Gameplay · 10 min
Best Aniimo for Every Role: DPS, Break, Heal, Support and Regen Picks
Fifteen picks across the five combat roles, three for each: the one worth catching in your first hours, the one you finish on, and a specialist worth a slot when the squad asks for it. ZakkuVerse tested them, our Aniilog checks every number, and the team builder scores both rosters at the end.
Written by
ZakkuVerse
Testing, picks and commentary by ZakkuVerse, published here with permission
The best Aniimo for every role at endgame are Fulmintis for DPS, Rookey for Break, Gracewing for Heal and Turbo for Support, with Leafy or Erlath in the Regen slot depending on whether your squad fights with Grass or with Water. Starting out, the same five jobs are covered by Celestis, Pomegg, Flutternym, Nimbi and Hexxin, and three of those five evolve into the endgame answer rather than being thrown away for it.
There are close to a hundred Aniimo and only four squad slots, which means the interesting question is never which Aniimo is strongest. It is which four jobs you want covered, and who is the cheapest way to cover each of them right now.
So this is fifteen picks: for each of the five combat roles, the one worth catching in your first hours, the one you finish the game on, and a specialist worth a slot when the squad asks for something specific. Every stat, skill and trait below is checked against this site’s Aniilog as we go, and where my notes and the index disagree I say so instead of printing the flattering number.
How a squad actually works
Four slots, five roles: DPS, Break, Heal, Support and Regen. One is always left out, and knowing which is the job.
The roles are written to need each other. A DPS is a damage number waiting for a window, and the window is a Breaker stripping an enemy’s guard. A Breaker that dies first opens nothing, so it wants a Support. Every skill costs EP, so the moment your rotation stalls a Regen is the most valuable slot you own. A Healer answers one problem: a boss outpacing your dodges.
DPS: the slot that turns windows into health bars
Early value: Celestis
A ranged Dark attacker with 106 ATK on a Lumin frame, in four habitats. Every base stat below is a launch value, build 1.0.0.7.
Grand Sorcerer adds 5 Might to every basic attack hit for five seconds after a skill.
Star Glide drops stars overhead at 74 power and 31 BREAK for 20 EP, and hitting one target three times with it raises Celestis’ EP recovery 10% for 10 seconds: the skill pays for the next one. No traversal ability is published on the line, whatever the video’s climbing suggests. It evolves into Stellarys, an S pick on our DPS tier list.
Endgame: Fulmintis
130 ATK, the joint-highest attack of any DPS in the game, level with Irisalis below, on 520 attributes. The attack is not why it wins: the loop is.
Electro Stash restores 4 EP on every critical skill hit, and
Enhanced Lightning Blade raises skill crit rate 25% for 20 seconds on an 18-second cooldown, so the buff outlasts its own downtime and pays for the next rotation.
Thunder Lance closes at 180 power and 60 BREAK with 1.5 seconds of paralysis. Traversal is
Cloak, and only Cloak: the video credits flight too, which the index does not list. It ends the Wisptis line, branching against Ignitis.
Specialist bonus: Irisalis
Zakku calls Irisalis the game’s first Legendary; the index grades no rarity but backs the power, 540 total attributes, level with Glameep, and the same 130 ATK.
Irisalis Shadow leaves a clone for 30 seconds firing a 15-Might beam on every cast,
Bloom Cluster turns those clone hits into Dance Power, and at 9 stacks the next skill costs 50% less EP and heals nearby allies for 8% of max HP. It also revives itself once every 180 seconds.
Florae Descent lands at 240 power, the biggest number here, and Fly Lv.3 is the best traversal. No evolution line, and the launch client does publish a full row for it: 56 BREAK behind that attack, which is a DPS figure rather than a Breaker one.
Break: the slot that opens the window
Early value: Pomegg
91 BREAK, the stat the Aniilog uses for guard damage, at the Lumin stage. Zakku found it around levels 16 to 23 in the Forest of Falling Stars; the index publishes one habitat, Rosetower Woods, so the level band is his and the zone ours.
Tuning banks one Volume stack per skill cast up to six, and six is +15% critical rate for 15 seconds.
