Aniimo Tier List – Best Aniimo (November 2026)

Every Aniimo is worth catching, but only a select few deserve to carry your team rather than just look adorable while everything goes horribly wrong.

Updated November 2, 2026: Whisperwake Isles brings a much bigger roster and several new team-building options. I’ve added 18 ranked Aniimo plus an upcoming preview for Jaguaraun, updated affected stats and rotations, and rebuilt the Grass, Wind, Water, and Dark recommendations. Glameep, Crocobask, and Mesmerowl are the new support standouts; new placements are initial kit-based evaluations, with form and availability notes below.

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Irisalis and Fulmintis remain standout carries in this Aniimo tier list, while Glameep, Crocobask, and Mesmerowl give their respective teams serious new support options. Below are 68 ranked evolution branches, standalone Aniimo, and starter picks for PvE, plus an unranked Jaguaraun preview. You’ll find boss and exploration grades, evolution notes, and suggested teams. The real endgame is finding four creatures that can share an energy bar without starting a family argument.

Aniimo Tier List - Best Aniimo Ranked

S
Irisalis game image

Irisalis

DPSGRASS
Gracewing game image

Gracewing

HEALWIND
Glacy game image

Glacy

HEALWATERICE
Somniwing game image

Somniwing

REGENWINDGRASS
Fulmintis game image

Fulmintis

DPSLIGHTNING
Turbo game image

Turbo

SUPPORTWIND
Besauce game image

Besauce

REGENLIGHTNING
Glameep game image

Glameep

HEALGRASSWATER
Crocobask game image

Crocobask

SUPPORTGRASSWATER
Mesmerowl game image

Mesmerowl

REGENWIND
A
Inferlupa game image

Inferlupa

BREAKFIREDARK
Tubster game image

Tubster

BREAKWIND
Rookey game image

Rookey

BREAKDARK
Eklue game image

Eklue

SUPPORTWIND
Tromber game image

Tromber

SUPPORTWIND
Leafy game image

Leafy

REGENGRASSWATER
Tuckin game image

Tuckin

BREAKGRASS
Geoclaw game image

Geoclaw

BREAKICE
Melloblum game image

Melloblum

SUPPORTGRASS
Grizbo game image

Grizbo

DPSROCK
Luminelle game image

Luminelle

SUPPORTLIGHTNING
Lunara / Fennelun game image

Lunara / Fennelun

DPSLIGHT
Helion / Soleon game image

Helion / Soleon

DPSLIGHT
Scorchhowl game image

Scorchhowl

DPSFIRE
Stellarys game image

Stellarys

DPSDARK
Cornet game image

Cornet

DPSWIND
Irisal game image

Irisal

DPSGRASS
Shrubclaw game image

Shrubclaw

BREAKROCKGRASS
Thornblade game image

Thornblade

DPSGRASS
Dazmand game image

Dazmand

SUPPORTLIGHTNING
Blazen game image

Blazen

BREAKLIGHTNING
Pawney game image

Pawney

DPSDARK
Minespine game image

Minespine

BREAKROCK
Fragrancier game image

Fragrancier

SUPPORTDARK
Squashel game image

Squashel

BREAKFIRE
Sparkelf game image

Sparkelf

SUPPORTFIRE
Erlath game image

Erlath

REGENWATER
Hexxin game image

Hexxin

REGENDARKGRASS
Infergon game image

Infergon

DPSFIRE
Magmarex game image

Magmarex

BREAKFIREROCK
Waleetle game image

Waleetle

DPSROCK
Fenmane game image

Fenmane

DPSLIGHTNING
Coraliz game image

Coraliz

REGENROCKWATER
Dewple game image

Dewple

SUPPORTWATER
Pouchwisp game image

Pouchwisp

REGENDARK
Gachapus game image

Gachapus

DPSWATER
Sugartini game image

Sugartini

SUPPORTICE
Sugarslime game image

Sugarslime

REGENICE
Royalby game image

Royalby

REGENWIND
Whirlbite game image

Whirlbite

DPSWATER
Jabster game image

Jabster

BREAKDARKICE
Jeburst game image

Jeburst

BREAKWATER
Ekrim game image

Ekrim

BREAKDARK
Hypnyto game image

Hypnyto

DPSWIND
Hoptail game image

Hoptail

DPSWINDLIGHTNING
B
Dreaple game image

Dreaple

SUPPORTDARK
Pomawk game image

Pomawk

BREAKGRASS
Ignitis game image

Ignitis

DPSDARK
Glynsera game image

Glynsera

DPSICE
Piopiota game image

Piopiota

SUPPORTWATER
Panpanta game image

Panpanta

BREAKWATER
Sherro game image

Sherro

DPSWATER
Helgon game image

Helgon

BREAKWIND
Flamerion game image

Flamerion

REGENFIRE
Bailite game image

Bailite

SUPPORTROCK
Scrubbit game image

Scrubbit

BREAKWATER
Buffby game image

Buffby

BREAKWIND
C
Bouldus game image

Bouldus

SUPPORTROCK
SOON
Jaguaraun game image

Jaguaraun

BREAKLIGHTNINGUPCOMING

S Tier contains standout picks for their role; A Tier covers strong choices with a clear team purpose; B Tier includes useful specialists; and C Tier needs a narrower setup. Aniimo within the same tier are not ordered. A B-tier specialist with the right partners can be a better investment than an A-tier support that does nothing for your carry.

These are general PvE combat rankings at comparable investment. Boss grades assume a suitable team and elemental matchup; exploration is graded separately. New entries use their Basic Form stats and available kits, with initial placements rather than claimed clear-time benchmarks. Regional and Prismana forms can change skills or typing and do not automatically inherit the same evaluation. Spar and Giga-Egg PvP have separate rules, so these letters do not rank those modes. Jaguaraun is upcoming and has no live tier.

Aniimo Rankings and Evolution Requirements

Quick picks: Irisalis for Grass carry damage; Fulmintis for Lightning; Glameep for Grass healing; Glacy or Gracewing for flexible sustain; Mesmerowl for Wind crit energy; Somniwing or Besauce for broader energy support. Crocobask is a standout Grass buffer, and Jeburst is a strong new Water breaker.

Build around your carry: Hypnyto or Cornet with Mesmerowl for Wind; Irisalis with Glameep, Crocobask, and Leafy for Grass; Whirlbite or Gachapus with Dewple for Water; Pouchwisp for Dark energy; Coraliz for Rock energy; Sugartini and Sugarslime for Ice. Choose the support that solves your actual rotation, not the highest badge that happens to fit in the box.

Aniimo PvE Tier List
AniimoEvaluation
S TierStandout choices for their combat role
Irisalis, a Grass DPS Aniimo
Irisalis SGrass · DPS · Standalone · Legendary

Evolution: Standalone | Obtain: Craft Legendary Aniipod: Irisalis with 99 Irisalis Petals, then complete its Vein Rift encounter. Available through the seasonal Legendary Journey.

Pathfinding: Fly Lv.3 | Mobility: Not listed | Homeland Ability: Grass, Leisure

HP 90BRK 56ATK 130PD 78MD 78REG 108
PvE SBoss SExploration S
  • My strongest Grass carry recommendation. Irisalis Shadow and Florae Descent create separate clones that can coexist; Whirling Blossom Rain and the final hit of a basic-attack sequence trigger their beams. Keeping clones active is the center of the build.
  • Clone hits build Dance Power, which discounts a subsequent skill. Use the setup, weave full basic-attack sequences between casts, and keep moving rather than repeatedly replacing a clone that is still active. Bloom Cluster also gives it a second chance after fainting, with a long cooldown.
  • Glameep and Crocobask add healing, resistance reduction, and Grass support; Leafy or Somniwing can keep the clone rotation supplied. A dedicated breaker is optional in a developed Grass team: bring one when the encounter rewards reliable Break windows, or use the slot for energy, damage buffs, or healing.
Gracewing, a Wind HEAL Aniimo
Gracewing SWind · HEAL · Final form

Evolution: Flutternym → Gracewing | Obtain: Lv.21 Flutternym; Gust Stone ×1.

Pathfinding: Fly Lv.2 | Mobility: Luminous Prowl | Homeland Ability: Leisure, Wind

HP 110BRK 50ATK 98PD 85MD 85REG 104
PvE SBoss SExploration A
  • One of the best general-purpose healers, with off-field recovery, cleansing, shielding, and an emergency team heal. Its strength is covering several defensive needs; choose two equipped skills that address the fight instead of assuming every tool is available at once.
  • Flutter Heal rewards teammates casting skills and Ultimates. Phantomflutter creates a delayed energy pickup, so collect it after it forms. Glacy is a strong alternative when direct healing and a damage buff suit your team better.
  • Healing Dance reduces incoming Break damage inside its zone, which does not mean all incoming damage. Keep enough energy to cast the recovery you actually need, and save Help! Gracewing! for a dangerous moment rather than spending the shared Ultimate resource automatically.
Glacy, a Water/Ice HEAL Aniimo
Glacy SWater/Ice · HEAL · Final form

Evolution: Skippy → Pranky → Glacy | Obtain: Lv.20 Pranky; Wave Stone ×1. Skippy evolves into Pranky at Lv.12.

Pathfinding: Swim Lv.2 | Mobility: Not listed | Homeland Ability: Ice, Water, Hauling

HP 120BRK 50ATK 95PD 72MD 110REG 88
PvE SBoss SExploration A
  • An S-tier sustain option because it can heal and improve team damage. Healing Water gives direct recovery, while Glimmer Shot adds a general damage buff rather than requiring a Water carry.
  • Spring of Life supplies substantial healing within a fixed water zone, and Water Spirit reduces Glacy’s own skill costs on water terrain. Build HP for its HP-based heals and place the zone where the fight will actually happen.
  • Gracewing remains excellent for cleansing, shielding, and off-field recovery. Choose between them by the encounter and equipped skills; Glacy’s ordinary form is already useful, and its damage-buff skill should not be presented as exclusive to Prismana Glacy.
Somniwing, a Wind/Grass REGEN Aniimo
Somniwing SWind/Grass · REGEN · Standalone

Evolution: Standalone; no evolution confirmed | Obtain: Earn 180 Elite Training points and claim the Somniwing reward through Dr. Lewis. Not a wild Sea of Flowers spawn.

Pathfinding: Fly Lv.2 | Mobility: Not listed | Homeland Ability: Leisure, Grass, Wind

HP 111BRK 50ATK 92PD 80MD 80REG 115
PvE SBoss SExploration A
  • One of my best general energy supports. Ethereal Light Wave improves teammates’ EP recovery and absorbs incoming projectiles, while Butterfly Dance restores energy for the next part of the rotation.
  • EP is shared within your party, so Energy Full’s extra capacity benefits the team’s resource pool. Bring Somniwing alongside energy-hungry carries such as Irisalis or Fulmintis, and use the recovery tools before the rotation runs dry.
  • Hypnotic Spores can interrupt susceptible targets, but damage wakes them and Grass Aniimo are immune. This S rating assumes access to its useful support tools; modes that limit assistants to a particular skill can change its value substantially.
Fulmintis, a Lightning DPS Aniimo
Fulmintis SLightning · DPS · Final form

Evolution: Wisptis → Fulmintis | Obtain: Obtain Fulminous Soul; Lv.29 Wisptis; Roar Stone ×1.

