Every Aniimo carries exactly one Trait, a passive effect that is always live while the creature is fighting. Traits are the clearest signal of what a creature is actually for, more so than its battle role label, because the trait text names the specific condition it pays out on.
There are 55 distinct trait entries across the 94 published creatures. Traits are shared within an evolution line more often than not, so a line usually keeps the same trait from its base form through to its final stage.
Traits are also where elemental weakness surfaces. Several of them pay out extra damage "to enemies weak to your element", which confirms that a weakness relationship exists between elements, even though no chart of those relationships has been published.
All Traits
Trait | Effect | Carried By |
|---|---|---|
Air Superiority | Increases critical rate by 20% while flying. | |
Appeal | When entering battle, if the team has an opposite-sex Susuta family member, increases own BREAK efficiency by 30% for 15s. Cooldown: 20s. | |
Arc Surge | Teammates who receive this Aniimo's skill buff also gain 25% Lightning damage for 15s. | |
Band Member | When switching Aniimo in battle, restores 12.5 EP to the next Chirpi family member switched in. Triggers once every 20s at most. | |
Battle Fervor | Defeating a target grants 1 stack of Battlelust, increasing damage by 25% for 20s. Stacks up to 2 times. | |
Biting Wind | When dealing damage to targets with more than 5 stacks of [Ice Debuff], increases critical rate of that damage by 15%. | |
Blazing Flames | Always has 20 stacks of [Fire Debuff]. [Trick Fire Ring] applies 4 stacks of [Fire Debuff], while [Fire Orb] applies 3 stacks of [Fire Debuff]. | |
Bloodthirst | For every 1% HP lost, increases damage by 0.8%, up to 48%. | |
Bubble | Every 12s, enters Bathing. The next skill cast creates a puddle. | |
Bubble Energy | Automatically restores 1 [Bubble Energy] every 3s. Each time this Aniimo’s skill deals damage to a target, restores an extra 3. Stores up to 10. Casting [Baa-Baa Healbubb] consumes 10 to restore an extra 12%. | |
Counter Strike | After being attacked, increases BREAK efficiency by 30% for 10s. | |
Counting Sheep | Every 10s, the next skill applies 1 stack of [Drowsiness] to the target. At 3 stacks, the target enters [Nightmare] for 20s. Targets in [Nightmare] have their Dark Resistance reduced by 17% and cannot move or cast skills for 3s. Taking damage removes the control effect. | |
Dangerous Fragrance | When a skill deals damage to a target, reduces the target's Dark Resistance by 7% for 20s. | |
Disco Aniimo | While on grass, damage increases by 20%. After entering battle, each skill hit grants 1 [Dance Power]. At 24, the next skill costs no EP. | |
Earth Affinity | While in [Tunneling] state, can cast skills and deals 30% extra BREAK. | |
Electro Stash | Restores 4 EP when a skill lands a critical hit. | |
Energized | For every 1,000 max HP, increases BREAK damage by 2%. | |
Energy Full | Increases max EP by 10. | |
Flutter Heal | When entering battle as the active Aniimo, increases healing by 20%. If off field, appears as a phantom. When other Aniimo cast skills or Ultimates, restores HP equal to 0.5% of max HP. | |
Frostbite Sunder | Basic attacks apply [Ice Debuff]. Deals 35% extra BREAK to targets with more than 5 stacks of [Ice Debuff]. | |
Full Energy | After using 8 basic attacks in battle, Inferlupa enters Full Energy, enhancing its next skill. Damage dealt by that skill is treated as basic attack damage. | |
