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Gameplay · 14 min

Aniimo Fulmintis Build: Best Teams, Supports and Rotations

Fulmintis is Season 1’s battle pass Aniimo, and two creators built around it on the same weekend. AniimoSync and Klepto wrote an early game squad, an all Lightning endgame squad and the rotations for both, and Duxar ranked the five supports, the gear and the upgrade order in French. Every stat, skill and item below is checked against our own index.

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Teams and rotations by AniimoSync with Klepto, French team guide by Duxar, published here with permission

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Video credit: AniimoSync on YouTube · embedded with attribution. Watch on YouTube

Fulmintis is Aniimo’s Season 1 battle pass Aniimo and its joint highest attack DPS, and the one build principle both creators here agree on is that you build for skill crit rate and EP, not for raw attack, because Fulmintis turns crits into EP and EP into a channelled blade. Early that squad is Rainstorm Turbo, Tromber and Glacy around it; at endgame it is an all Lightning bench of Dazmand, Luminelle and Besauce.

Two creators published a Fulmintis guide on the same day, so this piece carries both. The teams and the rotations are Klepto’s work with AniimoSync, built in beta 3, and the support ranking, the gear and the upgrade order are Duxar’s beta testing, presented in French and translated here. Where the two disagree, or where a creator’s claim does not match our own index, the text says so instead of picking the flattering number.

Every stat, skill, trait and held item below is checked against this site’s data as we go. One gap up front: our index carries the Prismana form, same 520 attributes, same trait, element listed as Light and Lightning, but nothing about the battle pass and nothing about resistance percentages. Aniimo went live on 16 September, so all of it gets re-verified against the live build.

The best Fulmintis team in Aniimo

AniimoSync's endgame all-Lightning Fulmintis team mid-fight: Fulmintis as DPS, Dazmand and Luminelle as Support, Besauce as Regen

The best Fulmintis team is whichever four keep its skill crit rate up and its EP topped up, because the kit is one loop: a self buff raises skill crit rate, crits restore EP, and EP is what the main skill spends. Everything else, element included, is secondary. Three squads, and what each is for:

SituationTeamWhy
Early gameFulmintis, Rainstorm Turbo, Tromber, GlacyKlepto’s opener: a shield, a damage and BREAK buff, crit damage with a pull for packs, a heal on demand. None of the three needs to be Lightning
Endgame, all LightningFulmintis, Dazmand, Luminelle, BesauceCrit rate, Lightning damage and EP from one element. Dazmand and Besauce are both gated, so this is the team you grow into
Duxar’s variantFulmintis, Dazmand, Besauce, then Glacy or SomniwingSame first two supports, then a heal or more EP in place of Luminelle, whose Core Skill buffs basic attacks while Fulmintis holds a channel. He would also drop a support for a Breaker on the right content

Both rosters are one click away in the team builder, and our own Fulmintis team page builds a fourth squad from the game’s recommended partner data.

Why Fulmintis, and what the Prismana form changes

Fulmintis · No.044 · Lightning DPS · Nova stage, and its Prismana form

Fulmintis is a Nova stage Lightning DPS with 130 ATK, the joint highest attack in the game, and a kit that refunds its own costs. The Prismana form keeps every one of those numbers and changes the element, which changes who hits Fulmintis hard rather than how hard Fulmintis hits.

The loop is three lines of our index. Electro Stash restores 4 EP whenever a skill lands a critical hit, Enhanced Lightning Blade raises skill crit rate by 25% for 20 seconds and costs nothing, and Lightning Blade Storm, 35 power for 10 EP, dashes in and drains EP for as long as you hold it, with every three consecutive slashes making the closing Spinning Slash deal 100% increased damage. Crit rate feeds EP, EP feeds the channel, the channel produces the crits. Duxar adds the scale that makes that buff matter: base crit rate in his beta testing is 10%, so Fulmintis more than triples its own, and our data publishes no base crit rate to check him against.

