refunds 10% Ultimate Points.

Tier 2 · +15 · Legendary · +200 CP After using an Ultimate, increases Ultimate Point gain efficiency by 30% for 10s.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Minespine 10%

Explosive Gloves Damage Amp Core Effect Increases Damage Amp by 5% for every 10 EP currently available. Advanced Effect Tier 1 · +10 · Epic · +100 CP Increases Damage Amp per 10 EP to 7.5%. Tier 2 · +15 · Legendary · +200 CP Grants a 10% chance to consume no EP when casting a skill. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 The game recommends it for (3) Dropped by Magmarex 10% Minespine First clear Open on the screen →

Explosive Gloves

Tier 1 · +10 · Epic · +100 CP Increases Damage Amp per 10 EP to 7.5%.

Tier 2 · +15 · Legendary · +200 CP Grants a 10% chance to consume no EP when casting a skill.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Magmarex 10%

Minespine First clear

Avenging Gear BREAK Core Effect When taking damage, gains a Counter Mark. Increases the next BREAK damage dealt by 30%. Advanced Effect Tier 1 · +10 · Epic · +100 CP BREAK +2. Tier 2 · +15 · Legendary · +200 CP Using a Counter Mark to deal damage has a 50% chance to instantly gain 10 EP. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Dropped by Magmarex 10% Open on the screen →

Avenging Gear

Tier 1 · +10 · Epic · +100 CP BREAK +2.

Tier 2 · +15 · Legendary · +200 CP Using a Counter Mark to deal damage has a 50% chance to instantly gain 10 EP.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Magmarex 10%

Echoing Grimoire Damage Amp Core Effect Increases damage dealt by 5% when using the same skill consecutively. Stacks up to 5 times. Advanced Effect Tier 1 · +10 · Epic · +100 CP Grants an additional 15% Damage Amp after using the same skill 3 times consecutively. Tier 2 · +15 · Legendary · +200 CP Grants an additional 30% Crit Rate at max stacks. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Dropped by Irisal 10% Open on the screen →

Echoing Grimoire

Tier 1 · +10 · Epic · +100 CP Grants an additional 15% Damage Amp after using the same skill 3 times consecutively.

Tier 2 · +15 · Legendary · +200 CP Grants an additional 30% Crit Rate at max stacks.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Irisal 10%

Fission Needles Damage Amp Core Effect Each basic attack has a 50% chance to deal double damage. Advanced Effect Tier 1 · +10 · Epic · +100 CP Restores 1 EP when triggered. Tier 2 · +15 · Legendary · +200 CP If EP is full, increases basic attack Damage Amp by 30% for 10s. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 The game recommends it for (2) Dropped by Irisal 10% Open on the screen →

Fission Needles

Tier 1 · +10 · Epic · +100 CP Restores 1 EP when triggered.

Tier 2 · +15 · Legendary · +200 CP If EP is full, increases basic attack Damage Amp by 30% for 10s.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Irisal 10%

Auspicious Bell REGEN Core Effect When using a skill, 20% chance to gain 5 EP. Advanced Effect Tier 1 · +10 · Epic · +100 CP If this effect fails to trigger after 5 consecutive skill casts, the next skill cast has a 100% trigger chance. Tier 2 · +15 · Legendary · +200 CP When the REGEN effect of a Core Bonus triggers, gains 5 extra EP and grants 1 stack of Luck to the whole team. (Luck increases Crit Rate by 2%, stacks up to 5 times, and lasts 20s.) +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 The game recommends it for (19) +5 Dropped by Magmarex 10% Open on the screen →

Auspicious Bell

Tier 1 · +10 · Epic · +100 CP If this effect fails to trigger after 5 consecutive skill casts, the next skill cast has a 100% trigger chance.

Tier 2 · +15 · Legendary · +200 CP When the REGEN effect of a Core Bonus triggers, gains 5 extra EP and grants 1 stack of Luck to the whole team. (Luck increases Crit Rate by 2%, stacks up to 5 times, and lasts 20s.)

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Magmarex 10%

Miraculous Fleece Enhanced Healing Effect Core Effect Transfers 10% of the target’s excess healing to the Aniimo with the lowest HP percentage. Advanced Effect Tier 1 · +10 · Epic · +100 CP Increases healing by 5%. Tier 2 · +15 · Legendary · +200 CP Transfers 20% of excess healing to the Aniimo with the lowest HP percentage. +5 Rare +2% CP 50 +10 Epic +4% CP 100 +15 Legendary +6% CP 200 The game recommends it for (7) Dropped by Ignitis 10% Open on the screen →

Miraculous Fleece

Tier 1 · +10 · Epic · +100 CP Increases healing by 5%.

Tier 2 · +15 · Legendary · +200 CP Transfers 20% of excess healing to the Aniimo with the lowest HP percentage.

+5 Rare +2% CP 50

+10 Epic +4% CP 100

+15 Legendary +6% CP 200

Ignitis 10%

Marching Flask HP Core Effect Restores 1.4% HP for every 10 meters moved. Advanced Effect Tier 1 · +10 · Epic · +100 CP REGEN +2. Tier 2 · +15 · Legendary · +200 CP Grants a 20% chance to restore 10 EP when HP recovery triggers. Doubles the chance if REGEN Potential is above 30. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Dropped by Minespine 10% Open on the screen →

Marching Flask

Tier 1 · +10 · Epic · +100 CP REGEN +2.

Tier 2 · +15 · Legendary · +200 CP Grants a 20% chance to restore 10 EP when HP recovery triggers. Doubles the chance if REGEN Potential is above 30.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Minespine 10%

Nature’s Breath HP Core Effect After standing still for 3s, enters a rooted state and gains 25% DMG reduction. Effects end immediately upon moving. Advanced Effect Tier 1 · +10 · Epic · +100 CP HP +2. Tier 2 · +15 · Legendary · +200 CP Restores 2.5% HP whenever casting a skill in rooted state. Doubles the recovery if HP is above 5000. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Open on the screen →

Nature’s Breath

Tier 1 · +10 · Epic · +100 CP HP +2.

