Gameplay · 14 min
Aniimo Best Stats for Every Role: Capability Awakening, Potential Breakpoints and What to Skip, With menaceFT
Where to spend Capability Awakening points on every role, from menaceFT’s tests of 14 October 2026: why a stat jumps at 12, 16 and 20 total Potential, why BREAK on a DPS barely moves the gauge, how to pick P.DEF or M.DEF, and the stat each support actually reads.
Video by
menaceFT
The stat tests, the breakpoint charts, the BREAK gauge comparisons, the role-by-role advice and every in-game screenshot on this page come from menaceFT’s video of 14 October 2026
The best stats in Aniimo depend on the role: a DPS wants ATK and REGEN, a Break Aniimo wants BREAK and then REGEN, a Regen Aniimo wants REGEN, a healer wants HP, and most supports want ATK only because their trait or buff reads it. Spend Capability Awakening points in blocks of four, because a stat’s total Potential pays a large bonus at 12, 16 and 20.
That is menaceFT’s video of 14 October 2026 in two sentences. The rest is evidence: a Sparkelf whose ATK climbs 3 or 4 a point and then 20 at once, a BREAK test on a DPS, a Magmarex that deals 3,379 damage with or without 20 ATK, and every support he owns. His opening warning matters most: past level 60, awakening points can no longer be reset.
Skill tags, roles, held item text and the reset rule come from the game’s own data files (build 1.0.0.7) and its client text of 9 October 2026, checked on 16 October 2026. The damage maths is in our damage formula article, and what Potential is, from Common to Perfect, in our Potential guide. This page is about where the points go.
What are the best stats for every role in Aniimo?
ATK and REGEN on a DPS, BREAK then REGEN on a breaker, REGEN on a Regen Aniimo, HP on a healer, and on a support whatever its trait reads, which is ATK for nearly all of them. HP, P.DEF and M.DEF come after that, and only when something is actually killing the Aniimo. The table is menaceFT’s advice, with the reason he gives and what the game data says about it.
| Role | Put points in | Skip | Why |
|---|---|---|---|
| DPS | ATK, REGEN | BREAK | Damage reads ATK. Maxing BREAK moved the gauge by about a second in his test. |
| Break | BREAK first, then REGEN | ATK | A breaker attacks with the larger of ATK and 82.5% of BREAK, so ATK is ignored. |
| Regen | REGEN | ATK | Their skills scale on REGEN. Erlath’s ultimate is the exception. |
| Heal | HP (Glacy: HP, plus REGEN to 8) | ATK, BREAK | Gracewing’s trait and skills read HP; Glacy’s trait reads REGEN. |
| Support | The stat its trait or buff reads, usually ATK | REGEN, ATK for damage | Support damage follows level today, not ATK. The buff numbers do follow ATK. |
One date to keep in mind. The developers’ Dev Feedback of 13 October 2026 says that from Version 1.1 raising ATK will have a more direct effect on damage for every role, as our 1.1 article explains. The “ATK does nothing for a support’s damage” rows describe the game today. They do not change the advice for supports, whose ATK already feeds their buffs, but a breaker’s ATK may start to count after the update.
Potential breakpoints: why you stop at 12, 16 or 20
Each extra point of Potential adds a small amount to its stat, about 0.6 to 0.9%, and every fourth point of total Potential adds about 4% on top. menaceFT calls these breakpoints and builds the whole video on them. His proof is a level 60 Sparkelf, Star Up 0, raised one ATK point at a time on the Capability Awakening screen.
From 8 to 11 the stat moves 443, 446, 450, 453: three or four ATK a point. At 12 it jumps to 473, twenty ATK for one point. From 12 to 15 it is back to three or four a point, and 16 jumps again, to 503. His chart puts the two big steps at 4.42% and 4.14%, against 0.63 to 0.90% for every other point.
| ATK Potential | ATK | Gain on the previous point |
|---|---|---|
| 8 | 443 | · |
| 9 | 446 | +3 (0.68%) |
| 10 | 450 | +4 (0.90%) |
| 11 | 453 | +3 (0.67%) |
| 12 | 473 | +20 (4.42%) |
| 13 | 476 | +3 (0.63%) |
| 14 | 480 | +4 (0.84%) |
| 15 | 483 | +3 (0.63%) |
| 16 | 503 | +20 (4.14%) |
The practical rule follows from the arithmetic. Points 13, 14 and 15 together add 10 ATK; point 16 adds 20 on its own. Three points spent short of a breakpoint are worth half of the one that reaches it, so a stat left at 15 has paid for most of the climb and missed the reward. menaceFT’s advice is to decide the target first (8, 12, 16 or 20 total) and stop only on it. The same logic tells you when a stat is not worth finishing: from 20 to 21 total his Stellarys gains four ATK, 0.59%.