Gachapon | Each basic attack and skill triggers the gacha once, randomly firing an orange, purple, blue, or gold bubble and adding that bubble color to the gacha slots. Gold bubbles have a 1% chance to appear, while each other color has a 33% chance to appear. When the slots hold 5 bubbles of the same color, or when a gold bubble appears, all bubbles are cleared and [Jackpot] begins for 10s. In [Jackpot], basic attacks and skills no longer trigger the gacha and always fire Rainbow Bubbles. Basic attack damage +60%. | |
Grand Sorcerer | For 5s after using a skill, basic attack hits deal additional damage equal to 5 Might. | |
Guardbreak Resonance | Increases BREAK by 0. | |
Hard Winter | After casting 3 skills, enhances the next skill used during Icebreaker and adds an extra effect.When HP is below 75%, increases BREAK efficiency by 20%. When HP is below 50%, increases BREAK efficiency by 40%. | |
Judgment Storm | When a skill applies a debuff to a target, Wind damage for the whole team increases by 20% for 15s. | |
Lunar Power | When not attacking with an advantageous element, final damage increases by 20%.Casting a skill or Ultimate grants 4 stacks of [Silver Moon Mark]. Each basic attack hit consumes 1 stack, deals 100% extra damage, and restores 0.5% HP. | |
Overcharged Coral | When entering battle, restores 2.5 EP for each Earth-type Aniimo on the team. Cooldown: 15s. | |
Overloaded Engine | Moving and using skills builds Overload Energy. When Overload Energy is full, the next skill gains 40% bonus damage. | |
Overloaded Engine | Moving and using skills builds [Overload Energy]. When fully charged, the next skill deals 40% extra damage and immediately brings [Sandstorm Spin] to maximum speed. | |
Phantom Opening | When a teammate deals basic attack damage, gains 1 stack of [Rose Mark], up to 10 stacks. Each stack of [Rose Mark] reduces Melloblum's EP cost by 3. | |
Potent Erosion | When a skill or Ultimate hits a target, reduces the target’s Earth Resistance by 2%. Stacks up to 5 times and lasts 10s. | |
Power of Fire | Deals 40% extra damage to enemies with more than 5 stacks of Fire Debuff. | |
Power of Nature | While off field, creates a patch of grass under a teammate after they cast 3 skills. | |
Power Surge | When casting a skill with less than 20 EP, restores 2.5 EP. | |
Power Sustain | After skills land 6 critical hits, becomes [Overcharged], immediately gaining a shield equal to 5% HP. All skills cost 12 less EP, but UP cannot be gained. Lasts 6s. | |
Prank | Every 18s, the next skill applies [Curse] to enemies hit for 10s. Dark basic attacks restore 0.25 EP when hitting enemies with [Curse]. | |
Prank Master | Increases BREAK damage by % for every 21,000 max HP. Upon entering battle, summons 1 Hummin to assist. An additional Hummin is summoned every 10s, up to a maximum of 3. | |
Pursuit | Deals 30% extra damage to targets affected by control effects or BREAK. | |
Pyro Charge | After spending a total of EP, gains [Pyro Charge]. Every 502s, applies 1 stack of Fire Debuff to nearby targets for 10s. | |
Radiant Charm | Increases Water damage by12% for all opposite-sex Aniimo on the team. | |
Raging Rampage | Builds [Rage] during battle. Basic attacks grant 2 points, every 10 EP spent on skills grants 10, and taking damage grants 2. At 100 points, enters the [Enraged] state.[Enraged] increases ATK Speed and own skill damage by 30%, increases the EP recovery rate by 25%, and prevents [Rage] gain. Lasts 20s. | |
Rock Empowerment | [Rock Piles] created by Bouldus can be destroyed by Waleetle's [Stone Ball Drift], releasing shock waves and applying [Disintegration] to the target.[Disintegration]: Each stack reduces Earth Resistance by 3%% and Movement Speed by 5% for 20s. Stacks up to 6 times. | |