Tier 2 · +15 · Legendary · +200 CP Restores 2.5% HP whenever casting a skill in rooted state. Doubles the recovery if HP is above 5000.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Lightning Needle HP Core Effect Continuously deals Lightning damage equal to 2% of max HP to enemies within 3 meters. Advanced Effect Tier 1 · +10 · Epic · +100 CP HP +2. Tier 2 · +15 · Legendary · +200 CP After casting a skill, gains 10% DMG reduction for 5s and taunts all targets within 10m. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Dropped by Ignitis 10% Open on the screen →

Lightning Needle

Tier 1 · +10 · Epic · +100 CP HP +2.

Tier 2 · +15 · Legendary · +200 CP After casting a skill, gains 10% DMG reduction for 5s and taunts all targets within 10m.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Ignitis 10%

Heritage Amulet HP Core Effect Grants a shield equal to 4% of max HP for 5s after taking damage 10 times. Advanced Effect Tier 1 · +10 · Epic · +100 CP Increases the shield to 6% of max HP. Tier 2 · +15 · Legendary · +200 CP Converts 100% of the remaining shield into healing for the whole team if the shield remains unbroken when its duration ends. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Open on the screen →

Heritage Amulet

Tier 1 · +10 · Epic · +100 CP Increases the shield to 6% of max HP.

Tier 2 · +15 · Legendary · +200 CP Converts 100% of the remaining shield into healing for the whole team if the shield remains unbroken when its duration ends.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Rekindling Feather HP Core Effect Revives immediately after becoming Fainted and restores 10% max HP. CD: 180s. Advanced Effect Tier 1 · +10 · Epic · +100 CP Increases the recovery to 20%. Doubles the amount for any other Faint-triggered or self-destruction effects that also activate. Tier 2 · +15 · Legendary · +200 CP Restores full EP and grants 100 Ultimate Points after revival. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Open on the screen →

Rekindling Feather

Tier 1 · +10 · Epic · +100 CP Increases the recovery to 20%. Doubles the amount for any other Faint-triggered or self-destruction effects that also activate.

Tier 2 · +15 · Legendary · +200 CP Restores full EP and grants 100 Ultimate Points after revival.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Pearl of the Sea REGEN Core Effect Increases Movement Speed by 25% and REGEN by 15% while in water terrain. Lasts 2s after leaving. Advanced Effect Tier 1 · +10 · Epic · +100 CP While in a water field, increases Water damage dealt by 15%. Tier 2 · +15 · Legendary · +200 CP Reduces Water resistance by 20% for 3s when attacking targets in water terrain. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Open on the screen →

Pearl of the Sea

Tier 1 · +10 · Epic · +100 CP While in a water field, increases Water damage dealt by 15%.

Tier 2 · +15 · Legendary · +200 CP Reduces Water resistance by 20% for 3s when attacking targets in water terrain.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Seeds of Spring HP Core Effect Restores 0.5% HP every second while standing on Turf. Advanced Effect Tier 1 · +10 · Epic · +100 CP Doubles healing. Tier 2 · +15 · Legendary · +200 CP Converts excess healing into a shield when HP is full, up to 20% of max HP. +5 Rare +3% CP 50 +10 Epic +5% CP 100 +15 Legendary +10% CP 200 Dropped by Geoclaw 10% Open on the screen →

Seeds of Spring

Tier 1 · +10 · Epic · +100 CP Doubles healing.

Tier 2 · +15 · Legendary · +200 CP Converts excess healing into a shield when HP is full, up to 20% of max HP.

+5 Rare +3% CP 50

+10 Epic +5% CP 100

+15 Legendary +10% CP 200

Geoclaw 10%

Floral Rainbow Feather Damage Amp Core Effect Summoned Clones deal an additional 30% Damage. Advanced Effect Tier 1 · +10 · Epic · +100 CP Each time you Summon a Clone, immediately gain 5 Energy and 5 Ultimate Points. Tier 2 · +15 · Legendary · +200 CP For each Clone on the field, gain 8% Damage Amp and 8% Crit Rate, stacking up to 3 times. +5 Rare +3% CP 50 +10 Epic +5% CP 200 +15 Legendary +10% CP 200 The game recommends it for (1) Open on the screen →

Floral Rainbow Feather

Tier 1 · +10 · Epic · +100 CP Each time you Summon a Clone, immediately gain 5 Energy and 5 Ultimate Points.

Tier 2 · +15 · Legendary · +200 CP For each Clone on the field, gain 8% Damage Amp and 8% Crit Rate, stacking up to 3 times.

+5 Rare +3% CP 50

+10 Epic +5% CP 200

+15 Legendary +10% CP 200

Where to get them

6 Alphas of the Aniimo Challenge drop held items, always at Epic rarity: 5 of them hand one out on the first clear, and defeats can drop more, at the chance shown. Open the Aniimo Challenge →Every rarity also comes from chests (“Explore Idyll and open chests”).

Alpha Challenge Magmarex Zephyrus Landbridge · See it on the map Primegy ×30 Explosive Gloves 10% Avenging Gear 10% Auspicious Bell 10%

Magmarex

Explosive Gloves 10%

Avenging Gear 10%

Auspicious Bell 10%

Alpha Challenge Irisal Sea of Flowers · See it on the map Primegy ×30 Spirited Feather First clear Echoing Grimoire 10% Spirited Feather 10% Fission Needles 10%

Irisal

Spirited Feather First clear

Echoing Grimoire 10%

Spirited Feather 10%

Fission Needles 10%

Alpha Challenge Ignitis Berylline Vale · See it on the map Primegy ×30 Ferocious Fang First clear Ferocious Fang 10% Miraculous Fleece 10% Lightning Needle 10%

Ignitis

Ferocious Fang First clear

Ferocious Fang 10%

Miraculous Fleece 10%

Lightning Needle 10%

Alpha Challenge Grizbo Rosetower Woods · See it on the map Primegy ×30 Gargantuan Horn First clear

Grizbo

Gargantuan Horn First clear

Alpha Challenge Geoclaw Nimbus Fields · See it on the map Primegy ×30 Heartseeker Pendant First clear Supreme Elixir 10% Destiny’s Dice 10% Seeds of Spring 10%

Geoclaw

Heartseeker Pendant First clear

Supreme Elixir 10%

Destiny’s Dice 10%

Seeds of Spring 10%

Alpha Challenge Minespine Beast Fang Ridge · See it on the map Primegy ×30 Explosive Gloves First clear Gargantuan Horn 10% Marching Flask 10% Capacitous Battery 10%

Minespine

Explosive Gloves First clear

Gargantuan Horn 10%

Marching Flask 10%

Capacitous Battery 10%

Rarity and enhancement

Enhancing multiplies the item’s stat: +5 % per level up to +10, then +10 % per level, for double the base value at +15. Each rarity has its own ceiling.

