Thorny Defense
Enters a defensive stance, reducing damage taken by 20%. While in this state, it counters when attacked. If attacked just as the skill is used, its Crit Rate increases by 30% for 15s.
MOANIIMO · Combat skills
All 304 combat skills: Might, EP cost, Physical/Magical type and the Aniimo that learn them
304 skills/ 304 total
Enters a defensive stance, reducing damage taken by 20%. While in this state, it counters when attacked. If attacked just as the skill is used, its Crit Rate increases by 30% for 15s.
Grants Thorny Blessing to the whole team. When dealing Grass Crit Damage to a target, creates thorns beneath it that deal damage. Triggers up to 1 time every 0.5s for 15s.
Thrusts toward the target. On hit, increases this Aniimo’s Crit Rate by 15% for 15s.
Rapidly attacks the target with its thorn blade. Can be used up to 3 times in a row.
Fires a powerful wind-type beam at the target. If you have all three Movements equipped, the attack’s area of effect expands.
Jumps up and smashes down on the target to deal damage. Up to three consecutive smashes are allowed, and the third smash will stun the target for 1s.
Jumps up and smashes down on the target to deal damage. Up to three consecutive smashes are allowed, and the third smash will stun the target for 1s.
Grants the blade Light Elemental Boost, increasing skill Crit Rate by 35% for 20s.
Launches Cozite to hover around itself. When a party member uses a Skill or Ultimate, Cozite performs a coordinated attack. Lasts 15s.
Each skill used grants 1 stack of [Sword Dance], up to 4 stacks, lasting 15s. Each basic attack costs 1 stack of [Sword Dance] to deal 180% extra damage.
Slams all targets within range that are affected by [Fire Debuff] from a distance. Restores 3.2 EP for each stack of [Fire Debuff] on the target, up to 28.8 EP.
Fires multiple Screech Rounds at nearby targets. If multiple projectiles hit the same unit, Cornet’s damage increases by 30% for 15s. Hold the Skill button to automatically enter the Fly state after the skill is cast.
Summons a large number of comets from the sky to attack a target, dealing a huge amount of damage.
Wields the power of fire to attack targets at close range.






















































































When casting a skill with less than 20 EP, restores 4 EP.
Deals multiple hits to targets in a straight line. Targets hit will be [paralyzed] for 3s.
Releases a current of electricity, damaging targets ahead.
Creates a cloud shield to protect itself, absorbing damage up to 15% max HP and reducing stamina consumption by 15% for 20s. While affected by [Shrouded in Mist], the shield absorbs damage up to 18% max HP instead, and stamina consumption is reduced by 18% for 30s.
Swings the shovel with full force to deliver a powerful strike, dealing damage.
Deals damage to targets in front and applies Secret Fragrance for 20s. While the marks are active, Dark-type basic attacks deal 50% extra damage to the targets.
Releases a fragrance, dealing damage to targets within range and restoring HP to all team members equal to 5% of its own max HP. If there is only one target in range, the healing amount is doubled.
Restores 5% HP to this Aniimo and nearby allies, then absorbs [Nightmare] from nearby targets. Each absorbed [Nightmare] status increases healing by 2%, up to 3 stacks.
Deals damage to targets in range and applies 2 stacks of [Drowsiness]. Increases the whole team’s Dark damage by 20% for 30s.
When entering battle as the active Aniimo, increases healing by 20%. If off field, appears as a phantom. When other Aniimo cast skills or Ultimates, restores HP equal to 0.5% of max HP.
Fires a Wind Bomb at the target, dealing damage. After 1s, a second explosion erupts around the hit target, dealing additional AoE damage equal to 30% of the original Might. The second explosion reduces the Wind Resistance of hit targets by 3%, up to 5 stacks, for 20s.