Scorching Flames | Increases damage dealt to enemies weak to your element by 15%. | |
Shrouded in Mist | After using 6 basic attacks, enters [Shrouded in Mist] state. Casting a skill consumes this state to enhance the skill's effects. | |
Solar Grace | When not attacking with an advantageous element, final damage increases by 20%. Every 4 basic attacks grants [Solar Halo], enhancing the next skill. | |
Spotlight Moment | The first skill this Aniimo uses within 5s of entering battle does not consume EP. Cooldown: 17s. | |
Stealth | Skills build Momentum when they deal damage, up to 6 stacks. Momentum gain is doubled during tunneling. At max stacks, increases BREAK efficiency by 30% for 15s. | |
Sword Dance | Each skill used grants 1 stack of [Sword Dance], up to 4 stacks, lasting 15s. Each basic attack costs 1 stack of [Sword Dance] to deal 180% extra damage. | |
Thunderbond | When this Aniimo's attack hits a target, it gains 1 stack of [Thunderbond]. At 30 stacks, it enters the [Thunderwing Stance] when using its next skill or Ultimate. Lasts 10s. | |
Tidal Heart | While in water terrain or after absorbing water, increases Water damage by 20% for 10s. | |
Tidal Heart | While in water terrain or after absorbing water, increases Water damage by 20% for 20s. | |
Tuning | Each skill cast grants 1 stack of [Volume], up to 6 stacks. At 6 stacks of [Volume], increases critical rate by 15% for 15s. | |
Victory Concerto | While shielded, BREAK efficiency +40%.When triggering BREAK, plays [Concerto], reducing the whole team's stamina cost by 30%.When you have 3 Movement-series buffs, increases all Movement effects by 30%. | |
Water Spirit | While in water terrain, reduces the EP cost of all skills by 10%. |
Trait By Creature
The same data sorted by dex number, for looking up a single creature quickly.
Image | No. | Aniimo | Element | Role | Trait | Effect |
|---|---|---|---|---|---|---|
| 001 | Fire | DPS | Scorching Flames | Increases damage dealt to enemies weak to your element by 15%. | |
| 002 | Fire | DPS | Scorching Flames | Increases damage dealt to enemies weak to your element by 15%. | |
| 003 | Fire | DPS | Scorching Flames | Increases damage dealt to enemies weak to your element by 15%. | |
| 004 | Fire / Dark | Break | Full Energy | After using 8 basic attacks in battle, Inferlupa enters Full Energy, enhancing its next skill. Damage dealt by that skill is treated as basic attack damage. | |
| 005 | Dark | DPS | Grand Sorcerer | For 5s after using a skill, basic attack hits deal additional damage equal to 5 Might. | |
| 006 | Dark | DPS | Grand Sorcerer | For 5s after using a skill, basic attack hits deal additional damage equal to 5 Might. | |
| 007 | Wind | Support | Band Member | When switching Aniimo in battle, restores 12.5 EP to the next Chirpi family member switched in. Triggers once every 20s at most. | |
| 008 | Wind | Support | Band Member | When switching Aniimo in battle, restores 12.5 EP to the next Chirpi family member switched in. Triggers once every 20s at most. | |
| 009 | Wind | DPS | Air Superiority | Increases critical rate by 20% while flying. | |
| 010 | Wind | Break | Victory Concerto | While shielded, BREAK efficiency +40%.When triggering BREAK, plays [Concerto], reducing the whole team's stamina cost by 30%.When you have 3 Movement-series buffs, increases all Movement effects by 30%. | |
| 011 | Grass | DPS | Disco Aniimo | While on grass, damage increases by 20%. After entering battle, each skill hit grants 1 [Dance Power]. At 24, the next skill costs no EP. | |