Pathfinding: Fly Lv.2 | Mobility: Cloak | Homeland Ability: Electric, Hauling

HP 99BRK 50ATK 130PD 66MD 70REG 105
PvE SBoss SExploration S
  • One of the best sustained DPS investments, earning S Tier for its critical-hit and energy-recovery loop. Lightning Surge improves skill crit rate without costing EP, and Electro Stash refunds energy when skills crit.
  • Dazmand is an especially strong partner: Thunder Sweep adds Lightning crit rate, directly feeding the loop. Somniwing or Besauce helps keep Lightning Rush running; a dedicated breaker is useful when you can reliably secure a stationary target.
  • Its defenses remain thin, and a long channel can lose value when enemies move or force a dodge. S Tier does not mean immunity to bad matchups: buff first, attack during safe openings, and finish the sequence deliberately instead of channeling until the team’s energy is gone.
Turbo, a Wind SUPPORT Aniimo
Turbo SWind · SUPPORT · Final form

Evolution: Nimbi → Turbo | Habitat: Nimbus Fields | Obtain: Defeat Alpha Turbo; Lv.21 Nimbi; Gust Stone ×1.

Pathfinding: Fly Lv.2 | Mobility: Cloudwalk | Homeland Ability: Leisure, Wind

HP 95BRK 50ATK 110PD 80MD 96REG 87
PvE SBoss SExploration S
  • An S-tier general support because Nimbi Burst improves both team damage and Break efficiency without locking the bonus to Wind. That makes it useful around Grass, Light, Lightning, and other carries.
  • Build Shrouded in Mist through basic attacks before the buff you want to enhance. The enhanced burst gives a stronger payoff, while Collectible Drop offers healing pickups between combat rotations.
  • Cloud Shield is personal protection with a stamina benefit; do not sell it as an unconditional party shield. Its S rating comes chiefly from flexible offensive support, and Cloudwalk remains an excellent separate exploration bonus.
Besauce, a Lightning REGEN Aniimo
Besauce SLightning · REGEN · Standalone

Evolution: Standalone; no evolution confirmed | Obtain: Collect 40 Fragment - Besauce from Pathfinder Challenge opponents, then exchange them for Besauce at an Outpost Shop.

Pathfinding: Not listed | Mobility: Not listed | Homeland Ability: Electric, Artisanship

HP 88BRK 90ATK 92PD 75MD 75REG 118
PvE SBoss SExploration C
  • An S-tier energy support for mixed teams as well as Lightning teams. Charged Geyser costs no EP and restores energy immediately and over time. Since the party uses a shared EP pool, this fuels your carry rather than only refilling Besauce.
  • Power Surge helps when casting at low EP, and Electric Dance Frenzy lowers Lightning resistance for matching damage dealers. The Lightning debuff is the specialist bonus; the energy recovery is why unrelated carries can still justify its slot.
  • Use it when you need a straightforward refill that does not depend on Grass terrain or Water skill casts. Somniwing offers projectile protection and an energy-restoring Ultimate, while Besauce keeps its main refill on a regular skill. Neither replaces reliable healing.
Glameep, a Grass/Water HEAL Aniimo
Glameep SGrass/Water · HEAL · Basic Form · Initial evaluation

Evolution: Bubbeep → Glameep | Habitat: Crescent Bay | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Swim Lv.2 | Mobility: Bubble Drift | Official form and skill details

HP 117BRK 50ATK 100PD 91MD 80REG 92
PvE SBoss SExploration A
  • My first new healer pick for a Grass carry. Baa-Baa Leaf Shot lowers Grass resistance, and spending a full Bubble Energy charge adds a team Grass damage buff. Irisalis gets both survival and a reason to hit harder.
  • Ripples of Floating Duckweed heals a movable area and gives Grass allies stronger healing when enhanced. Shielding and a cleansing Ultimate add defensive options, but only your equipped skills are available during the rotation.
  • Build Bubble Energy before spending the enhanced effect you actually need. Excellent in Grass teams; Glacy and Gracewing remain easier recommendations when your carry cannot use the elemental bonuses.
Crocobask, a Grass/Water SUPPORT Aniimo
Crocobask SGrass/Water · SUPPORT · Basic Form · Initial evaluation

Evolution: Salabask → Crocobask | Habitat: Rosy Mirelands | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Swim Lv.2 | Mobility: Not listed | Official form and skill details

HP 110BRK 50ATK 113PD 82MD 80REG 82
PvE SBoss SExploration A
  • A stacked Grass support package: damaging skills lower Grass resistance, Gatorjaw Bite marks an enemy for follow-up explosions, and repeated Grass hits trigger the payoff. Irisalis has no shortage of those.
  • Spring Renewal adds damage reduction and ongoing healing for the deployed Grass Aniimo inside its zone. Its Ultimate adds another Grass boost, giving it offense and protection in the same slot.
  • S for Grass teams, not an invitation to put a crocodile in every lineup. Keep the carry in the useful area, supply energy, and use Glameep or another healer when secondary recovery cannot handle the encounter.
Mesmerowl, a Wind REGEN Aniimo
Mesmerowl SWind · REGEN · Basic Form · Initial evaluation

Evolution: Hypnowl → Mesmerowl | Habitat: Crescent Bay | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Fly Lv.2 | Mobility: Gust | Official form and skill details

HP 111BRK 50ATK 110PD 70MD 70REG 109
PvE SBoss SExploration A
  • The new Wind crit battery. Windveil Harvest turns allied Wind critical hits into energy with an internal cooldown, making sustained attackers far more comfortable to run.
  • Mesmerwave Recharge costs no EP and boosts the whole party’s recovery rate, with a stronger result against a broken or suitably affected target. Wind Bomb Therapy adds bouncing team healing, so the support slot does more than one job.
  • Pair it with Hypnyto or Cornet and still cover dangerous incoming damage. Its strongest energy loop wants regular Wind crits; Besauce or Somniwing remains the simpler choice for a carry from another element.
A TierStrong picks with a clear team purpose
Inferlupa, a Fire/Dark BREAK Aniimo
Inferlupa AFire/Dark · BREAK · Final form

Evolution: Emberpup → Flameruff → Inferlupa | Obtain: Complete Journey: Warrior; Lv.20 Flameruff; Night Stone ×1; Unbroken Flameruff Spirit ×6.

Pathfinding: Not listed | Mobility: Hustle | Homeland Ability: Hauling, Fire, Dark

HP 95BRK 108ATK 89PD 70MD 80REG 99
PvE ABoss SExploration B
  • One of the better offensive breakers for a planned burst team. Its Break setup gives Scorchhowl or Pawney a clear window to cash in on a vulnerable target.
  • Build Full Energy with basics, then spend the empowered hit in the opening you prepared. Flame Wolf Assault now costs 15 EP but has a 20-second cooldown, so the old repeat-cast approach no longer works.
  • Still A overall and S for suitable boss setups. The longer gap between assaults makes swaps and basic attacks more important; use that time to refill or buff the carry rather than waiting for the button to light up.
Tubster, a Wind BREAK Aniimo
Tubster AWind · BREAK · Final form

Evolution: Chirpi → Tubster | Habitat: The Argent Strait | Obtain: Defeat Alpha Tubster; Lv.18 Chirpi with acquired Break Potential ≥6; Gust Stone ×1.

Pathfinding: Not listed | Mobility: Not listed | Homeland Ability: Wind

HP 108BRK 107ATK 80PD 66MD 109REG 80
PvE ABoss AExploration C
  • A strong defensive breaker: Victory Concerto improves Break efficiency while shielded, and Ceasefire Drum protects allies inside its field. Pick it when you want Break pressure and a defensive safety net in the same slot.
  • Gale Guard grants its shield when the stance ends, so establish the shield before committing to heavy pressure. A successful break also activates its stamina-saving Concerto, giving the Chirpi family another useful interaction.
  • It remains an excellent role pick at A Tier. The setup takes field time, its physical defense is much weaker than its magic defense, and teams that need more damage or energy may prefer Turbo plus an offensive carry over a dedicated defensive breaker.
Rookey, a Dark BREAK Aniimo
Rookey ADark · BREAK · Final form

Evolution: Helmut → Rookey | Habitat: Russet Highlands | Obtain: Lv.45 Helmut; defeat an opponent with a defensive counter and learn Unwavering Rampart; Night Stone ×1.

Pathfinding: Not listed | Mobility: Detection | Homeland Ability: Artisanship, Dark

HP 100BRK 105ATK 90PD 100MD 70REG 75
PvE ABoss SExploration S
  • A strong breaker for teams built around a damage window, particularly Pawney. Bouncy Sling increases the target’s Break damage taken, so apply it before investing in heavy stagger pressure.
  • Ballistic Guard adds personal damage reduction and resistance to interruption, while Guardbreak Slam supplies repeated hits. These tools make it a dependable setup unit when the fight gives you time to establish the break.
  • Its A rating reflects that a dedicated breaker is a team choice rather than an automatic best slot. The Lv.45 evolution also makes it a later investment, and Break vulnerability must not be described as a buff to all damage taken.
Eklue, a Wind SUPPORT Aniimo
Eklue AWind · SUPPORT · Final form

Evolution: Eko → Eklue | Habitat: Forest of Falling Stars | Obtain: Lv.25 Eko with acquired Attack Potential ≥6; Gust Stone ×1.

Pathfinding: Fly Lv.2 | Mobility: Not listed | Homeland Ability: Artisanship, Wind

HP 100BRK 49ATK 120PD 83MD 67REG 91
PvE ABoss AExploration A
  • An excellent Wind enabler: Target Weakness lowers Wind resistance, while Judgment Storm rewards applying debuffs with a team Wind boost. Cornet and other Wind attackers make much better partners than a random carry.
  • Detect Weakness lowers critical resistance without spending EP, and marked targets enable follow-up control. That gives it useful work between ultimate windows.
  • Its 120 Attack gives it respectable personal pressure, but its biggest damage bonuses are element-specific. In a focused Wind team, its value can comfortably exceed this general A rating.
Tromber, a Wind SUPPORT Aniimo
Tromber AWind · SUPPORT · Final form

Evolution: Chirpi → Tromber | Habitat: The Argent Strait | Obtain: Lv.18 Chirpi with acquired HP Potential ≥6; learn Magic Horn; Gust Stone ×1.

Pathfinding: Fly Lv.2 | Mobility: Take Off | Homeland Ability: Wind

HP 113BRK 51ATK 119PD 79MD 81REG 88
PvE ABoss AExploration A
  • Grouping and Wind resistance reduction make Tromber a strong partner for area damage. Zephyr’s Breath adds a team Wind buff, so plan around that element to get the full payoff.
  • Band Member restores energy to the next Chirpi-family member when you switch. Cornet or Tubster gives that family interaction a purpose; it is not free energy for every teammate.
  • Its profile favors personal damage over exceptional energy regeneration. Keep it for Wind synergy and crowd control, not as a universal battery or a guaranteed way to move bosses.
Leafy, a Grass/Water REGEN Aniimo
Leafy AGrass/Water · REGEN · Final form

Evolution: Skippy → Pranky → Leafy | Habitat: The Mistwoods | Obtain: Defeat Alpha Leafy to unlock the branch; evolve Lv.20 Pranky on the giant lotus leaf where Alpha Leafy resides; Sprout Stone ×1.

