How a Party Works
Aniimo is built around a party of four Aniimo. One is active at a time and you switch between them as a fight changes, and any of the four can be twined — in Twine mode you become that creature and use its skills yourself, in Command mode it fights while you direct it.
That is what makes the four slots heavier than they look. They are not only your damage plan: mobility, traversal and puzzle-solving all come out of the same four creatures, because Twining with an Aniimo is how you use its movement and skills on the open world. A slot spent on a creature you never switch to is a slot you paid for and never used.
Every Aniimo in the official index is published with an element and a role, and the two are separate: role decides what a creature does in a fight, element decides who it does it well against. Build the roles first, then use elements to sharpen the matchup. You can try combinations before committing in the Team Builder, which scores element spread, role coverage and combined base stats.
The Three Jobs to Cover

A squad that cannot break defences stalls against armoured targets, no matter how much damage it carries.
Across the whole roster there are 33 DPS, 28 BREAK, 19 Support, 10 REGEN and 7 Heal Aniimo. Those numbers are the reason the roles are not interchangeable — two of the five are scarce, and both of the scarce ones are the jobs that keep a run going.
- BREAK — the one to pick first. BREAK creatures specialise in getting through defences and stagger states, which is what the game's armoured and guarded targets are built to resist. Tubster shows the role's own logic in one trait: while it is shielded it gains 40% BREAK efficiency, and triggering BREAK lowers the whole team's stamina cost by 30%. With 28 options you can afford to choose this slot on element and trait rather than on the raw stat.
- DPS — the simple one. 33 creatures, and the published ATK values cluster hard: 130 for Fulmintis and 125 for five others. Above that line you are choosing an element and a kit, not a bigger number.
- Sustain — Heal or REGEN. Only 17 creatures in the entire roster can fill this job, which makes it the scarcest slot on the team. Heal creatures restore health directly (Glacy's Healing Water restores 8% of its max HP to the whole party); REGEN creatures keep recovery ticking over during long exploration runs. Either satisfies the job; what matters is not leaving it empty.
- The fourth slot — flex. A second damage dealer, or a Support that amplifies. Support kits are built for exactly this: Tromber's Zephyr's Breath increases all party members' Wind damage by 25% for 30s, and Fragrancier's Dangerous Fragrance reduces a target's Dark resistance by 12% for 20s.
Element Coverage

Nine elements, and the weakness chart decides which of them your four slots actually need.
The roster is not evenly split across the nine elements. Counting dual-element creatures once for each element they carry: Water 19, Grass 16, Rock 16, Wind 14, Fire 12, Dark 12, Electric 10, Ice 9 and Holy 2. Thirteen creatures carry two elements at once, and those are worth a second look — a dual element changes what the creature resists as well as what it threatens.
- Do not stack one element. Four creatures of the same element share one weakness, so a single counter-matchup punishes the whole squad at once. Two or three distinct elements is the practical floor.
- Element decides the matchup, not the power level. A lower-stat creature with the right element beats a higher-stat creature without it — that is the whole point of the weakness chart.
- Matchups are balance data. The developers tune these multipliers through patches, so treat any chart as a working reference and re-check it after a major patch.
Squads by Published Totals
To compare squads on something checkable, the tables below sum the six published base stats — HP, ATK, P.DEF, M.DEF, BREAK and REGEN — of four-creature combinations from our own creature index, and keep only the combinations that cover at least one BREAK, one DPS and one sustain option across three or more distinct elements. The four highest-scoring combinations are these:
| Squad | Slots | Elements covered | Roles | Combined stats |
|---|---|---|---|---|
| Balanced coverage | Fulmintis (DPS) · Tubster (BREAK) · Tromber (Support) · Witchin (REGEN) | 4 — Electric Wind Dark Grass | DPS · BREAK · Support · REGEN | 2143 |
| Sustain first | Fulmintis (DPS) · Tubster (BREAK) · Tromber (Support) · Glacy (Heal) | 4 — Electric Wind Water Ice | DPS · BREAK · Support · Heal | 2136 |
| Double damage | Fulmintis (DPS) · Waleetle (DPS) · Tubster (BREAK) · Witchin (REGEN) | 5 — Electric Rock Wind Dark Grass | DPS · BREAK · REGEN | 2128 |
| Highest totals in the full roster | Coraliz (REGEN) · Gachapus (DPS) · Tromber (Support) · Wavwal (BREAK) | 4 — Rock Water Wind Ice | REGEN · DPS · Support · BREAK | 2207 |
Read that table as a starting point rather than a verdict. A stat total says nothing about skills, EP costs, traits or how a fight actually plays out; what it does do is tell you which combinations are not wasting their points, and every number in it can be checked against the full index.
