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Animon Quirks
September 14, 2026 at 01:31 AM
Created the Animon Quirks hub with every documented quirk, its effect, and the creatures that carry it
Every Animon carries an innate quirk, a passive trait that sits alongside its type and its Animon Attributes. Quirks are separate from skills: nothing on the move list triggers them, and they cost no SP. Some fire automatically at the start of a battle, some react to being hit, and a few change how the creature behaves outside combat. This page collects every quirk documented across the roster so far, what it does, and which Animon carry it.
Quirks are rolled per creature, not fixed per species. Several rare Animon can come out of a capture with one of a few possible quirks, which is why two copies of the same species can behave differently in the same slot. Official patch notes have also treated quirks as live systems, fixing Hoarder for permanently taking items and Stunner for triggering when an Animon used a healing move on itself.
A quirk is visible on the Animon summary screen and is also part of what a full scan reveals in the Aniwiki List of All Animon entry for a species. In battle, the effects fall into a handful of patterns.
Pattern | What It Means | Examples |
|---|---|---|
Flat damage or accuracy modifier | A permanent boost, sometimes paid for with a matching drawback. | Typical, Hotheaded, Eagle Eyed |
Survival floor | Stops the Animon from being removed in one hit or from a specific damage source. | Last Leg, Bonehead, Hard Boiled |
Reactive trigger | Fires only when the Animon is hit, is in trouble, or takes a critical hit. | Unrelenting Heart, Stunner, Sore Loser |
Resource change | Alters the shared SP pool or the order the Animon acts in. | Supercharge, Handyman, According to Plan |
Weakness infliction | Stamps a fresh elemental weakness onto the first target the Animon hits. | Fracture, Spark, Contagion, Corruption |
Paired synergy | Only does anything when a specific partner is on the field. | Anode, Cathode, Totem |
The resource-changing quirks matter most in four-Animon fights, because the party shares a single SP pool. Supercharge adds to it, Handyman trades a point of it for team-wide damage, and According to Plan buys a point by acting later in the turn cycle. See Combat System for how SP and TP are spent, and Best Team Comp for squads built around these.
These quirks appear on more than one species. The Animon column lists every creature currently documented with that quirk, which is also a rough guide to how common it is.
Quirk | Effect | Animon |
|---|---|---|
Lucky Break | Increases the chance of landing critical hits and activating secondary effects. | Almyuna, Armansient, Bibrickle, Brickle, Chagma, Furtex, Gongbog, Harpilla, Lequilar, Lopyuna, Meloquinia, Puffella, Scaraburst, Strinpilla, Vortail |
Typical | Increases the damage of skills of the same type as the Animon. | Canabble, Emdraquin, Encantyss, Firtrich, Foiequack, Keratrys, Mimiral, Pinouflage, Rainagon, Rainxy, Silverus, Trinkoral, Unidra, Yakora |
Heal Charge | Increases the damage of the next attack based on healing provided to allies. | Encantyss, Impetoad, Kerocrack, Lampecko, Luxecko, Mediglee, Mimiral, Nanafin, Sapsy, Tamboad, Therapix, Trinkoral |
Last Leg | Prevents the Animon from being defeated by a single blow. | Armansient, Bibrickle, Birchette, Brickle, Canabble, Canabble (Northern), Ferroll, Kinedge, Queccha, Quequator, Rushog, Volcabeko |
Supercharge | Increases the Animon's SP in battle by 1. | Encantyss, Kokepole, Lampecko, Luxecko, Mediglee, Mimiral, Shakpak, Sphytter, Therapix, Trinkoral, Wicedom |
Unrelenting Heart | When the Animon is in trouble or suffering from negative effects, its Attack increases. | Blizzbull, Byazevolt, Emdraquin, Keratrys, Mewaii, Mollupom, Obsidedge, Rushog, Rushog (Northern), Unidra |
Volatile | When the Animon is suffering from a negative effect, the Animon's agility increases. | Almyuna, Boobat, Devoblet, Elymile, Flobesque, Florenco, Flowende, Konbian, Megamitosa, Sapsy |
Bonehead | The Animon is not damaged by recoil. | Barangu, Canabble, Chompuff, Crocobit, Doryogun, Foiequack, Mollupom, Obsidedge, Trepagator |
Hotheaded | Increases the damage inflicted by the Animon, but decreases the Accuracy of attacks. | Alpaguet, Chagma, Garbasilisk, Ghorious, Lanpit, Mollupom, Natmiss, Smellwing, Toxigall |
Martial Soul | Increases the damage of Chakra-type skills, and skills without a type. | Bonkey, Chagma, Dionybble, Ghorious, Gongbog, Lobstrike (Northern), Natmiss, Skeletape, Weaphoon |
Perfect Weapon | Prevents the Animon's Special Attack from being reduced. | Blizzbull, Doryogun, Klawller, Melotica (Northern), Obsidedge, Pinchop, Rushog, Rushog (Northern), Zenicore |
Heavy Hitter | Increases the damage of critical hits. | Arct-Rex, Armansient, Bibrickle, Brickle, Horrogre, Katamos, Klawller, Lordrake |
Parting Gift | The Animon cures itself and its allies when it leaves the battlefield. | Dionybble, Dolegamii, Lequilar, Mediglee, Meloquinia, Nanafin, Puffella, Therapix |
