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Grizbo
October 27, 2026 at 12:25 PM
Added a Head Hammer wall-breaking example
Grizbo is No. 069 in the Aniimo index, a Rock creature that fights in the DPS role. They hide constant endurance and restraint beneath a gentle exterior. However, if provoked or hungry, they lose control and fall into a frenzy.

Wild Aniimo are taken with Aniipods, and once caught this one can be raised, sent into battle, kept at The Homeland, or traded to another player. It belongs to the Cubbo line, which runs to 2 entries in total, and one alternate Form has been published for it.
Field | Value |
|---|---|
Index number | No. 069 |
Element | |
Battle role | |
Growth stage | Stage 2 |
Gender | Male and Female |
Published forms | 2 (Basic Form, Prismana Form) |
The index publishes six base values for every Aniimo plus an Attributes total that adds them together. ATK drives damage, BREAK is what wears down an enemy's guard, P.DEF and M.DEF cover the two damage types, and REGEN governs how quickly resources come back. These are base figures and balance changes can move them.
Stat | Value |
|---|---|
Attributes (total) | 506 |
HP | 104 |
ATK | 124 |
BREAK | 50 |
P.DEF | 83 |
M.DEF | 70 |
REGEN | 75 |
Grizbo grows out of Cubbo. It sits at the end of the line, with nothing published beyond it.
Image | No. | Stage | Element | Role | |
|---|---|---|---|---|---|
| 068 | Stage 1 | Rock | DPS | |
| 069 | Stage 2 | Rock | DPS |
Besides its Basic Form, Grizbo has 1 published Form. Each of them carries a different elemental pairing from the Basic Form, so the Form a Pathfinder catches decides what the creature is weak and strong against.
Image | Form | Element | Where It Appears |
|---|---|---|---|
| Prismana Form | Dark / Rock |
Grizbo is listed in 1 habitat. Which creatures actually appear also depends on weather, time of day, and local phenomena, so a listed habitat is where to look rather than a guarantee.
Habitat |
|---|
Every Aniimo carries a passive Trait that is always active while it fights alongside a Pathfinder.
Trait | Effect |
|---|---|
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. |
Mobility abilities are named actions used while Twined, separate from combat skills and graded traversal capabilities.
Ability | Effect |
|---|---|
Head Hammer | Use Head Hammer to launch a Shock Wave. |
Prismana Grizbo can use Head Hammer to break certain stone walls while exploring.
The table lists available combat moves, including form or capture unlocks, and the separate innate moves. Choose two compatible combat skills for the build. Power is the published damage figure and Cost is the resource required.
Skill | Type | Power | Cost | Effect |
|---|---|---|---|---|
Claw of Madness | Combat | 30 | 10 | Claws the target up to 4 times. When the fourth hit lands, the next skill gains double [Rage].In the [Enraged] state, each hit applies 2/2/2/6 stacks of [Claw Mark], up to 12 stacks. |
Fanatic Clawing | Combat | 30 | 10 | Claws the target up to 4 times. When the fourth hit lands, the next skill gains double [Rage].In the [Enraged] state, each hit applies 2/2/2/6 stacks of [Claw Mark], up to 12 stacks. |
Earthquake | Combat | 38 | 20 | Stomps the ground to shockwave-strike targets in front, dealing damage and clearing all Claw Mark effects on the target. Each stack of Claw Mark deals additional damage equal to 10% Might and inflicts 2s of stun. |
Critical Hit | Combat | 90 | 30 | Strikes hard to deal high damage and remove all [Claw Mark] effects from the target. Each stack of [Claw Mark] deals additional damage equal to 5% Might. |
Rock Smash | Innate | 260 | 0 | Leaps high, immediately gains 100 [Rage], and becomes [Enraged], then crashes down with thunderous force, dealing delayed burst damage to targets around the impact point. |
ATK | Innate | 6 | 0 | Wields the power of earth to attack targets at close range. |
Form | Route |
|---|---|
Basic | Search Rosetower Woods, evolve Cubbo, or look for a chance encounter during a regional Wild Surge using the current Nurture process. |
Prismana | Search the snowy mountains of Rosetower Woods during a Prismana Flow that includes this form. It is not obtained by evolution. Check the lake northwest of Rosetower Woods. |
Starting Aniimo | Result | Level | Materials | Unlock |
|---|---|---|---|---|
Basic Grizbo | 47 | 3 Loam Stones | Defeat Alpha Grizbo. |
Form | Two combat skills | Ultimate | Personality | Held item |
|---|---|---|---|---|
Basic | Fanatic Clawing; Critical Hit | Rock Smash | ESTP | Ferocious Fang |
Prismana | Claw of Madness; Critical Hit | Rock Smash | ESTP | Ferocious Fang |
Form | ATK | REGEN | BREAK | HP | P.DEF | M.DEF |
|---|---|---|---|---|---|---|
Basic | 5 | 4 | 3 | 3 | 2 | 1 |
Prismana | 5 | 4 | 3 | 3 | 2 | 1 |
The priority scale runs from 1 to 5, with 5 highest. These examples put damage and EP recovery first, then BREAK and HP. Ferocious Fang supports the attack-focused setup. Use the form's compatible claw skill and adapt the loadout to the encounter.
Damage dealer | Support | Breaker | Recovery |
|---|---|---|---|
Basic Grizbo | |||
Prismana Grizbo |
Bailite can maintain Cozite Nest Sentry while another teammate takes the field. Shrubclaw supplies BREAK pressure with Charged Blow and can use The Luminus Gust to apply Earth Debuff. Somniwing supplies EP recovery. Gracewing is a healing alternative when survival takes priority; plan the team's EP recovery around that change.
Prepare Bailite's sentry and damaging support effects, then use Shrubclaw to apply Earth Debuff and work down the BREAK gauge.
Switch to Grizbo and use Rock Smash when available to enter the Enraged state immediately. Otherwise build Rage through attacks, skill use and taking damage.
Use the equipped claw attack while Enraged to apply Claw Marks. Follow with Critical Hit to consume marks for extra damage; Earthquake is another mark-consuming option when its stun is useful.
Switch to recovery or healing when the damage window ends, then prepare the support effects for another Grizbo turn.
Rock Smash grants 100 Rage and immediately triggers Enraged. Plan the claw attacks within that window. Critical Hit's contract retains half of the Claw Marks after damage resolves; an odd-stack rounding rule is not specified.
The Basic build uses Fanatic Clawing, while the Prismana build uses Claw of Madness. Capturing Prismana Grizbo unlocks Claw of Madness for the Basic form. Both remain compatible choices for the Prismana form; select the attack for the opponent rather than assuming one is always stronger.
Form | Native combat choices | Capture unlock | Homeland work |
|---|---|---|---|
Basic | Critical Hit; Fanatic Clawing; Earthquake | Claw of Madness from Prismana Grizbo. | Hauling 3; Earth 3 |
Prismana | Critical Hit; Claw of Madness; Fanatic Clawing; Earthquake | Claw of Madness is already native. | Hauling 4; Earth 4; Dark 3 |
Choose two compatible combat skills. Rock Smash and the physical, close-range innate attack are separate from those two slots. Head Hammer is a named impact action while Twined. When assigned to the Homeland, Grizbo can haul produce, reclaim land and mine resources; Prismana Grizbo can also help with harvesting.
Bailite; Shrubclaw; Somniwing; Gracewing; Earth Skills; Dark Skills; Core Skill Contracts; Held Items; Homeland Abilities