Squad 1 — Balanced Coverage (2143)
| Slot | Image | Aniimo | Element | Role | HP | ATK | BREAK | REGEN | Total |
|---|---|---|---|---|---|---|---|---|---|
| Slot 1 | Fulmintis | Electric | DPS | 99 | 130 | 50 | 105 | 520 | |
| Slot 2 | Tubster | Wind | BREAK | 108 | 80 | 107 | 80 | 550 | |
| Slot 3 | Tromber | Wind | Support | 113 | 119 | 51 | 88 | 531 | |
| Slot 4 | Witchin | Dark Grass | REGEN | 115 | 88 | 50 | 115 | 542 | |
| — | Combined | 435 | 417 | 258 | 388 | 2143 |
This is the highest-total combination among the 86 creatures in the official index that still covers every job, and each slot earns its place:
- Fulmintis — damage. It carries the highest published ATK in the index at 130, and its trait Electro Stash restores 4 EP every time one of its skills lands a critical hit, which is what keeps its skill loop running.
- Tubster — the break. 107 BREAK with the role's best support kit: Gale Guard gives it 20% damage reduction and a shield worth 10% of its max HP, and Ceasefire Drum grants allies within range 35% damage reduction for 7s. Most of this squad's survivability comes from the BREAK slot, not the sustain slot.
- Tromber — the amplifier. Zephyr's Breath raises the whole party's Wind damage by 25% for 30s, and because Tubster is also Wind, that one buff sharpens two of your four slots. Its trait Band Member also returns 20 EP to the next Chirpi-family creature you switch in, which suits a squad built on swapping.
- Witchin — sustain. A REGEN creature with 115 REGEN and 115 HP, and it does more than heal: Malice Burst cuts the shields enemies gain by 44% for 20s, and Oozing Malice cuts healing received by 44% — the anti-sustain answer you want in a squad with no Heal slot.

Wind covers two of these four slots, which is both the squad's best buff target and its least flexible axis.
What this squad is weak to. Two of its four are Wind, so the 25% Wind buff and the Wind weakness move together: if the fight punishes Wind, only Tubster and Tromber suffer, and only Tubster is actually using the buff. Electric, Dark and Grass each appear once, so the squad's coverage is broad but thin.
Squad 2 — Sustain First (2136)
| Slot | Image | Aniimo | Element | Role | HP | ATK | BREAK | REGEN | Total |
|---|---|---|---|---|---|---|---|---|---|
| Slot 1 | Fulmintis | Electric | DPS | 99 | 130 | 50 | 105 | 520 | |
| Slot 2 | Tubster | Wind | BREAK | 108 | 80 | 107 | 80 | 550 | |
| Slot 3 | Tromber | Wind | Support | 113 | 119 | 51 | 88 | 531 | |
| Slot 4 | Glacy | Water Ice | Heal | 120 | 95 | 50 | 88 | 535 | |
| — | Combined | 440 | 424 | 258 | 361 | 2136 |
Swap Witchin out for Glacy and the sustain slot changes character completely. Glacy is one of only 7 Heal Aniimo, with 120 HP and 535 total, and its kit is built for keeping a party standing: Healing Water restores 8% of its max HP to all allies and 12% of its own back over 5s, while Spring of Life heals anyone inside its zone for 36% of its max HP over 6s. Its trait, Water Spirit, cuts the EP cost of all its skills by 16% while it stands in water terrain.
You trade Witchin's shield-cutting and healing-reduction utility for direct restoration, and the combined total drops by 7 points. In a fight you expect to outlast, that is a good trade; against an enemy that leans on shields, the first squad is better. The element spread shifts to Electric, Wind, Water and Ice, moving the squad's Water/Ice half onto a shared weakness instead of a shared buff.