Pathfinding: Swim Lv.2 | Mobility: Not listed | Homeland Ability: Water, Grass, Hauling

HP 120BRK 50ATK 95PD 82MD 82REG 106
PvE ABoss SExploration A
  • A premier Grass specialist, with an S-tier ceiling in the right Grass team despite its overall A placement. Vitality Blooms supplies energy to Grass teammates, while upgraded grass adds recovery and Lotus Bloom combines a team heal with a Grass damage buff.
  • The off-field trait creates grass after teammates cast enough skills. Cyclone of Leaves supplies another way to establish the terrain before Vitality Blooms, making Leafy a particularly coherent partner for Irisal and Irisalis.
  • The restriction is real: its main recovery field serves Grass teammates, so Besauce or Somniwing is easier to fit around an unrelated carry. Glameep is a natural healing partner, while Crocobask offers more offensive Grass utility. Keep sufficient recovery rather than assuming a terrain field covers every incoming hit.
Tuckin, a Grass BREAK Aniimo
Tuckin AGrass · BREAK · Final form

Evolution: Hummin → Tuckin | Obtain: Defeat Omega Tuckin; Lv.18 Hummin; dig in for 20 seconds at the Sanctum of Twisted Roots entrance; Sprout Stone ×1.

Pathfinding: Not listed | Mobility: Not listed | Homeland Ability: Grass, Artisanship

HP 106BRK 100ATK 80PD 83MD 110REG 71
PvE ABoss AExploration C
  • A summon-based Grass breaker. Draw Nourishment sustains Tuckin and its Hummin assistants while improving their Break pressure; Haunting Choir brings the summons to the target.
  • Do not build around the old Highland/Umbral Hummin HP interaction with Repair Matrix. That Holo-Battle Sim damage exploit has been corrected.
  • Its sustain is not general party healing, and the rooted setup still costs energy. Bring real recovery when needed, and judge the summon rotation on its normal damage instead of an expired exploit.
Geoclaw, an Ice BREAK Aniimo
Geoclaw AIce · BREAK · Final form

Evolution: Budclaw → Geoclaw | Obtain: Defeat Alpha Geoclaw; Lv.21 Budclaw with a Tenacious personality; Freeze Stone ×1.

Pathfinding: Not listed | Mobility: Tunnel | Homeland Ability: Ice, Hauling

HP 93BRK 103ATK 80PD 113MD 79REG 82
PvE ABoss SExploration S
  • An excellent Ice breaker when you maintain Ice Debuff stacks: Frostbite Sunder raises Break output against sufficiently affected targets.
  • Strong physical defense, tunneling, and an ice-wall option give it more tools than a simple stagger button. It fits naturally beside Ice attackers such as Glynsera.
  • Its magic defense is less impressive, and freeze is not a universal answer to bosses. Build around the Ice interaction and use the terrain tools to create safe attack windows.
Melloblum, a Grass SUPPORT Aniimo
Melloblum AGrass · SUPPORT · Final form

Evolution: Budsquire → Melloblum | Habitat: Rosetower Woods | Obtain: Complete Flowers and Thorns; Lv.27 Budsquire with Faithful personality; Sprout Stone ×1 and Stamen of Cubbo’s Rose ×1.

Pathfinding: Not listed | Mobility: Not listed | Homeland Ability: Grass, Artisanship

HP 95BRK 91ATK 113PD 70MD 70REG 78
PvE ABoss SExploration C
  • A high-ceiling Grass crit support. Thorny Blessing adds follow-up attacks when the team lands Grass critical damage, while Rose Garden raises Grass critical damage for allies inside its circle.
  • Teammates’ basic attacks build Rose Marks that reduce Melloblum’s skill costs. Irisalis’s basic-attack and clone rotation or Thornblade’s empowered basics make much better partners than a carry that cannot use the Grass crit bonuses.
  • Its overall A placement becomes much stronger in a developed Grass crit team. Healing Rose is conditional recovery, and Rose Garden needs Ultimate access; do not carry the same recommendation unchanged into modes that restrict assistant skills or Ultimates.
Grizbo, an Rock DPS Aniimo
Grizbo ARock · DPS · Final form

Evolution: Cubbo → Grizbo | Habitat: Rosetower Woods | Obtain: Defeat Alpha Grizbo; Lv.47 Cubbo; Loam Stone ×1.

Pathfinding: Not listed | Mobility: Head Hammer | Homeland Ability: Hauling, Rock

HP 104BRK 50ATK 124PD 83MD 70REG 75
PvE ABoss SExploration B
  • A committed Rock carry whose Enraged state improves attack speed, skill damage, and energy recovery. Build Rage, then spend the window attacking rather than constantly swapping away.
  • Rock Smash fills Rage immediately, which gives you a way into the powered-up rotation without rebuilding everything from scratch. That gives you a clear way to start a burst window.
  • Bailite can support Rock damage; Bouldus becomes more interesting when Waleetle is also involved. Grizbo still needs safe uptime, so a breaker and sustain remain sensible investments.
Luminelle, a Lightning SUPPORT Aniimo
Luminelle ALightning · SUPPORT · Final form

Evolution: Bulbly → Veilfloat → Luminelle | Habitat: Tideblossom Coast | Obtain: Defeat Alpha Luminelle; Lv.52 Veilfloat; Roar Stone ×1.

Pathfinding: Not listed | Mobility: Glow | Homeland Ability: Electric, Artisanship

HP 110BRK 50ATK 115PD 75MD 75REG 90
PvE ABoss AExploration B
  • A strong Lightning support when your build uses its actual bonuses. Spotlight Moment improves Lightning teammates’ basic-attack damage and Break efficiency, while Arc Surge adds Lightning damage after its skill buff.
  • Its beam options provide conditional healing, and the Ultimate creates a field that improves Lightning damage. Dazmand is usually the more direct partner for a crit-based Fulmintis rotation; Luminelle makes more sense when the basic-attack or Break buffs are central to your plan.
  • Choose it for the loadout and elemental interaction, not as a general energy battery. Glow is a useful exploration skill, and healing beams still require appropriate positioning and, for some variants, matching teammate elements.
Fennelun, a Light DPS Aniimo
Lunara / Fennelun ALight · DPS · Ultimate form

Evolution: No permanent evolution (Fennelun is a combat transformation) | Obtain: Starter choice. Fennelun activates through Selene's Judgment until combat ends.

Pathfinding: Not listed | Mobility: Hustle | Homeland Ability: Light, Hauling

HP 100BRK 64ATK 116PD 72MD 72REG 90
PvE ABoss AExploration B
  • A comfortable ranged starter with energy recovery, Light resistance reduction, and bonus Break damage through Lunar Eclipse. Silver Moon Marks also reward weaving basic attacks into the rotation.
  • Its trait adds damage when you are not attacking with elemental advantage, helping it remain useful across mixed encounters. You do not need to discard your starter just because something rarer turns up.
  • Fennelun is the ultimate’s temporary combat transformation, not a separate permanent evolution. Its 64 base Break does not replace a specialist breaker.
Soleon, a Light DPS Aniimo
Helion / Soleon ALight · DPS · Ultimate form

Evolution: No permanent evolution (Soleon is a combat transformation) | Obtain: Starter choice. Soleon activates through Helios' Judgment until combat ends.

Pathfinding: Not listed | Mobility: Hustle | Homeland Ability: Light, Hauling

HP 100BRK 64ATK 116PD 72MD 72REG 90
PvE ABoss AExploration B
  • The more direct melee starter, with Light-damage stacking, energy recovery, and Holy Storm to group vulnerable targets and apply bonus Break damage.
  • Build Solar Halo with basic attacks, then spend the enhanced skill where it matters. The trait’s non-advantage damage bonus helps keep Helion relevant across varied matchups.
  • Soleon is a temporary ultimate transformation. Do not budget for a separate evolution, and bring separate healing when the fight demands sustained recovery.
Scorchhowl, a Fire DPS Aniimo
Scorchhowl AFire · DPS · Final form

Evolution: Emberpup → Flameruff → Scorchhowl | Habitat: Beast Fang Ridge | Obtain: Defeat Alpha Scorchhowl; Lv.20 Flameruff; Blaze Stone ×1.

Pathfinding: Not listed | Mobility: Hustle | Homeland Ability: Fire, Hauling

HP 95BRK 52ATK 119PD 80MD 75REG 90
PvE ABoss AExploration B
  • A strong practical Fire carry. Fire Kick costs no EP and rewards a successful dodge, while Scorching Flames adds damage against elementally countered targets.
  • Burn Breaker converts extra energy into a stronger charged attack, so save it for a clear opening instead of emptying your tank into a boss that is already moving.
  • Sparkelf gives a Fire-focused team a useful support option. Scorchhowl still needs a breaker, but efficient damage and dodge utility are perfectly good reasons to invest.
Stellarys, a Dark DPS Aniimo
Stellarys ADark · DPS · Final form

Evolution: Celestis → Stellarys | Habitat: Forest of Falling Stars | Obtain: Defeat Alpha Stellarys; Lv.18 Celestis; Night Stone ×1.

Pathfinding: Fly Lv.1 | Mobility: Not listed | Homeland Ability: Leisure, Dark

HP 95BRK 54ATK 125PD 68MD 69REG 94
PvE ABoss AExploration B
  • Shadow Magic provides a control escape, a damage-copying clone, and a position swap. Those tools give a fragile ranged attacker useful ways to keep dealing damage.
  • Tracking stars build damage, and its sustained attacks reward maintaining uptime. Fragrancier is a meaningful partner when you commit to Dark damage.
  • It remains vulnerable when you mismanage positioning or energy. The clone has a distance limit, so running halfway across the arena is not a sophisticated damage rotation.
Cornet, a Wind DPS Aniimo
Cornet AWind · DPS · Final form

Evolution: Chirpi → Cornet | Habitat: The Argent Strait | Obtain: Lv.18 Chirpi; Gust Stone ×1.

Pathfinding: Fly Lv.3 | Mobility: Take Off | Homeland Ability: Wind

HP 96BRK 54ATK 121PD 74MD 70REG 94
PvE ABoss AExploration S
  • A ranged Wind carry with a coherent support shell: Eklue lowers Wind resistance, while Tromber adds Wind buffs and family-based energy support.
  • Air Superiority rewards flying with extra critical rate. Its cheaper setup attacks matter just as much as the expensive Wind Bomb Rush.
  • The barrage needs a reliable opening, and Take Off increases incoming damage while airborne. Fly Lv.3 is excellent traversal utility, but flying is not the same as being safe.
  • Hypnyto is the new formation-based Wind alternative. Cornet still has ranged damage and excellent traversal, but Mesmerowl now makes sustained Wind crit builds much easier to supply.
Irisal, a Grass DPS Aniimo
Irisal AGrass · DPS · Final form

Evolution: Iris → Irisal | Habitat: Sea of Flowers | Obtain: Defeat Alpha Irisal; Lv.18 Iris; Sprout Stone ×1.