| 012 | Grass | DPS | Disco Aniimo | While on grass, damage increases by 20%. After entering battle, each skill hit grants 1 [Dance Power]. At 24, the next skill costs no EP. | |
| 014 | Water | Heal | Water Spirit | While in water terrain, reduces the EP cost of all skills by 10%. | |
| 015 | Water | Heal | Water Spirit | While in water terrain, reduces the EP cost of all skills by 10%. | |
| 016 | Water / Ice | Heal | Water Spirit | While in water terrain, reduces the EP cost of all skills by 10%. | |
| 017 | Grass / Water | Energy | Power of Nature | While off field, creates a patch of grass under a teammate after they cast 3 skills. | |
| 018 | Wind | Support | Shrouded in Mist | After using 6 basic attacks, enters [Shrouded in Mist] state. Casting a skill consumes this state to enhance the skill's effects. | |
| 019 | Wind | Support | Shrouded in Mist | After using 6 basic attacks, enters [Shrouded in Mist] state. Casting a skill consumes this state to enhance the skill's effects. | |
| 020 | Dark | Support | Counting Sheep | Every 10s, the next skill applies 1 stack of [Drowsiness] to the target. At 3 stacks, the target enters [Nightmare] for 20s. Targets in [Nightmare] have their Dark Resistance reduced by 17% and cannot move or cast skills for 3s. Taking damage removes the control effect. | |
| 021 | Grass | Break | Energized | For every 1,000 max HP, increases BREAK damage by 2%. | |
| 022 | Dark / Grass | Energy | Prank | Every 18s, the next skill applies [Curse] to enemies hit for 10s. Dark basic attacks restore 0.25 EP when hitting enemies with [Curse]. | |
| 023 | Grass | Break | Prank Master | Increases BREAK damage by % for every 21,000 max HP. Upon entering battle, summons 1 Hummin to assist. An additional Hummin is summoned every 10s, up to a maximum of 3. | |
| 024 | Rock / Grass | Break | Stealth | Skills build Momentum when they deal damage, up to 6 stacks. Momentum gain is doubled during tunneling. At max stacks, increases BREAK efficiency by 30% for 15s. | |
| 025 | Rock / Grass | Break | Stealth | Skills build Momentum when they deal damage, up to 6 stacks. Momentum gain is doubled during tunneling. At max stacks, increases BREAK efficiency by 30% for 15s. | |
| 026 | Ice | Break | Frostbite Sunder | Basic attacks apply [Ice Debuff]. Deals 35% extra BREAK to targets with more than 5 stacks of [Ice Debuff]. | |
| 027 | Fire | Energy | Blazing Flames | Always has 20 stacks of [Fire Debuff]. [Trick Fire Ring] applies 4 stacks of [Fire Debuff], while [Fire Orb] applies 3 stacks of [Fire Debuff]. | |
| 028 | Fire | Energy | Blazing Flames | Always has 20 stacks of [Fire Debuff]. [Trick Fire Ring] applies 4 stacks of [Fire Debuff], while [Fire Orb] applies 3 stacks of [Fire Debuff]. | |
| 029 | Wind | Heal | Flutter Heal | When entering battle as the active Aniimo, increases healing by 20%. If off field, appears as a phantom. When other Aniimo cast skills or Ultimates, restores HP equal to 0.5% of max HP. | |
| 030 | Wind | Heal | Flutter Heal | When entering battle as the active Aniimo, increases healing by 20%. If off field, appears as a phantom. When other Aniimo cast skills or Ultimates, restores HP equal to 0.5% of max HP. | |
| 031 | Wind / Grass | Energy | Energy Full | Increases max EP by 10. | |
| 032 | Wind | Support | Judgment Storm | When a skill applies a debuff to a target, Wind damage for the whole team increases by 20% for 15s. | |
| 033 | Wind | Support | Judgment Storm | When a skill applies a debuff to a target, Wind damage for the whole team increases by 20% for 15s. | |
| 034 | Grass | DPS | Sword Dance | Each skill used grants 1 stack of [Sword Dance], up to 4 stacks, lasting 15s. Each basic attack costs 1 stack of [Sword Dance] to deal 180% extra damage. | |