Squad 3 — Double Damage (2128)
| Slot | Image | Aniimo | Element | Role | HP | ATK | BREAK | REGEN | Total |
|---|---|---|---|---|---|---|---|---|---|
| Slot 1 | Fulmintis | Electric | DPS | 99 | 130 | 50 | 105 | 520 | |
| Slot 2 | Waleetle | Rock | DPS | 90 | 114 | 52 | 100 | 516 | |
| Slot 3 | Tubster | Wind | BREAK | 108 | 80 | 107 | 80 | 550 | |
| Slot 4 | Witchin | Dark Grass | REGEN | 115 | 88 | 50 | 115 | 542 | |
| — | Combined | 412 | 412 | 259 | 400 | 2128 |
This squad keeps the sustain slot but gives up the Support slot for a second damage dealer. Waleetle brings 114 ATK and, more importantly, a bonus the numbers cannot show: its trait Overloaded Engine builds [Overload Energy] as it moves and uses skills, and the next skill after that meter fills deals 40% extra damage.
It is also the squad with the widest element spread — five distinct elements across four creatures, because Witchin carries Dark and Grass on its own. The cost is amplification: nothing in this lineup makes the other three hit harder, so its damage comes from raw stats and from Fulmintis and Waleetle both wanting setup time before their big hits land.
Squad 4 — Highest Totals in the Full Roster (2207)
| Slot | Image | Aniimo | Element | Role | HP | ATK | BREAK | REGEN | Total |
|---|---|---|---|---|---|---|---|---|---|
| Slot 1 | Coraliz | Rock Water | REGEN | 98 | 78 | 107 | 108 | 572 | |
| Slot 2 | Gachapus | Water | DPS | 106 | 121 | 51 | 106 | 529 | |
| Slot 3 | Tromber | Wind | Support | 113 | 119 | 51 | 88 | 531 | |
| Slot 4 | Wavwal | Ice | BREAK | 105 | 75 | 110 | 103 | 575 | |
| — | Combined | 422 | 393 | 319 | 405 | 2207 |
For completeness, this is the highest combined total available in the full 97-creature roster: Coraliz (572), Wavwal (575), Gachapus (529) and Tromber (531). All three of its top slots are beta-era entries — creatures that are not in the current official index, and whose numbers are the least settled on this page. Coraliz is a dual-element REGEN (Rock/Water) and Wavwal leads the entire roster at 575 as an Ice BREAK; Tromber is the same Support that holds together both squads above.
Treat it as a ceiling rather than a shopping list: if you already own these creatures, the combination is the strongest set of published stats that still covers every job. If you do not, the squads above cost you nothing extra to build.
Best Aniimo for Each Slot
If you know which job is missing and just want the strongest published option, start here. Each table sorts the 86 creatures in the official index by the stat that role actually uses.
If you need a BREAK slot
| No. | Image | Aniimo | Element | BREAK | ATK | Total |
|---|---|---|---|---|---|---|
| NO.048 | Squashel | Fire | 108 | 82 | 548 | |
| NO.004 | Inferlupa | Fire Dark | 108 | 89 | 541 | |
| NO.010 | Tubster | Wind | 107 | 80 | 550 | |
| NO.037 | Pomawk | Grass | 107 | 90 | 540 | |
| NO.063 | Rookey | Dark | 105 | 90 | 540 |
The top five breakers sit within three points of each other on BREAK — 108 down to 105 — so the stat barely separates them. Pick on element and on what else the creature brings: Inferlupa carries Dark alongside its Fire and reaches 541 total, while Squashel has the highest total of the group at 548.
If you need a damage slot
| No. | Image | Aniimo | Element | ATK | Total |
|---|---|---|---|---|---|
| NO.10003 | Fulmintis | Electric | 130 | 520 | |
| NO.006 | Stellarys | Dark | 125 | 505 | |
| NO.041 | Ignitis | Dark | 125 | 505 | |
| NO.060 | Fenmane | Electric | 125 | 505 | |
| NO.062 | Pawney | Dark | 125 | 505 |
Fulmintis is the only creature in the index published above 125 ATK, and everything else at the top sits exactly on 125 — which makes this slot, in practice, a choice between Electric, Dark and Fire rather than between damage numbers.