Fulmintis's two core skill cards together: Enhanced Light Blade, 25% skill crit rate for 20 seconds, and Lightning Blade Storm, consecutive slashes ending in a spinning slash

The rest of the kit is why it does not need a Breaker to function. Lightning Blade Impact is an aimed shot at 52 power for 20 EP whose critical hits paralyse for 1 second, and Thunder Lance, the Ultimate, lands 180 power in a straight line and paralyses for 1.5 seconds. Duxar’s summary, in English: the Ultimate recharges extremely quickly, hits very hard and paralyses, so this is a sustained damage dealer that spams its Ultimate, not a burst carry waiting for a window.

The stat line both creators build on top of:

StatValueWhat it buys
Total attributes520Nova stage, second only to Irisalis at 540 among the DPS in our index
ATK130The joint highest attack in our index, level with Irisalis
REGEN105High, and the reason the EP and Ultimate economy keeps up with the channel
HP, DEF, M. DEF99, 66, 70Thin for a carry that stands still to channel, which is why shields and heals earn their slot
BREAK50Low. This is a damage dealer, not the Aniimo that opens the window

What Prismana Fulmintis actually changes

Prismana Fulmintis's Enhanced Light Blade skill card: empowers the blade with Light, increasing skill crit rate by 25% for 20 seconds

Our index lists Prismana Fulmintis at the same 520 attributes, with the same Electro Stash trait, and the element as Light and Lightning instead of Lightning. The only skill that differs is Enhanced Light Blade, same 25% skill crit rate over the same 20 seconds, which makes the Prismana form a matchup choice rather than a power upgrade: the same conclusion our role picks piece and our Prismana guide reach across the roster.

Duxar goes further: in his beta testing the swap to Light leaves Fulmintis weak to Dark but resistant to everything else, taking, in his words, only 25% or 50% of the damage from other elements. Our element chart does not support those percentages. On our matchup data a resisted hit lands at 62.5% and a strong one at 160%, so the real change is this: as a Lightning defender Fulmintis takes 160% from Ice and Earth, and as a Light defender it takes 160% from Dark, resists Fire, Grass, Light and Water, and takes normal damage from the rest. The trade is genuine, it just swaps two common weaknesses for one rather than making the carry untouchable.

One open question neither video raises. Several supports below buff Lightning teammates or Lightning damage specifically, and our index files the Prismana form under Light and Lightning both, with nothing published on how the game resolves that on a dual element carry. Treat those buffs as unverified on the Prismana form until the live build confirms them.

How to get Fulmintis and Prismana Fulmintis in Aniimo

Duxar's infographic, in French: Fulmintis's base kit, the Prismana form at paid battle pass level 10 and the basic form at free level 40, Lightning Blade Storm numbers and the two team variants

Fulmintis is the Season 1 seasonal Aniimo and it comes from the battle pass, the basic form on the free track and the Prismana form on the paid one. Both creators say so, and the levels below are Duxar’s beta testing, because our own data does not carry the battle pass at all.

What you wantRoute, from Duxar’s beta testingWhat our data carries
Fulmintis, basic formFree battle pass track, level 40Its full Aniidex entry, no unlock route
Prismana FulmintisPaid battle pass, level 10. The pass is around 10 euros, and the Ultimate version grants 10 levels on purchase, unlocking the form at onceThe Prismana form entry, stats and skills only
A Prismatic Stone for the Core SkillFree battle pass, level 55The item card names three sources, the Fun Stamp Collection Shop, Item Exchange and Upgrade Level, and no battle pass. See Klepto’s Core Skills guide
A better roll of one you already haveNot coveredBoth the Elite Fulmintis Egg, guaranteed to hatch at Elite potential or higher, and the Prismana Fulmintis Egg

Duxar adds that Season 1 runs until at least mid October, and that every battle pass detail above is beta behaviour that may have moved on launch day.