| 035 | Grass | DPS | Sword Dance | Each skill used grants 1 stack of [Sword Dance], up to 4 stacks, lasting 15s. Each basic attack costs 1 stack of [Sword Dance] to deal 180% extra damage. | |
| 036 | Grass | Support | Phantom Opening | When a teammate deals basic attack damage, gains 1 stack of [Rose Mark], up to 10 stacks. Each stack of [Rose Mark] reduces Melloblum's EP cost by 3. | |
| 037 | Grass | Break | Tuning | Each skill cast grants 1 stack of [Volume], up to 6 stacks. At 6 stacks of [Volume], increases critical rate by 15% for 15s. | |
| 038 | Electric | Support | Spotlight Moment | The first skill this Aniimo uses within 5s of entering battle does not consume EP. Cooldown: 17s. | |
| 039 | Grass | Break | Tuning | Each skill cast grants 1 stack of [Volume], up to 6 stacks. At 6 stacks of [Volume], increases critical rate by 15% for 15s. | |
| 040 | Dark | Support | Dangerous Fragrance | When a skill deals damage to a target, reduces the target's Dark Resistance by 7% for 20s. | |
| 041 | Dark | Support | Dangerous Fragrance | When a skill deals damage to a target, reduces the target's Dark Resistance by 7% for 20s. | |
| 042 | Dark | DPS | Battle Fervor | Defeating a target grants 1 stack of Battlelust, increasing damage by 25% for 20s. Stacks up to 2 times. | |
| 043 | Dark | DPS | Battle Fervor | Defeating a target grants 1 stack of Battlelust, increasing damage by 25% for 20s. Stacks up to 2 times. | |
| 044 | Electric | DPS | Electro Stash | Restores 4 EP when a skill lands a critical hit. | |
| 045 | Ice | DPS | Biting Wind | When dealing damage to targets with more than 5 stacks of [Ice Debuff], increases critical rate of that damage by 15%. | |
| 046 | Ice | DPS | Biting Wind | When dealing damage to targets with more than 5 stacks of [Ice Debuff], increases critical rate of that damage by 15%. | |
| 047 | Ice | DPS | Biting Wind | When dealing damage to targets with more than 5 stacks of [Ice Debuff], increases critical rate of that damage by 15%. | |
| 048 | Electric | Break | Power Sustain | After skills land 6 critical hits, becomes [Overcharged], immediately gaining a shield equal to 5% HP. All skills cost 12 less EP, but UP cannot be gained. Lasts 6s. | |
| 049 | Electric | Break | Power Sustain | After skills land 6 critical hits, becomes [Overcharged], immediately gaining a shield equal to 5% HP. All skills cost 12 less EP, but UP cannot be gained. Lasts 6s. | |
| 050 | Water | Break | Appeal | When entering battle, if the team has an opposite-sex Susuta family member, increases own BREAK efficiency by 30% for 15s. Cooldown: 20s. | |
| 051 | Water | Break | Appeal | When entering battle, if the team has an opposite-sex Susuta family member, increases own BREAK efficiency by 30% for 15s. Cooldown: 20s. | |
| 052 | Water | Support | Radiant Charm | Increases Water damage by12% for all opposite-sex Aniimo on the team. | |
| 053 | Water | Break | Appeal | When entering battle, if the team has an opposite-sex Susuta family member, increases own BREAK efficiency by 30% for 15s. Cooldown: 20s. | |
| 054 | Water | DPS | Tidal Heart | While in water terrain or after absorbing water, increases Water damage by 20% for 10s. | |
| 055 | Water | DPS | Tidal Heart | While in water terrain or after absorbing water, increases Water damage by 20% for 10s. | |
| 056 | Water | DPS | Tidal Heart | While in water terrain or after absorbing water, increases Water damage by 20% for 20s. | |
| 057 | Rock | DPS | Overloaded Engine | Moving and using skills builds Overload Energy. When Overload Energy is full, the next skill gains 40% bonus damage. | |