If you need a Support slot
| No. | Image | Aniimo | Element | ATK | REGEN | Total |
|---|---|---|---|---|---|---|
| NO.008 | Tromber | Wind | 119 | 88 | 531 | |
| NO.051 | Piopiota | Water | 108 | 88 | 522 | |
| NO.10002 | Dazmand | Electric | 108 | 88 | 522 | |
| NO.019 | Dreaple | Dark | 110 | 80 | 520 | |
| NO.039 | Fragrancier | Dark | 111 | 110 | 519 |
Support creatures are not passive: they are the highest-ATK non-damage role in the index, which is why the amplifers at the top of this table can also contribute. Tromber leads on total at 531, with Piopiota and Dazmand tied at 522 behind it.
If you need a sustain slot
| No. | Image | Aniimo | Element | HP | REGEN | Total |
|---|---|---|---|---|---|---|
| NO.015 | Glacy | Water Ice | 120 | 88 | 535 | |
| NO.029 | Gracewing | Wind | 110 | 104 | 532 | |
| NO.014 | Pranky | Water | 109 | 74 | 482 | |
| NO.028 | Flutternym | Wind | 94 | 85 | 437 | |
| NO.013 | Skippy | Water | 80 | 60 | 402 |
Seven Heal creatures exist, and their totals span 133 points — the widest spread of any role. Glacy (535) and Gracewing (532) are the two strongest; Gracewing's Flutter Heal restores HP to the party whenever another Aniimo casts a skill or Ultimate, which makes it the better pick for a squad that plays fast and switches often.
| No. | Image | Aniimo | Element | HP | REGEN | Total |
|---|---|---|---|---|---|---|
| NO.021 | Witchin | Dark Grass | 115 | 115 | 542 | |
| NO.081 | Erlath | Water | 120 | 110 | 540 | |
| NO.082 | Besauce | Electric | 88 | 118 | 538 | |
| NO.016 | Leafy | Grass Water | 120 | 106 | 535 | |
| NO.027 | Flamerion | Fire | 80 | 115 | 517 |
REGEN alternatives: Witchin (542) leads on total, Erlath (540) has the highest HP of the group at 120, and Besauce (538) carries the highest REGEN stat at 118. Because REGEN keeps working between fights, this role doubles as the answer to long exploration runs where stopping to heal costs you time.
Helion and Lunara are both Holy DPS creatures published at 514 total, with traits that add 30% final damage when they lack the element advantage — the opposite of a coverage pick. That makes either starter a perfectly good damage slot for early and mid-game squads, as long as you do not count on them to fix your element spread: Holy is the rarest element in the game at two creatures. See Best Starters for the comparison.
Common Team Mistakes
- Four creatures of one element. The most common launch mistake, and the one that costs the most: it makes a single enemy matchup a full-party problem.
- No BREAK option. Damage without break pressure stalls out on exactly the targets the game builds to resist it.
- Spending everything on damage slots. The stat table rewards raw damage, but a squad that cannot recover ends a long run early.
- Ignoring mobility. Traversal comes out of the same four slots, so a party of four slow creatures is a party that walks everywhere. This is the most commonly skipped consideration, and Aniimo has no mounts to fall back on.
- Treating the highest total as automatically best. Base stats are the floor of a comparison, not the result: skills, traits, EP costs and the matchup decide the rest.
FAQ
What is the best team in Aniimo?
On published base stats, the strongest four-creature squad among the 86 creatures in the official index that still covers BREAK, damage and sustain is Fulmintis, Tubster, Tromber and Witchin at 2143 combined. If you count the beta-era creatures too, the ceiling rises to 2207 with Coraliz, Wavwal, Gachapus and Tromber — but those three are the least settled numbers here.
How many Aniimo can be in a team?
A party holds four. One is active at a time, you switch between them as the fight changes, and any of the four can be twined.
Do all four slots need different elements?
No, but they should not all share one. Two or three distinct elements is the practical floor, because a squad with one shared weakness can be answered by a single enemy type.
Can I build a team around my starter?
Yes. Helion and Lunara are both Holy DPS at 514 total with traits that reward fighting without the element advantage, so either works as the damage slot while you collect the rest — just remember Holy is the rarest element in the roster.
Do the squads here account for skills and traits?
Only where the official descriptions explain the numbers — each squad's write-up says which traits and skills make a slot worth its stats. Nothing on this page assumes a damage-per-second figure, because the game does not publish one.
