Every Aniimo has its own Personality, shown as four MBTI style letters such as ESTJ. It is not flavor text: the four letters raise that individual's combat stats and its work efficiency at Homeland, so two Aniimo of the same species can end up suited to different jobs.

Personality is built from four axes, each with two opposite traits, so there are eight in total and an Aniimo carries exactly one from each axis. The bonuses of all four apply at the same time.

All 8 personalities at a glance

Here is the full list. Each personality gives a combat bonus and raises work efficiency at Homeland by 20%, but only at the facilities that match it. The rate is the same 20% for all eight; what changes is which facilities.

AxisPersonalityCombat bonus
E/IEnergeticATK +2%, BREAK +2%
InstinctiveREGEN +4%
S/NPracticalDMG +4%
NimbleCrit Rate +5%
T/FTenaciousP.DEF +6%
FaithfulM.DEF +6%
J/PJudiciousHP +4%
PlayfulDMG Reduction +4%

In combat: which four letters to aim for

In combat the four letters are pure stats. The defensive traits give the largest single number (P.DEF and M.DEF at +6%), while the offensive side is split into smaller pieces: S is a flat +4% damage and N is +5% Crit Rate, which only pays off on an Aniimo that can crit in the first place.

RoleRecommendedCombined effect
DPSESTJATK +2%, BREAK +2% / DMG +4% / P.DEF +6% / HP +4%
ENTJATK +2%, BREAK +2% / Crit Rate +5% / P.DEF +6% / HP +4%
BREAKISTPREGEN +4% / DMG +4% / P.DEF +6% / DMG Reduction +4%
INTPREGEN +4% / Crit Rate +5% / P.DEF +6% / DMG Reduction +4%
HealISTJREGEN +4% / DMG +4% / P.DEF +6% / HP +4%
SupportISTJREGEN +4% / DMG +4% / P.DEF +6% / HP +4%
INTJREGEN +4% / Crit Rate +5% / P.DEF +6% / HP +4%
REGENISTJREGEN +4% / DMG +4% / P.DEF +6% / HP +4%

Read it as three baselines. DPS takes ATK, damage and durability. BREAK gives up the attack bonus for REGEN so it can keep casting skills. Heal, Support and REGEN take survivability and energy instead.

The recommendations are not decided one Aniimo at a time. Two rules reproduce every single one of them.

  1. Start from the baseline for that Aniimo Role (the table above).
  2. If the word crit appears anywhere in its skills or its trait, swap S for N.

That is why N shows up only on some Aniimo. Crit Rate +5% is worth nothing on an Aniimo with no way to use crits, so the flat damage of S is chosen instead. If you are deciding for an Aniimo not covered here, check its skills and trait for crit first.

Each Aniimo's own page shows its recommended personality together with the potential and held item to aim for. Full Aniimo index

At Homeland: a different best pick

The best pick for Homeland is not the same as the best pick for combat, and you cannot have both. There are only four axes, so taking E for combat means giving up everything I would have boosted at Homeland. A four letter code optimised for battle also locks in which facilities that Aniimo is good at.

The facility names have only been confirmed on the Japanese client, so this page lists the letters rather than the facilities outside Japanese. The point still holds: each letter covers a different set of facilities.

So decide by the job you actually want from that individual. An Aniimo you take into battle should follow the combat recommendation and treat its Homeland facilities as a side effect. An Aniimo you leave working at Homeland should instead match the personality to the facility you want it to run, even if that code is weak in a fight.

Can Personality be changed?

Yes. The Personality panel has its own change button, so a Personality you do not want is not permanent.

The in game Personality panel, listing the four letters with their combat bonuses and a Change Personality button at the bottom

The bottom row of the panel is the change button.

What it costs, and whether the result can be steered rather than rerolled at random, is not confirmed yet. We will test it and update this page.