Inhales, then slams the ground, triggering an explosion that deals AoE damage in a circular area around itself. Increases party members’ Dark damage by 15 for 20s. If the user is [Shrouded in Mist], the Dark damage boost also applies to all nearby allies, with the boost increased to 30.
Summons 2 clones to attack the selected location. Summons 1 extra clone while in the [Full Energy] state.
Summons a soul clone to perform a forward Tackle. Upon hitting a target, it explodes, dealing damage.
Fires a Flameruff Spirit that ricochets between targets, increasing BREAK efficiency against them by 10% per stack, up to 3 stacks, for 20s. Ricochets 5 times by default. While in the [Full Energy] state, ricochets 7 times.
Bursts out of the ground, causing shock waves across a large area.
Launches a circular magic attack around the target. If affected targets are on grass, they are bound by vines and enter a [Stunned] state for 3s.
Instantly heals the whole team for 30% of the caster’s max HP.
When in a party, increases party 15% Fire Elemental Boost. When Energy is above 40, the effect increases to 20%.
Shoots a Light Orb to attack the target. On hit, increases the whole team’s damage by 15% for 20s. Press and hold the skill button to aim.
Spins upside down on its head at high speed, creating a massive lightning storm. During the skill, deals 12 hits of damage to targets in range, and each hit applies 1 stack of [Lightning Debuff]. The user can move while casting.
Enters a defensive stance, increasing Damage Reduction by 30% and immediately counterattacking when hit. If attacked at the moment the skill is cast, additionally increases BREAK Efficiency by 20% for 10s and [stuns] the target for 1.5s.
Repeatedly stabs a target with its thorn blade.
Transforms into a ball that moves forward automatically for 15s. Direction can be adjusted. Hitting an enemy deals damage, while bouncing off a wall deals AoE damage equal to 15 Might to nearby targets. Jump is available in the Rolling Ball state, dealing AoE damage equal to 20 Might on landing. Jump cooldown: 5s.
Claws the target up to 3 times. When the third hit lands, the next skill grants double [Rage]. When in the [Enraged] state, each hit applies 2 stacks of [Claw Mark], up to 6 stacks.
Swipes its tail and releases a forward-moving cyclone of leaves to attack targets. Turf is formed around the Aniimo and along the cyclone's path for 20s.
Dashes forward with a punch, dealing damage and piercing through targets. Also removes all [Fire Debuff] stacks from the target. Each stack of [Fire Debuff] deals additional damage equal to 5% Might.
Increases Water damage by16% for all opposite-sex Aniimo in the party.
When dealing damage to targets in Controlled or Break State, increases an additional 30% Damage Amp.
Kicks a mud ball forward, causing it to roll and deal AoE damage on impact. Hold to aim and lob it.
Jumps up and slams down with a flame-encircled fist, dealing damage to a large area.
Rams into the target with its body, dealing Earth damage.
Lowers the mask and hardens the body, increasing EP recovery rate by 10% and dealing 30% extra damage to BREAK targets for 15s. During this effect, the Ultimate can be used again to unleash Dragon Slayer Strike, dealing heavy damage to targets ahead.
Creates a field that continuously grants allies within range 35% damage reduction for 7s.
Drops a full moon onto the target, triggering an explosion and dealing damage. If it hits a target with [Fox Mark], deals additional small-area damage around the target equal to 10%.
While in water terrain or after absorbing water, increases Water Elemental Boost by 25% for 20s.
Gains a Water Shield equal to 8% of max HP for 15s. While active, each skill hit deals one additional instance of skill damage to the target. Trigger interval: 0.5s.
Summons a huge wave toward the target to deal damage. Also increases Water Elemental Boost for party members by 20% for 30s.
Deals Wind damage over a large area and increases all party members’ Wind damage by 25% for 30s.
Quickly steps back while leaving an Earthen sigil beneath the target—shrapnel continuously launches from the sigil to strike and Stun them for 2s.
Assumes a defensive stance and gains 20% Damage Reduction. When the defensive stance ends, gains a shield equal to 10% max HP for 20s. press the skill again to end it early. While in the defensive stance, each hit taken increases the shield gained by 10%, up to 100%.