Pathfinding: Not listed | Mobility: Blooming | Homeland Ability: Grass, Leisure

HP 100BRK 52ATK 118PD 70MD 70REG 94
PvE ABoss AExploration B
  • A Grass damage dealer with a real terrain payoff: its trait increases damage while standing on grass. Leafy is a particularly useful partner for creating that setup.
  • Repeated skill hits build Dance Power toward a free cast, helping offset the beam’s high energy cost. Plan the cycle instead of judging every beam at its full price.
  • Movement and lost uptime can disrupt the payoff. Irisal evolves from Iris; it is not a stepping stone you should expect to turn into the separate Legendary Irisalis.
Shrubclaw, an Rock/Grass BREAK Aniimo
Shrubclaw ARock/Grass · BREAK · Final form

Evolution: Budclaw → Shrubclaw | Habitat: Berylline Causeway | Obtain: Lv.21 Budclaw; Loam Stone ×1.

Pathfinding: Not listed | Mobility: Tunnel | Homeland Ability: Rock, Grass, Hauling

HP 95BRK 104ATK 80PD 109MD 77REG 85
PvE ABoss AExploration S
  • A physical-frontline breaker with a useful trait loop: skill hits build Momentum, tunneling accelerates that buildup, and the payoff increases Break efficiency.
  • Its charged attack allows movement during the wind-up. That helps you reposition during setup, while Tunnel adds defensive and exploration utility.
  • Magic-heavy encounters are less comfortable, and reaching the trait’s payoff still takes setup. Choose it for sustained Break pressure rather than instant burst.
Thornblade, a Grass DPS Aniimo
Thornblade AGrass · DPS · Final form

Evolution: Budsquire → Thornblade | Habitat: Sea of Flowers | Obtain: Evolve Budsquire at Lv.27 after defeating Thornblade with only Budsquire in the party; Sprout Stone ×1.

Pathfinding: Not listed | Mobility: Not listed | Homeland Ability: Grass, Artisanship

HP 96BRK 53ATK 121PD 74MD 73REG 92
PvE ABoss AExploration C
  • Sword Dance rewards alternating skills and basic attacks with empowered basic hits. The damage plan does not disappear simply because you miss a perfect counter.
  • A well-timed defensive skill adds critical-rate support, while Thorny Impact provides another route to improving crits. Melloblum is an obvious partner for a Grass crit setup.
  • You still need to manage stacks and stay in melee. It rewards clean execution, with proactive damage tools as well as reactive counters.
Dazmand, a Lightning SUPPORT Aniimo
Dazmand ALightning · SUPPORT · Final form

Evolution: Pomegg → Dazmand | Obtain: Complete the related Aniimo Discovery event quests to unlock the branch; Lv.25 Pomegg; Roar Stone ×1. Check current event and branch-unlock availability before planning this evolution.

Pathfinding: Not listed | Mobility: Not listed | Homeland Ability: Electric, Hauling

HP 100BRK 55ATK 108PD 81MD 90REG 88
PvE ABoss AExploration C
  • One of Fulmintis’s best partners. Thunder Sweep increases the team’s Lightning critical rate on hit, feeding Fulmintis’s crit-based energy recovery as well as its damage. The grouping is useful against enemies susceptible to pulls.
  • Spotlight Moment makes the first skill used shortly after entry free, subject to its cooldown. Spend that opportunity on your setup skill; Electricity Shock and the Ultimate also help establish Lightning Debuff stacks.
  • A Tier reflects its elemental restriction, not a weak Lightning build. Pair it with a general energy support and enough sustain; its 55 base Break does not make it the team’s dedicated breaker, and bosses may ignore the pull.
Blazen, a Lightning BREAK Aniimo
Blazen ALightning · BREAK · Final form

Evolution: Bolty → Blazen | Habitat: Blitzwood | Obtain: Defeat Alpha Blazen; evolve Lv.33 Bolty under the Blitz Tree in Blitzwood; Roar Stone ×1.

Pathfinding: Climb Lv.3 | Mobility: High Jump | Homeland Ability: Electric, Artisanship

HP 112BRK 104ATK 90PD 70MD 70REG 98
PvE ABoss AExploration A
  • A sturdy Lightning breaker whose crits feed Overcharged for discounted skills and a small shield. The loop pairs naturally with Dazmand’s crit support.
  • Its revised profile leans further toward durability and recovery than personal damage. Use it to create openings for Fulmintis or Fenmane, with Climb Lv.3 and High Jump as welcome extras outside combat.
  • Overcharged stops Ultimate-energy gain while active. Time the state around your team’s next burst, and remember that a small shield is a buffer, not permission to eat every boss attack.
Pawney, a Dark DPS Aniimo
Pawney ADark · DPS · Final form

Evolution: Helmut → Pawney | Obtain: Pull out the Sword of Bravery; Lv.45 Helmut; Night Stone ×1.

Pathfinding: Not listed | Mobility: Hookshot | Homeland Ability: Artisanship, Dark

HP 90BRK 55ATK 125PD 84MD 70REG 81
PvE ABoss SExploration S
  • A convincing Break-window carry. Pursuit improves damage against controlled or broken enemies, while its ultimate stance adds another reason to attack during a break.
  • Rookey is a natural partner for creating those windows. Use the stance and follow-up strike deliberately instead of treating the ultimate as a single damage button.
  • It is less impressive when the target cannot be controlled and you fail to create breaks. Hookshot adds useful field value without being the reason for its combat promotion.
Minespine, an Rock BREAK Aniimo
Minespine ARock · BREAK · Final form

Evolution: Pebbling → Geodeback → Minespine | Obtain: Defeat Alpha Minespine; evolve Lv.48 Geodeback with Loam Stone ×1.

Pathfinding: Not listed | Mobility: Tunnel | Homeland Ability: Hauling, Rock

HP 110BRK 105ATK 90PD 97MD 60REG 78
PvE ABoss AExploration S
  • Tunnel is part of its combat kit: Rock Affinity improves Break damage while tunneling, and the underground state protects against ranged attacks while consuming stamina.
  • This gives Minespine a valuable way to keep applying pressure in ranged-heavy encounters. Its strong physical durability adds another reason to consider it.
  • Its magic defense is low, and Seismic Wave is an expensive sustained cast. Use the tunneling interaction thoughtfully rather than treating its base Break number as the whole story.
Fragrancier, a Dark SUPPORT Aniimo
Fragrancier ADark · SUPPORT · Final form

Evolution: Dewy → Fragrancier | Habitat: Sea of Flowers | Obtain: Lv.27 Dewy; Night Stone ×1.

Pathfinding: Fly Lv.2 | Mobility: Take Off | Homeland Ability: Perfumery, Dark, Leisure

HP 84BRK 81ATK 111PD 68MD 65REG 110
PvE ABoss AExploration A
  • A valuable Dark-team enabler. Its trait lowers Dark resistance, Fragrance Marking improves Dark basic-attack damage, and its ultimate boosts team Dark damage.
  • Pawney, Stellarys, and Ignitis can actually use those bonuses. Withering Bloom adds secondary healing, with a stronger heal when only one target is in range.
  • Its mark applies only to its specified damage types after the fix. It is fragile and is not a universal healer. Build around Dark damage and the support slot makes sense; drop it into an unrelated team and much of the value disappears.
Squashel Aniimo
Squashel AFire · BREAK · Final form

Evolution: Squarrel → Squashel | Obtain: Lv.47 Squarrel; Blaze Stone ×1.

Pathfinding: Climb Lv.2 | Mobility: Not listed | Homeland Ability: Fire, Artisanship

HP 110BRK 108ATK 82PD 80MD 80REG 88
PvE ABoss AExploration B
  • A Fire breaker with 108 base Break, good HP, and a Pinecone-mark combo. Apply the mark, then spend it on the follow-up that fits your opening.
  • Heavy Tail Strike adds control against vulnerable targets, while Blazing Fist Barrage empowers a follow-up basic attack. Its trait also rewards using basics between skills.
  • The mark requirements add setup, and it lacks Tubster’s team protection. It is still a credible offensive breaker, with Climb Lv.2 as a useful field extra.
Sparkelf Aniimo
Sparkelf AFire · SUPPORT · Standalone

Evolution: Standalone; no evolution confirmed | Obtain: Claim Sparkelf eggs from the Sparkelf x Aniimo: Meet Your Fire Companion event rewards. Check the event timer and reward track for current availability.

Pathfinding: Not listed | Mobility: Not listed | Homeland Ability: Fire

HP 107BRK 50ATK 113PD 60MD 88REG 99
PvE ABoss AExploration Unrated
  • A Fire-team support worth adding to the list. Its passive and active buffs reward a Fire-focused party, with Inspiration providing a zero-EP damage-buff option.
  • Treat Feed adds single-target recovery, while its fireball options give it something useful to do between buffs. Scorchhowl or Infergon are natural partners.
  • Its physical defense is low, and most of its offensive support is Fire-specific. Treat it as a specialist enabler with backup healing, not a universal replacement for Gracewing.
Erlath, a Water REGEN Aniimo
Erlath AWater · REGEN · Final form

Evolution: Fahloo → Erlath | Habitat: Tideblossom Coast | Obtain: Lv.49 Fahloo; Wave Stone. Check the branch unlock and exact requirements in your Aniilog.

Pathfinding: Fly Lv.3, Swim Lv.2 | Mobility: Floaty Bubble | Homeland Ability: Water

HP 120BRK 50ATK 90PD 80MD 90REG 110
PvE ABoss AExploration S
  • A strong Water-team energy engine. Open Bubbles before teammates cast Water skills inside its field, then detonate the generated bubbles for the EP payoff. Absorbing a puddle improves the return.
  • Crazy Bubbles creates a batch of bubbles and buffs team Water damage. Piopiota can supply puddles and Sherro can exploit them; this is a team interaction, not just four units sharing a color.
  • Keep it at A for its supported Water role and excellent traversal. A mixed party that rarely casts Water skills can get more immediate value from Besauce or Somniwing, and Erlath’s energy tools still do not fill the healing role.
Hexxin (called Witchin in the official web wiki), a Dark/Grass REGEN Aniimo
Hexxin (formerly Witchin) ADark/Grass · REGEN · Final form

Evolution: Hummin → Hexxin | Habitat: The Mistwoods | Obtain: Lv.18 Hummin; Night Stone.

Pathfinding: Not listed | Mobility: Luminous Seed | Homeland Ability: Artisanship, Grass, Dark

HP 115BRK 50ATK 100PD 84MD 90REG 115
PvE ABoss AExploration B
  • Hexxin is a Dark/Grass energy support with useful personal damage after its balance pass. Black Hole Domain packs susceptible mobs together for area attacks; bosses that resist the pull still need a different plan.
  • Euphoric Sonic Blast provides a refill without an EP cost, and its Curse interaction rewards Dark basic attacks. Pouchwisp is the alternative when repeated breaks, kills, and a Dark-heavy party are your main energy engine.
  • A strong A-tier utility pick rather than an automatic boss carry. Bring healing separately, and spend its field time on a useful setup instead of treating its REGEN label as a reason to leave your actual carry on the bench.
Infergon, a Fire DPS Aniimo
Infergon AFire · DPS · Final form

Evolution: Jawling → Helmwhelp → Infergon | Obtain: Defeat Omega Infergon; Lv.48 Helmwhelp with Perfect Potential; Blaze Stone ×1.