The early game Fulmintis team

The early four: Fulmintis (DPS), Rainstorm Turbo (Support), Tromber (Support), Glacy (Heal)
AniimoSync's early game Fulmintis team lined up with role labels: Fulmintis DPS, Turbo and Tromber Support, Glacy Heal

The early game Fulmintis team is Fulmintis, Rainstorm Turbo, Tromber and Glacy: one damage dealer, two supports and a healer. AniimoSync and Klepto built it to be reachable before the Lightning bench exists, so nothing in it sits behind an event or a long unlock chain. What each slot does, with the numbers from our index rather than the video:

  • Rainstorm Turbo, the opener. Cloud Shield absorbs up to 15% of max HP, and Nimbi Burst raises teammates’ damage and BREAK efficiency by 6% for 15 seconds for 10 EP. AniimoSync specifies the Rainstorm form, which our index files as Wind and Lightning.
  • Tromber, the pack answer. Waltz is free and gives 17% Crit DMG for 20 seconds; Tornado drags a group into one place at 59 power.
  • Glacy, the heal button. Healing Water restores 10% of Glacy’s max HP to every ally, plus 12% to itself over 5 seconds, for 20 EP.

One correction. AniimoSync reads Waltz as boosting every active buff by a further 30%, which would make the Turbo opener considerably better. Our index is narrower: that 30% applies to movement-series buffs, and only with three of them active. We print the index, so take Waltz for the flat 17% crit damage on its own.

The Fulmintis rotation, step by step

Turbo's Cloud Shield skill card: a shield absorbing damage up to 15% of max HP and cutting stamina use by 15% for 20 seconds, the opener of the early game rotation

The Fulmintis rotation is always the same shape: land the support buffs first, longest duration first, then swap in and hold the blade. Klepto splits it by what you are fighting; Duxar adds the ordering rule and a control trick that keeps the channel alive.

Single target rotation, for bosses and Alphas

  1. Turbo: Cloud Shield. The shield goes on first, so the squad can eat a boss pattern without a heal.
  2. Turbo: Nimbi Burst. The ground slam leaves the next Aniimo on the field with 6% more damage and BREAK efficiency for 15 seconds.
  3. Swap to Fulmintis: Enhanced Lightning Blade. 25% skill crit rate for 20 seconds, which is also 25% more triggers of Electro Stash.
  4. Fulmintis: Lightning Blade Storm. Dash in and hold: the skill drains EP for as long as it runs, and releasing or pressing again fires the Spinning Slash at 26 Might, with the 100% bonus on the closer for every three slashes accumulated.

AoE rotation, for packs

  1. Turbo: Cloud Shield, then Nimbi Burst, exactly as above.
  2. Swap to Tromber instead of Fulmintis: Waltz. 17% Crit DMG for 20 seconds.
  3. Tromber: Tornado. The vortex pulls the pack to one point, and the buffed squad cleans up from there.
Tromber's Tornado skill card: an air vortex at the target location that deals damage and pulls enemies to the centre, magic, cost 20, power 59

Healing: Glacy has no fixed step

Klepto deliberately leaves Glacy out of the sequence. Swap to it when the team is low, cast Healing Water, swap back: the instruction is to use it off cooldown as a quick swap, because there is no point in the loop where the heal has to land.

Glacy's Healing Water skill card: restores HP to all allies equal to 10% of the caster's max HP, and 12% to the caster over 5 seconds

The two rules Duxar adds

Order your buffs by duration, not by strength: cast the 20 second buffs before the 10 or 14 second ones, so the shortest is the one still ticking when the carry starts hitting. If you do bring a Breaker, the window is 6 seconds in his beta testing, so swap to the carry just before the gauge empties.

And Lightning Blade Storm is a channel you can dash out of without cancelling. In his words: do not forget the skill is a channel, you can dash while channelling and keep building the Ultimate gauge, so stay held down and dash rather than cancelling to dodge a zone.

The endgame Lightning team for Fulmintis

The endgame four: Fulmintis (DPS), Dazmand (Support), Luminelle (Support), Besauce (Regen), all Lightning
AniimoSync's on-screen recap of the endgame rotation: Besauce keeps EP up with Charged Geyser, Luminelle buffs basic attacks and Break, Dazmand pulls and raises crit, Fulmintis restores EP on crit

The endgame Fulmintis team is Fulmintis, Dazmand, Luminelle and Besauce, and every member of it is Lightning. That is the point: two of the three supports buff Lightning damage or Lightning crit rate specifically, so the squad multiplies itself in a way a mixed bench cannot. The loop AniimoSync and Klepto give, in order:

  1. Luminelle: Spotlight Moment. Costs nothing, and gives Lightning teammates 17% more basic attack damage and 10% more BREAK efficiency for 15 seconds.
  2. Swap to Dazmand: Thunder Sweep. A spinning kick dealing AoE damage, pulling nearby targets in front of you and raising the team’s Lightning critical rate by 12% for 20 seconds. It costs 30 EP, but Dazmand’s trait, confusingly also called Spotlight Moment, makes the first skill within 5 seconds of entering battle free, on a 17 second cooldown.
  3. Swap to Fulmintis: Enhanced Lightning Blade, or Enhanced Light Blade on the Prismana form. 25% skill crit rate for 20 seconds.
  4. Fulmintis: Lightning Blade Storm. The same channel and Spinning Slash finish, now landing into two stacked crit buffs.
  5. Swap to Besauce: Charged Geyser. Restores 15 Energy immediately and 0.5 Energy per second for 12 seconds, which is what lets you start the loop again rather than wait for it.

The two videos quietly disagree on the order. By Duxar’s longest-buff-first rule the first two steps would swap over, since Thunder Sweep runs 20 seconds and Spotlight Moment 15. Both are defensible, and the difference is a few seconds of overlap at the end of the cycle.

Two of these four are gated, which is why this is the team you grow into. Aniimo Discovery: Dazmand runs from 25 September to 8 October 2026 on the launch calendar, and AniimoSync says research points in it go toward a perfect version of the creature, which our event page cannot confirm because no reward track is published. Besauce is harder: he describes a long run of NPC trainer fights and Duxar numbers the same route at 30 Adventurer battles won. Our data carries no unlock route for either, so both are creator testing.

The best supports for Fulmintis

The best supports for Fulmintis are the ones that raise its crit rate, hand it EP, or raise Lightning damage, in that order. Duxar puts the rule better than a ranking does: read the passive and the skills, ask whether they increase the carry’s power, and ignore the element, because roughly 90% of your field time is the carry anyway. The seven the two videos recommend between them:

Dazmand

Dazmand · No.038 · Lightning Support · Nova stage

The crit support, and the one both creators put first: Thunder Sweep gives the team 12% Lightning critical rate for 20 seconds, pulls a pack together while it does it, and is usually free to cast thanks to the trait. Duxar adds that the buff scales with Dazmand’s own attack, which is why its personality and its item both want ATK, though our index publishes the base 12% and no scaling figure, so the scaling is his testing.

Dazmand's Thunder Sweep skill card: a sweeping kick with AoE damage that pulls targets in and raises the team's Lightning crit rate by 12% for 20 seconds

Besauce

Besauce · No.083 · Lightning Regen · Nova stage

The EP support, and the one that decides how long the channel lasts: Charged Geyser costs nothing and restores 15 Energy plus 0.5 per second for 12 seconds, while its Ultimate, Electric Dance Frenzy, cuts the target’s Lightning resistance by 17% for 30 seconds. Duxar attributes a Lightning resistance debuff to Dazmand’s Ultimate too, but our index puts that effect only on Besauce, and that is the version this page trusts.

Besauce's Charged Geyser skill card: restores 15 Energy, then 0.5 Energy per second for 12 seconds

Luminelle

Luminelle · No.080 · Lightning Support · Nova stage

The Lightning multiplier: Arc Surge gives any teammate receiving one of its skill buffs 25% Lightning damage for 15 seconds, Spotlight Moment adds 17% basic attack damage and 10% BREAK efficiency, and Self-Destruction leaves a field worth another 12% Lightning damage for 30 seconds. Duxar’s warning is worth keeping: these buffs multiply rather than add, so 25% and 12% together land nearer 30% than 37%.

Luminelle's Spotlight Moment skill card: Lightning teammates' basic attack damage up 17% and Break efficiency up 10% for 15 seconds

Somniwing

Somniwing · No.031 · Wind and Grass Regen · Nova stage

The other EP answer, and proof the element does not have to match: Energy Full raises max EP by 10 outright and Ethereal Light Wave gives teammates along its path 15% EP recovery for 20 seconds, with Butterfly Dance returning 22.5 EP on top. Duxar recalled that pool as going from 6 to 7 and said he was unsure, so we print the index figure instead.

