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Skippy
September 9, 2026 at 09:50 AM
Initial version (2026-09-09)
Skippy is No. 014 in the Aniimo index, a Water creature that fights in the Heal role. They like to hide underwater and observe their surroundings using a lotus leaf as a strikingly ineffective disguise.

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 Skippy line, which runs to 4 entries in total, and 2 alternate Forms have been published for it.
Field | Value |
|---|---|
Index number | No. 014 |
Element | |
Battle role | |
Growth stage | Stage 1 |
Recorded weight | 23.4 to 34.93 kg |
Gender | Male and Female |
Published forms | 3 (Basic Form, Sea of Flowers Form, Snowfield 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) | 332 |
HP | 69 |
ATK | 54 |
BREAK | 50 |
P.DEF | 45 |
M.DEF | 66 |
REGEN | 48 |
Skippy is the base form of its line. It goes on to become Pranky.
Image | Aniimo | No. | Stage | Element | Role |
|---|---|---|---|---|---|
| 014 | Stage 1 | Water | Heal | |
| 015 | Stage 2 | Water | Heal | |
| 016 | Stage 3 | Water / Ice | Heal | |
| 017 | Stage 3 | Grass / Water | Energy |
Besides its Basic Form, Skippy has 2 published Forms. 1 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.
Form | Element | Where It Appears |
|---|---|---|
Sea of Flowers Form | Water | |
Snowfield Form | Water / Ice |
Skippy is listed in 3 habitats. 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 |
|---|---|
Water Spirit | While in water terrain, reduces the EP cost of all skills by 10%. |
The index grades three traversal capabilities, Climb, Fly and Swim, from level 1 to level 3. A Pathfinder inherits them by Twining with the creature, so Skippy is worth keeping for how it gets you across the map as well as for what it does in a fight.
Capability | Grade |
|---|---|
Swim | Level 1 |
Skippy brings 3 combat skills and 1 innate skill into a fight. Power is the skill's published damage figure and Cost is what it draws from the resource bar.
Skill | Type | Power | Cost | Effect |
|---|---|---|---|---|
Healing Water | Combat | 0 | 20 | Restores HP to all allies equal to 10% of the caster’s max HP, and restores HP to the caster equal to 12% of their max HP over 5s. |
Water Orb | Combat | 30 | 10 | Shoots Water Orbs to attack a target. Press and hold the skill button to aim. |
Ice Orb | Combat | 30 | 10 | Shoots Ice Orbs to attack a target. Press and hold the skill button to Aim. |
ATK | Innate | 6 | 0 | Wields the power of water to attack targets from a distance. |