What does the game itself say about Potential?
The client describes Potential one point at a time and never mentions steps of four; the step size is measured, not printed. The awakening tooltip reads: “Current Aniimo Level: {0}. At this level, 1 point of {1} Potential increases {3} by {2}.” The help page adds: “The higher the Potential, the more that attribute grows as the Aniimo levels up,” and caps Innate plus Acquired Potential at 20 per stat.
Under the text, the client works out each stat by looking the Potential total up in a growth table for the Aniimo’s level, rather than multiplying by a fixed rate, which is the shape that allows a step every fourth point. The table itself is not among the files we checked for this page, so the size of each step here comes from menaceFT’s two charts. They agree with each other: 4.42% and 4.14% on Sparkelf, 3.94%, 4.20% and 3.81% on Stellarys.
One correction follows, offered plainly. Our Potential guide and our keep-or-release guide stated until 16 October 2026 that one Potential point was worth +4% of its stat. The live numbers on menaceFT’s screen do not fit that: three points from 8 to 11 raised ATK by 2.3%, not 12%. They fit small per-point gains plus a bonus of about 4% at every fourth point. This page follows the screen, and both guides now do too.
Star Up moves the breakpoints by one
Star Up adds Potential to all six stats, and breakpoints count total Potential, so a starred Aniimo reaches each one with fewer points spent. The bonus shows as a small +1 or +2 over each stat’s circle on the awakening screen, and it is easy to miss.
On his Star Up 5 Stellarys, the ATK breakpoint arrives at 11 displayed points, because 11 + 1 makes 12 total. The chart shows it: 584 ATK at 10 displayed, 607 at 11, a 3.94% step. The 16 breakpoint comes at 15 displayed (645 ATK, +4.20%) and the 20 breakpoint at 19 displayed (682 ATK, +3.81%).
That is why his Stellarys stops at 19 ATK. The 20th point would add about four ATK and cost a Starcryst Essence-tier awakening; 19 + 1 already sits on the 20 breakpoint. He saves the material for another Aniimo, and that habit, applied across a box, is the point of the whole video.
A second star adds a second point. menaceFT’s Irisalis, at 43 awakenings, shows +2 over every stat, so its breakpoints fall at 10, 14 and 18 displayed. Read the small number before you plan a build.
How many Capability Awakenings does an Aniimo get?
30 at level 60, plus 5, 8 and 10 more at Star Up 5, 6 and 7: 53 at most today, against 120 points needed to max all six stats. The count is the “Awakened x/y” line on the Capability Awakening screen, and the client ties it to Resonance Star rank, growth stage and level.
| Stage | Awakening limit | Seen on screen |
|---|---|---|
| Level 1 | 5 | Dazmand, 0/5 |
| Level 60, no Star Up bonus | 30 | Sparkelf, 12/30 |
| Level 60, Star Up 5 | 35 | Glynsera, 22/35 |
| Level 60, Star Up 6 | 43 | Irisalis, 21/43 |
| Star Up 7 | 53 | menaceFT’s total; the step is locked behind level 65 |
The level 65 lock is on Kneil’s Fulmintis in our endgame teams guide: Star Up 7 reads “Reach level 65”. menaceFT expects the cap to reach 70, where all six stats could in theory reach 20, and estimates six months to a year of materials to get there on one Aniimo. That is his estimate. What is certain is the budget now: 53 points across six stats, about two stats to 20 and a third to a breakpoint.
The reset window is the reason to plan before the cap rises. The client reads: “Aniimo above Lv. 60 cannot be reset. Spend [currency] to reset upgraded Acquired Potential for Aniimo at Lv. 60 or below. After the reset, 100% of the items used will be returned.” A wrong stat at level 58 costs a fee. The same stat at level 61 is permanent, unless you pass the progress to another Aniimo of the same family through inheritance.
Should you put BREAK on a DPS in Aniimo?
No, not as a rule: menaceFT’s DPS with BREAK maxed broke an Alpha’s gauge about a second faster than the same DPS with none. He ran the same two skills and the ultimate on a level 55 Alpha Scorchhowl, first with no BREAK invested, then with BREAK raised to 20 (346 BREAK), and placed the gauges side by side because the difference was too small to see in one pass.
