This page lists every Trait with its effect and the Aniimo that have it. It also explains what Traits are and how to check an Aniimo's Trait.
All Traits and Their Effects
Every Aniimo has its own Trait. The table lists each Trait's effect as the Aniilog shows it, along with the Aniimo that have it. Select an Aniimo's name to open its page.
| Trait | Effect | Aniimo |
|---|---|---|
| Air Superiority | Increases critical rate by 20% while flying. | Cornet |
| Appeal | When entering battle, if the party has an opposite-sex Susuta family member, increases own BREAK efficiency by 30% for 15s. Cooldown: 20s. | Susuta, Popota, Panpanta |
| Arc Surge | Teammates who receive this Aniimo's skill buff also gain 12% Lightning damage for 20s. | Bulbly, Veilfloat, Luminelle |
| Band Member | When switching Aniimo in battle, restores 20 EP to the next Chirpi family member switched in. Triggers once every 20s at most. | Chirpi, Tromber |
| Battle Fervor | Defeating a target grants 1 stack of Battlelust, increasing damage by 25% for 20s. Stacks up to 2 times. | Wisptis, Ignitis |
| Biting Wind | When dealing damage to targets with more than 5 stacks of Ice Debuff, increases Crit Rate of that damage by 15%. | Bonesky, Fenrier, Glynsera |
| Blazing Flames | Always has 20 stacks of Fire Debuff. Trick Fire Ring applies 4 stacks of Fire Debuff, while Fire Orb applies 3 stacks of Fire Debuff. | Sparki, Flamerion |
| Bloom Cluster | When casting Whirling Blossom Rain or landing the final hit of a basic attack, all Irisalis clones fire floral beams at the target, each with 15 Might. If an Irisalis clone's attack hits, this Aniimo gains 1 Dance Power. After accumulating 9 Dance Power, the next skill cast costs 50% less EP. When Fainted, it turns back into a flower and blooms again, restoring vitality. Can trigger once every 180s. | Irisalis |
| Bubble | Every 12s, enters Bathing. The next skill cast creates a puddle. | Fahloo, Erlath |
| Counter Strike | After being attacked, increases BREAK efficiency by 25% for 10s. | Jawling, Helmwhelp, Helgon |
| Counting Sheep | Every 10s, the next skill applies 1 stack of Drowsiness to the target. At 3 stacks, the target enters Nightmare for 20s. Targets in Nightmare have their Dark Resistance reduced by 27% and cannot move or cast skills for 3s. Taking damage removes the control effect. | Dreaple |
| Dangerous Fragrance | When dealing damage to a target, reduces the target's Dark Resistance by 12% for 20s. | Dewy, Fragrancier |
| Disco Aniimo | While on Turf, Damage Amp increases by 30%. After entering battle, each skill hit grants 1 Dance Power. Hitting multiple targets does not grant extra Dance Power. At 24, the next skill costs no EP. | Iris, Irisal |
| Earth Affinity | While in Tunneling state, can cast skills and deals 20% extra BREAK. | Pebbling, Geodeback, Minespine |
| Electro Stash | Restores 4 EP when a skill lands a critical hit. | Fulmintis |
| Energized | For every 1,000 max HP, increases BREAK damage by 2%. | Hummin |
| Energy Full | Increases max EP by 10. | Somniwing |
| Flutter Heal | When entering battle as the active Aniimo, increases healing by 20%. If off field, appears as a phantom. When other Aniimo cast skills or Ultimates, restores HP equal to 0.5% of max HP. | Flutternym, Gracewing |
| Frostbite Sunder | Basic attacks apply Ice Debuff. Deals 35% extra BREAK to targets with more than 5 stacks of Ice Debuff. | Geoclaw |
| Full Energy | After using 8 basic attacks in battle, Inferlupa enters Full Energy, enhancing its next skill. Damage dealt by that skill is treated as basic attack damage. | Inferlupa |
| Grand Sorcerer | For 5s after using a skill, basic attack hits deal additional damage equal to 6 Might. | Celestis, Stellarys |
| Guardbreak Resonance | Increases BREAK by 0. | Helmut, Rookey |
| Judgment Storm | When applying a debuff to a target, Wind damage for the whole team increases by 16% for 20s. | Eko, Eklue |
| Lunar Power | When not attacking with an advantageous element, final damage increases by 30%. Casting a skill or Ultimate grants 4 stacks of Silver Moon Mark. Each basic attack hit consumes 1 stack, deals 100% extra damage, and restores 0.5% HP. | Lunara |
| Overloaded Engine | Moving and using skills builds Overload Energy. When Overload Energy is full, the next skill gains 40% bonus damage. | Baleetle, Waleetle |
| Phantom Opening | When a party member deals basic attack damage, gains 1 stack of Rose Mark, up to 10 stacks. Each stack of Rose Mark reduces Melloblum's EP cost by 3. | Melloblum |
| Potent Erosion | When a skill or Ultimate hits a target, reduces the target's Earth Resistance by 2% for 20s. Stacks up to 10 times. | Cozite, Bailite |
| Power of Fire | Deals 30% extra damage to enemies with more than 5 stacks of Fire Debuff. | Infergon |
| Power of Nature | While off field, creates a patch of Turf under a teammate after they cast 3 skills. | Leafy |
| Power Surge | When casting a skill with less than 20 EP, restores 4 EP. | Besauce |
| Power Sustain | After skills land 6 critical hits, becomes Overcharged, immediately gaining a shield equal to 5% HP. All skills cost 12 less EP, but UP cannot be gained. Lasts 6s. | Bolty, Blazen |
