Beginner · 11 min
How to Level Up Aniimo Past Level 60 to Level 70: Ascension, Trailblazer II and III, and What It Costs
Lucky Blackat shows what really stands between level 60 and level 70: one Ascension at 5 element stones, two Trailblazer promotions, a Capability reset that now costs cards, and an experience bill of nearly 7 million per Aniimo. Here is each step on his screen, the numbers checked against the 1.1 Part 2 game data, and which quests to skip.
Video by
Lucky Blackat
The Ascension, Elite Training, shop and promotion footage on this page, and the tips credited to him, come from Lucky Blackat’s video of 31 October 2026; the costs and the EXP arithmetic are ours, from the game’s data
To level an Aniimo past 60, open its page at Lv.60 and press Ascend: it costs 5 stones of the Aniimo’s main element, such as the Blaze Stone for a Fire Aniimo, and the dialog reads Aniimo Training Level Cap Breakthrough 60 » 70. The title you hold then decides how far it climbs: Trailblazer II lets your Aniimo reach 65, Trailblazer III lets it reach 70.
That is the answer to “how do I get my Aniimo past level 60”, and Lucky Blackat puts the whole chain in one sentence at 0:11: “you actually have to do a breakthrough on level 60 and have at least Trailblazer 3”. His video of 31 October 2026 is the practical side of the 1.1 Part 2 cap. This page follows it step by step and adds the bill he does not total: the EXP, the Growth items, the evolutions that now sit behind Ascension and the reset cards. For every cap from Student I to Trailblazer III, read our level cap table; it is not repeated here.
Figures from the game’s own data files, build 1.1.3846247 (1.1 Part 2), checked on 2 November 2026. Quotes and numbers read off his screen carry the video timestamp.
How do you level an Aniimo past level 60?
Three gates stand between Lv.60 and Lv.70, and they come in this order: an Ascension for the Aniimo, Trailblazer II for a cap of 65, Trailblazer III for a cap of 70. The first is paid in stones and takes a minute. The other two are promotions you earn in Elite Training, the same system as every cap below 60.
| Gate | What you do | What it costs | What it opens |
|---|---|---|---|
| Ascension | Press Ascend on an Aniimo at Lv.60 | 5 stones of its main element, once | The Aniimo can be levelled beyond 60 |
| Trailblazer II | Be level 60, clear four Whisperwake Chapter One quests, win the assessment duel | Elite Training quests, no items | Aniimo cap 65 |
| Trailblazer III | Be level 65, clear four Chapter Two quests, win the duel against Lainey | Elite Training quests, no items | Your cap and your Aniimo cap 70 |
| Every level after | Feed Growth items on the Aniimo page | About 6.9 million EXP for 60 to 70 | Level 70 |
He lists the titles at 0:15: Trailblazer I “from completing the last region”, Trailblazer II for 65, Trailblazer III for 70, and to take that last one “you at least have to be on level 65 of your trainer”. The game agrees, and the title table is in the level cap article: a Trailblazer I is capped at 65 yourself and 60 for your Aniimo, which is why the Ascension alone does not get you to 70.
The one step that is new for everybody is the first. The steps, in order:
- Have the Aniimo at Lv.60 and 5 stones of its main element in the bag.
- Open the Aniimo screen, select it and press Ascend, where the button used to read Level Up.
- Read the dialog, then Confirm.
- Hold the title for the level you want, 65 or 70.
- Feed it Growth items until the cap.
What Ascension costs and where the stones come from
Ascension costs 5 stones of the Aniimo’s main element, once, at level 60; the stone’s own card says to get it by defeating Alphas. He says it at 2:16, “five of the essence of whatever element” the Aniimo is, and the dialog he opens at 2:22 shows it: a Blaze Stone with 17 owned against 5 needed. The client table agrees: level 60 is the only row of the Aniimo experience table that carries a stone cost, and the number is 5. No other row of that table carries a stone cost, so we read it as a single Ascension, not one per five levels.
Which stone depends on the element, and the client keeps one per element:
| Main element | Ascension stone |
|---|---|
| Fire | Blaze Stone |
| Water | Wave Stone |
| Wind | Gust Stone |
| Ice | Freeze Stone |
| Lightning | Roar Stone |
| Earth | Loam Stone |
| Grass | Sprout Stone |
| Dark | Night Stone |
| Light | Light Stone, which the client lists as claimed on reaching a required level, not dropped by Alphas |
Eight of the nine are listed with Defeat Alphas as their source, the same Alphas that gate evolutions, so the stones you need to ascend are the ones you farm anyway; the Alpha first-clear rewards are covered in our levelling route. The Stamp Shop on his screen also lists Flux Crystal at 30 Stamps, sold out for him (1:50). Our materials calculator treats Flux Crystal as a stand-in for every stone but the Light Stone in evolutions and Resonance. Whether the Ascension dialog accepts it we have not seen on screen, so do not buy it for that on our word.