A note on the numbers. The overlay at 4:44 labels the uninvested run 246 BREAK; the later overlay and his voice say 272. Maximum is 346 in both. Either way, a gain of 74 to 100 BREAK did not change how a fight goes.
Turbo changes the picture. With Turbo’s +30% break buff, maximum BREAK breaks almost twice as much with the ultimate as no BREAK without the buff. The funny part, his words, is the cross-comparison: maximum BREAK without Turbo and zero BREAK with Turbo leave the gauge in almost the same place. A buff that costs nothing beats twenty awakenings.
His rule: ATK and REGEN on a DPS, no BREAK. The one exception is a DPS that is also your main breaker and runs next to Turbo; even then, take BREAK to its first breakpoint with the cheaper materials and keep the Starcryst Essence for another Aniimo. Why BREAK skills still matter for gauge damage is in the gauge section of our damage formula article.
P.DEF or M.DEF: read the skill tags
Invest in HP plus the one defence that matches what is hitting you, and read that off the enemy’s skill tags: each damaging skill is marked Physical or Magical. Most Aniimo use one type throughout their kit, so one defence covers nearly every hit. If nothing is killing the Aniimo, put nothing in HP or defence.
The game data agrees with every example he shows. Each skill row carries an attack type, and on Stellarys every damaging skill, ultimate and basic attack included, is magical. On Glynsera all seven are physical. Scorchhowl is physical except Fire Bolt, which is magical, so Scorchhowl mostly hits P.DEF.
His worked example is the level 65 Lita fight from our Lita guide. His Fulmintis is Elite, not Perfect, and not the Prismana Form that resists her Sherro. Lower starting stats mean every point is contested, so he put points in ATK, REGEN, P.DEF and HP, and none in M.DEF: Sherro’s whole kit is physical in the data, every skill of it.
Break, Regen and Heal Aniimo
Break Aniimo want BREAK and REGEN, Regen Aniimo want REGEN, healers want HP. menaceFT proves the first with Magmarex: 20 BREAK and no ATK deals 3,379 damage; 20 BREAK and 20 ATK deals exactly 3,379 again. With neither it deals 2,709, with only ATK 3,196.
That matches the rule our damage formula article took from his earlier video: a breaker hits with the larger of its ATK and 82.5% of its BREAK. Max BREAK first, then REGEN.
For Regen Aniimo such as Somniwing, REGEN is the only stat the skills scale on. His Somniwing sits at REGEN 19 and 510 REGEN, with ATK left at 4.
The exception is Erlath. Its ultimate, Crazy Bubbles, raises the party’s Water damage, and the amplifier reads ATK: 16.0%, plus 1.50% for every 100 ATK, up to 28.0%. If Erlath is in your Water squad for that buff, ATK is worth points.
menaceFT covers two healers, Gracewing and Glacy, and calls them the only two in the game; the game’s data gives the Heal role to more families, Skippy, Pranky, Flutternym and Bubbeep among them. Gracewing gets HP only: he says her trait and her skills scale on HP. Glacy gets HP too, but her trait, Water Spirit, reads REGEN, so menaceFT takes REGEN to the 8 breakpoint and stops.
His Glacy has REGEN 4 innate plus 3 acquired, 7, and the +1 star bonus makes 8. HP sits at 19 + 1 for the 20 breakpoint, the same trick as Stellarys, and four Starcryst Essence stay in the bag. He does not push REGEN further because the trait only works in water terrain.
Supports, one by one
A support’s damage follows its level, not its ATK, so ATK on a support only pays when its trait, buff or ultimate reads ATK, which is the case for nearly all of them. menaceFT also skips REGEN on supports, whose base REGEN is low. The table is his list, with what the screen shows next to each name.
| Support | Stat | What reads it |
|---|---|---|
| Dreaple | ATK | Its trait, which lowers Dark resistance |
| Turbo | None, or REGEN to 8 | Fixed values; REGEN only speeds up the five basic attacks that feed the buff |
| Hexxin | REGEN, HP if you run Oozing Malice | Core trait reads REGEN; Oozing Malice reads HP |
| Fragrancier | ATK, HP for its heal and shield | Dangerous Fragrance: −12% Dark Resistance for 20 s |
| Melloblum | ATK | The Crit Damage from its ultimate |
| Eklue | ATK | Target Weakness: 20.0% plus 1.88% per 100 ATK |
| Bouldus | ATK, some REGEN | Core trait; high base REGEN |
| Dazmand | ATK | Core skill: Crit Rate or Lightning damage for the team |
| Luminelle | ATK | Lightning boost from the trait and the ultimate |
| Sparkelf | ATK | Reliable Fire Companion: +15% party Fire boost, 20% above 40 Energy |
| Tromber | ATK | Crit Damage: 28.0% plus 2.63% per 100 ATK, up to 49.0% |
Hexxin is listed as a Regen Aniimo in the game’s data, and menaceFT treats it as a support because that is how most squads use it. Egg Heist players often run it as a DPS instead. Either way ATK does nothing for its damage today. To raise Hexxin’s damage, lower the enemy’s Dark resistance or raise Dark damage with Dreaple, Turbo’s Prismana Form or Fragrancier. Damage Amp is a separate multiplier and works on every role.