Spits bubbles to attack a target. Press and hold the skill button to keep spitting, continuously consuming EP and dealing damage to all targets hit.
Gains [Thunder Imprint]. While active, each hit against a target stores the damage dealt on the target. When the effect ends, all stored damage is dealt at once. Recasting the skill during this period triggers the stored damage early. Lasts 8s. If the target has 10 stacks of [Lightning Debuff], consumes them to deal an additional 100% damage.
Channels the power of lightning, swinging its tail to attack targets ahead. This skill grants 50% additional Crit Rate.
Channels the power of lightning, sending a lightning claw mark surging forward that deals up to 3 hits to the target. This skill grants an additional 50% CRIT Rate.
Transforms the lightning wrapped around both wings into 5 arrows and fires them at the target. If in Thunderwing Stance, fires 5 additional arrows and finally deals explosion damage equal to 20 Might.
Performs a rapid spinning kick, dealing area damage and pulling nearby targets in front of the user. Increases the entire team’s CRIT Rate for Lightning damage by 20% for 20s.
Tosses projectiles formed from thunderclouds to attack the targets. When in the [Shrouded in Mist] state, the projectiles will explode after hitting targets, dealing damage equal to 120% Might and inflicting [Paralysis] on the targets for 5s.
Flies while dropping stars to attack the target for damage. Hitting the same target 3 times increases the Aniimo’s Energy recovery speed by 10% for 10s. After maintaining the skill state for 4s, can attack while moving for 15s.
Enhances the blade, increasing skill Crit Rate by 35% for 20s.
Hold to enter Aim Mode and fire two Electric Blade Shock Waves. Critical hits inflict [Paralysis] on the target for 6s.
After dashing to close in on the target, it continuously consumes Energy to perform consecutive slashes. When Energy is depleted or clicked again, it unleashes a Spinning Slash that deals 26 Might damage. For every 3 consecutive slashes accumulated by this skill, the final Spinning Slash deals 100% increased damage.
Curls into a ball and dashes at the target, dealing damage and applying 5 stacks of Lightning Debuff. If the target has more than 5 stacks of Lightning Debuff after being hit, applies [Paralysis] for 5s.
Restores 4 EP when a skill lands a critical hit.
While electrified, charges toward the target to deal damage.
Deals 30% extra damage to targets with more than 5 stacks of Fire Debuff.
Hurls an empowered fireball that explodes on impact, dealing area damage and inflicting 2 stacks of [Fire Debuff].
Teleports all Hummins next to the target and unleashes a Tackle attack, dealing damage.
Restores Hummin units to their maximum number, then roars with them to release a massive shockwave at the target.
Unleashes a devastating strike. Overflowing energy remains in the crater, dealing continuous damage.
Quickly backsteps a short distance, leaving a black hole beneath the target that continuously pulls the target in and deals damage.
Creates a bubble field. Each time a teammate casts a Water skill inside the field, 1 bubble is generated, up to 6 bubbles. Lasts 15s. Press the skill button again to detonate all bubbles. Each bubble restores 4 EP. After absorbing a puddle, restores an additional 10 EP.
Teleports all Hummin units next to the target to unleash Gravel Tackle, dealing damage.
Ignites flames to inspire the whole team, increasing team Fire Damage by 15% for 12s.
Spins around by continuously consuming EP, dealing damage. Deals 20% extra damage to BREAK targets. Spin speed gradually increases, raising damage frequency by up to 100% without increasing EP cost.
Grants allies within the target area a shield equal to 12% of the caster’s Max HP for 20s.
Creates a circular water zone at a fixed location. While within the area, allies are healed for 36% of the caster’s Max HP over 6s.
Cleaves through space, dealing heavy Physical damage.
Curls into a ball and spins with a blade sticking out, dealing damage.
Unleashes consecutive Dark claw strikes on the target, dealing damage and [silencing] the target for 4s.