How much EXP does an Aniimo need from 60 to 70?
An Aniimo needs 6,925,296 EXP to go from level 60 to 70: 1,925,854 for the first five levels and 4,999,442 for the last five, 2.6 times as much. That is our arithmetic from the game’s Aniimo experience table, which the materials calculator reads too. Each row is what it takes to leave that level.
| Stretch | EXP | Growth Fruits (25,000 EXP each) | Credits at 20,000 a Fruit |
|---|---|---|---|
| Level 1 to 60 | 2,318,063 | 93 | 1,860,000 |
| 60 to 65 (Trailblazer II cap) | 1,925,854 | 78 | 1,560,000 |
| 65 to 70 (Trailblazer III cap) | 4,999,442 | 200 | 4,000,000 |
| 60 to 70 | 6,925,296 | 278 | 5,560,000 |
The Growth items are three: Growth Bud at 1,000 EXP, Growth Flower at 5,000 and Growth Fruit at 25,000. The Credit Shop sells them at 800, 4,000 and 20,000 Credits, so the price per EXP is flat and the Fruit column is the whole bill if you bought only Fruits. In practice you will not: the items also come from Elite Training, chests, Home Production, the Companion Handbook and from releasing Aniimo, which the client lists as a source of Buds and Flowers. The screen he closes on, at 8:35, is the Use EXP item dialog for his Helion at Lv. 66/70, with the Bud, Flower and Fruit side by side.
Do the sum before you pick who to take to 70. Nearly 7 million EXP is more than the 2.3 million it took to reach 60 in the first place, per Aniimo, so a squad of four at 70 is a long project and not a weekend. The calculator lets you set the start and target level and prices the Fruits for you.
Why an Aniimo under level 61 is the expensive one
Many of the new Whisperwake evolutions ask for level 62 or more, so an Aniimo hatched at level 1 must be levelled to 60, ascended, and levelled again before it can evolve. Lucky Blackat makes the point at 2:41 with an egg-hatched Aniimo at level 1: “I need to push it to level 60, and then I need to also ascend it to be able to probably evolve it, cuz usually it’s going to require level 62”. The screen at 3:12 bears him out for Sugarfish: the evolution page for Sugarslime reads Evolution Criteria: Aniimo reaches Lv. 62.
The evolutions in our data that sit past 60, with what they cost on top of the levelling:
| Evolution | Level | Item | EXP from level 1 | Fruits and Credits |
|---|---|---|---|---|
| Sugarfish to Sugartini or Sugarslime | 62 | Freeze Stone | 2,863,329 | 115 Fruits, 2,300,000 Credits |
| Salabask to Crocobask | 62 | Sprout Stone | ||
| Lilipole to Scrubbit | 62 | Wave Stone | ||
| Puffby to Buffby or Royalby | 62 | Gust Stone and Hearty Honeybrew | ||
| Saws to Whirlbite | 64 | Wave Stone | 3,705,139 | 149 Fruits, 2,980,000 Credits |
| Prawnch to Jabster | 64 | Freeze Stone | ||
| Jeglid to Jeburst | 66 | Wave Stone | 4,929,930 | 198 Fruits, 3,960,000 Credits |
Add one Ascension, 5 stones of the first form’s element, to each row. His advice at 3:12 is the cheap way round: “ideally, what you want to do is just grab it on the wild from around like higher level than 61, so it’s already through the breakthrough”. The screen supports the idea. His caught Whirlbite sits at Lv.65 and its button reads Level Up, with no Ascend in sight, though he does not say where he caught it.
The other route is not his. Wurps shows a free Ascension trick, inheriting the level of a same-family Aniimo already above 60, and it is written up in our Egg Heist PvP meta article; Lucky Blackat does not use it.
Capability resets now cost cards, so build before you level
For Aniimo at level 60 and above, resetting Capability Awakening costs a Capability Reset Card, which the Season shop sells at 25 Stamps each. His warning at 1:26 is the one to heed: be careful before you start upgrading anything, “because after level 60, if you want to reset anything … you’re going to have to actually pay tickets”. The card, on his screen at 1:50, reads Use it to reset Capability Awakening for Aniimo Lv. 60 and above, lists Stamp Shop as where to get it and sits at 25 Stamps, with 2,975 shown as his balance beside the currency icon.