For held items, menaceFT gives a support Hexxin the Ferocious Fang and an Egg Heist DPS Hexxin the Heartseeker Pendant, which he finds spreads its damage better. A Fang Hexxin should push ATK to the 16 breakpoint, because the Fang’s Tier 2 bonus checks for ATK above 15.
His Melloblum note matters if you use it as a support: ATK raises the Crit Damage its ultimate gives, not its thorn damage, which follows level like any support. Played as an active Aniimo, he would give it BREAK, REGEN and a Heartseeker Pendant instead.
Eklue is the one he calls underrated. Its trait and ultimate both scale on ATK, and its Target Weakness amplifier reads 20.0% plus 1.88% per 100 ATK.
Tromber is the clearest case for ATK on a support. Its core skill gives Crit Damage, 28.0% at base and up to 49.0% with ATK. Its trait restores 20 EP on a switch, but only to the next Chirpi family member, which is a narrow condition.
Which supports to build at all is a separate question, answered in our best Aniimo for every role, the tier list and the team builder.
Held items that check for 15 Potential
Four held items double a bonus above 15 in one stat, which makes 16 the breakpoint to aim for on the stat they check. The client text, word for word:
| Held item | Tier 2 text | Aim for |
|---|---|---|
| Ferocious Fang | Damage Amp +10%. Effect doubles if ATK is above 15. | ATK 16 |
| Gargantuan Horn | BREAK +10%. If BREAK Acquired Potential exceeds 15 points, the effect is doubled. | BREAK 16 acquired |
| Giant Tortoise Shell | Damage Reduction +10%, plus 5% Physical or Magic reduction when P.DEF or M.DEF Acquired Potential exceeds 15 | P.DEF or M.DEF 16 acquired |
| Spirited Feather | Cooldown reduction +10%. Effect doubles if REGEN is above 15. | REGEN 16 |
Read the wording closely. The Horn and the Shell say Acquired Potential, the points you awaken, not the total. A stat with 6 innate and 10 acquired shows 16 but has not passed 15 acquired, so those two items need more awakening than the number on the circle suggests. The Fang and the Feather do not say which; menaceFT plans the Fang around a total of 16.
Confirmed, measured, opinion
Confirmed by the game’s data and text: the role of every Aniimo named here, the Physical and Magical tags on Stellarys, Glynsera, Scorchhowl and Sherro, the four held item texts, the cap of 20 per stat, the reset rule at level 60 and the per-point wording of the Potential tooltip.
Measured on menaceFT’s screen: the breakpoints at 12, 16 and 20 total Potential and their size of about 4%, the awakening limits of 5, 30, 35 and 43, the BREAK gauge tests, the Magmarex 3,379 test, and the amplifier lines for Erlath, Eklue and Tromber. The growth table behind the breakpoints is not among the files we checked.
His opinion or estimate: that BREAK on a DPS is a waste outside Turbo squads, that maxing a box takes six months to a year, the level 70 cap, Eklue being underrated, and the Heartseeker Pendant on an Egg Heist Hexxin.
Check the small star number, decide which breakpoint a stat is going to, stop on it, and keep the rare materials for the next Aniimo. A level 60 Aniimo with three stats parked on breakpoints beats one with six stats at random values, and it can still be reset if you were wrong.
Sources
- menaceFT: STOP Wasting Mats! BEST Aniimo Stats For Every Role (Awakening Guide) (YouTube, 14 October 2026)
- menaceFT on YouTube
- The game’s own data files, build 1.0.0.7, and its client text of 9 October 2026: roles, skill attack types, held item tiers, the Capability Awakening help and reset texts
- Aniimo damage formula: ATK vs BREAK, STAB and crit
- Aniimo Potential explained: Perfect, 8/8 to 10/10 and Capafruit