Flips forward toward the target and slams the ground with a tail strike, dealing damage. Can consume 10 stacks of [Ice Debuff] to deal 85% extra damage.
Gathers icy vapor in both pincers, then slams them down to deal AoE damage in front and create an ice wall for 5s.
Basic attacks apply [Ice Debuff]. Deals 35% extra BREAK to targets with more than 5 stacks of [Ice Debuff].
Summons a wave underfoot, rides it toward the target to deal damage, and creates 4 puddles.
Bathes in sunlight and restores 20 EP. [Solar Halo] enhances the skill, restoring an extra 5 EP.
Dives from the air at the target, causing a Holy Light explosion upon landing. If you have Ring of the Golden Sun, this damage is increased by 30%.
Unleashes Selene’s Judgment on nearby targets, dealing massive damage, evolves into Fennelun, and increases its Damage Amp by 15% until combat ends. Also gains 4 stacks of Silvermoon Mark.
Unleashes a sonic blast around itself and instantly fills [Volume].
Gathers annihilation energy in the palm and hurls it toward the target, dealing massive AoE damage.
Flies up and dives down to hit the ground, dealing huge amount of damage.
Jumps up to dodge an attack, allowing broken stones to swirl around it before diving down and dealing damage to targets around the landing point. A successful dodge also deals 120% damage and inflicts Blockade on hit targets for 8s.
Launches a giant rock ball forward. The rock ball rolls over targets in its path and explodes.
Flaps its wings to fire 2 arcing whirlwinds, pulling targets along their paths. When the whirlwinds meet, they explode and deal AoE damage.
Removes negative effects on the whole team and releases a Light element rose to track and attack the target. The skill has an additional 15% Crit Rate.
While shielded, BREAK efficiency +40%. When triggering BREAK, plays [Concerto], reducing the whole team’s stamina cost by 30%. When you have 3 Movement-series buffs, increases all Movement effects by 30%.
Launches a Radiant Dart at the target, continuously dealing damage to targets along its path. Each hit applies 1 stack of [Healing Reduction], up to 16 stacks. Each stack reduces healing received by 5% for 20s.
Unleashes a lion’s roar imbued with holy power to attack targets. On hit, increases the user’s Light Damage Amp by 6%, stacking up to 3 times for 20s. [Solar Halo] enhances this skill’s effect, applying 3 stacks each time.
Spins and leaps into the air, whipping up a storm that pulls targets toward its center while dealing high BREAK damage based on the Aniimo’s level. [Solar Halo] enhances the skill effect, with the final hit inflicting an additional 1s of stun.
Throws a shell at a target to deal damage. If near water terrain, absorbs water to expand the hit area and deal 70% extra damage.
Channels the power of lightning and strikes the target with a three-hit claw combo. This skill grants an additional 50% CRIT Rate.
Jumps up to dodge an attack, allowing lightning to swirl around it before diving down and dealing damage to targets around the landing point. A successful dodge also deals 120% damage and inflicts Paralysis on hit targets for 5s.
Flaps its wings to release a fragrance, increasing Dark Elemental Boost for all team members by 20% for 30s. Also [charms] targets within range, leaving them dizzy for a short duration.
Transforms into a ball that moves forward automatically for 15s. Direction can be adjusted. Hitting an enemy deals damage, while bouncing off a wall deals AoE damage equal to 15 Might to nearby targets. Jump is available in the Rolling Ball state, dealing AoE damage equal to 20 Might on landing. Jump cooldown: 5s.
Turns into an icy tornado to continuously attack its targets.
Rolls continuously to ram targets while draining stamina. If cast near a water environment, absorbs water to increase BREAK Efficiency by 30% for 15s.
Releases a wide-area energy burst around the target, dealing damage to targets hit and reducing subsequent shield values gained by 44% for 20s.
Releases an energy shock wave around the target, dealing damage to enemies hit and reducing their healing received by 44% for 20s.
Lifts the stone ball and rolls forward at high speed, dealing Damage to targets ahead and an additional 400% Damage to Shields.