Rhythm Combo costs 10 EP, has no cooldown and chains three times, and a correctly timed cast adds an extra stack, so playing on the beat reaches that buff twice as fast.
Jittering Beats applies 1.5 seconds of Silence at 45 power and 17.3 BREAK. It evolves into Pomawk, which keeps Tuning and takes BREAK to 107.
Endgame: Rookey
Rookey makes everyone else’s breaking worth more:
Bouncy Sling leaves the target taking 15% more BREAK damage for 15 seconds and bounces to four more, so one 20 EP cast debuffs a camp before your DPS arrives. It survives doing it: 100 HP and 100 DEF on 540 attributes,
Ballistic Guard for 20% damage reduction with a counter shockwave on each hit taken, and
Heavy Slam at 196 power and 65.3 BREAK, the heaviest guard damage here. Traversal is
Detection, revealing metal objects and cloaked Aniimo, off the Helmut line beside Pawney.
Specialist bonus: Tubster
The Breaker for a squad that keeps dying.
Victory Concerto is +40% BREAK efficiency while shielded plus a triggered break cutting the team’s stamina cost by 30%, and the first clause is the design:
Gale Guard gives 20% damage reduction and then a shield worth 10% of max HP: the defensive button is the offensive one. Its Ultimate, still untranslated in the index, fields 35% damage reduction for allies for 7 seconds, behind 109 M. DEF, the highest here. It closes the Chirpi line, after Tromber and Cornet.
Heal: the slot for bosses
Early value: Flutternym
Flutternym heals while it is not on the field.
Flutter Heal leaves it behind the squad as a phantom, restoring 0.5% of max HP whenever another Aniimo casts a skill or Ultimate: a sustain floor from a slot you are not spending.
Purifying Dance clears every debuff on nearby teammates then raises their EP recovery 20% for 10 seconds, so the cleanse doubles as an energy button, and
Healing Dance heals the team 9% of max HP over 8 seconds. Four habitats, no traversal listed despite the wings, evolving into Gracewing.
Endgame: Gracewing
Gracewing is Flutternym grown up, 110 HP on 532 attributes, same
Flutter Heal phantom, same
Purifying Dance cleanse. What it adds makes it the best healer in the game rather than the best early one:
Phantomflutter spawns a Phantomfly restoring 20 EP to every teammate that touches it, a Regen unit’s output arriving in a Heal slot, and
Help! Gracewing! heals the whole team for 30% of max HP instantly at 150 power. The video credits it with level 2 flight; the index publishes no mobility ability here.
Specialist bonus: Glameep
The shield healer, the tankiest of the three at 117 HP.
Baa-Baa Sweetbubb shields every ally its beam passes for 7% of max HP, lasting 10 seconds: the video reads that 7 as a duration, but it is the shield size.
Baa-Baa Healbubb heals everyone in range 12% of max HP over 6 seconds while it floats,
Bubble Energy banks charges that push it 12% higher, and
Leafwave Bubble raises healing received 15% for 30 seconds. Traversal is
Bubble Drift; the video’s swimming is not listed.
Support: the slot that multiplies the other three
Early value: Nimbi
A Lumin-stage Support from Nimbus Fields and The Argent Strait, unusually generous for the stage.
Cloud Shield absorbs up to 15% of max HP and cuts stamina use 15% for 20 seconds, becoming 18% and 18% for 30 seconds under
Shrouded in Mist, which arrives after six basic attacks. The video quotes 20 seconds for the enhanced version; the index says 30. Traversal is
Puff Up, a higher jump with one mid-air dash. It evolves into Turbo, or branches to Dreaple.
Endgame: Turbo
Turbo’s case is one skill.
Nimbi Burst costs 10 EP and raises teammates’ damage and BREAK efficiency 6% for 15 seconds, or 11% for every nearby ally out of
Shrouded in Mist. Buffing damage and guard damage with one button is what lets it sit behind any DPS and any Breaker. The buff runs 15 seconds on an 18-second cooldown, so three seconds of every cycle are unbuffed. Traversal is
Cloudwalk.