Pathfinding: Fly Lv.2 | Mobility: Bilateral | Homeland Ability: Fire, Hauling

HP 95BRK 50ATK 125PD 70MD 85REG 80
PvE ABoss SExploration A
  • A Tier with an S-tier ceiling in a developed Fire-debuff team. Power of Fire rewards targets with enough Fire Debuff stacks, while Flaming Claws spends stacks for stronger follow-up damage. Its earlier evaluation understated this interaction.
  • Magmarex and Flamerion can help maintain the Fire setup, and Sparkelf improves matching damage. Infergon also has its own stack-building breath attacks, but keeping the rotation supplied with EP is essential.
  • The ceiling drops when team restrictions remove its support pieces or the target denies sustained pressure. Use it as a supported Fire carry rather than expecting the same output in every mode, and watch for skills that consume the stacks you still need.
Magmarex, a Fire/Rock BREAK Aniimo
Magmarex AFire/Rock · BREAK · Final form

Evolution: Pebbling → Lavazar → Magmarex | Habitat: Zephyrus Landbridge | Obtain: Defeat Alpha Magmarex; Lv.48 Lavazar; soak in a hot spring; Blaze Stone ×1.

Pathfinding: Not listed | Mobility: Fast and Furious | Homeland Ability: Rock, Fire, Hauling

HP 110BRK 104ATK 91PD 70MD 89REG 75
PvE ABoss AExploration B
  • A Tier for the combination of Break pressure and Fire Debuff application. Lava Breath supplies a zero-EP way to apply stacks, making Magmarex a useful setup partner for Infergon as well as a standalone breaker.
  • Decide whether to preserve stacks for the carry or cash them in with Lava Punch. The Ultimate also benefits from existing Fire Debuffs, so a coordinated Fire rotation makes better use of the kit than pressing every attack as soon as it is available.
  • Its value is highest when both jobs matter: breaking the target and maintaining the Fire setup. The stun remains conditional and brief, and modest physical defense makes it less forgiving than its high HP suggests.
Waleetle, an Rock DPS Aniimo
Waleetle ARock · DPS · Final form

Evolution: Baleetle → Waleetle | Habitat: Berylline Causeway | Obtain: Complete the Great Rolling Racing Challenge; Lv.39 Baleetle; Loam Stone ×1.

Pathfinding: Not listed | Mobility: Hustle | Homeland Ability: Leisure, Rock

HP 90BRK 52ATK 120PD 80MD 80REG 100
PvE ABoss AExploration B
  • A sustained Rock carry with improved ATK and a much clearer energy partner in Coraliz. Repeated Rock hits can cash Coral Spike out for a refill, which suits Waleetle’s spinning pressure.
  • Bouldus keeps its specific job: Waleetle breaks its Rock Piles to trigger resistance-reducing shock waves. Choose that synergy when the arena lets you maintain the setup.
  • A Tier for a supported Rock team. Energy-hungry spins and a moving target can still spoil the party, so bring sustain and dodge instead of insisting the boss stand politely inside your rotation.
Fenmane, a Lightning DPS Aniimo
Fenmane ALightning · DPS · Final form

Evolution: Fentuft → Fenmane | Habitat: Driftwise Meadow | Obtain: Exchange an Aniimo with a friend once; Lv.42 Fentuft; Roar Stone ×1.

Pathfinding: Fly Lv.3 | Mobility: Scurry | Homeland Ability: Electric, Hauling

HP 100BRK 50ATK 125PD 70MD 70REG 90
PvE ABoss AExploration S
  • A sustained Lightning alternative to Fulmintis. Thunder Imprint’s doubled per-hit Might makes its repeated-hit setup more rewarding, especially with Dazmand’s crit support.
  • Maintain Thunder Field and the debuff loop, then use Thunderwing Stance to strengthen the volley. Besauce is a useful partner for both energy and Lightning resistance reduction.
  • A Tier when the fight gives it time to ramp. It still wants sustained contact rather than short trash encounters, while Fly Lv.3 and Scurry make it an easy companion to justify outside combat.
Coraliz, a Rock/Water REGEN Aniimo
Coraliz ARock/Water · REGEN · Basic Form · Initial evaluation

Evolution: Reefish → Coraliz | Habitat: Crescent Bay | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Swim Lv.1 | Mobility: Not listed | Official form and skill details

HP 97BRK 50ATK 105PD 82MD 90REG 101
PvE ABoss SExploration B
  • A dedicated Rock battery despite its Rock/Water typing. Entry recovery scales with Rock teammates, and Coral Spike Growth costs no EP before rewarding repeated Rock hits with an energy return.
  • Waleetle’s sustained attacks and Grizbo’s damage plan make better partners than a random Water team. The Ultimate supplies another refill, while its thicket adds Rock Debuff pressure.
  • A overall, with an S ceiling in the right elemental shell. Give the mark enough hits to pay out; against a short-lived target or without Rock attackers, unrestricted recovery is easier to use.
Dewple, a Water SUPPORT Aniimo
Dewple AWater · SUPPORT · Basic Form · Initial evaluation

Evolution: Dewlop → Dewple | Habitat: Crescent Bay | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Swim Lv.3 | Mobility: Water Spray | Official form and skill details

HP 105BRK 50ATK 115PD 80MD 75REG 90
PvE ABoss SExploration S
  • The Water-debuff enabler the old recommendations were missing. Tide Resonance adds a Water damage boost and applies stacks over time, while Whirlpool Dewdrop helps build the target’s debuff count.
  • Its trait rewards Water damage against heavily stacked targets. Whirlbite can use those stacks for enhanced rushes, but consuming them also means rebuilding the threshold for Dewple’s bonus.
  • Strong A-tier elemental support with an S ceiling in a coordinated Water team. It does not replace Sherro’s puddle source, and its pull is not guaranteed on bosses. Swim Lv.3 is excellent island utility.
Pouchwisp, a Dark REGEN Aniimo
Pouchwisp ADark · REGEN · Basic Form · Initial evaluation

Evolution: Coinwisp → Pouchwisp | Habitat: Crescent Bay | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Not listed | Mobility: Not listed | Official form and skill details

HP 101BRK 50ATK 110PD 80MD 70REG 109
PvE ABoss SExploration C
  • A strong Dark-team energy option. Each Dark teammate improves party regeneration, and the zero-cost Coin Boost mark restores energy when the target breaks or dies.
  • The mark transfers and refreshes after a trigger, but its refill has a cooldown. Golden Patronage adds ongoing recovery during the Ultimate window, so you are not entirely dependent on the next kill.
  • Best in Dark-heavy teams that reliably trigger the mark. A boss with few breaks is a different proposition from a room full of disposable enemies; keep a healer and do not count on charm or grouping working everywhere.
Gachapus, a Water DPS Aniimo
Gachapus AWater · DPS · Basic Form · Initial evaluation

Evolution: Popapus → Gachapus | Habitat: Crescent Bay | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Swim Lv.3 | Mobility: Spit | Official form and skill details

HP 96BRK 51ATK 124PD 68MD 72REG 95
PvE ABoss AExploration S
  • A ranged Water carry for basic-attack builds. Bubble Barrage counts as basic-attack damage, and Jackpot turns the bubble machine into a much nastier bubble machine.
  • Rigged Draw helps control the slot colors instead of leaving the whole rotation to luck. Enhanced Bubble gains all its color effects during Jackpot, and the Ultimate provides another basic-attack damage buff.
  • A Tier because setup, random draws, and the expensive barrage still need managing. Dewple provides Water support and an energy partner keeps the machine running. Great range, but a gacha hat is not a substitute for defenses.
Sugartini, a Ice SUPPORT Aniimo
Sugartini AIce · SUPPORT · Basic Form · Initial evaluation

Evolution: Sugarfish → Sugartini | Habitat: Rosy Mirelands | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Not listed | Mobility: Not listed | Official form and skill details

HP 115BRK 50ATK 115PD 71MD 79REG 85
PvE ABoss SExploration C
  • A dedicated Ice skill-damage support. Damaging skills or its Ultimate activate Sugar Overload, so line the short buff window up with your carry’s actual attacks.
  • Sugarfish Wave is inheritable and adds Ice Debuff follow-ups when the receiving Aniimo casts skills. The Ultimate adds a longer Ice boost; Cream Heal is useful backup recovery, not a reason to remove every healer.
  • A strong partner for Glynsera and Ice-focused Jabster setups. In an unrelated elemental team most of the value evaporates, and control effects should not be part of a boss plan unless the target is susceptible.
Sugarslime, a Ice REGEN Aniimo
Sugarslime AIce · REGEN · Basic Form · Initial evaluation

Evolution: Sugarfish → Sugarslime | Habitat: Rosy Mirelands | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Not listed | Mobility: Not listed | Official form and skill details

HP 90BRK 56ATK 109PD 70MD 81REG 115
PvE ABoss AExploration C
  • The Ice energy branch, separate from Sugartini’s support branch. Applying Ice Debuff creates Sweet Blobs that restore energy when collected, with a cooldown on the trait’s drops.
  • Sugar-Rush Tackle costs no EP, applies Ice stacks, and drops more pickups. The Ultimate scatters another batch, making the refill much more reliable than hoping a damage skill refunds its own cost.
  • A Tier when teammates apply Ice and you can collect the blobs safely. Pickups on the other side of a boss attack are not usable energy yet; take Besauce or Somniwing when collection keeps breaking the rotation.
Royalby, a Wind REGEN Aniimo
Royalby AWind · REGEN · Basic Form · Initial evaluation

Evolution: Puffby → Royalby | Habitat: Wildwater Gorge | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Fly Lv.2 | Mobility: Not listed | Official form and skill details

HP 104BRK 53ATK 106PD 73MD 73REG 115
PvE ABoss AExploration A
  • A Wind energy specialist whose Queen’s Domain follows up skills from a switched-in Wind Aniimo. Its trait recovers energy when it casts skills and when its own skills connect.
  • Queen’s Blessing adds Wind-only healing, while the Ultimate supplies a recovery and close-range control window. Keep the Wind restriction in mind before expecting it to heal an unrelated carry.
  • A good Wind alternative to Mesmerowl, especially for skill-heavy setups. Domain triggers, range, and the equipped loadout matter; it is not a free universal healer simply because its kit contains a heal.
Whirlbite, a Water DPS Aniimo
Whirlbite AWater · DPS · Basic Form · Initial evaluation

Evolution: Saws → Whirlbite | Habitat: Wildwater Gorge, Cloudreach Falls | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Swim Lv.3 | Mobility: Ride the Waves | Official form and skill details

HP 90BRK 50ATK 122PD 70MD 90REG 86
PvE ABoss SExploration S
  • My mobile melee Water pick. Movement builds Frenzied Assault for a Water boost, while High-Speed Cut lowers the distance needed to activate it. Keep moving with purpose instead of doing laps for decorative reasons.
  • Wavebreaker Shark Rush gets an enhanced dash around the Frenzied Assault trigger and can spend Water Debuff stacks for more movement progress. Dewple helps rebuild those stacks and buffs Water damage.
  • A overall, S against suitable reachable bosses. Do not assume every target moves enough to maximize Serrated Bite. Swim Lv.3 and Ride the Waves also make it an excellent island exploration companion.
Jabster, a Dark/Ice BREAK Aniimo
Jabster ADark/Ice · BREAK · Basic Form · Initial evaluation