[Rock Piles] created by Bouldus can be destroyed by Waleetle’s [Stone Ball Drift], releasing shock waves and applying [Disintegration] to the target. [Disintegration]: Each stack reduces Earth Resistance by 6% and Movement Speed by 5% for 20s, up to 6 stacks.
Charges briefly in place, then rushes at the target and slams into it, dealing damage and creating 4 [Rock Piles] around the target.
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.
Unleashes all the energy stored in the minerals on its back into the sky, where it transforms into meteors that rain down on targets.
Spins rapidly across the ground, pulling in debris before detonating violently. On explosion, deals AoE damage and generates 6 [Rock Piles] around the Bouldus.
Uses its tail amplifier to continuously emit sonar, detecting the weak points of targets within range. Keeping the target’s Weakness at the center for 0.8s applies Weakness Mark to it, reducing its CRIT resistance by 12% for 20s.
Applies Weakness Mark to all targets within view range for 30s. Also reduces targets’ Wind Resistance by 20% for 30s.
Every 10s, the next skill applies 1 stack of [Drowsiness] to the target. At 3 stacks, the target enters [Nightmare] for 20s. Targets in [Nightmare] have their Dark Resistance reduced by 27% and cannot move or cast skills for 3s. Taking damage removes the control effect.
Inhales to trigger an explosion that deals AoE damage. Increases the entire team’s damage and BREAK efficiency by 15% for 20s. If the user is [Shrouded in Mist], the damage and BREAK efficiency boost also applies to all nearby allies, with the boost increased to 30%.
Gains 15% BREAK Damage Reduction for 20s. If within 10m of a water environment, absorbs water to gain additional stacks of the effect—each puddle absorbed grants one additional stack, up to 4 puddles at once.
Creates an ice spike ahead, attacking and [freezing] the target for 1s. Can be used during tunneling. Afterward, dashes forward and emerges from underground.
Summons an Ice Storm that continuously builds up [Ice Debuff] on targets. The Ice Storm keeps moving forward until it hits a wall or a target.
Flies while dropping Ice element stars to attack the target for damage. Every 1 hits on a target applies 1 stack of Ice Debuff. After maintaining the skill state for 4s, can attack while moving for 15s.
After charging, unleashes a powerful blast forward, dealing damage. At max charge, consumes all remaining EP. For every extra 10 EP consumed, deals 30% extra damage.
Keeps playing, sending sound waves forward to damage targets.
Quickly forms a lotus cocoon that bursts open, instantly healing the whole team for 15% of the caster’s max HP, and grants the entire team 15% Grass Elemental Boost for 30s.
Hold to charge the microphone, then release to unleash a massive sound wave, damaging targets in front. A well-timed release deals an additional 30% BREAK damage.
Roots itself firmly in the soil, granting self and Hummin 20% BREAK efficiency. Instantly restores 50% HP to all Hummins, and heals self and nearby Hummins for 2% HP every second.
Transports itself to a target and attacks. If the target has less than 50% HP left, for each 1% HP lost, increases the Aniimo’s damage by 1%. Defeating a target with this skill grants a time-limited free recast.
Quickly creates 6 bubbles and increases party members’ Water damage by 16% for 30s.
Restores HP to the entire team based on 4% of the Aniimo’s max HP. If within 10m of a water environment, absorbs water to boost healing—each puddle absorbed doubles the healing, up to 4 puddles at once.
Drives both claws into the ground, causing underground crystals to erupt with magma. A cone of molten spikes surges forward, damaging targets. If it hits a target with more than 5 stacks of [Fire Debuff], it [stuns] them for 0.4s.
Enters a defensive stance, reducing damage taken by 20%. If attacked during the stance, counterattacks the target. If attacked at the moment the skill is cast, applies [Lockdown] to the target for 12s.
Fires a water jet. Hold the skill key to continuously cast, dealing damage to enemies in range and stealing up to 2 Energy per second from targets. Also restores 2% HP per second to Water element allies in range.