Rarity Rare Epic Legendary Max+5+10+15 Stat at +0 → max3.0% → 3.8%5.0% → 7.5%10.0% → 20.0% CP50 (+5 / level)100 (+10 / level)200 (+15 / level) Advanced EffectNoneTier 1Tiers 1 and 2 ContractNoNoYes (+15)

Miraculous Fleece : Rare +2% · 50 CP / Epic +4% · 100 CP / Legendary +6% · 200 CP

Floral Rainbow Feather : Rare +3% · 50 CP / Epic +5% · 200 CP / Legendary +10% · 200 CP

LevelStat bonusEXPTotal EXPOpen to +1 +5% 100 100 RareEpicLegendary +2 +10% 150 250 RareEpicLegendary +3 +15% 200 450 RareEpicLegendary +4 +20% 250 700 RareEpicLegendary +5 +25% 300 1,000 RareEpicLegendary +6 +30% 350 1,350 EpicLegendary +7 +35% 400 1,750 EpicLegendary +8 +40% 450 2,200 EpicLegendary +9 +45% 500 2,700 EpicLegendary +10 +50% 550 3,250 EpicLegendary +11 +60% 600 3,850 Legendary +12 +70% 650 4,500 Legendary +13 +80% 700 5,200 Legendary +14 +90% 750 5,950 Legendary +15 +100% 800 6,750 Legendary

What feeds a held item

From +0 to +15 takes 6,750 EXP, which is 27 × Advanced Held Item Core at 250 EXP each.

Basic Held Item Core 50 EXP Elite Training · Defeat Alphas · Chest

Common Held Item Core 100 EXP Elite Training · Defeat Alphas · Pathfinder Challenge · Chest

Advanced Held Item Core 250 EXP Elite Training · Defeat Alphas · Chest

Any held item you feed it counts by its rarity, like a core of the same rarity. Rare · 50 EXPEpic · 100 EXPLegendary · 250 EXP

Exclusive Contract Held Item

The contract is the one thing only a Legendary held item can do: it ties the item to a creature family, and every Aniimo of that family that wears it gets its signature skill enhanced.

“After forming a contract, any Emberpup equipped with this Held Item will receive a core skill enhancement.”

+15 Enhance Bring a Legendary held item to +15: the contract opens.

×10 Form Contract Pick a family and pay 10 × Mark of the Strong: Breezy Plains.

Pact Effect Activated Any Aniimo of that family wears it: the pact effect turns on.

Somewhere else On an Aniimo of another family, the screen says “Equipped on Non-bonded Pet” and the pact effect stays off.

The 50 signature skills a contract enhances (34 families)

Each family’s signature skill, and the enhanced version the contract switches it to. The words the enhanced version adds are highlighted.

Celestis Stellarys With the pact Shooting Stars Magical Damage Might 40 EP Cost 20 BREAK 100% Cooldown 1 s Fires 5 homing stars. Each time a star damages a target, the user gains a 1% Damage Boost, stacking up to 20 times. Version without the pact Shooting Stars Magical Damage Might 40 EP Cost 20 BREAK 100% Cooldown 1 s Fires 3 homing stars. Each time a star damages a target, the user gains a 1% Damage Boost, stacking up to 15 times.

Celestis

Helmut Pawney With the pact Shadow Cut Physical Damage Might 85 EP Cost 20 BREAK 100% Cooldown 1 s Curls into a ball, extends its blades, and spins continuously to deal damage. Gains greatly increased interruption resistance and can move while spinning. Version without the pact Shadow Cut Physical Damage Might 85 EP Cost 20 BREAK 100% Cooldown 1 s Curls into a ball and spins with a blade sticking out, dealing damage. Rookey With the pact Bouncy Sling Physical RicochetWeaken Might 55 EP Cost 20 BREAK 150% Cooldown 1 s Charges up in place and launches itself forward, dealing damage in a 2.5-meter radius around the target hit and increasing its BREAK damage taken by 15% for 15s. If other targets are nearby after the hit, it ricochets to them up to times. It can also ricochet to allies. Version without the pact Bouncy Sling Physical RicochetWeaken Might 55 EP Cost 20 BREAK 150% Cooldown 1 s Charges up in place and launches itself forward, dealing damage to the target hit and increasing its BREAK damage taken by 15% for 15s. If other targets are nearby after the hit, it ricochets to them up to times. It can also ricochet to allies.

Helmut

Wisptis Ignitis With the pact Dark Soul Physical Damage Might 50 EP Cost 20 BREAK 100% Cooldown 1 s Teleports to the target and launches a wide-area assault. When the target’s HP is below 70%, damage increases by 1% for every 1% HP the target has lost. If this skill defeats the target, it can be recast for a short time without consuming EP. Version without the pact Dark Soul Physical Damage Might 50 EP Cost 20 BREAK 100% Cooldown 1 s Transports itself to a target and attacks. If the target has less than 50% HP left, for each 1% HP lost, increases the Aniimo’s damage by 1%. Defeating a target with this skill grants a time-limited free recast. Fulmintis With the pact Lightning Blade Storm Physical Barrage Might 35 EP Cost 10 BREAK 100% Cooldown 1 s After dashing to the target, it continuously consumes Energy to perform consecutive slashes, increasing slash frequency by 20%. When Energy is depleted or tapped again, unleashes a Spinning Slash that deals 26 Might damage. For every 3 consecutive slashes accumulated by the skill, the final Spinning Slash deals 100% increased damage. Version without the pact Lightning Blade Storm Physical Barrage Might 35 EP Cost 10 BREAK 100% Cooldown 1 s After dashing to close in on the target, it continuously consumes Energy to perform consecutive slashes. When Energy is depleted or clicked again, it unleashes a Spinning Slash that deals 26 Might damage. For every 3 consecutive slashes accumulated by this skill, the final Spinning Slash deals 100% increased damage.

