Rookey: habitat, evolution and stats
Where to find Rookey in Aniimo: see its habitat on the map, along with stats, skills, traits and the evolution route. A handy reference for catching and raising it.
Rookey
- Elements
- dark
- Roles
- BREAK
- Stage
- Gamma Stage
- Homeland Ability
Lv.3
Lv.3
Despite its imposing size, it is timid and avoids conflict. It finds its courage when friends need protection.
Forms
Basic Form
Snowfield Form
Mountain Woods Form
Trait
Guardbreak ResonanceIncreases BREAK by 0.
Mobility
DetectionGives you a special detective vision that allows you to see metal objects and cloaked Aniimo nearby.
Evolution requirements
- Helmut (Basic Form) reaches Lv. 45
- Defeat an enemy with counterattack damage while in Defense Mode
- Learn the passive talent “Immovable Rampart”
Recommended build
Recommended personalityISTP
- InstinctiveREGEN +4%
- PracticalDMG +4%
- TenaciousP.DEF +6%
- PlayfulDMG Reduction +4%
Recommended potential
BREAK / Energy
Aniimo Ability
Type Matchups
- ×1.6
wind
holy- ×1
grass
fire
electric
water
dark
ice- ×0.625
rock
Habitats
Habitat areas: Russet Highlands
Vein Cluster (Nearest: Berylline Causeway, Driftwise Meadow, The Mistwoods, Beast Fang Ridge, Zephyrus Landbridge)
- Russet Highlands
AI analysis
An experimental feature — we are still improving it
This analysis is generated automatically from official data (stats, position, skill and trait effects, element matchups). It may differ from how the Aniimo actually plays in game.
Overview
A BREAK in the Gamma Stage. Its total stat value is High overall. BREAK is high even across all Aniimo, giving it a break-leaning spread. Judging by what its skills and trait actually do, it is a support unit that makes the team's damage land.
You can evolve into it, but it also appears in the wild, so you can skip the evolution conditions and catch one directly. Put its Potential development into BREAK / Energy — an already strong area, so it sharpens the role it plays. Of the four Personality letters, T (P.DEF +6%) does the most here, since it boosts Durability.
Performance
- With 100 physical defense against 70 magic defense, it can absorb physical hits but should back off against magic-heavy enemies
- It has 3 area attacks, so it trades up when several enemies are grouped
- It can boost its break, so it can double as the unit that cracks defenses
- It carries team-wide buffs, so it works as the support slot next to a damage dealer
- Its trait lines up with its BREAK role, so it does more than the raw numbers suggest
- Its mobility skill “Detection” makes it worth bringing along for field traversal
Strengths
- Its break is Very high, so it cracks enemy defenses without a dedicated Break unit
- Its durability is High, so it can hold the front and absorb hits
- It deals 1.6x to grass, fire, holy, so you can pick it specifically for those fights
- It cuts rock attacks to 0.625x, so it can afford to tank those enemies
Watch out for
- Its energy regen is Below average, so it is not built for firing skills back to back
- Its damage is Below average, so leave the job of finishing enemies to another Aniimo
- It takes 1.6x from wind, holy attacks, so keep it off the field against those enemies
Role aptitude(relative to all Aniimo)
- Damage
- ★★☆☆☆Below average
- Break
- ★★★★★Very high
- Durability
- ★★★★☆High
- Energy regen
- ★★☆☆☆Below average
- Exploration
- ★★★☆☆Average
Aniimo to team up with(picked from skill and trait effects that combine well)
DreapledarkRaises the team's dark damage
FragrancierdarkRaises the team's dark damage
FulmintiselectricIts damage is High, so it converts the setup this Aniimo creates into damage
WaleetlerockIts damage is High, so it converts the setup this Aniimo creates into damage
Combat
Guardbreak SlamPower 45Cost 15Jumps up and smashes down on the target to deal damage. Up to three consecutive smashes are allowed, and the third smash will stun the target for 1s.
Bouncy SlingPower 55Cost 20Charges 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 bounces to them up to {4} times. It can also bounce to allies.
Ballistic GuardPower 52Cost 20Turns into a ball and jumps high into the air, damaging targets at the landing point. Enters [Ballistic Guard], increasing own damage reduction by 20% and greatly enhancing anti-interruption. When attacked, releases a shock wave around self that deals damage equal to 10 Might. Interval: No less than 0.2s.
Guardbreak SmashPower 45Cost 15Jumps up and smashes down on the target to deal damage. Up to three consecutive smashes are allowed, and the third smash will stun the target for 1s.
Innate
ATKPower 6(BREAK) Wields the power of darkness to attack targets at close range.
Heavy SlamPower 196Makes its hands grow huge and smashes the ground, dealing damage to all targets nearby.