Gathers water and unleashes 3 consecutive slashes. Hitting the target with all slashes triggers an additional powerful slash. When near a water environment, absorbs water and empowers the slashes into water blade slashes, dealing additional damage equal to 30% Might.
Jumps up and hurls a huge water ball at the target, dealing AoE damage, creating a water puddle, and applying 5 stacks of Water Debuff to targets hit.
Flies while dropping Water element stars to attack the target for damage. Each hit reduces the target’s Energy by 3. After maintaining the skill state for 4s, can attack while moving for 15s.
Pours the power of moonlight onto the target, dealing massive additional BREAK damage based on the Aniimo’s level.
When deals damage to a target, reduces the target’s Dark Resistance by 12% for 20s.
Flies while dropping stars to attack the target for damage. Hitting the same target 3 times increases the Aniimo’s Energy recovery speed by 10% for 10s. After maintaining the skill state for 4s, can attack while moving for 15s.
Shoots stars to attack a target, dealing damage.
Fires a Sonar Attack in a cone, dealing damage 10 times to targets within range. The final hit applies Weakness Mark, reducing the Crit Resistance Rate of targets hit by 12% for 5s.
Causes all Hummins to blink next to the target and unleash sonic attacks, dealing area damage and inflicting [Stun] for 1s.
Attacks the targets while break dancing.
Creates an independent music space and deals damage to the targets within the space, lowering their Lightning resistance by 24% for 30s.
While off field, creates a patch of Turf under a teammate after they cast 3 skills.
Continuously increases its voltage and eventually triggers an explosion, dealing wide-area damage and creating an electric field underfoot. Inside the field, Lightning Elemental Boost increases by 20% for 30s.
Breathes powerful Lava Breath from the air, dealing damage to all targets within a large area in front and applying 8 stacks of [Fire Debuff].
The crystals on its elbows erupt with magma energy, hurling a massive molten boulder that explodes to deal wide-area damage. Damage increases by 2% for each stack of [Fire Debuff] on the target.
Every 18s, the next skill applies [Curse] to enemies hit for 10s. Dark basic attacks restore 0.4 EP when hitting enemies with [Curse].
Creates a magic circle beneath itself. Allies within range gain 70% increased Grass Crit Damage for 30s.
Fires multiple Electric Projectiles at nearby targets. If multiple projectiles hit the same unit, [paralyzes] the target for 5s. Hold the skill button to automatically enter the Fly state after the skill is cast.
Thrusts toward the target. On hit, increases this Aniimo’s Crit Rate by 15% for 15s.
Leaps up at high speed, gathers electricity, then slams down onto the target and enters the [Overcharged] state.
Enters the [Ballistic Guard] state, increasing the user’s damage reduction by 20% and greatly boosting interruption resistance. When attacked, releases a shock wave around the user that deals damage equal to 10 Might. This can trigger no more than once every 0.2s.
Quickly charges toward the target, performs a backflip kick to deal damage, then jumps back to the initial position, reducing the Movement Speed of the target hit by 30% for 10s.
Generates a thunder field that follows the target. When a target within the thunder field is hit by a Lightning attack, it is hit by an additional Lightning attack and inflicted with Lightning Debuff. Lightning attacks can trigger this effect no more than once every 0.2s. The thunder field lasts for 8s.
Restores 15 Energy and restores 0.8 Energy per second for 12s.
Throws a clay ball in a straight line in the direction faced, dealing damage on hit and applying Disintegration effect.
Removes all debuffs on surrounding teammates. Once the debuffs are removed, increases their EP recovery rate by 20% for 10s.
Increases Crit Rate by 20% while flying.
Goes all out, rapidly firing a continuous barrage of Wind Bombs.
Throws luminous seeds that light up the surrounding area when they land.
Continuously releases shock waves, dealing damage every second for 8s.
Rushes toward the target, dealing Damage. If used while in Fly state, dives at the target and ends Fly. During the charge, reflects incoming Projectile attacks.
Fires an energy beam at targets ahead. After gaining 24 points of [Dance Power], the next skill cast has a larger range.