| 058 | Rock | DPS | Overloaded Engine | Moving and using skills builds [Overload Energy]. When fully charged, the next skill deals 40% extra damage and immediately brings [Sandstorm Spin] to maximum speed. | |
| 059 | Rock | Support | Rock Empowerment | [Rock Piles] created by Bouldus can be destroyed by Waleetle's [Stone Ball Drift], releasing shock waves and applying [Disintegration] to the target.[Disintegration]: Each stack reduces Earth Resistance by 3%% and Movement Speed by 5% for 20s. Stacks up to 6 times. | |
| 060 | Electric | DPS | Thunderbond | When this Aniimo's attack hits a target, it gains 1 stack of [Thunderbond]. At 30 stacks, it enters the [Thunderwing Stance] when using its next skill or Ultimate. Lasts 10s. | |
| 061 | Electric | DPS | Thunderbond | When this Aniimo's attack hits a target, it gains 1 stack of [Thunderbond]. At 30 stacks, it enters the [Thunderwing Stance] when using its next skill or Ultimate. Lasts 10s. | |
| 062 | Dark | Break | Guardbreak Resonance | Increases BREAK by 0. | |
| 063 | Dark | DPS | Pursuit | Deals 30% extra damage to targets affected by control effects or BREAK. | |
| 064 | Dark | Break | Guardbreak Resonance | Increases BREAK by 0. | |
| 065 | Wind | Break | Counter Strike | After being attacked, increases BREAK efficiency by 30% for 10s. | |
| 066 | Wind | Break | Counter Strike | After being attacked, increases BREAK efficiency by 30% for 10s. | |
| 067 | Wind | Break | Counter Strike | After being attacked, increases BREAK efficiency by 30% for 10s. | |
| 068 | Fire | DPS | Power of Fire | Deals 40% extra damage to enemies with more than 5 stacks of Fire Debuff. | |
| 069 | Rock | DPS | Raging Rampage | Builds [Rage] during battle. Basic attacks grant 2 points, every 10 EP spent on skills grants 10, and taking damage grants 2. At 100 points, enters the [Enraged] state.[Enraged] increases ATK Speed and own skill damage by 30%, increases the EP recovery rate by 25%, and prevents [Rage] gain. Lasts 20s. | |
| 070 | Rock | DPS | Raging Rampage | Builds [Rage] during battle. Basic attacks grant 2 points, every 10 EP spent on skills grants 10, and taking damage grants 2. At 100 points, enters the [Enraged] state.[Enraged] increases ATK Speed and own skill damage by 30%, increases the EP recovery rate by 25%, and prevents [Rage] gain. Lasts 20s. | |
| 071 | Rock | Break | Earth Affinity | While in [Tunneling] state, can cast skills and deals 30% extra BREAK. | |
| 072 | Fire / Rock | Break | Pyro Charge | After spending a total of EP, gains [Pyro Charge]. Every 502s, applies 1 stack of Fire Debuff to nearby targets for 10s. | |
| 073 | Fire / Rock | Break | Pyro Charge | After spending a total of EP, gains [Pyro Charge]. Every 502s, applies 1 stack of Fire Debuff to nearby targets for 10s. | |
| 074 | Rock | Break | Earth Affinity | While in [Tunneling] state, can cast skills and deals 30% extra BREAK. | |
| 075 | Rock | Break | Earth Affinity | While in [Tunneling] state, can cast skills and deals 30% extra BREAK. | |
| 076 | Rock | Support | Potent Erosion | When a skill or Ultimate hits a target, reduces the target’s Earth Resistance by 2%. Stacks up to 5 times and lasts 10s. | |
| 077 | Rock | Support | Potent Erosion | When a skill or Ultimate hits a target, reduces the target’s Earth Resistance by 2%. Stacks up to 5 times and lasts 10s. | |
| 078 | Electric | Support | Arc Surge | Teammates who receive this Aniimo's skill buff also gain 25% Lightning damage for 15s. | |
| 079 | Electric | Support | Arc Surge | Teammates who receive this Aniimo's skill buff also gain 25% Lightning damage for 15s. | |