Wisptis

Skippy Glacy With the pact Healing Water Heal Might 0 EP Cost 20 BREAK 100% Cooldown 20 s Restores HP to all allies equal to 8% of the caster’s max HP, and restores HP to the caster equal to 12% of their max HP over 2.5s. Version without the pact Healing Water Heal Might 0 EP Cost 20 BREAK 100% Cooldown 20 s Restores all allies’ HP by an amount equal to 8% of the caster’s max HP, and restores HP to the caster equal to 10% of their max HP over 5s. Leafy With the pact Vitality Blooms REGENHeal Might 0 EP Cost 10 BREAK 100% Cooldown 20 s Creates a circular magic circle underfoot, restoring Energy and Ultimate Energy per second to Grass-type teammates within range for 12s. After leaving the area, the magic circle’s effect remains for 3s. The magic circle also upgrades grass within range into Vitality Blooms, restoring 1% HP per second to Grass-type teammates within range. Version without the pact Vitality Blooms REGENHeal Might 0 EP Cost 10 BREAK 100% Cooldown 20 s Creates a circular magic field underfoot, restoring EP every second to Grass-type teammates within range for 12s. The field also upgrades nearby Turf into Vitality Blooms, restoring 1% HP every second to Grass-type teammates within range.

Skippy

Emberpup Scorchhowl With the pact Burn Breaker Physical Charge Might 84/105/126 EP Cost 30 BREAK 100% Cooldown 1 s After charging, unleash a powerful blast forward, dealing damage. Upon reaching the maximum Charge stage, consume all remaining Energy and dash up to 6 meters to the Lock On target to strike, dealing an additional 30% damage for every extra 10 Energy consumed. Version without the pact Burn Breaker Physical Charge Might 84/105/126 EP Cost 30 BREAK 100% Cooldown 1 s After charging, unleashes a powerful blast forward, dealing damage. At max charge, consumes all remaining EP. For every extra 10 EP consumed, deals 30% extra damage. Inferlupa With the pact Unbroken Flameruff Spirit Physical RicochetBREAK Might 60 EP Cost 20 BREAK 150% Cooldown 1 s Fires a Flameruff Spirit that ricochets between targets, prioritizing the locked-on target at the time of launch. Increases BREAK efficiency for targets hit by 10% per stack, up to 3 stacks, lasting 20s. Base ricochets: 6 times. Ricochets 8 times while in Full Energy state. Version without the pact Unbroken Flameruff Spirit Physical BREAK Might 60 EP Cost 20 BREAK 150% Cooldown 1 s Fires a Flameruff Spirit that ricochets between targets, increasing BREAK efficiency against them by 10% per stack, up to 3 stacks, for 20s. Ricochets 5 times by default. While in the [Full Energy] state, ricochets 7 times.

Emberpup

Besauce Besauce With the pact Charged Geyser REGEN Might 0 EP Cost 0 BREAK 100% Cooldown 18 s Restores 15 Energy and restores Energy per second for 12s. If the Skill key is pressed again at the precise moment, an additional 10 Energy is restored. Version without the pact Charged Geyser REGEN Might 0 EP Cost 0 BREAK 100% Cooldown 18 s Restores 15 Energy and restores Energy per second for 12s.

Besauce

Bonesky Glynsera With the pact Frost Tail Strike Physical Damage Might 60 EP Cost 15 BREAK 100% Cooldown 1 s Flips forward toward the target and slams the ground with its tail, dealing damage. Can consume 5 stacks of [Ice Debuff] to deal an additional 85% damage. Version without the pact Frost Tail Strike Physical Damage Might 60 EP Cost 15 BREAK 100% Cooldown 1 s Flips forward toward the target and slams the ground with a tail strike, dealing damage. Can consume 10 stacks of [Ice Debuff] to deal 85% extra damage.

Bonesky

Bulbly Luminelle With the pact Lightning Surge Damage Boost Might 0 EP Cost 0 BREAK 100% Cooldown 18 s Channels energy to recharge allies. Lightning-type teammates’ basic attack damage increases by, and their BREAK efficiency increases by for 20s. Same description in the game for both versions. Version without the pact Lightning Surge Damage Boost Might 0 EP Cost 0 BREAK 100% Cooldown 18 s Channels energy to recharge allies. Lightning-type teammates’ basic attack damage increases by, and their BREAK efficiency increases by for 20s.

Bulbly

Budclaw Shrubclaw With the pact Charged Blow Physical BREAK Might 75/97/120 EP Cost 30 BREAK 150% Cooldown 1 s Raises its claws to charge up. Charge time is greatly reduced. When fully charged or when the skill is cast again, performs two rapid swipes, attacking and [Stunning] the target for 1s. Can move during charging. Version without the pact Charged Blow Physical BREAK Might 75/97/120 EP Cost 30 BREAK 150% Cooldown 1 s Raises its pincers to charge. When fully charged or when the skill is cast again, performs 2 quick swings. Can move while charging. Geoclaw With the pact Icy Gravel Dance Magical Barrage Might 67 EP Cost 20 BREAK 150% Cooldown 1 s Summons an Ice Storm that continuously builds up [Ice Debuff] on targets. The Ice Storm keeps moving forward until it hits a wall or a target. It also increases debuff buildup efficiency by 30% and expands the area by 30%. Version without the pact Icy Gravel Dance Magical Barrage Might 67 EP Cost 20 BREAK 150% Cooldown 1 s Summons an Ice Storm that continuously builds up [Ice Debuff] on targets. The Ice Storm keeps moving forward until it hits a wall or a target.