Glacy

Glacy · No.016 · Water and Ice Heal · Nova stage

The healer that also buys damage: Healing Water heals every ally for 10% of Glacy’s max HP, and Glimmer Shot raises the whole team’s damage by 15% for 15 seconds with no element restriction. Its trait Water Spirit also cuts skill EP costs by 10% on water terrain, which is pleasant rather than a reason to pick it.

Rainstorm Turbo

Turbo · No.019 · Rainstorm Form · Wind and Lightning Support

The universal support, and the easiest of the seven to obtain: Nimbi Burst buys damage and BREAK efficiency in one 10 EP button and cares nothing for element, while Cloud Shield is the cheapest way to stop a 99 HP carry dying to a pattern it did not dodge. Our role picks piece makes the same case for Turbo as the best general Support in the game.

Tromber

Tromber · No.008 · Wind Support · Nova stage

The crit damage support, and the pack cleaner: Waltz is a free 17% Crit DMG for 20 seconds, which pairs with Fulmintis’ crit rate rather than competing with it. Tornado then puts a group in one place for the channel, which is the job our tier list already rates it highly for.

Tromber's Waltz skill card: 17% crit damage for 20 seconds, and with three movement-series buffs active their effects rise by 30%

For a fully built alternative, our index also files a Lightning Sanctuary squad under Gracewing, pairing Fulmintis with Blazen and Luminelle behind a healer: it is on Gracewing’s Aniidex page.

Duxar’s take: where he agrees, and where he differs

Duxar's infographic, in French: his five SSS supports for Fulmintis, Dazmand, Besauce, Luminelle, Glacy and Somniwing, with passive, main skill, secondary skill and Ultimate for each

Duxar builds the same carry from the opposite direction: instead of naming a team, he names the two stats Fulmintis needs and then ranks five supports against them. His guide is in French and runs 23 minutes, and it is the more mechanical of the two: GUIDE TEAM FULMI on his channel.

Where he agrees. His top three supports are Dazmand, Besauce and Luminelle, which is Klepto’s endgame bench exactly, and for the same reasons: crit rate, EP, then Lightning damage. Both creators also open with the same disclaimer. In Duxar’s words: it is a chill game, there is no meta, there are no bad Aniimo, only Aniimo that are stronger on certain content.

Where he differs, and it is a real difference. Duxar rates Luminelle lower for Fulmintis specifically, because its Core Skill buffs basic attack damage and BREAK efficiency, and a Fulmintis player is holding a channel rather than auto attacking. That argument is strongest in the assist-only modes below, where the Core Skill is all a support gets to cast; in ordinary play Luminelle still brings Arc Surge and its Ultimate field, which is why our own role picks piece calls it the best Support inside a Lightning squad.

His second difference is structural: whether you run a Breaker at all. Two shapes, carry plus Breaker plus two supports or carry plus three supports, and one test between them: breaking an enemy stuns it and amplifies incoming damage by 250% for 6 seconds in his beta testing, so ask whether the damage you land inside that window beats what a third support gives you across the whole fight. For a burst carry it plainly does; for Fulmintis, constant damage with a fast Ultimate, he leans toward three supports, while noting both variants are viable. Our data publishes no break amplification figure, so the 250% is his.

One principle underneath all of it, in his words: it is not compulsory to take supports or Breakers that share your carry’s element, what counts is whether their abilities increase your carry’s power. That is why Somniwing, a Wind and Grass Regen, and Tromber, a Wind Support, sit comfortably on a Lightning team.

Egg Heist and Holo Battle: why your supports change

In Egg Heist and the Holo Battle Sim your team is one main Aniimo plus three assists, and an assist can only cast one move: its Core Skill. Duxar flags this as the single most important thing to understand before picking a bench, because a support whose value sits in its Ultimate or its second skill loses most of it there.