Specialist bonus: Luminelle
Not a general Support but a Lightning multiplier, and behind Fulmintis the better pick.
Arc Surge adds 25% Lightning damage for 15 seconds to any teammate receiving one of its skill buffs, and
Spotlight Moment costs nothing and gives Lightning teammates +17% basic attack damage and +10% BREAK efficiency, again on an 18-second cooldown.
Self-Destruction leaves a field worth another 12% Lightning damage for 30 seconds. The hardest hitter of the three Supports at 115 ATK, on 90 REGEN, traversal by
Glow, and the only three-stage line: Bulbly to Veilfloat to Luminelle.
Regen: the slot you pick by your squad’s element
Early value: Hexxin
Prank puts Curse on everything the next skill hits every 18 seconds, and Dark basic attacks then restore EP on cursed targets. Zakku measured that trickle at 255 EP per hit; our index prints 0.25 EP, and we print the index.
Euphoric Sonic Blast is the one to know: zero EP cost, 30 power, and it hands back 10 energy.
Black Hole Domain drags a pack into one place for your DPS, and
Luminous Seed lights dark rooms. The index puts it in Mistwoods, not the Sea of Flowers the video names.
Endgame, Grass squads: Leafy
Blooms of Vigor costs 10 EP and lays a field for 12 seconds giving Grass teammates 1 EP per second, and 1% HP per second on the grass it upgrades. On a 20-second cooldown that is 12 free EP a cycle to anyone on the right element.
Power of Nature keeps working off field, growing grass under any teammate who casts three skills, and
Lotus Bloom heals the team 15% of max HP and grants 15% Grass Enhancement for 30 seconds. The video quotes 50% there; the index says 15%.
Endgame, Water squads: Erlath
Bubbles costs nothing, lays a field for 15 seconds, and every Water skill a teammate casts inside makes one bubble, up to six. Tapping again pops them for 2.5 EP each: a full field is 15 EP to the squad, or 25 EP if Erlath absorbed one of its puddles first. It rewards casting into the field, not a timer.
Crazy Bubbles closes with +10% Water damage for the team for 30 seconds,
Floaty Bubble is its traversal, and at 120 HP it outlasts most Supports.
The order you fill the slots
Five questions in order. Stop when the squad stops failing.
- Pick the DPS first. Everything else is chosen to serve it, including its element.
- Add a Breaker if enemies survive your rotation. That is what a missing window feels like.
- Add a Regen if you are waiting on EP. Match its element to the DPS, or its field buffs read the wrong column.
- Add a Healer if you are dying rather than stalling. One slot cannot fix both.
- Spend the last slot on a Support sharing your element. It multiplies the other three, so it is worth least on a squad that has not fixed them.
Early roster vs endgame roster
Five early picks for four slots, so drop whichever role is not currently killing you:
And the endgame four, before the Regen you add by element:
Three of the early five walk into the late roster on their own: Celestis becomes Stellarys, Flutternym becomes Gracewing, Nimbi becomes Turbo. Pomegg becomes Pomawk, Hexxin is already Nova. Catch the early five and you have most of the endgame squad.
Try it in the Team Builder
Both rosters are one link away in the builder, which grades roles, offence, defence, synergy and quality:
- The endgame four scores 67 out of 100, grade B: 100 on roles and 84 on quality, but 8 on synergy, because four elements means no element-stacking rule fires.
- The early four scores 52, grade C: roles right, quality not yet.
- Swap Nimbi for Hexxin and the early squad jumps to 62, grade B: a second Dark member takes synergy from 8 to 46.
- At endgame, Erlath in place of Turbo scores 64, trading twenty offence points for eleven of defence.
For squads built around one Aniimo rather than a role, the best teams hub has a recommended four for every creature and the tier list grades the roster. The deep dives are the DPS tier list and the healer tier list.
One disclaimer, and it is a real one. All of this is launch data, and the first balance patch usually moves a lot of numbers. Treat these fifteen as the picks that make sense today, and remember Aniimo is a solo game: the squad you enjoy piloting beats the one a stranger scored.





































