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Pathfinder Talents
October 24, 2026 at 08:16 PM
Added verified practical mechanics, costs and reward details while retaining existing rules
Pathfinder Talents belong to the player character. Active skills are used in Command Mode, while passive talents improve catching, combat, research, or creature development. Open the character's Talents screen to spend Report Cards.
Earliest title | Examples unlocked |
|---|---|
Student I | Aeroboard, Heal, Swoleshroom, Pro Catcher, Master Trainer, Mode Switch, Enhanced Twining, Elemental Boost |
Student II | Gravity Pull, Mega Mallet, Boss Breaker, Dreamsong |
Student III | Plushie Pummel, Tweetin’ Target, Master Catcher, Magical Horn, Elemental Ward |
Wayfarer I | Bubble Gun, Revive, Research Expert, Nimble Dodge |
Wayfarer II | Quick Twine, Peculiar Rock Ball |
Wayfarer III | Go! Rubber Duck!, Measured Strike, Sure Shot |
Trailblazer I | Unwavering Rampart, Fast Charge |
Talent | Branch it helps unlock |
|---|---|
Dreamsong | Nimbi to Dreaple |
Magical Horn | Chirpi to Tromber |
Peculiar Rock Ball | Baleetle to Bouldus |
Unwavering Rampart | Helmut to Rookey |
These talents are part of the evolution requirements. The individual still needs to meet its other conditions, such as level, potential, or an encounter objective.
Some passive talents gain additional levels at later titles. The Talents screen also offers a reset that refunds spent points for a displayed Credit cost. Review the resulting allocation before spending the returned points.
Pathfinder Progression and Elite Training cover the promotions that open these tiers. Twining explains switching between character and creature control.
Use player active skills in Command Mode. The title is the earliest unlock; complete the relevant Elite Training promotion before selecting a newly available skill.
Skill | Earliest title | Effect |
|---|---|---|
Aeroboard | Student I | Travel faster without spending stamina; usable in Astra. |
Heal | Student I | Apply healing dust to the deployed Aniimo. |
Swoleshroom | Student I | Enlarge the active Aniimo and its attack range; enemies take 20% more damage. |
Gravity Pull | Student II | Move distant objects marked with ancient energy patterns to solve ruin puzzles. |
Mega Mallet | Student II | Strike a circular area ahead for BREAK damage and smash solid objects. |
Plushie Pummel | Student III | Spin a doll through targets to deal BREAK damage and break hard objects along its path. |
Tweetin' Target | Student III | Spend one rubber duck to attract non-combat Aniimo in the target area for 10 seconds. |
Bubble Gun | Wayfarer I | Prevent the target from fainting, keeping its HP at least 1 while active so capture attempts can continue. |
Revive | Wayfarer I | Revive a fainted Aniimo in the roster. |
Go! Rubber Duck! | Wayfarer III | Spend one Giant Rubber Duck to attract non-combat Aniimo over a large area for 20 seconds. |
Amounts separated by slashes follow talent level order. A one-level talent has no later upgrade; the title schedules below show the additional gates for talents with several levels.
Talent | Earliest title | Effect by level | Levels |
|---|---|---|---|
Pro Catcher | Student I | Unlock Aniipod Pro purchases. | 1 |
Master Trainer | Student I | Aniimo gain 10% / 15% / 20% / 30% more EXP from captures, defeated targets and EXP items. | 4 |
Mode Switch | Student I | Unlock Catch, Attack and Defensive modes. | 1 |
Enhanced Twining | Student I | Increase Aniimo damage after Twining by 10% / 13% / 16% / 20% / 25%. | 5 |
Elemental Boost | Student I | Improve the elemental counter effect by 3% / 6% / 9% / 12%. | 4 |
Boss Breaker | Student II | Deal 5% more damage to Alpha and Omega opponents. | 1 |
Dreamsong | Student II | Unlock the talent requirement for the exceptional evolution into Dreaple. Other evolution conditions still apply. | 1 |
Master Catcher | Student III | Unlock shop purchases of Aniipod Mega, Aniipod Hyper, Aniipod Trace and Tumbler. | 1 |
Magical Horn | Student III | Unlock the talent requirement for the exceptional evolution into Tromber. Other evolution conditions still apply. | 1 |
Elemental Ward | Student III | Improve the elemental resistance effect by 3% / 6% / 9% / 12%. | 4 |
Research Expert | Wayfarer I | Gain 10% / 15% / 20% / 30% more Credits from reporting. | 4 |
Nimble Dodge | Wayfarer I | Spend 10% less stamina when dodging. | 1 |
Quick Twine | Wayfarer II | Twine instantly. | 1 |
Peculiar Rock Ball | Wayfarer II | Unlock the talent requirement for the exceptional evolution into Bouldus. Other evolution conditions still apply. | 1 |
Measured Strike | Wayfarer III | Aniimo deal 10% more damage to targets in BREAK. | 1 |
Sure Shot | Wayfarer III | Increase Aniipod targeting range. | 1 |
Unwavering Rampart | Trailblazer I | Unlock the talent requirement for the exceptional evolution into Rookey. Other evolution conditions still apply. | 1 |
Fast Charge | Trailblazer I | Charge Ultimates 10% faster. | 1 |
Talent | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
|---|---|---|---|---|---|
Master Trainer | Student I | Student III | Wayfarer II | Trailblazer I | Not applicable |
Enhanced Twining | Student I | Student II | Wayfarer I | Wayfarer III | Trailblazer I |
Elemental Boost | Student I | Student III | Wayfarer II | Trailblazer I | Not applicable |
Elemental Ward | Student III | Wayfarer I | Wayfarer II | Trailblazer I | Not applicable |
Research Expert | Wayfarer I | Wayfarer II | Wayfarer III | Trailblazer I | Not applicable |
Active skill | Cooldown |
|---|---|
Gravity Pull | 0 seconds |
Heal | 15 seconds |
Swoleshroom | 20 seconds |
Revive | 180 seconds |
Swoleshroom enlarges the active Aniimo and increases the damage enemies take by 20%. Its buff ends when the Pathfinder Twines with that Aniimo. Heal and Revive have different purposes: Heal restores HP, while Revive returns a fainted party member to use.
The reset button at the bottom right of the Talents screen refunds invested Report Cards for a listed 2,000 Credits. Review the displayed cost and refunded allocation before confirming a reset.