NO. 19NTraining & EvolutionUpdated: 2026.10.03

Aniimo Capability Awakening Guide – Innate vs Acquired Potential: What to Raise First?

Innate vs Acquired · the +4% threshold rule · recommended Potentials (👍) · costs · reset · Perfect rating
Capability Awakening screen — the white + yellow bars are Innate + Acquired, the blue '+number' is an extra bonus
The right way to do Capability Awakening is to raise the Potentials that feed into that Aniimo's skill scaling (👍) first, then put leftover points into HP. The actual stat rises by +4% every time the Potential total reaches a multiple of 4. Capability Awakening is the training system that raises six Potentials (HP · ATK · P.DEF · M.DEF · REGEN · BREAK). This guide covers the difference between Innate and Acquired Potential, the multiple-of-4 rule, how to pick recommended Potentials (👍), and costs and resets.
  • Key point: only raise the Potentials (👍) that feed into the Aniimo's skill scaling — Potentials without scaling barely add any damage
  • Potential = Innate (set at birth) + Acquired (raised through Capability Awakening) + the blue '+number' bonus
  • The actual stat rises by +4% every time the Potential total reaches a multiple of 4 (4 · 8 · 12 · 16 · 20…)
  • Innate + Acquired is capped at 20 per Potential, while the blue +number (Star Up Ascension · Held Items) stacks beyond 20
  • The basic approach is to raise the 👍 recommended Potentials first, in steps that land on multiples of 4
  • Resetting Acquired Potential is free the first time and costs 200,000 Gold after that, with 100% of materials refunded — but only for Aniimo at level 60 or below

Key point: only raise Potentials that feed into skill scaling

Most important
• 👍 Recommended Potentials = the Potentials that feed into that Aniimo's skill scaling. Skill damage scales only with the stats in its scaling. • Raising Potentials without scaling is very inefficient. Example: a BREAK-role Aniimo gains almost no damage from 20 ATK, because its skill scaling is on BREAK. • Once the recommended Potentials are done, put leftover points into HP. Defense is split into P.DEF and M.DEF, each blocking only one damage type, so it is less efficient than HP. • REGEN only matters much when a skill or trait has REGEN scaling. Otherwise it just makes natural recovery about 1–2% faster.

On the Capability Awakening screen, the Potentials with a 👍 next to them are the scaling Potentials. They differ for each Aniimo, so be sure to check.

Where the +4% kicks in (based on Potential total)

Core rule
• No bonus: +4% at displayed values 4 · 8 · 12 · 16 · 20 → +20% at 20 • +2 bonus (e.g. Held Item, Star Up Rank 6): +4% at displayed values 2 · 6 · 10 · 14 · 18 (totals 4 · 8 · 12 · 16 · 20) → at 20 the total is 22, +20% • +4 bonus (Rank 7 Ascension complete): +4% at displayed values 4 · 8 · 12 · 16 · 20 → at 20 the total is 24, +24%

Displayed value = Innate + Acquired (white + yellow bars). When you select a Potential in Capability Awakening, it shows what activating it this time will raise, so check whether the step gets a +4% before you spend it.

1Innate · Acquired · +number bonus

  • Innate Potential (white bar): Set when the Aniimo is born through catching, hatching or breeding. It can only be raised by special means such as the Capafruit (+1 to each of the six Innate Potentials, once per Aniimo).
  • Acquired Potential (yellow bar): The value you raise yourself by spending materials in [Capability Awakening]. Innate + Acquired is capped at 20 per Potential.
  • +number bonus (blue): Comes from the Ascensions into Star Up Ranks 5 · 6 · 7 (Six Potentials +1 · +1 · +2) and from Held Items (a specific Potential +2 when enhanced), among others. It stacks beyond 20 and counts toward the multiple-of-4 calculation.
  • So even at the same '10', a +2 bonus makes the total 12, which adds one more +4%. A bonus moves the +4% thresholds earlier.
The '+2' on top of REGEN 8 — the +4% steps are based on the total including this bonus

2What should you raise first?