Evolution: Prawnch → Jabster | Habitat: Wildwater Gorge | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Swim Lv.2 | Mobility: Not listed | Official form and skill details

HP 99BRK 107ATK 88PD 92MD 70REG 86
PvE ABoss AExploration A
  • A Dark/Ice breaker built around charging, Strike Points, and a short Knuckle Burst window. During that window, skills get their enhanced versions without the normal charge commitment.
  • Spring Combo rewards an Ice-debuffed target, and the Ultimate adds stacks while priming the trait’s burst setup. Sugartini and Sugarslime are useful partners for Ice-focused loadouts.
  • A Tier for repeatable Break pressure once the loop is established. A moving boss can interrupt the charge-and-punch plan, and Water or Lightning variant moves are not automatically part of its Basic Form build.
Jeburst, a Water BREAK Aniimo
Jeburst AWater · BREAK · Basic Form · Initial evaluation

Evolution: Jeglid → Jeburst | Habitat: Cloudreach Falls | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Fly Lv.2, Swim Lv.2 | Mobility: Not listed | Official form and skill details

HP 104BRK 106ATK 88PD 80MD 80REG 84
PvE ABoss SExploration A
  • A self-contained Water breaker: Aqua Wing Spin lowers Water resistance, Waterfall Pool improves Break efficiency, and skill casts prime an enhanced basic attack through Turbo Boost.
  • Weave those primed basics between skills instead of wasting the stacks. Its trait also grants a resource-free Ultimate on combat entry, with a 120-second refresh, making the opener particularly attractive.
  • A overall, S in the right Water boss team. It compresses Break pressure and elemental setup into one slot, but your carry still needs energy and healing. Its free opening Ultimate is not a free cast every time you swap.
Ekrim, a Dark BREAK Aniimo
Ekrim ADark · BREAK · Basic Form · Initial evaluation

Evolution: Eko → Ekrim | Habitat: Cloudreach Falls | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Fly Lv.2 | Mobility: Not listed | Official form and skill details

HP 110BRK 108ATK 88PD 76MD 70REG 90
PvE ABoss AExploration A
  • A mobile Dark breaker with a crit-driven Tail Hook payoff. Shadow Wing Slash raises crit rate, and a successful Shadow Avatar follow-up can rapidly prime its enhanced basic attack.
  • Guilty Hook groups non-Alpha enemies. Against an Alpha, judge it on Break pressure and crit uptime rather than planning around a pull the skill explicitly excludes.
  • A Tier for its aggressive role, with self-recovery that does not replace team healing. This row evaluates Basic Ekrim; the seasonal Prismana Ekrim reward is a separate form and should not inherit the same build automatically.
Hypnyto, a Wind DPS Aniimo
Hypnyto AWind · DPS · Basic Form · Initial evaluation

Evolution: Hypnowl → Hypnyto | Obtain: Season 1 Part 2 Companion Handbook; Basic and Prismana reward options. The wiki also lists a Hypnowl branch.

Pathfinding: Fly Lv.2 | Mobility: Gust | Official form and skill details

HP 103BRK 50ATK 130PD 70MD 70REG 97
PvE ABoss SExploration A
  • A formation-based Wind carry. Basics place feathers that increase crit rate, then Dazzling Prismglare connects three feathers into a damaging array. Set the feathers up before spending the finisher.
  • Featherblade Chase adds feathers and repositions an existing array. Its repeated damage is described along the array’s edges, so a target standing somewhere inside the triangle is not proof every tick is landing.
  • A overall, with a strong boss ceiling when positioning and uptime cooperate. Mesmerowl rewards its Wind crits, Eklue supplies elemental support, and a healer covers its modest defenses. The Companion Handbook supplies Hypnyto and its Prismana option.
Hoptail, a Wind/Lightning DPS Aniimo
Hoptail AWind/Lightning · DPS · Basic Form · Initial evaluation

Evolution: Bolty → Hoptail | Obtain: Bolty branch listed; verify current acquisition and unlock requirements in the Aniilog.

Pathfinding: Climb Lv.3 | Mobility: High Jump | Official form and skill details

HP 95BRK 50ATK 125PD 65MD 85REG 85
PvE ABoss AExploration S
  • A Wind/Lightning melee carry that builds Elasticity through tail hits and bounces. The enhanced Spring Thrust adds a substantial damage buff before you spend the rest of the combo.
  • Tail Flick Combo gives it a cheaper repeating attack, while Hop Dash supplies a charged gap closer. The Ultimate immediately primes Elastic Burst for another offensive window.
  • A provisional kit-based placement rather than a declaration that it beats Fulmintis. Its Bolty branch is indexed, but confirm the current unlock and acquisition route in your Aniilog. Climb Lv.3 and High Jump are excellent exploration tools.
B TierSolid picks and more conditional specialists
Dreaple, a Dark SUPPORT Aniimo
Dreaple BDark · SUPPORT · Final form

Evolution: Nimbi → Dreaple | Obtain: Lv.21 Nimbi; rest with your Pathfinder from night into day; learn Dreamsong; Night Stone ×1.

Pathfinding: Fly Lv.2 | Mobility: Not listed | Homeland Ability: Leisure, Dark

HP 100BRK 50ATK 110PD 77MD 103REG 80
PvE BBoss BExploration A
  • A Dark-team specialist built around Drowsiness and Nightmare. Its resistance reduction and team Dark buff can make it much more useful than B suggests in the right lineup.
  • Nightmare Devourer provides recovery and consumes nearby Nightmare effects. Decide whether you need the healing or want to preserve the offensive setup.
  • The ramp and damage-breaking control make it less immediate than simpler supports. It rewards a planned Dark rotation rather than being a universal flex slot.
Pomawk, a Grass BREAK Aniimo
Pomawk BGrass · BREAK · Final form

Evolution: Pomegg → Pomawk | Habitat: Rosetower Woods | Obtain: Lv.25 Pomegg; Sprout Stone ×1.

Pathfinding: Not listed | Mobility: Not listed | Homeland Ability: Grass, Hauling

HP 87BRK 107ATK 90PD 80MD 76REG 100
PvE BBoss AExploration C
  • A focused Grass breaker with strong base Break and a charged attack that rewards a well-timed release with extra Break damage.
  • Rhythm Combo helps build Volume, and the kit includes control options depending on your available skills. Those options give it tools beyond simply filling the stagger bar.
  • It still offers less protection than Tubster or sturdier defensive breakers. Pick it when you want active, timing-based pressure and can cover healing elsewhere.
Ignitis, a Dark DPS Aniimo
Ignitis BDark · DPS · Final form

Evolution: Wisptis → Ignitis | Habitat: Berylline Causeway | Obtain: Lv.29 Wisptis; defeat three Wisptis of the same form consecutively; Night Stone ×1.

Pathfinding: Fly Lv.2 | Mobility: Cloak | Homeland Ability: Artisanship, Dark

HP 90BRK 52ATK 125PD 77MD 70REG 91
PvE BBoss BExploration S
  • A cleanup carry that likes weak enemies and kill chains. Dark Soul and Battlelust get much less help from a lone boss that spends the whole fight above its execution range.
  • Keep the skill plan tied to your form. Fire Dash’s larger hit now comes with a 10-second cooldown, so a Fire-capable variant should fill the gap with basics, another equipped skill, or a swap.
  • Fragrancier still supports a Dark-focused loadout; Pouchwisp rewards the kills that Ignitis wants anyway. B Tier reflects the gap between cleaning up packs and consistently burning down a healthy boss. Cloak remains excellent utility.
Glynsera, an Ice DPS Aniimo
Glynsera BIce · DPS · Final form

Evolution: Bonesky → Fenrier → Glynsera | Habitat: Beast Fang Ridge | Obtain: Evolve Lv.34 Fenrier with Freeze Stone ×1.

Pathfinding: Not listed | Mobility: Hustle | Homeland Ability: Ice, Artisanship

HP 95BRK 53ATK 118PD 72MD 76REG 98
PvE BBoss AExploration B
  • An Ice carry built around debuff uptime and crits. Sugartini now gives it a proper elemental skill-damage support, while Sugarslime turns Ice Debuff application into collectible energy.
  • Geoclaw or Jabster can fill the Break slot when needed. Coordinate stack spending: Frost Tail Strike and a teammate consuming the same debuff stacks can undo each other’s setup.
  • Still B for general use, with an A boss ceiling in a developed Ice team. Better partners help, but sustained melee contact and interruption risk remain real costs.
Piopiota, a Water SUPPORT Aniimo
Piopiota BWater · SUPPORT · Final form

Evolution: Susuta → Popota → Piopiota | Obtain: Lv.39 Popota; attract an opposite-sex Susuta to follow; Wave Stone ×1.

Pathfinding: Swim Lv.3 | Mobility: Not listed | Homeland Ability: Leisure, Water

HP 102BRK 50ATK 108PD 99MD 75REG 88
PvE BBoss BExploration S
  • A Water setup specialist whose puddles give Sherro and Erlath a practical engine. Water Cannon creates a puddle, and Surf supplies several at once; put them where your carry will fight rather than wherever you happen to stand.
  • Radiant Charm’s Water-damage bonus applies to opposite-sex teammates, so check the actual genders in your party. Sea in Wrath adds another Water buff, while Surge can convert nearby water into stronger recovery.
  • Its general B rating reflects the terrain and team conditions, not a useless Water kit. It can be the better support than a higher-tier general pick when your carry repeatedly absorbs puddles; Dark Tide reduces Break damage, not every kind of incoming damage.
Panpanta, a Water BREAK Aniimo
Panpanta BWater · BREAK · Final form

Evolution: Susuta → Popota → Panpanta | Habitat: Echoback Landing | Obtain: Defeat Alpha Panpanta; evolve Lv.39 Popota with Wave Stone ×1.

Pathfinding: Swim Lv.1 | Mobility: Not listed | Homeland Ability: Leisure, Water

HP 104BRK 100ATK 85PD 70MD 106REG 80
PvE BBoss AExploration B
  • A Water breaker that wants suitable terrain and Susuta-family synergy. Splash Shield now gives 11%, making its protection more useful without removing the setup requirements.
  • Hydro Roll can keep up pressure, but terrain, stamina, and family conditions all need managing. Appeal still requires the appropriate opposite-sex partner.
  • B overall is a fairer general recommendation than pretending every team has those conditions covered. Jeburst is the more self-contained Water Break option; Panpanta remains a sensible choice in an established family setup.
Sherro, a Water DPS Aniimo
Sherro BWater · DPS · Final form

Evolution: Shelly → Sheldon → Sherro | Obtain: Defeat Omega Sherro; evolve Lv.39 Sheldon with Wave Stone ×1.