Our Core Skills guide lists every Aniimo’s Core Skill, so what each support here can and cannot do as an assist resolves cleanly:

SupportCore Skill, the only move an assist castsWhat you lose in those modes
DazmandThunder SweepNothing that matters. The crit buff is the Core Skill
BesauceCharged GeyserNothing that matters. The EP restore is the Core Skill
LuminelleSpotlight MomentLightning Discharge’s healing and the Self-Destruction field
GlacyHealing WaterGlimmer Shot, so the team damage buff goes and only the heal remains
SomniwingEthereal Light WaveButterfly Dance, so 22.5 EP a cast
TurboNimbi BurstCloud Shield, so the buff survives and the shield does not
TromberWaltzTornado, so you keep the crit damage and lose the pull

Read down the third column and Duxar’s ranking explains itself: Dazmand and Besauce lose nothing as assists, while Glacy and Luminelle lose the half of their kit that was buying damage. It is also why a Prismatic Stone spent on the right Core Skill is worth more than it looks, which our Egg Heist explainer covers.

Gear and personalities for Fulmintis

Duxar's infographic, in French: the items to farm for Fulmintis and each support, and the potential priority order, ATK then REGEN then HP for Fulmintis

The Fulmintis held item is Ferocious Fang, and our data and Duxar arrive at it independently. The game’s own recommended build, which our index mirrors, pairs Fulmintis with Dazmand, ranks its attributes ATK first and REGEN second and equips Ferocious Fang. Every effect below comes from our held item database rather than the video:

ItemWho carries itBaseWhat it does
Ferocious FangFulmintis solo, and DazmandDamage Amp +10%An extra 0.8 ATK per level, and at Legendary another 10% Damage Amp that doubles above 15 ATK
Capacitous BatteryFulmintis, the Ultimate variantDamage Amp +10%Ultimate damage +30%, a 10% Ultimate Point refund on cast, 30% better Ultimate Point gain for 10 seconds after
Ambusher’s CloakFulmintis in a groupDamage Amp +10%25% more damage from behind or stealth, 15% crit rate on back attacks, 30% crit damage for 5 seconds after one
Spirited FeatherBesauce, Luminelle, SomniwingREGEN +10%0.8 Energy Regen per level and 10% cooldown reduction, doubled above 15 REGEN
Miraculous FleeceGlacyEnhanced Healing Effect +10%Transfers 30% of excess healing to the lowest HP Aniimo, 60% at Legendary

Duxar’s split is the useful part: Ferocious Fang solo, Capacitous Battery if you would rather lean on how fast the Ultimate returns, Ambusher’s Cloak in a premade where someone else holds aggro and you can reliably hit backs. And if you are following an older guide, runes are gone, as we documented when they were removed, so the held item is the whole equipment layer now.

Personalities

Duxar's infographic, in French: the rotation principle, longest buffs first then Fulmintis, crit buff, skill, Ultimate, and the personality priority letters

Aniimo grades every creature with a Potential band plus four personality axes that each push a stat, and Duxar’s beta testing maps the letters Fulmintis wants. Our own data describes the system, in the pre-order Q and A, but not the letter to stat mapping, so the table below is his.

SlotFulmintis wantsWhy
First letterE, for AttackThe stat the build panel also ranks first
Second letterN, for Crit RateFeeds Electro Stash, which feeds the channel
Third letterEitherDuxar’s words: we do not care
Fourth letterP for Damage Reduction, or J for HPBoth fine. It is on the field most of the fight

For a support, take the first letter matching the stat its buff scales on: Attack for Dazmand, REGEN for the energy supports. Psyche Fruits reroll a personality you do not want.

What to level first on a Fulmintis team

Spend everything on the carry first, then on the one stat that makes each support’s buff bigger. This is Duxar’s order, and it follows from his point that the carry holds the field around 90% of the time while a support is there for one button.

  1. Fulmintis Potentials and Resonances. The carry, before anything else.
  2. Fulmintis ATK and REGEN, the same two attributes the game’s own build panel ranks first and second, then HP, because it is the one taking the hits.
  3. The scaling stat of each support. Attack for Dazmand, HP for Glacy, REGEN for the energy supports. The step people skip, and the one that turns a 12% buff into a bigger one.
  4. Back to Fulmintis, for BREAK capacity and defence.
  5. The rest of the supports’ stats, last, and only once everything above is comfortable.