The update notice calls it the Potential Reset Card; the client and the shop say Capability Reset Card, and so do we. He adds that a full reset can take “something like 20 to 25 to like 55 or 60” cards “if I’m not mistaken”. We did not find a card count per reset in the client’s tables, so that stays his estimate; at 25 Stamps a card it would be a serious Stamp bill. The Ascension dialog states the same trade-off: After Ascension, Aniimo can go beyond level 60, but Capability resets will cost more. Settle the build first; our Capability Awakening guide shows which stats matter.
How to reach Trailblazer II and III, and which quests to skip
Open Elite Training with F3, clear four quests of the Whisperwake chapter for the first promotion and four more for the second, and skip the two that cost resources. He says it at 3:30: on the second area “you only have two of those”, four quests lift the cap to 65, and four more lift it from 65 to 70. The full list of what each promotion asks is in the level cap article; this is the route he takes through it.
Chapter One is Trailblazer II. The quest he leaves is Nurture the ecosystem in the Whisperwake Isles a total of 20 times, which he calls “train 20 times” and counts among the two walled by time or resources. The others are quick, in his words: have a Resonance Tier 6 Aniimo, fight three Pathfinder Challenges on the islands, visit the Waters’ Confluence, and earn the Crescent Bay Bronze badge. His challenge at 4:26 is Fina’s Dewple at Lv.61, fought with a squad of 60s; he says the challenges are plentiful around the islands and “pretty easy”,.
Chapter Two is Trailblazer III and takes more patience. The second quest he skips is the one that asks for 2 Prismana Aniimo on the Whisperwake Isles, 0/2 on his screen. What he does clear: the Cloudreach Falls badge, a visit to the Land of Raging Currents, and Infuse energy into the Branch in the Whisperwake Isles a total of 20 times, which he completes at 20/20.
One disagreement. He describes the infusion quest as finding “the 20 Lumi embers on the map”, and adds that each pickup gives 200 XP to your trainer level. The screen reads Infuse energy into the Branch, and the item is Lumin Amber; the 200 per pickup is his figure, the same one Lex gives in our levelling route, and we cannot see it in a client panel.
The last quest is the one he says traps people, and it is a clean one: Complete the Honey Hidden in the Heart Journey Quest series [4/4], four side quests across Skytear Rift. His fix at 5:44 is to open the quest log, press V, pick a green side quest and click the grey area, which shows where the NPC or the objective is.
Then the promotion itself. At 7:21 the Log shows Promotion · Mastery of Rhythm: my target is Lainey at the Boomblast Arena, for +10 Report Cards and World Aniimo Level Up. The duel at 7:52 is against Lainey’s Taily at Lv.65. Its rewards and the rematch are in the level cap article.
How long does your own level take, 60 to 70?
From level 60 to level 70 your trainer level asks for 1,050,000 Safaris in total: 275,000 to reach 65, then 775,000 more to reach 70. That is our reading of the player experience table, where each row is the Safaris to move up one level, and Safaris is the account experience the game pays from quests, not battles.
The dailies are the base, and he is open that the climb is slow: “it’s just a paywall … not a paywall, but something that is walled by time”, with around 3,000 XP a day from dailies at 1:03. The Daily Activity header on his screen at 1:06 reads Obtained Today 2400/2400 EXP and 1200/1200 Credits, the 3,000 ceiling being the one Lex measured in the menu guide. At 3,000 a day, dailies alone would take 350 days; the rest has to come from Core Courses quests at 1,500 EXP a card on his screen, side quests, the contests on the map, first-time Holo-Battle Sim rewards and Lumin Amber.
The verdict: no need to rush
Level 70 is a long project priced in time, not a gate you can buy past in one evening, and Lucky Blackat’s own advice is to take it slowly. His reasoning at 6:46 is that PvP is “balanced”, so your strength does not decide it, and that new content is about 30 days away or more. Those are his readings, not the game’s. Our own advice from the numbers: ascend only the Aniimo you will take to 70, decide their Capability build before the reset cards come into it, and farm Alphas for stones while you level.
Sources
- Lucky Blackat: Aniimo Leveling Explained! How to Reach Level 70 (YouTube, 31 October 2026)
- Lucky Blackat on YouTube
- Aniimo: Season 1 "Departure with the Wind: Part 2" Update Notice (aniimo.com, 27 October 2026), Raising System Adjustments
- The game’s own data files, build 1.1.3846247 (1.1 Part 2): the Aniimo experience table, the Ascension stone cost and element stones, the title table, the player experience table, the Growth item values and shop prices, the Season shop, the evolution levels
- Aniimo level cap: every cap from 25 to 70 and how to raise it
- Aniimo materials calculator