  • Priority 1: 👍 recommended Potentials = skill scaling Potentials. On the Capability Awakening screen, the Potentials marked 👍 are the ones that feed into that Aniimo's skill scaling. Example: the DPS Stellarys has 👍 on ATK and REGEN, and Somniwing on HP and REGEN.
  • Don't raise Potentials without scaling. Even if a BREAK-role Aniimo gets 20 ATK, its skill scaling is on BREAK, so damage and feel barely improve. Spending the same points on 👍 Potentials is far more efficient.
  • Raise in multiples of 4. The +4% only applies when the total reaches a multiple of 4, so spend points in chunks that fill up to the next multiple of 4.
  • Leftover points go into HP. Once the 👍 Potentials are done, HP is the standard choice. Defense is split into P.DEF and M.DEF and only reduces one type of damage, so it is less efficient than HP, which helps against all damage.
  • REGEN only when it has scaling. If a skill or trait has REGEN scaling, such as Ethereal Light Wave · Charged Geyser · Power Surge, the effect is large. Otherwise natural recovery only gets about 1–2% faster, which you will hardly notice.
  • The number of activations is limited. The Capability Awakening Count starts at 20 and rises to 25 → 33 → 43 with the Ascensions into Star Up Ranks 5 · 6 · 7. You cannot bring all six Potentials to 20, so spend them in the order scaling Potentials → HP.
Star Up guide: Capability Awakening Count 43 and Six Potentials +4

3Capability Awakening costs and level requirements

  • Levels 1–4: 1 · 2 · 3 · 4 Star Dust (10 total)
  • Levels 5–8: 1 · 2 · 3 · 4 Star Sand (10 total)
  • Levels 9–12: 1 · 2 · 3 · 4 Starcryst Essence, levels 13–20: 5 Starcryst Essence each (50 total for 9–20)
  • Aniimo level requirements: 11–12 require Aniimo Lv.40, 13–15 Lv.50, 16–19 Lv.55, and 20 Lv.60.

To raise one Potential to 20

Star DustStar Dust10Star SandStar Sand10Starcryst EssenceStarcryst Essence50

4Reset and ratings

  • Acquired Potential reset: The Acquired Potential you raised in Capability Awakening can be reset and redistributed. The first reset is free, and after that it costs 200,000 Gold. A reset refunds 100% of the materials used.
  • Only Aniimo at level 60 or below can be reset. Finalize your distribution before levelling further.
  • Rating: After catching, the Research Console at an Outpost rates the Innate Potential. There are four tiers — Common · Good · Elite · Perfect — determined by both the total Innate Potential and the recommended Potentials.
  • When catching in the wild, the odds are roughly Common 66% · Good 26% · Elite 7.2% · Perfect 0.8%. Eggs 'with powerful vitality' are guaranteed Elite or higher, and Eggs 'brimming with vibrant life' are guaranteed Perfect.
  • Should you discard anything that isn't Perfect? No. Anyone can raise Acquired Potential to 20, so the Innate difference only means 'how many more steps you get from the same number of activations'. For your main Aniimo aim for Elite or higher, but picking one with high Innate values in the recommended Potentials matters more.
  • Personality does not affect battle stats. It is only used for work bonuses in the RV Home.

Pro tips

  • •Doing the Star Up Ascensions before Capability Awakening makes the math easier, since your +number bonus and activation count both increase.
  • •If you plan to equip a +2 Held Item, raise that Potential so the +4% lands at displayed values 2 · 6 · 10 · 14 · 18.
  • •Review your distribution once before passing level 60. Resets are not possible after that.
Keywords:#Capability Awakening#Aniimo Potential#what to raise first#recommended Potentials#skill scaling#Innate Potential#Acquired Potential#Perfect#Potential reset#training