Pathfinding: Not listed | Mobility: Not listed | Homeland Ability: Leisure, Water

HP 100BRK 50ATK 121PD 75MD 75REG 88
PvE BBoss AExploration C
  • A terrain-dependent Water carry: water and puddle absorption unlock its stronger melee effects. Piopiota still supplies the puddles, while Dewple provides debuffs and elemental support, not replacement terrain.
  • Flowing Water Slash now has a 3-second cooldown. Prismana Slam is cheaper at 15 EP but now waits 10 seconds between casts; only build around that move when your form and loadout actually provide it.
  • B overall, with a better ceiling against reachable bosses. Whirlbite is the more mobile Water alternative and Gachapus offers ranged basic-attack damage; Sherro remains worth using when you already have its puddle setup built.
Helgon, a Wind BREAK Aniimo
Helgon BWind · BREAK · Final form

Evolution: Jawling → Helmwhelp → Helgon | Habitat: Russet Highlands | Obtain: Open 30 world chests; evolve Lv.48 Helmwhelp with Gust Stone ×1.

Pathfinding: Fly Lv.2 | Mobility: Bilateral | Homeland Ability: Hauling, Wind

HP 104BRK 102ATK 87PD 98MD 68REG 84
PvE BBoss AExploration A
  • A defensive Wind breaker that rewards receiving attacks and timing counters. Its trait and Wind Counter can improve Break efficiency during frontline pressure.
  • Wind Tackle adds damage reduction, giving it tools to stay engaged against physical attackers. It fits players who enjoy reacting to enemy patterns.
  • Its magic defense is weaker, and enemies that refuse to attack you deny part of the payoff. Use it for the matchup rather than assuming every fight is a perfect counter demonstration.
Flamerion, a Fire REGEN Aniimo
Flamerion BFire · REGEN · Final form

Evolution: Sparki → Flamerion | Habitat: Beast Fang Ridge | Obtain: Lv.21 Sparki; Blaze Stone. Check the form-encounter unlock and exact requirements in your Aniilog.

Pathfinding: Not listed | Mobility: Not listed | Homeland Ability: Fire

HP 80BRK 50ATK 113PD 70MD 89REG 115
PvE BBoss BExploration C
  • A Fire-team energy specialist. Phantom Barrage restores EP based on the target’s Fire Debuff stacks, so it can do useful support work even when Flamerion is not your main damage dealer.
  • Its own Fire attacks help establish the stacks, and the Ultimate adds a larger batch. Infergon and Magmarex give that setup a clear purpose; coordinate around whether a teammate is about to consume the stacks.
  • B Tier reflects low HP and dependence on maintaining the debuff engine. In a developed Fire composition it deserves more consideration than a generic tier badge suggests, but Besauce is simpler when you only need unrestricted energy recovery.
Bailite, an Rock SUPPORT Aniimo
Bailite BRock · SUPPORT · Final form

Evolution: Cozite → Bailite | Habitat: Zephyrus Landbridge | Obtain: Lv.51 Cozite; Loam Stone ×1.

Pathfinding: Not listed | Mobility: Not listed | Homeland Ability: Hauling, Rock

HP 90BRK 50ATK 116PD 100MD 83REG 75
PvE BBoss BExploration C
  • A Rock support whose resistance reduction and follow-up sentry help Grizbo or Waleetle turn repeated attacks into meaningful pressure.
  • Cannon Mode’s energy drain now behaves as described. Budget its 30 EP consumption instead of treating the sentry as free damage while your carry empties the same pool.
  • B Tier for the resource and positioning demands. Coraliz is the cleaner energy addition to a Rock shell; use Bailite when its damage support earns the slot, with healing and Break needs covered elsewhere.
Scrubbit, a Water BREAK Aniimo
Scrubbit BWater · BREAK · Basic Form · Initial evaluation

Evolution: Lilipole → Scrubbit | Habitat: Rosy Mirelands | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Fly Lv.1, Swim Lv.2 | Mobility: Water Orb | Official form and skill details

HP 112BRK 107ATK 88PD 70MD 80REG 85
PvE BBoss AExploration A
  • A Water breaker with self-recovery and a positional mark: finish the basic chain, then reach the marked side with a skill. The extra payoff asks for more footwork than its round little body suggests.
  • Frogs Love Baths gains Might against a sufficiently Water-debuffed target. Dewple can help establish the stacks, but the 40 EP cost is a real commitment.
  • B for general use, with a better ceiling when the target cooperates. The Ultimate adds a shield and its kit has small self-heals; Jeburst is the simpler Water breaker recommendation when you want less positional setup.
Buffby, a Wind BREAK Aniimo
Buffby BWind · BREAK · Basic Form · Initial evaluation

Evolution: Puffby → Buffby | Habitat: Wildwater Gorge | Obtain: Branch levels, materials, and special unlocks: check your current Aniilog.

Pathfinding: Not listed | Mobility: Not listed | Official form and skill details

HP 126BRK 103ATK 88PD 75MD 77REG 73
PvE BBoss AExploration C
  • A Wind breaker that collects its own Honeydew to enter a much stronger Break window. Skills create the pickups, and collecting them returns some energy during setup.
  • After the fourth pickup, Break damage rises but skills cost additional EP and stop generating Honeydew for the duration. Refill before the window instead of discovering the surcharge halfway through a boulder throw.
  • B overall because collecting, ramping, and paying for the burst all take time. Its shield helps with committed attacks, but Tubster is still the more straightforward defensive Wind breaker.
C TierNarrow picks that need a specific setup
Bouldus, an Rock SUPPORT Aniimo
Bouldus CRock · SUPPORT · Final form

Evolution: Baleetle → Bouldus | Habitat: Berylline Causeway | Obtain: Defeat Alpha Bouldus; Lv.39 Baleetle; learn Peculiar Rock Ball; Loam Stone ×1.

Pathfinding: Not listed | Mobility: Not listed | Homeland Ability: Leisure, Rock

HP 91BRK 52ATK 114PD 101MD 54REG 104
PvE CBoss BExploration C
  • A narrow Rock setup piece whose main selling point is its partnership with Waleetle. Rock Piles become resistance-reducing shock waves when Waleetle breaks them with Stone Ball Drift.
  • Rock Tackle creates four piles for zero EP, so the pairing does not require spending 40 EP on Rolling Ball every rotation. The ultimate supplies more piles when you want to extend that setup.
  • The C rating reflects its narrow team fit, not an unusable kit. With Waleetle it deserves more consideration; without that partner, its low magic defense and specialized payoff make flexible supports easier to recommend.
UpcomingKit previews, excluded from live rankings
Jaguaraun, a Lightning BREAK Aniimo
Jaguaraun UpcomingLightning · BREAK · Upcoming · Basic Form

Evolution: Standalone | Obtain: Fantasy Resonance begins November 20; complete its event quests for the exclusive offering recipe.

Pathfinding: Not listed | Mobility: Not listed | Official form and skill details

HP 110BRK 106ATK 90PD 77MD 72REG 85
PvE UpcomingBoss TBAExploration C
  • Upcoming: its Fantasy Resonance acquisition event begins November 20. This is a kit preview, not a live tier placement.
  • The Lightning breaker builds Thunderstorm stacks into Overcharge. During the payoff window, basic attacks trigger extra explosions at an ongoing EP cost, so sustained recovery looks important.
  • Thunder Rush Claw and the Ultimate help build the stack engine. On paper it could suit Lightning basic-attack support, but there is not enough live evidence here to replace Blazen or award an S badge in advance.

RELATED: Aniimo Codes

How I Rank Aniimo

I judge every Aniimo within its intended role. A healer doesn't need to match a DPS unit’s damage, but it must provide enough recovery, protection, or utility to justify taking a team slot.

  • Role performance and slot value: Damage dealers need reliable output, breakers must create worthwhile openings, and healers and supports need a clear job. A specialist can excel at Break without being a mandatory slot in every four-Aniimo team. Updated ATK scaling for non-DPS roles also means older low-damage impressions need reassessing.
  • Consistency and survival: Manageable energy costs, short setups, safe attack windows, and dependable defensive tools matter more than a spectacular combo that rarely finishes. EP is shared by your party, so energy support can improve the entire rotation rather than only its own damage.
  • Team synergy: I weigh buffs, resistance reduction, off-field effects, and energy recovery alongside their restrictions. A Wind-only bonus needs Wind teammates; the label does not make it universal.
  • General PvE versus bosses: The main letter reflects general usefulness in the listed role. A higher boss grade assumes a suitable elemental matchup, team, and damage window. Control effects may fail against immune targets. Egg Heist and PvP do not inherit these grades automatically.
  • Comparable investment: Compare level, Potential, Capability, Resonance, skill upgrades, and Held Items before blaming a tier placement. Check the exact requirements in your Aniilog: evolution notes help you plan a build, but regional forms and unlock items can change what your current Aniimo needs.
  • Separate utility: Exploration has its own grade. Pathfinding, Mobility, and Homeland jobs can make an Aniimo worth keeping without inflating its combat tier.

Forms and availability: These rows do not combine every variant into one imaginary loadout. The Season 1 Part 2 notice lists regional Prismana Gachapus, Sugartini, Jabster, and Whirlbite; Companion Handbook Hypnyto; and the separate Prismana Ekrim achievement reward. Seasonal Prismana windows begin November 2 for Pouchwisp, November 9 for Royalby, November 16 for Jeburst, and November 23 for Glameep, followed by their combined November 30 rotation. The future Prismana schedule does not make the corresponding Basic Forms unreleased. Jaguaraun’s event begins November 20.

Irisalis Potential: Eligible existing owners receive Irisalis Crystal Amber by mail. Use it to set Innate Potential to ATK 10, REGEN 10, and 5 elsewhere; these are not the base stats above. Balance check: Hexxin gains ATK and skill Might; Waleetle gains ATK; Fenmane’s Thunder Imprint improves. Blazen trades ATK for HP/REGEN. Non-DPS ATK scaling also changed. The official balance notice lists an eligible-Aniimo free reset through November 13; check the deadline shown by your server.

RELATED: Aniimo vs Palworld vs Pokemon - Similarities & Differences Explained

Best Aniimo for Beginners

Keep your chosen starter as your first damage dealer. Helion suits a more direct melee approach, with grouping and energy recovery; Lunara offers ranged pressure, Light resistance reduction, and conditional self-healing. Helion’s energy recovery is not healing, so give either starter proper sustain. Soleon and Fennelun are temporary combat transformations, not separate permanent evolutions.

Flutternym into Gracewing is a useful healing route to work toward: Gracewing requires a Lv.21 Flutternym and one Gust Stone. Another option is Skippy → Pranky → Glacy: Pranky evolves at Lv.12, then Glacy needs Lv.20 and one Wave Stone. Choose a healer you can develop now rather than leaving the slot empty while chasing the perfect final team.

Raise Chirpi with its branches in mind. Cornet is a Wind damage option at Lv.18 with one Gust Stone, not a dedicated breaker. Tubster fills the defensive Break role, but also requires defeating Alpha Tubster and a Lv.18 Chirpi with acquired Break Potential of at least 6, plus one Gust Stone. Use an available breaker if you need one while working toward the branch; a low evolution level does not bypass Potential or material requirements.

Tromber is a Wind-team project, not a universal beginner upgrade. Its Wind buffs and Chirpi-family interactions need the right partners. The branch requires a Lv.18 Chirpi with acquired HP Potential of at least 6, Magic Horn, and one Gust Stone. Check the Tromber entry before committing to that path, especially if your main attacker is not Wind.

Best Aniimo by Role

Pick your carry first, then solve its energy, sustain, and damage-support needs. Add a dedicated breaker when a reliable Break window is worth more than another buffer or energy support. These are my recommendations by role, with the restrictions that affect each choice.