Who this Fulmintis build is for, and who should skip it

Take Fulmintis if you want a carry that holds the field, paralyses what it hits, and rewards stacking crit rate rather than timing a burst window. Skip it if you would rather run a Breaker-led squad that cashes a stun into one enormous hit, because that is a different build and a different rotation.

It is a strong pick on our own numbers: our DPS tier list puts Fulmintis in S tier for exactly this loop, and the site tier list carries it at the top of AniimoSync’s board, one step down on Lex’s. Where it is weakest is unbuilt: 99 HP, 66 DEF and a skill that wants you standing still is poor before the crit and EP supports exist, which is why the early team carries a shield and a healer.

Both creators end the same way, and so will we. AniimoSync: play the way you would like to play, and do not worry about the minmaxing. Duxar: there are no bad Aniimo, only Aniimo that are stronger on certain content. All of this came out of beta 3 testing on both sides and the game went live on 16 September, so treat the unlock routes and pass levels as a route rather than a contract: we will re-verify every number here against the live build.

What is the best team for Fulmintis in Aniimo?

Early on, Fulmintis with Rainstorm Turbo, Tromber and Glacy: a shield, a 6% damage and BREAK buff, 17% crit damage with a pull, and a heal on demand. At endgame AniimoSync and Klepto run an all Lightning squad of Fulmintis, Dazmand, Luminelle and Besauce, where Dazmand adds 12% Lightning crit rate, Luminelle adds Lightning damage and Besauce refills EP. Duxar keeps Dazmand and Besauce and prefers Glacy or Somniwing in the third support slot.

Is Prismana Fulmintis worth it?

For the look and the matchup, not for raw power. Our index lists Prismana Fulmintis at the same 520 attributes with the same Electro Stash trait, and the only skill difference is Enhanced Light Blade in place of Enhanced Lightning Blade, at the same 25% skill crit rate for 20 seconds. What changes is the element, listed as Light and Lightning: on our matchup chart that trades Lightning’s weakness to Ice and Earth for a weakness to Dark. Duxar rates the swap highly and quotes 25% to 50% damage taken from other elements, which our own chart does not support.

What are the best supports for Fulmintis?

Dazmand first, because Thunder Sweep gives the team 12% Lightning critical rate for 20 seconds and its trait makes that cast free. Besauce second, because Charged Geyser restores 15 Energy plus 0.5 per second for 12 seconds and its Ultimate cuts enemy Lightning resistance by 17%. Then Luminelle for 25% Lightning damage through Arc Surge, with Somniwing, Glacy, Rainstorm Turbo and Tromber all justifiable. The rule both creators use: crit rate, EP, then damage.

What is the Fulmintis rotation?

Buff first, then hold the blade. Against a single target: Turbo casts Cloud Shield, then Nimbi Burst for 6% damage and BREAK efficiency, then swap to Fulmintis for Enhanced Lightning Blade at 25% skill crit rate, then channel Lightning Blade Storm and release the Spinning Slash, which deals 100% increased damage for every three slashes accumulated. Against packs, swap to Tromber instead for Waltz and Tornado. Duxar adds that you can dash during the channel without cancelling it.

How do you get Fulmintis in Aniimo?

Fulmintis is the Season 1 seasonal Aniimo and comes from the battle pass. In Duxar’s beta testing the basic form sits at level 40 of the free track and the Prismana form at level 10 of the paid pass, with the Ultimate version granting 10 levels on purchase. Our own data does not carry the battle pass, so treat those levels as beta behaviour. Our egg list does carry the Elite Fulmintis Egg, guaranteed to hatch at Elite potential or higher, and the Prismana Fulmintis Egg.

Is Fulmintis good early game?

Yes, once you have a shield and a heal beside it. Its 130 ATK is the joint highest in the game and the crit to EP loop works from the first fight, but 99 HP and 66 DEF on a carry that stands still to channel is fragile, which is why the early team pairs it with Turbo’s Cloud Shield and Glacy’s Healing Water. It is also on the battle pass rather than in the wild, so how early you get it depends on the pass rather than on where you explore.

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