Raises its pincers to charge. When fully charged or when the skill is cast again, performs 2 quick swings. Can move while charging.
Lunges forward and spins to create a magic field that fires 3 light blades for 3 hits, dealing damage.
Strikes the target with a shell. If near a water environment, absorbs water to expand the damage range, deals additional damage equal to 45% Might, and gains [Super Armor] for 5s.
Fires a Hypnotic Cloud Shot at the target. After it explodes, it deals damage to targets in the area and applies 1 stack of Drowsiness.
Dashes toward the target with electricity and cannot be blocked during the dash. Restores 5 EP when landing a critical hit.
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 10% of Might.
Summons a rose that explodes and applies Rose Mark to the target. Rose Mark blooms after the target takes 3 critical hits, healing all nearby allies for 5% of Melloblum's HP.
Creates a warm wind area beneath the caster, continuously healing the entire team for 9% of the caster’s Max HP over 8s. Aniimo within the area also gain 40% BREAK damage reduction.
Turbo sneezes, shaking 7 collectibles out of its wool. Picking up a collectible restores 6% HP.
Summons a Nimbi that follows the caster, damaging targets in its path and applying 1 stack of [Drowsiness]. When hitting the caster, the Nimbi charges back toward the target.
Fires a flame ray that penetrates targets and deals up to 9 hits of damage. While [Full Energy] is active, Might increases by 45%.
Hurls an empowered fireball that explodes on impact, dealing area damage and causing affected targets to take 100% increased damage while shielded for 20s.
Extends its arm and throws its sword at targets ahead. When the sword returns, it pulls common targets in front of itself.
Charges up in place and launches itself forward, dealing damage to the target hit and increasing its BREAK damage taken by 15% for 15s. If other targets are nearby after the hit, it ricochets to them up to 10 times. It can also ricochet to allies.
Unleashes Helios’ Judgment on nearby targets, dealing massive damage. Evolves into Soleon, increases its own Damage Amp by 15% until leaving combat, and gains Ring of the Golden Sun.
Launches a tornado wind orb that explodes on impact and generates a forward-propelling tornado.
Pulls out food to heal the team for 8% of the Sparkelf’s HP. If the unit’s HP is below 50%/25%, instead heals them for 12%/16% of the Sparkelf’s HP.
Performs a wide-area slash. If near a water environment, absorbs water to greatly increase the slash range, deal additional damage equal to 30% Might, and increase basic attack range after the slash for 6s.
Launches a fireball at the target and applies 2 stacks of [Fire Debuff] for 5s. Hold the skill button to aim.
When a party member deals basic attack damage, gains 1 stack of [Rose Mark], up to 10 stacks. Each stack of [Rose Mark] reduces Melloblum’s EP cost by 3.
Lowers its chassis and grips the ground. During this state, basic attacks are replaced with cannon fire that consumes EP and deals AoE damage.
Fires 3 homing stars. Each time a star damages a target, the user gains a 1% Damage Boost, stacking up to 15 times.
Squashel’s tail sparks with fire, whipping up cascading flames from the ground to deal heavy damage to the target.
Tackles the target with the power of flame. After casting the skill, gains [Super Armor] for 5s.
Releases petals that track and attack the target. This skill gains 35% extra Crit Rate.
Charges at the target to deal damage. If used while flying, dives at the target and stops flying. On hit, gains a shield equal to 5% of max HP for 10s.
Jumps up and throws a giant fireball at the target. It explodes on landing, dealing wide-area damage and applying 12 stacks of [Fire Debuff].
Casts Flaming Claws at the target. A powerful claw strike can be cast again within 5s. Both 2 claw strikes can consume 2 stacks of [Fire Debuff] from the target to deal additional damage equal to 30% Might.
Jumps up to dodge an attack, allowing flames to swirl around it before diving down and dealing damage to targets around the landing point. A successful dodge also deals 120% damage and increases damage by 20% for 20s.
