Air Superiority
Used by 1 AniimoIncreases critical rate by 20% while flying.

Browse passive effects and the Aniimo associated with each trait.
Increases critical rate by 20% while flying.

When entering battle, if the team has an opposite-sex Susuta family member, increases own BREAK efficiency by 30% for 15s. Cooldown: 20s.



Teammates who receive this Aniimo's skill buff also gain 25% Lightning damage for 15s.



When switching Aniimo in battle, restores 12.5 EP to the next Chirpi family member switched in. Triggers once every 20s at most.


Defeating a target grants 1 stack of Battlelust, increasing damage by 25% for 20s. Stacks up to 2 times.


When dealing damage to targets with more than 5 stacks of [Ice Debuff], increases critical rate of that damage by 15%.



Always has 20 stacks of [Fire Debuff]. [Trick Fire Ring] applies 4 stacks of [Fire Debuff], while [Fire Orb] applies 3 stacks of [Fire Debuff].


For every 1% HP lost, increases damage by 0.8%, up to 48%.


Every 12s, enters Bathing. The next skill cast creates a puddle.


Automatically restores 1 [Bubble Energy] every 3s. Each time this Aniimo’s skill deals damage to a target, restores an extra 3. Stores up to 10. Casting [Baa-Baa Healbubb] consumes 10 to restore an extra 12%.


After being attacked, increases BREAK efficiency by 30% for 10s.



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 17% and cannot move or cast skills for 3s. Taking damage removes the control effect.

When a skill deals damage to a target, reduces the target's Dark Resistance by 7% for 20s.


While on grass, damage increases by 20%. After entering battle, each skill hit grants 1 [Dance Power]. At 24, the next skill costs no EP.


While in [Tunneling] state, can cast skills and deals 30% extra BREAK.



Restores 4 EP when a skill lands a critical hit.

For every 1,000 max HP, increases BREAK damage by 2%.

Increases max EP by 10.

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.


Basic attacks apply [Ice Debuff]. Deals 35% extra BREAK to targets with more than 5 stacks of [Ice Debuff].

After using 8 basic attacks in battle, Inferlupa enters Full Energy, enhancing its next skill. Damage dealt by that skill is treated as basic attack damage.

Each basic attack and skill triggers the gacha once, randomly firing an orange, purple, blue, or gold bubble and adding that bubble color to the gacha slots. Gold bubbles have a 1% chance to appear, while each other color has a 33% chance to appear. When the slots hold 5 bubbles of the same color, or when a gold bubble appears, all bubbles are cleared and [Jackpot] begins for 10s. In [Jackpot], basic attacks and skills no longer trigger the gacha and always fire Rainbow Bubbles. Basic attack damage +60%.


For 5s after using a skill, basic attack hits deal additional damage equal to 5 Might.


Increases BREAK by 0.


After casting 3 skills, enhances the next skill used during Icebreaker and adds an extra effect.When HP is below 75%, increases BREAK efficiency by 20%. When HP is below 50%, increases BREAK efficiency by 40%.


When a skill applies a debuff to a target, Wind damage for the whole team increases by 20% for 15s.


When not attacking with an advantageous element, final damage increases by 20%.Casting a skill or Ultimate grants 4 stacks of [Silver Moon Mark]. Each basic attack hit consumes 1 stack, deals 100% extra damage, and restores 0.5% HP.

When entering battle, restores 2.5 EP for each Earth-type Aniimo on the team. Cooldown: 15s.


Moving and using skills builds Overload Energy. When Overload Energy is full, the next skill gains 40% bonus damage.


When a teammate 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.

When a skill or Ultimate hits a target, reduces the target’s Earth Resistance by 2%. Stacks up to 5 times and lasts 10s.


Deals 40% extra damage to enemies with more than 5 stacks of Fire Debuff.

While off field, creates a patch of grass under a teammate after they cast 3 skills.

When casting a skill with less than 20 EP, restores 2.5 EP.

After skills land 6 critical hits, becomes [Overcharged], immediately gaining a shield equal to 5% HP. All skills cost 12 less EP, but UP cannot be gained. Lasts 6s.


Every 18s, the next skill applies [Curse] to enemies hit for 10s. Dark basic attacks restore 0.25 EP when hitting enemies with [Curse].

Increases BREAK damage by % for every 21,000 max HP. Upon entering battle, summons 1 Hummin to assist. An additional Hummin is summoned every 10s, up to a maximum of 3.

Deals 30% extra damage to targets affected by control effects or BREAK.

After spending a total of EP, gains [Pyro Charge]. Every 502s, applies 1 stack of Fire Debuff to nearby targets for 10s.


Increases Water damage by12% for all opposite-sex Aniimo on the team.

Builds [Rage] during battle. Basic attacks grant 2 points, every 10 EP spent on skills grants 10, and taking damage grants 2. At 100 points, enters the [Enraged] state.[Enraged] increases ATK Speed and own skill damage by 30%, increases the EP recovery rate by 25%, and prevents [Rage] gain. Lasts 20s.


[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 3%% and Movement Speed by 5% for 20s. Stacks up to 6 times.

Increases damage dealt to enemies weak to your element by 15%.



After using 6 basic attacks, enters [Shrouded in Mist] state. Casting a skill consumes this state to enhance the skill's effects.


When not attacking with an advantageous element, final damage increases by 20%. Every 4 basic attacks grants [Solar Halo], enhancing the next skill.

The first skill this Aniimo uses within 5s of entering battle does not consume EP. Cooldown: 17s.

Skills build Momentum when they deal damage, up to 6 stacks. Momentum gain is doubled during tunneling. At max stacks, increases BREAK efficiency by 30% for 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.


When this Aniimo's attack hits a target, it gains 1 stack of [Thunderbond]. At 30 stacks, it enters the [Thunderwing Stance] when using its next skill or Ultimate. Lasts 10s.


While in water terrain or after absorbing water, increases Water damage by 20% for 10s.



Each skill cast grants 1 stack of [Volume], up to 6 stacks. At 6 stacks of [Volume], increases critical rate by 15% for 15s.


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%.

While in water terrain, reduces the EP cost of all skills by 10%.