Budclaw

Susuta Piopiota With the pact Surf Physical PuddleDash Might 50 EP Cost 20 BREAK 100% Cooldown 15 s Summons a wave underfoot, rides it toward the target to deal damage, and creates 6 water puddles. Version without the pact Surf Physical PuddleDash Might 50 EP Cost 20 BREAK 100% Cooldown 15 s Summons a wave underfoot, rides it toward the target to deal damage, and creates 4 puddles. Panpanta With the pact Hydro Roll Physical DashBREAK Might 18 EP Cost 30 BREAK 150% Cooldown 1 s Rolls continuously to ram targets, with range increased by 50% and speed increased by 20%, while draining stamina. If cast near a water environment, absorbs water to increase BREAK Efficiency by 30% for 15s. Version without the pact Hydro Roll Physical DashBREAK Might 18 EP Cost 30 BREAK 150% Cooldown 1 s Rolls continuously to ram targets while draining stamina. If cast near a water environment, absorbs water to increase BREAK Efficiency by 30% for 15s.

Susuta

Chirpi Tromber With the pact Waltz Damage Boost Might 0 EP Cost 0 BREAK 100% Cooldown 15 s Plays music and gains the movement-series buff [Waltz], increasing Crit Damage by for 20s. Also gains [March]. With 3 movement-series buffs active, all effects from those buffs are increased by 30%. Version without the pact Waltz Damage Boost Might 0 EP Cost 0 BREAK 100% Cooldown 15 s Plays music and gains the movement-series buff: [Waltz], increasing Crit Damage by for 20s. With 3 movement-series buffs active, all effects from those buffs are increased by 30%. Cornet With the pact Wind Bomb Rush Magical Aim Might 157 EP Cost 45 BREAK 100% Cooldown 1 s Goes all out, rapidly firing a continuous barrage of Wind Bombs. Each different Symphony buff active reduces EP cost by -8%. Version without the pact Wind Bomb Rush Magical Aim Might 157 EP Cost 45 BREAK 100% Cooldown 1 s Goes all out, rapidly firing a continuous barrage of Wind Bombs. Tubster With the pact Gale Guard Magical ShieldEnhance Might 54 EP Cost 20 BREAK 150% Cooldown 15 s Assumes a defensive stance and gains 20% Damage Reduction. When the defensive stance ends, gains a shield equal to 10% max HP for 20s. press the skill again to end it early. While in the defensive stance, each hit taken increases the shield gained by 10%, up to 100%. When the shield expires, converts 30% of the remaining shield into healing. Version without the pact Gale Guard Magical ShieldEnhance Might 54 EP Cost 20 BREAK 150% Cooldown 15 s Assumes a defensive stance and gains 20% Damage Reduction. When the defensive stance ends, gains a shield equal to 10% max HP for 20s. press the skill again to end it early. While in the defensive stance, each hit taken increases the shield gained by 10%, up to 100%.

Chirpi

Shelly Sherro With the pact Flowing Water Slash Physical ComboDamage Might 42/28 EP Cost 20 BREAK 100% Cooldown 5 s Gathers water and unleashes 3 consecutive slashes. Hitting the target with all slashes triggers an additional powerful slash. When near a water environment, absorbs water and empowers the slashes into water blade slashes, dealing additional damage equal to 30% Might. Absorbing water no longer consumes Puddles. Version without the pact Flowing Water Slash Physical ComboDamage Might 42/28 EP Cost 20 BREAK 100% Cooldown 5 s Gathers water and unleashes 3 consecutive slashes. Hitting the target with all slashes triggers an additional powerful slash. When near a water environment, absorbs water and empowers the slashes into water blade slashes, dealing additional damage equal to 30% Might.

Shelly

Hummin Hexxin With the pact Euphoric Sonic Blast Magical REGEN Might 30 EP Cost 0 BREAK 100% Cooldown 18 s Lets out a special scream, piercing all enemies ahead and restoring 15 Energy. Version without the pact Euphoric Sonic Blast Magical REGEN Might 30 EP Cost 0 BREAK 100% Cooldown 18 s Lets out a special scream, piercing all enemies ahead and restoring 10 Energy. Tuckin With the pact Draw Nourishment HealEnhance Might 0 EP Cost 30 BREAK 150% Cooldown 15 s Roots itself firmly in the soil, granting self and Hummin 30% BREAK efficiency and 20% Damage Reduction. Instantly restores 50% HP to all Hummins, and heals self and nearby Hummins for 2% HP every second. Version without the pact Draw Nourishment HealEnhance Might 0 EP Cost 30 BREAK 150% Cooldown 15 s Roots itself firmly in the soil, granting self and Hummin 20% BREAK efficiency. Instantly restores 50% HP to all Hummins, and heals self and nearby Hummins for 2% HP every second.

Hummin

Iris Irisal With the pact Focused Beam Magical Damage Might 120 EP Cost 50 BREAK 100% Cooldown 1 s Fires an energy beam at targets ahead. After gaining 24 points of [Dance Power], the next skill cast has a larger range. After casting, immediately gain an additional 5 stacks of Dance Power. Version without the pact Focused Beam Magical Damage Might 120 EP Cost 50 BREAK 100% Cooldown 1 s Fires an energy beam at targets ahead. After gaining 24 points of [Dance Power], the next skill cast has a larger range. Irisalis With the pact Irisalis Shadow Magical CloneDamage Might 90 EP Cost 40 BREAK 100% Cooldown 3 s After Iris Shot hits a target, summons 1 Iris Clone. The clone immediately fires a Floral Gleam Beam at the target and summons 1 additional clone. All clones last 30s. Casting the skill again resets the clones. Version without the pact Irisalis Shadow Magical Clone Might 90 EP Cost 40 BREAK 100% Cooldown 3 s After Iris Shot hits a target, summons 1 Iris Clone for 30s. The clone immediately fires a Floral Gleam Beam at the target. Casting the skill again resets the clones.

Iris

Bolty Blazen With the pact Electrified Impact Physical Dash Might 33 EP Cost 20 BREAK 150% Cooldown 0 s Dashes toward the target while electrified and cannot be blocked during the dash. Critical hits restore 5 energy. When used while [Overcharged], energy cost is reduced by an additional 3 points. Version without the pact Electrified Impact Physical Dash Might 33 EP Cost 20 BREAK 150% Cooldown 0 s Dashes toward the target with electricity and cannot be blocked during the dash. Restores 5 EP when landing a critical hit.