Dashes forward with a punch, dealing damage and piercing through targets. Also removes all [Fire Debuff] stacks from the target. Each stack of [Fire Debuff] deals additional damage equal to 5% Might.
Channels energy to recharge allies. Lightning-type teammates’ basic attack damage increases by 35%, and their BREAK efficiency increases by 20% for 20s.
Passion Heats Up, dealing AoE Damage and increasing nearby allied units' Fire Elemental Boost by 25% for 30 seconds
Plays music and gains the movement-series buff: [March], restoring 0.8% max HP every second for 20s. With 3 movement-series buffs active, all effects from those buffs are increased by 30%.
Jumps up to dodge an attack, allowing a scent to encircle itself before dive-pecking the targets to deal damage. A successful dodge will generate a shield equal to 10% of max HP for 20s.
Makes its hands grow huge and smashes the ground, dealing damage to all targets nearby.
Summons 2 clones to attack the selected location. Summons 1 extra clone that gains [Super Armor] for 10s while in the [Full Energy] state.
Throws a two-hit punch forward. If the target hit carries the Pinecone mark, consumes the mark and empowers the next basic attack into [Punch Rush]. [Punch Rush]: Continuously throws punches forward, dealing damage equal to 60 Might.
Breathes fire forward, attacking targets and applying 8 stacks of [Fire Debuff].
Creates a Phantomfly at the location, restoring 20 EP to all teammates that touch it after a 3s delay. There can be up to 2 Phantomflies at the same time.
Removes debuffs from the caster. When off-field, Gracewing automatically appears to remove debuffs from the active teammate.
Immediately breaks free of control effects and retreats from the target, leaving a clone behind for 20s. The clone cannot be attacked and mimics the user’s basic attacks and skills, dealing damage equal to 20% of the user’s damage. Use the skill again to swap places with the clone. The clone is destroyed if it moves more than 20m away from the user.
Creates a circular magic field underfoot, restoring 2.4 EP every second to Grass-type teammates within range for 12s. The field also upgrades nearby Turf into Vitality Blooms, restoring 1% HP every second to Grass-type teammates within range.
Creates a warm wind area beneath the feet, continuously healing the entire team for 9% of the caster’s Max HP over 8s. Wind-type Aniimo receive an additional 3% healing.
Fires 3 Light missiles at targets, prioritizing different targets. Applies [Fox Mark] to targets hit, reducing their Light Resistance by 5%. Stacks up to 3 times and lasts 10s.
Plunges both claws into the underground crystals, causing them to erupt and send a cone-shaped wave of Dark molten rock spikes surging forward. The spikes deal damage to targets and [stun] them for 0.4s.
Spins and releases a storm of petals to attack a target.
Fires an energy beam. Hold the skill key to keep firing, dealing damage to enemies in range and restoring 2% HP per second to allies in range. After 3s of continuous casting, removes negative status effects on self.
On hit, puts the target into [Sleeping], increasing damage taken by the target by -25% and preventing action for 5s. Removed when the target takes damage. Ineffective against Grass-type Aniimo.
Sends a light wave forward, absorbing enemy projectiles and increasing EP recovery rate by 30% for teammates along its path for 20s.
Charges and gathers Energy above the target, then drops it to strike the target. Hold the Skill button to charge. Every 0.6s, consumes 10 Energy to increase the skill damage, up to 4 times. Stages 1 to 5 deal damage equal to 1/2/3/4.5/6x Might, respectively.
The Somniwing flies up and uses its power of rejuvenation, recovering 45 EP.
Spins and dashes in the chosen direction, firing multiple homing bolts in succession. Also activates all Iris clones to fire floral light beams.
After Iris Shot hits a target, summons 1 Iris Clone for 30s. The clone immediately fires a Floral Gleam Beam at the target. Casting the skill again resets the clones.
Condenses energy into a massive phantom that dives down and slams into the ground, dealing area damage and leaving 1 Irisalis clone that lasts 30s. This clone can coexist with the clone summoned by Irisalis Shadow. Recasting the Ultimate resets the clone.