Easy Target | The Animon's attacks always hit, but attacks against it never miss. | Birchette, Canabble, Canabble (Northern), Lampecko, Luxecko, Silverus, Twinkler |
Handyman | The Animon's SP decreases by 1 in battle, but its entire team's damage increases. | Birchette, Canabble, Canabble (Northern), Impetoad, Kerocrack, Tamboad, Volcabeko |
Protective Instinct | Reduces damage received and improves healing for the whole team. | Chromaura, Cocopa, Emdraquin, Keratrys, Minube, Papaco, Unidra |
Anode | Boosts the Animon's stats if an Animon with Cathode is also in battle. | Cimitrick, Cimitrick (Northern), Crocobit, Iotamor, Scaraburst, Trepagator |
Coat Change | When the Animon attacks, there is a chance for all negative effects to be removed. | |
Eagle Eyed | Increases the Animon's Accuracy during battle. | Cimitrick, Cimitrick (Northern), Doryogun, Melotica (Northern), Meterier, Scaraburst |
Easygoing | Protects the Animon from additional skill effects. | |
Eye for an Eye | When the Animon's stats are modified, the damage of its next attack is increased. | |
Hoarder | The Animon can steal the opponent's held item during battle. | |
Indifference | All skills lose their type, but are considerably boosted. | |
Sore Loser | Maximizes the Animon's Attack when it takes a critical hit, but severely reduces defences. | |
According to Plan | The Animon acts later in the turn cycle, but has 1 more SP. | |
Binding Vow | The Animon can only be hit by direct attacks, but cannot be healed. | |
Cathode | Boosts the Animon's stats if an Animon with Anode is also in battle. | |
Entry Level | Reduces the cost of low-power skills by 1 SP, to a minimum of 1 SP. | |
Exit Strategy | The Animon can always escape. | |
Fire Eater | Increases the damage of the Animon's next skill when hit by a fire attack. | |
Hyperstrength | Doubles Attack and Special Attack in battle. | |
Recharge | When the Animon is hit by an Electric attack, its Attack and Defense are increased. | |
Stunner | When the Animon is hit, the attacking Animon's Agility is reduced. | |
Clumsy | Increases the damage inflicted by the Animon, but it is damaged slightly each time. | |
Contagion | The first target hit by the Animon is inflicted with a weakness to Virus-type skills. | |
Corruption | The first target hit by the Animon is inflicted with a weakness to Demon-type skills. | |
Fracture | The first target hit by the Animon is inflicted with a weakness to Geo-type skills. | |
Jump Scare | Attacks the Animon with the lowest HP at the end of its turn. | |
Spark | The first target hit by the Animon is inflicted with a weakness to Electric-type skills. | |
Hard Boiled | The Animon is immune to critical hits. | |
Living Art | The Animon has a snow sculpture that boosts its capabilities, but melts when exposed to Fire. | |
Echoblow | The Animon's attacks inflict less damage, but echo off opponents. | |
Tense | When the Animon is hit, the cost of the opponent's next action increases by 1 SP. |
A smaller group of quirks belongs to a single Animon and is written around that creature by name. Most of these sit on bosses or on rare species with a second battle form.
Quirk | Effect | Animon |
|---|---|---|
Draw | When Knequital is in trouble, it draws swords and grows stronger. | |
Embodiment | When Dualine is in trouble, it uses its tail to change into its most powerful form. | |
Hound | When Patround hits an enemy, it enters Pursuit mode until it is defeated. | |
Legacy | The damage inflicted by Primalong increases after every attack. | |
Magmaheart | During the battle, Morsiver accumulates energy until it ignites and grows stronger. | |
Outburst | Muribang inflates, then explodes as it is hit by a contact skill. | |
Phase Switch | When Blumester is in trouble, it changes direction and grows stronger. | |
Sunbathe | When Blumester is in trouble, it reveals itself, reducing the opponent's Agility. | |
Totem | Stacks with ally Veveso in battle, increasing its combative power. | |
Toxic Waste | Nuclheart fills any empty places in battle with puppets of toxic waste. | |
Upgrade | When Kentaress is hit by a super effective attack, it reacts and improves by changing its weaknesses. |
If a catch comes with a quirk you do not want, a craftable gadget called Appendix Q rerolls it. It is built at any rest spot from two Anivite EX, ten Glass, and one Diamond, and Ales can craft it even without the recipe in hand. Because the materials are rare, it is worth saving for the species that are hard to re-encounter rather than spending on early-route catches. See How to Get Appendix Q for the full material route.
There is no way to pick the replacement quirk directly, so a reroll is a gamble on whatever the species can carry. For creatures with only one possible quirk, an Appendix Q changes nothing worth spending it on.
Page | What It Covers |
|---|---|
Raising, evolving, and bonding with a captured Animon. | |
The five emotional attributes and their battle effects. | |
Turn order, the shared SP pool, and TP. | |
Which creatures and quirk combinations perform best. | |
Crafting the item that rerolls a quirk. |