Bolty

Flutternym Gracewing With the pact Wind of Rejuvenation Heal Might 0 EP Cost 20 BREAK 100% Cooldown 20 s Creates a warm wind area beneath the feet, continuously healing the entire team for 9% of the caster’s Max HP. over 8s. Wind-type Aniimo receive an additional 6% healing. Version without the pact Wind of Rejuvenation Heal Might 0 EP Cost 20 BREAK 100% Cooldown 20 s Creates a warm wind area beneath the feet, continuously healing the entire team for 9% of the caster’s Max HP over 8s. Wind-type Aniimo receive an additional 3% healing. Somniwing With the pact Ethereal Light Wave REGEN Might 0 EP Cost 0 BREAK 100% Cooldown 15 s Sends a wave of light forward, immediately restoring 5 Energy to itself, absorbing enemy projectiles, and increasing the Energy recovery speed of allies along its path by for 20s. Version without the pact Ethereal Light Wave REGEN Might 0 EP Cost 0 BREAK 100% Cooldown 15 s Sends a light wave forward, absorbing enemy projectiles and increasing EP recovery rate by for teammates along its path for 20s.

Flutternym

Nimbi Turbo With the pact Nimbi Burst Magical Damage Boost Might 30 EP Cost 10 0 BREAK 100% Cooldown 18 s Inhales to trigger an explosion that deals AoE damage. Increases the entire team’s damage and BREAK efficiency by 15% for 20s. If the user is [Shrouded in Mist], the damage and BREAK efficiency boost also applies to all nearby allies, with the boost increased to 30%. Same description in the game; what changes is in its numbers. Version without the pact Nimbi Burst Magical Damage Boost Might 30 EP Cost 10 BREAK 100% Cooldown 18 s Inhales to trigger an explosion that deals AoE damage. Increases the entire team’s damage and BREAK efficiency by 15% for 20s. If the user is [Shrouded in Mist], the damage and BREAK efficiency boost also applies to all nearby allies, with the boost increased to 30%. Dreaple With the pact Nimbi Attack Magical ComboAbnormal Status Might 30 EP Cost 20 BREAK 100% Cooldown 1 s Summons a Nimbi that follows the caster, damaging targets in its path and applying 1 stack of [Drowsiness]. When hitting the caster, the Nimbi follows the target. Version without the pact Nimbi Attack Magical ComboAbnormal Status Might 30 EP Cost 20 BREAK 100% Cooldown 1 s Summons a Nimbi that follows the caster, damaging targets in its path and applying 1 stack of [Drowsiness]. When hitting the caster, the Nimbi charges back toward the target.

Nimbi

Pebbling Magmarex With the pact Lava Punch Physical BREAK Might 64 EP Cost 20 BREAK 150% Cooldown 1 s Dashes forward with a punch, dealing damage and piercing through targets. Each stack of [Fire Debuff] on the target deals additional damage equal to 5% Might. Version without the pact Lava Punch Physical BREAK Might 64 EP Cost 20 BREAK 150% Cooldown 1 s Dashes forward with a punch, dealing damage and piercing through targets. Also removes all [Fire Debuff] stacks from the target. Each stack of [Fire Debuff] deals additional damage equal to 5% Might. Minespine With the pact Seismic Wave Magical BarragePound Might 120 EP Cost 40 BREAK 150% Cooldown 1 s Continuously releases shock waves, dealing damage every second for 8s. While [Seismic Wave] is active, taking damage releases an additional shock wave. Trigger interval: 1s. Version without the pact Seismic Wave Magical BarragePound Might 120 EP Cost 40 BREAK 150% Cooldown 1 s Continuously releases shock waves, dealing damage every second for 8s.

Pebbling

Fentuft Fenmane With the pact Thunder Field Magical Abnormal Status Might 1 EP Cost 20 BREAK 100% Cooldown 8 s Release a Thunder Field centered on the target that continuously follows it. While the target is inside the Thunder Field, getting hit by a Lightning ATK will trigger an additional Lightning ATK and inflict Lightning Debuff on the target. The Thunder Field lasts 8s. Lightning ATK triggered by the Thunder Field grants 2 stacks of Thunderbond. Version without the pact Thunder Field Magical Abnormal Status Might 1 EP Cost 20 BREAK 100% Cooldown 8 s Generates a thunder field that follows the target. When a target within the thunder field is hit by a Lightning attack, it is hit by an additional Lightning attack and inflicted with Lightning Debuff. Lightning attacks can trigger this effect no more than once every 0.2s. The thunder field lasts for 8s.

Fentuft

Budsquire Thornblade With the pact Thorny Rain Physical Combo Might 30 EP Cost 10 BREAK 100% Cooldown 1 s Rapidly attacks the target with its thorn blade. Can be used up to 3 times in a row. Grants 1 stack of [Sword Dance] for 15s. The next basic attack skips directly to the third hit. Version without the pact Thorny Rain Physical Combo Might 30 EP Cost 10 BREAK 100% Cooldown 1 s Rapidly attacks the target with its thorn blade. Can be used up to 3 times in a row. Melloblum With the pact Thorny Blessing Magical Enhance Might 25 EP Cost 30 BREAK 100% Cooldown 18 s Grants Thorny Blessing to the whole team. When dealing Grass Crit Damage to a target, creates thorns beneath it that deal damage. Triggers up to 1 time every 0.5s for 15s. Same description in the game for both versions. Version without the pact Thorny Blessing Magical Enhance Might 25 EP Cost 30 BREAK 100% Cooldown 18 s Grants Thorny Blessing to the whole team. When dealing Grass Crit Damage to a target, creates thorns beneath it that deal damage. Triggers up to 1 time every 0.5s for 15s.

