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

Rookey

Elements
dark
Roles
BREAK
Stage
Gamma Stage
Homeland Ability
カート Lv.3Lv.3dark Lv.3Lv.3

Despite its imposing size, it is timid and avoids conflict. It finds its courage when friends need protection.

Evolution

Pawney
Rookey

Trait

  • Guardbreak Resonance

    Increases BREAK by 0.

Mobility

  • Detection

    Gives 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”

Aniimo Ability

HP
100
ATK
90
BREAK
105
P.DEF
100
M.DEF
70
REGEN
75
Total540
Attributes540

Type Matchups

×1.6
windholy
×1
grassfireelectricwaterdarkice
×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)

Combat

  • Guardbreak SlamPower 45Cost 15

    Jumps 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 20

    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 bounces to them up to {4} times. It can also bounce to allies.

  • Ballistic GuardPower 52Cost 20

    Turns 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 15

    Jumps 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 196

    Makes its hands grow huge and smashes the ground, dealing damage to all targets nearby.