| Prank | Every 18s, the next skill applies Curse to enemies hit for 10s. Dark basic attacks restore 0.4 EP when hitting enemies with Curse. | Hexxin |
| Prank Master | Increases BREAK damage by 2% for 1,000 max HP. Upon entering battle, summons 1 Hummin to assist. An additional Hummin is summoned every 10s, up to a maximum of 3. | Tuckin |
| Pursuit | When dealing damage to targets in Controlled or Break State, increases an additional 30% Damage Amp. | Pawney |
| Pyro Charge | After spending a total of 50 EP, gains Pyro Charge. Every 2s, apply 1 stack of Fire Debuff to nearby targets for 10s. | Lavazar, Magmarex |
| Radiant Charm | Increases Water damage by 16% for all opposite-sex Aniimo on the team. | Piopiota |
| Raging Fire | After using a skill, the next basic attack used within 10s will directly release the final hit of the basic attack, and its Might is increased from 4 to 25. | Squarrel, Squashel |
| Raging Rampage | Builds Rage during battle. Basic attacks grant 2 points, every 10 EP spent on skill grants 10, and taking damage grants 2. At 100 points, enters the Enraged state. Enraged increases own skill damage by 30%, increases the EP recovery rate by 25%, and prevents Rage gain. Lasts 20s. | Cubbo, Grizbo |
| Reliable Fire Companion | When in a party, increases party 15% Fire Elemental Boost. When Energy is above 40, the effect increases to 20%. | Sparkelf |
| Rock Empowerment | Rock Piles created by Bouldus can be destroyed by Waleetle's Stone Ball Drift, releasing shock waves and applying Disintegration to the target. Disintegration: Each stack reduces Earth Resistance by 6% and Movement Speed by 5% for 20s. Stacks up to 6 times. | Bouldus |
| Scorching Flames | Increases the damage dealt to elementally countered targets by 25%. | Emberpup, Flameruff, Scorchhowl |
| Shrouded in Mist | Gains 1 stack after being off the field for 5s or casting a basic attack. At 4 stacks, enters Shrouded in Mist state. Casting a skill consumes this state to enhance the skill's effects. | Nimbi, Turbo |
| Solar Grace | When not attacking with an advantageous element, final damage increases by 30%. Every 4 basic attacks grants Solar Halo, enhancing the next skill. | Helion |
| Spotlight Moment | The first skill this Aniimo uses within 5s of entering battle does not consume EP. Cooldown: 15s. | Dazmand |
| Stealth | Builds Momentum when dealing damage, up to 6 stacks. Momentum gain is doubled while tunneling. At max stacks, BREAK efficiency increases by 30% for 20s. | Budclaw, Shrubclaw |
| Sword Dance | Each skill used grants 1 stack of Sword Dance, up to 4 stacks, lasting 15s. Each basic attack costs 1 stack of Sword Dance to deal 180% extra damage. | Budsquire, Thornblade |
| Thunderbond | When this Aniimo's attack hits a target, it gains 1 stack of Thunderbond. At 30 stacks, it enters the Thunderwing Stance when using its next skill or Ultimate. Lasts 10s. | Fentuft, Fenmane |
| Tidal Heart | While in water terrain or after absorbing water, increases Water damage by 20% for 10s. | Shelly, Sheldon |
| Tidal Heart | While in water terrain or after absorbing water, increases Water Elemental Boost by 25% for 20s. | Sherro |
| Tuning | Each skill cast grants 1 stack of Volume, up to 6 stacks. At 6 stacks of Volume, increases Crit Rate by 20% for 15s. | Pomegg, Pomawk |
| Victory Concerto | While shielded, BREAK efficiency +40%. When triggering BREAK, plays Concerto, reducing the whole team's stamina cost by 30%. When you have 3 Movement-series buffs, increase all Movement effects by 30%. | Tubster |
| Water Spirit | While in water terrain, reduces the EP cost of all skills by 16%. | Skippy, Pranky, Glacy |
In the Aniilog, Guardbreak Resonance reads "Increases BREAK by 0." According to our tester, 0 is only its base value: the actual BREAK increase grows with the Aniimo's P.DEF, and opening the Trait from Aniimo Management shows the live value.

What Are Traits?
Traits are passive effects that give each Aniimo its own edge in combat. Unlike skills, which you use yourself during battle, a Trait triggers automatically when its condition is met or stays active the whole time.
Trait effects include raising damage, helping your Aniimo survive with healing or shields, restoring EP, and strengthening BREAK. For example, Scorching Flames increases the damage dealt to elementally countered targets, so it pays off when you hit enemies weak to your Element.
Some Traits only work under specific conditions, such as while shielded, when you switch Aniimo, or while in water terrain.
As of version 1.0.3, we haven't found a way to swap an Aniimo's Trait or replace it with a different one.
How to Check an Aniimo's Trait
You can check an Aniimo's Trait in two places.
- From Aniimo Management
Select an Aniimo on the Aniimo Management screen, then press the small Trait icon at the bottom of its info card.
- From the Aniilog
Open the Aniimo's entry in the Aniilog, go to its Skills page, and press the large Trait icon below the Aniimo.

Tips for Choosing Aniimo by Trait
When choosing an Aniimo, look past the Trait's effect alone. Check how easy it is to trigger and whether it fits how your team plays. A strong conditional effect does little if your team can't meet its condition reliably.
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