RoleBest AniimoWhy
Best General DPSIrisalis / FulmintisGrass clone pressure and sustained Lightning crit damage remain strong build targets.
Best General HealerGlacy / GracewingFlexible recovery and protection without requiring a particular carry element.
Best Grass HealerGlameepEnhanced Grass healing, shielding, cleansing, and Grass damage support.
Best General Energy SupportSomniwing / BesauceUseful shared-energy tools that fit across elemental teams.
Best Wind Energy SupportMesmerowlWind crits generate energy, its zero-cost skill improves recovery, and its bounce adds healing.
Best General Damage SupportTurboFlexible damage and Break-efficiency buffs after its basic-attack setup.
Best Grass Damage SupportCrocobaskGrass resistance reduction, follow-up marks, damage reduction, and an elemental Ultimate buff.
Best Water SupportDewpleWater Debuff buildup and Water damage bonuses; does not create Sherro’s puddles.
Best Water BreakerJeburstWater resistance reduction, primed basic attacks, and a resource-free opening Ultimate with a refresh timer.
Best Water CarriesWhirlbite / GachapusWhirlbite favors movement and melee; Gachapus offers ranged basic-attack damage.
Best Offensive BreakerInferlupa / RookeyDedicated Break-window support for matching burst carries; Inferlupa must respect its longer assault cooldown.
Best Defensive BreakerTubsterA reliable defensive Wind option when protection and stagger pressure matter together.
Best Dark Energy SupportPouchwisp / HexxinPouchwisp rewards Dark teams, breaks, and kills; Hexxin adds grouping and a regular-skill refill.
Best Rock Energy SupportCoralizEntry recovery and a mark that rewards repeated Rock hits.
Best Ice Support PairSugartini / SugarslimeSkill-damage buffs and Ice Debuff follow-ups paired with collectible energy.
Best Beginner DPSHelion / LunaraAvailable starters with useful damage tools; sustain and elemental matchups still matter.
Best Lightning Crit SupportDazmandCrit support complements Fulmintis and sustained Lightning damage builds.
Best Exploration OptionsWhirlbite / Dewple / Erlath / HoptailPick swimming, flight, climbing, and mobility tools for the route rather than using a combat letter as a travel guide.

Don’t treat this as a shopping list for one team. Glameep and Crocobask shine with Grass damage; Mesmerowl wants Wind crits; Coraliz wants Rock hits; Pouchwisp wants Dark teammates and mark triggers. Besauce, Somniwing, and Turbo remain useful when you need fewer elemental conditions.


Best Aniimo Team Comps for PvE

For a dependable four-slot PvE team, start with a carry, an energy support, a healer, and a flex slot. Use the flex slot for a damage buffer, elemental enabler, or dedicated breaker according to the fight. The lineups below are recommended build targets rather than benchmarked fastest-clear records. They assume ordinary PvE swapping and access to the listed skills; check mode restrictions before using them in Egg Heist or Interlink. Getting knocked out is a fairly substantial DPS loss.

Best Aniimo Team Comps
TeamHow the Team Works
PVE
Flexible General PvE TeamStarter carry with broad support
Helion AniimoHelionDPS
Turbo AniimoTurboSUPPORT
Glacy AniimoGlacyHEAL
Somniwing AniimoSomniwingREGEN

Alternatives: Lunara can replace Helion; Gracewing can replace Glacy; Besauce can replace Somniwing. Use a dedicated breaker instead of Turbo when the fight rewards a stagger window.

  • The carry deals damage, Turbo buffs the damage and Break already present, Glacy heals, and Somniwing supplies energy. It is a flexible build target rather than a promise that one starter beats every elemental matchup.
  • Prepare Turbo’s enhanced Nimbi Burst and the recovery tools you need, then return to the carry. Do not dump every support skill into the opener if that leaves no EP for the actual damage window.
  • The new elemental specialists are upgrades for particular teams, not mandatory replacements here. Choose Mesmerowl for Wind crits, Coraliz for Rock, or Pouchwisp for Dark only when your carry uses the engine.
WIND
Wind Formation TeamFeather setup, crit energy, and Wind support
Hypnyto AniimoHypnytoDPS
Eklue AniimoEklueSUPPORT
Gracewing AniimoGracewingHEAL
Mesmerowl AniimoMesmerowlREGEN

Alternatives: Cornet replaces Hypnyto for a different ranged rotation. Royalby is an alternative Wind battery; Tubster can replace Eklue when defensive Break matters more than resistance reduction.

  • Hypnyto supplies feather-based Wind damage, Eklue improves the elemental matchup, Mesmerowl turns Wind crits into energy, and Gracewing handles recovery.
  • Set up the energy and Wind support, establish three feathers, then form the array. Watch the target’s position relative to its damaging edges and use Featherblade Chase to move the array when necessary.
  • Do not budget energy as though every attack crits or every control effect lands on a boss. Mesmerowl’s bounce is useful secondary healing, but keep Gracewing until that is enough for the fight.
GRASS
Grass Clone TeamGrass healing, resistance reduction, and energy
Irisalis AniimoIrisalisDPS
Crocobask AniimoCrocobaskSUPPORT
Glameep AniimoGlameepHEAL
Leafy AniimoLeafyREGEN

Alternatives: Somniwing replaces Leafy for broader recovery. Turbo can replace Crocobask for general buffs; Melloblum remains an offensive alternative for a developed Grass crit setup.

  • Crocobask and Glameep bring Grass support while Leafy keeps the rotation supplied. This gives Irisalis offensive help and several defensive layers without reserving a slot for a dedicated breaker.
  • Apply Crocobask’s mark and maintain Grass hits to trigger it. Use Glameep’s enhanced skill for the buff or healing you need, then return to Irisalis’s clones and full basic sequences between attacks.
  • Two equipped skill slots still mean choices: Glameep cannot cast every shield, heal, and debuff in its kit at once. Keep the deployed carry in Crocobask’s recovery zone and rebuild Leafy’s useful terrain as needed.
LIGHTNING
Lightning Crit TeamCarry refunds, elemental support, and sustained energy
Fulmintis AniimoFulmintisDPS
Dazmand AniimoDazmandSUPPORT
Glacy AniimoGlacyHEAL
Besauce AniimoBesauceREGEN

Alternatives: Somniwing can replace Besauce. Fenmane is the sustained Lightning carry alternative; Blazen replaces the support slot when dedicated Break is more valuable. Jaguaraun is not a live substitute yet.

  • Dazmand supports the crits that help Fulmintis’s refund loop, while Besauce adds recovery and Lightning resistance reduction. Glacy keeps the damage dealer alive long enough to use both.
  • Establish the support buffs and EP reserve, then use Lightning Surge and the Lightning Rush window when the target stays reachable. Dodge and reposition rather than forcing every last hit.
  • Fenmane’s improved Thunder Imprint makes a longer sustained-hit plan more attractive. Keep its setup intact and use a suitable elemental matchup instead of comparing one unbuffed hit with Fulmintis’s complete combo.
FIRE
Fire Break-Window TeamPlanned assault timing and burst recovery
Scorchhowl AniimoScorchhowlDPS
Inferlupa AniimoInferlupaBREAK
Gracewing AniimoGracewingHEAL
Besauce AniimoBesauceREGEN

Alternatives: Somniwing can replace Besauce. Sparkelf is an offensive substitution only when the remaining energy and sustain still work; Infergon wants a different debuff-focused plan.

  • Inferlupa creates the Break opportunity for Scorchhowl’s charged burst. Gracewing covers healing and Besauce refills the shared pool before the expensive damage window.
  • Flame Wolf Assault’s longer cooldown means you should plan the opening rather than expect repeat casts. Build Full Energy with basics, prepare the Break, refill, and commit the charged burst when it can land.
  • An Infergon composition instead wants Fire Debuff support such as Magmarex and Flamerion. Keep enough healing when adding Sparkelf; a full offense screenshot is less impressive when half the team is unconscious.
WATER
Mobile Water TeamDebuff setup with a flexible recovery slot
Whirlbite AniimoWhirlbiteDPS
Dewple AniimoDewpleSUPPORT
Glacy AniimoGlacyHEAL
Besauce AniimoBesauceREGEN

Alternatives: Gachapus replaces Whirlbite for ranged basic-attack damage. Jeburst replaces Dewple when a dedicated Water breaker and resistance reduction suit the fight; Erlath is an elemental energy alternative.

  • Dewple maintains Water Debuff and damage support, Whirlbite converts movement and enhanced rushes into pressure, Glacy heals, and Besauce provides uncomplicated energy recovery.
  • Build the Water stacks before the carry’s payoff. Whirlbite consumes stacks during its rush interaction, so Dewple must rebuild them; do not assume a threshold bonus remains active after spending the stack count.
  • For Sherro, retain Piopiota as a puddle source and choose your energy support around the remaining slots. Dewple’s debuff field and Water typing are not interchangeable with actual puddles.
DARK
Dark Break-and-Refill TeamMarked-target energy with a defined Break payoff
Pawney AniimoPawneyDPS
Rookey AniimoRookeyBREAK
Gracewing AniimoGracewingHEAL
Pouchwisp AniimoPouchwispREGEN

Alternatives: Ekrim can replace Rookey for a different Dark Break rotation. Stellarys offers ranged damage; Fragrancier can replace the breaker when the carry does not need a dedicated Break window.

  • Pouchwisp finally gives this shell a dedicated Dark energy slot. Pawney and Rookey help it gain party value, while breaking or defeating the marked target triggers the cooldown-limited refill.
  • Apply Coin Boost before creating the Break window, then commit Pawney’s damage after the setup. Golden Patronage adds recovery during its Ultimate window; a mark sitting on an unbroken boss does not refill itself on demand.
  • For mob-heavy fights, Hexxin offers grouping and a regular-skill refill. Against a boss, retain the pieces that actually work on that target and avoid treating charm or Ekrim’s non-Alpha pull as guaranteed control.

RELATED: Aniimo Beginner’s Guide - What to Do First and Mistakes to Avoid

That’s my current Aniimo tier list. Use the rankings to shortlist a team, then check the actual evolution notes, equipped skills, energy budget, and elemental conditions before spending your resources. I’ll revisit placements when balance changes or stronger build evidence give me a reason to move them.

Thanks for reading, and since you've come this far, why not take a look at some of our other Aniimo guides? Over at our hub page, you'll find all sorts of tier lists, walkthroughs, guides, how-tos, and much more.


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About the Author

Nikola Savic

Senior Staff Writer

Nikola is a Senior Staff Writer at Pro Game Guides with over 14 years of experience in gaming and esports journalism. A former editor-in-chief of the Serbian gaming publication Play!Zine and the RUR Esports portal, he has covered games professionally since 2012 across both Serbian and international media (senior editor at GINX Esports and GosuNoob). At PGG, he focuses on Roblox guides and tier lists, with particular depth in anime-inspired action RPGs and horror experiences like Paradox. Having been gaming since the early ’90s, he is a longtime PC gamer, and he brings an RPG and strategy game mindset to evaluating builds, meta picks, and game mechanics.

Topics covered: Roblox, RPG, Horror, Strategy, Arc Raiders

Find Nikola Savic on: Twitter

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