| 080 | Electric | Support | Arc Surge | Teammates who receive this Aniimo's skill buff also gain 25% Lightning damage for 15s. | |
| 081 | Water | Energy | Bubble | Every 12s, enters Bathing. The next skill cast creates a puddle. | |
| 082 | Water | Energy | Bubble | Every 12s, enters Bathing. The next skill cast creates a puddle. | |
| 083 | Electric | Energy | Power Surge | When casting a skill with less than 20 EP, restores 2.5 EP. | |
| 084 | Rock / Water | Energy | Overcharged Coral | When entering battle, restores 2.5 EP for each Earth-type Aniimo on the team. Cooldown: 15s. | |
| 085 | Rock / Water | Energy | Overcharged Coral | When entering battle, restores 2.5 EP for each Earth-type Aniimo on the team. Cooldown: 15s. | |
| 086 | Ice | Break | Hard Winter | After casting 3 skills, enhances the next skill used during Icebreaker and adds an extra effect.When HP is below 75%, increases BREAK efficiency by 20%. When HP is below 50%, increases BREAK efficiency by 40%. | |
| 087 | Ice | Break | Hard Winter | After casting 3 skills, enhances the next skill used during Icebreaker and adds an extra effect.When HP is below 75%, increases BREAK efficiency by 20%. When HP is below 50%, increases BREAK efficiency by 40%. | |
| 088 | Grass / Water | Heal | Bubble Energy | Automatically restores 1 [Bubble Energy] every 3s. Each time this Aniimo’s skill deals damage to a target, restores an extra 3. Stores up to 10. Casting [Baa-Baa Healbubb] consumes 10 to restore an extra 12%. | |
| 089 | Grass / Water | Heal | Bubble Energy | Automatically restores 1 [Bubble Energy] every 3s. Each time this Aniimo’s skill deals damage to a target, restores an extra 3. Stores up to 10. Casting [Baa-Baa Healbubb] consumes 10 to restore an extra 12%. | |
| 090 | Water | DPS | Gachapon | Each basic attack and skill triggers the gacha once, randomly firing an orange, purple, blue, or gold bubble and adding that bubble color to the gacha slots. Gold bubbles have a 1% chance to appear, while each other color has a 33% chance to appear. When the slots hold 5 bubbles of the same color, or when a gold bubble appears, all bubbles are cleared and [Jackpot] begins for 10s. In [Jackpot], basic attacks and skills no longer trigger the gacha and always fire Rainbow Bubbles. Basic attack damage +60%. | |
| 091 | Water | DPS | Gachapon | Each basic attack and skill triggers the gacha once, randomly firing an orange, purple, blue, or gold bubble and adding that bubble color to the gacha slots. Gold bubbles have a 1% chance to appear, while each other color has a 33% chance to appear. When the slots hold 5 bubbles of the same color, or when a gold bubble appears, all bubbles are cleared and [Jackpot] begins for 10s. In [Jackpot], basic attacks and skills no longer trigger the gacha and always fire Rainbow Bubbles. Basic attack damage +60%. | |
| 092 | Ice | DPS | Bloodthirst | For every 1% HP lost, increases damage by 0.8%, up to 48%. | |
| 093 | Ice | DPS | Bloodthirst | For every 1% HP lost, increases damage by 0.8%, up to 48%. | |
| 9997 | Holy | DPS | Lunar Power | When not attacking with an advantageous element, final damage increases by 20%.Casting a skill or Ultimate grants 4 stacks of [Silver Moon Mark]. Each basic attack hit consumes 1 stack, deals 100% extra damage, and restores 0.5% HP. | |
| 9998 | Holy | DPS | Solar Grace | When not attacking with an advantageous element, final damage increases by 20%. Every 4 basic attacks grants [Solar Halo], enhancing the next skill. |





























































































