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Best Animon Tier List
August 26, 2026 at 09:27 AM
Added a how-to-read framing section, an explanation of why per-species weakness charts make coverage the ranking criterion instead of a type chart, a section on hidden types changing placements, and a table of the quirks the rankings depend on
This tier list ranks the best Animon to use through the story of LumenTale: Memories of Trey. The rankings weigh type coverage, multi-target damage, raw stats, and how few weaknesses each Animon has. The final evolution of each line is listed as the representative for that whole line, so an entry like Obsidedge also speaks for its earlier forms. These placements reflect early-game performance and may shift as more of the game is explored.
Tier | |
|---|---|
S | |
A | |
B | |
Supports |
A ranking like this reflects the consensus that formed among players in the weeks after launch, weighted toward the stretch of the game most people had reached. It is a starting point for a roster, not a settled verdict, and community tier lists built on different priorities will move individual picks around. Nothing here is ladder-tested competitive data.
The reason these entries talk about skill coverage instead of matchups is that the game has no shared type chart to memorize. Every species carries its own weakness chart, and two creatures of the same element do not necessarily share a weakness at all: not every Grass-type is weak to Fire. You can open any Animon's weakness chart at any time, inside a battle or out of it, which makes scouting cheap and makes a rigid grid useless.
That is why a placement like Trepagator leaning on being weak to only two things, or Carrigante nulling everything except Fire, reads as a specific fact about that creature rather than a property of its element. Carrying skills across four or five types is the reliable answer, because it lets one creature answer whatever a given weakness chart turns out to say. See Type Effectiveness Explained for the underlying rules.
S tier Animon have skills covering three to five different types and/or multi-target skills that damage two or more Animon in one turn, while carrying few weaknesses.
Why It Ranks Here | |
|---|---|
Mollupom can be caught early (get the Water hidden type). Great coverage across Water, Demon, Ice, Chakra, and Ancient, and knows a few multi-target attacks. | |
Pinchop can be caught early and is relatively easy to evolve. Fills a gap since strong early Water types are rare. Good coverage across Water, Virus, Demon, and Ice. Pinchop can roll the Hyperstrength quirk, which doubles Attack and Special Attack in battle. | |
Boobat can be caught as early as the Area 1 cave. Good coverage across Fire, Demon, Anomalous, and Aura, and knows a few multi-target attacks. | |
Good coverage across Virus, Data, Electric, and Geo. Only weak to Fire and Chakra attacks. A strong physical attacker with decent speed. | |
Null to all types except Fire skills. Decent coverage across Anomalous, Geo, and Demon. |
A tier Animon are reliable picks thanks to strong attack or agility, held back from S tier by a factor or two that limits them on every team.
Why It Ranks Here | |
|---|---|
Strong physical attacker with decent speed. Can be caught without evolving the base form. Good coverage across Fire, Geo, Chakra, and Demon, only weak to Water and Virus, but mostly a single-target attacker. | |
Decent coverage across Anomalous, Fire, and Virus, and can learn the multi-target Vile Wave. Owaxle can be caught as early as Iris Hamlet. Naturally slow, so it tends to act last and needs Agility investment or careful SP use. | |
Rushog (Northern) is obtainable early on the north route. Strong physical attacker with decent speed that knows a few multi-target attacks, mostly Geo and Ice skills. | |
Lampecko can be caught as early as Scarlet Woods, though it is a rare spawn. Can roll the Supercharge quirk (increases SP in battle by 1). Good coverage across Electric, Data, Aura, and Ancient, and the best Electric pick if you did not choose Ozelash. Hard to evolve from Lampecko. | |
Strong physical attacker with decent speed. Can be caught without evolving the base form. Good coverage across Water, Geo, Ancient, and Demon, and can learn the multi-target Water Bomb. |
Why It Ranks Here | |
|---|---|
Good coverage across Electric, Water, Geo, and Demon, and can roll the Hyperstrength quirk (doubles Attack and Special Attack in battle). | |
Smellwing can be caught in Scarlet Woods. Decent coverage across Virus, Anomalous, and Demon, and can learn the multi-target moves Vile Wave and Infernal Wave. | |
Decent coverage across Aura, Anomalous, and Chakra. A good early north-route Aura pick if you did not choose Vortail. Can be caught without evolving the base form, can roll the Last Leg quirk (prevents being defeated by a single blow), and its Director skill raises the team's SP pool for three rounds. | |
Almyuna can be caught as early as Scarlet Woods. Its Director skill raises the SP pool for three rounds, and the Lucky Break quirk paired with the Sereum Attribute increases crit chance and secondary-effect chance. Mostly learns Ice skills. | |
Ogiemask can be caught early and is easy to evolve, though it mostly just learns Anomalous attacks. |
Why It Ranks Here | |
|---|---|
A great support once it gets Aromasynthesis, acting more as a healer than the debuff-focused Grass support Cadedro. | |
A dedicated support pick for keeping the team healthy. |
Several rankings above assume a specific catch rather than any copy of the species. Most Animon have a potential secondary hidden type that a wild individual may or may not carry, and it stays unknown until you scan the creature or level it into moves of that type. The Obsidedge entry is the clearest case: its coverage argument depends on catching a Mollupom that has the Water hidden type, and a copy without it is a weaker pick. A Prismatype can grant a hidden type outright, which also matters for the lines that will not evolve until theirs is revealed. See How to Get Prismatype and How to Increase Research Level.
Quirks are per-individual traits an Animon can roll, and several placements above hang on getting a good one. They are worth re-catching for when a line is otherwise borderline.
Quirk | Effect |
|---|---|
Hyperstrength | Doubles Attack and Special Attack in battle. |
Supercharge | Increases the Animon's SP in battle by 1. |
Last Leg | Prevents the Animon from being defeated by a single blow. |
Lucky Break | Increases the chance of landing critical hits and of activating secondary effects. |
Typical | Increases the damage of skills that share the Animon's own type. |
Easy Target | The Animon's attacks always hit, but attacks against it never miss either. |
Echoblow | The Animon's attacks inflict less damage, but echo off opponents. |
For the best opening pick, see Best Starter. For full line-ups by region, see Best Team Comp.