Budsquire

Sparki Flamerion With the pact Phantom Barrage Magical REGEN Might 30 14 EP Cost 0 BREAK 100% Cooldown 18 s 15 s Slam the target, immediately restoring 5 Energy. Perform a remote slam on all other targets within range affected by [Fire Debuff]. For each stack of [Fire Debuff] on a target, restore Energy, up to points. Version without the pact Phantom Barrage Magical REGEN Might 30 EP Cost 0 BREAK 100% Cooldown 18 s Slams all targets within range that are affected by [Fire Debuff] from a distance. Restores EP for each stack of [Fire Debuff] on the target, up to EP.

Sparki

Dewy Fragrancier With the pact Secret Fragrance Mark Magical VulnerabilityMelee Might 30 EP Cost 0 BREAK 100% Cooldown 18 s Deals damage to targets in front and applies [Secret Fragrance] for 20s. While the mark is active, Dark basic attacks deal 60% bonus damage to the target and have a 25% chance to deal an additional hit equal to the Might of Fragrancier’s basic attack. Trigger interval: 0.5s. Version without the pact Secret Fragrance Mark Magical VulnerabilityMelee Might 30 EP Cost 0 BREAK 100% Cooldown 18 s Deals damage to targets in front and applies Secret Fragrance for 20s. While the marks are active, Dark-type basic attacks deal 50% extra damage to the targets.

Dewy

Helion Helion With the pact Light Bombardment Physical Pound Might 62 EP Cost 20 BREAK 100% Cooldown 1 s Dives from the air at the target, causing a Holy Light explosion upon landing. If this Aniimo has [Solar Halo], this hit deals 30% more damage and restores 4% HP. There is also a 75% chance this skill will not consume [Solar Halo]. Version without the pact Light Bombardment Physical Pound Might 62 EP Cost 20 BREAK 100% Cooldown 1 s Dives from the air at the target, causing a Holy Light explosion upon landing. If you have Ring of the Golden Sun, this damage is increased by 30%.

Helion

Lunara Lunara With the pact Moon Impact Magical Damage Might 45 EP Cost 15 BREAK 100% Cooldown 1 s Pulls the target while gathering a full moon above, then throws it at the target to trigger an explosion and deal damage. If it hits a target with [Fox Mark], deals additional small-area damage around the target equal to 20%. Version without the pact Moon Impact Magical Damage Might 45 EP Cost 15 BREAK 100% Cooldown 1 s Drops a full moon onto the target, triggering an explosion and dealing damage. If it hits a target with [Fox Mark], deals additional small-area damage around the target equal to 10%.

Lunara

Cozite Bailite With the pact Cozite Nest Sentry Magical Enhance Might 10 EP Cost 10 BREAK 100% Cooldown 18 s Launches Cozite to hover around this Aniimo. When the party casts a skill or Ultimate, they perform coordinated attacks. Each hit deals additional area damage equal to 10% of the original damage. Lasts 15s. Version without the pact Cozite Nest Sentry Magical Enhance Might 10 EP Cost 10 BREAK 100% Cooldown 18 s Launches Cozite to hover around itself. When a party member uses a Skill or Ultimate, Cozite performs a coordinated attack. Lasts 15s.

Cozite

Eko Eklue With the pact Detect Weakness Vulnerability Might 0 EP Cost 0 BREAK 100% Cooldown 15 s Uses its tail amplifier to continuously emit sonar, detecting the weak points of targets within range. Keeping the target’s Weakness at the center for 0.4s applies Weakness Mark to it, reducing its CRIT resistance by and its damage dealt by -5% for 20s. Version without the pact Detect Weakness Vulnerability Might 0 EP Cost 0 BREAK 100% Cooldown 15 s Uses its tail amplifier to continuously emit sonar, detecting the weak points of targets within range. Keeping the target’s Weakness at the center for 0.8s applies Weakness Mark to it, reducing its CRIT resistance by for 20s.

Eko

Baleetle Waleetle With the pact Sandstorm Spin Physical Barrage Might 18 EP Cost 10 8 BREAK 100% Cooldown 1 s Spins around by continuously consuming EP, dealing damage. Deals 20% extra damage to BREAK targets. Spin speed gradually increases, raising damage frequency by up to 100% without increasing EP cost. Same description in the game; what changes is in its numbers. Version without the pact Sandstorm Spin Physical Barrage Might 18 EP Cost 10 BREAK 100% Cooldown 1 s Spins around by continuously consuming EP, dealing damage. Deals 20% extra damage to BREAK targets. Spin speed gradually increases, raising damage frequency by up to 100% without increasing EP cost. Bouldus With the pact Rock Tackle Physical Rock Might 30 EP Cost 0 BREAK 100% Cooldown 18 s After charging in place for a short while, rushes at the target and slams into it with its body, dealing damage and stunning the target for 1 seconds, then generates 4 Rock Piles around the target. Version without the pact Rock Tackle Physical Rock Might 30 EP Cost 0 BREAK 100% Cooldown 18 s Charges briefly in place, then rushes at the target and slams into it, dealing damage and creating 4 [Rock Piles] around the target.

Baleetle

Pomegg Dazmand With the pact Thunder Sweep Physical Damage BoostDraw In Might 80 EP Cost 30 BREAK 100% Cooldown 1 s Quickly sweeps with Thomas Roundhouse Kick, dealing area damage and pulling nearby targets towards you. This kick has a 50% larger range. Meanwhile, increases the entire team’s Lightning DMG CRIT Rate by for 20s. Version without the pact Thunder Sweep Physical Damage BoostDraw In Might 80 EP Cost 30 BREAK 100% Cooldown 1 s Performs a rapid spinning kick, dealing area damage and pulling nearby targets in front of the user. Increases the entire team’s CRIT Rate for Lightning damage by for 20s. Pomawk With the pact Wild Show Magical ChargeBREAK Might 70 79 EP Cost 20 BREAK 150% Cooldown 1 s Hold to charge the microphone, then release to unleash a massive sound wave, damaging targets in front and applying [Stun] for 0.5s. A well-timed release deals an additional 30% BREAK damage, and the perfect release window opens earlier. Version without the pact Wild Show Magical ChargeBREAK Might 70 EP Cost 20 BREAK 150% Cooldown 1 s Hold to charge the microphone, then release to unleash a massive sound wave, damaging targets in front. A well-timed release deals an additional 30% BREAK damage.

Pomegg

Fahloo Erlath With the pact Bubbles REGEN Might 0 EP Cost 0 BREAK 100% Cooldown 20 s Activating the skill immediately spawns 2 bubbles and creates a bubble field. While allies are inside the field, each time they use a Water-element skill, 1 bubble is generated, up to a maximum of 6, lasting 15s. Pressing the skill key again detonates all bubbles, restoring energy per bubble. After absorbing a puddle, you also gain an additional 10 energy. Version without the pact Bubbles REGEN Might 0 EP Cost 0 BREAK 100% Cooldown 20 s Creates a bubble field. Each time a teammate casts a Water skill inside the field, 1 bubble is generated, up to 6 bubbles. Lasts 15s. Press the skill button again to detonate all bubbles. Each bubble restores EP. After absorbing a puddle, restores an additional 10 EP.

Fahloo

Cubbo Grizbo With the pact Critical Hit Physical Damage Might 90 EP Cost 30 BREAK 100% Cooldown 1 s Strikes hard to deal high damage and remove all [Claw Mark] effects from the target. Each stack of [Claw Mark] deals additional damage equal to 10% of Might. After damage is resolved, retains 50% of the [Claw Mark] stacks. Version without the pact Critical Hit Physical Damage Might 90 EP Cost 30 BREAK 100% Cooldown 1 s Strikes hard to deal high damage and remove all [Claw Mark] effects from the target. Each stack of [Claw Mark] deals additional damage equal to 10% of Might.

Cubbo

Squarrel Squashel With the pact Blazing Fist Barrage Physical ComboEnhance Might 42/42 EP Cost 30 BREAK 150% Cooldown 1 s Throws a two-hit punch forward. If the target hit carries the Pinecone mark, consumes the mark and empowers the next basic attack into [Punch Rush]. If the first hit lands on a Pinecone-marked target, the second hit no longer needs to land on a Pinecone-marked target to trigger [Punch Rush]. [Punch Rush]: Continuously throws punches forward, dealing damage equal to 60 Might. Version without the pact Blazing Fist Barrage Physical ComboEnhance Might 42/42 EP Cost 30 BREAK 150% Cooldown 1 s Throws a two-hit punch forward. If the target hit carries the Pinecone mark, consumes the mark and empowers the next basic attack into [Punch Rush]. [Punch Rush]: Continuously throws punches forward, dealing damage equal to 60 Might.

Squarrel

Jawling Helgon With the pact Wind Counter Physical Counter Might 69 EP Cost 20 BREAK 150% Cooldown 15 s Enters a defensive stance, increasing Damage Reduction by 30% and immediately counterattacking when hit. While the effect is active, other skills can be used and movement is allowed. If attacked at the moment the skill is cast, additionally increases BREAK Efficiency by 20% for 10s and [stuns] the target for 1.5s. Version without the pact Wind Counter Physical Counter Might 69 EP Cost 20 BREAK 150% Cooldown 15 s Enters a defensive stance, increasing Damage Reduction by 30% and immediately counterattacking when hit. If attacked at the moment the skill is cast, additionally increases BREAK Efficiency by 20% for 10s and [stuns] the target for 1.5s. Infergon With the pact Lava Breath Magical Abnormal StatusDamage Might 62 EP Cost 20 BREAK 100% Cooldown 1 s Sweeps its breath forward, attacking targets and applying 12 stacks of Fire Debuff. Version without the pact Lava Breath Magical Abnormal StatusDamage Might 62 EP Cost 20 BREAK 100% Cooldown 1 s Breathes fire forward, attacking targets and applying 8 stacks of [Fire Debuff].

Jawling

Sparkelf Sparkelf With the pact Inspiration Damage BoostREGEN Might 0 EP Cost 0 BREAK 100% Cooldown 10 s Ignites flames to inspire the whole team, increasing Fire Elemental Boost by. At the end, restores 10% of Energy consumed during the effect (up to 10 points), lasting 12s. Version without the pact Inspiration Damage BoostREGEN Might 0 EP Cost 0 BREAK 100% Cooldown 10 s Ignite the flames to inspire the entire Team, increasing the party's Fire Elemental Boost by. When it ends, restores of the Energy Cost spent during the effect (up to points). Lasts for 12 seconds.

Sparkelf

Morphling The contract can be formed, but this family has no enhanced signature skill in the current version.

Morphling

8 families have no contract in this version: Bubbeep, Cheekie, Malangel, Popapus, Prawnch, Reefish, Saws, Vaspaon.

The marks

Mark of the Strong: Breezy Plains Legendary · ×10 Establishes a contract between the Aniimo and its Carried Items to enhance the core skill. A sigil wreathed in a strange glow, sealing away the will and legacy of mighty Aniimo through the ages. Where it comes from Report an Alpha-Mutation Aniimo at the Outpost · Participate in Holo-Battle Sim

Mark of the Strong: Whisperwake Isles Legendary Establishes a contract between the Aniimo and its Carried Items to enhance the core skill. A sigil wreathed in a strange glow, sealing away the will and legacy of mighty Aniimo through the ages. Where it comes from Report an Alpha-Mutation Aniimo at the Outpost No family can be contracted with it in this version.

Sparkling Sigil Legendary Use to transform an Aniimo into a Sparkling Aniimo. Can also be exchanged at the Outpost Vendor for Sparkling Pigments. A mark wrapped in a strange glow. It holds the special energy needed to grant an Aniimo the Sparkling mutation. Where it comes from Report a Sparkling-mutation Aniimo at the outpost.

Mini Sigil Legendary Use to give an Aniimo Mini Body Type. A strange mark wrapped in a soft glow. It holds the special energy needed to grant an Aniimo the mini-size mutation.

Sparkling Pigment Legendary Can only be used on Sparkling Prismana Aniimo. Randomly changes their Sparkling Pigments. A sigil wreathed in shifting colors, holding the rare energy needed to change an Aniimo’s Sparkling Hue. Where it comes from Item Exchange

Where held items come from: Defeat Alphas · Explore Idyll and open chests