Aniimo Combat Guide: Roles, BREAK and EP Skill Costs
Learn to read Aniimo combat records in the order a player needs them: job, resource, effect, condition, and one testable team change.
By Aniimo Editorial Team ·
Combat advice becomes unreliable when it jumps straight from a role label to a finished rotation. The current Aniimo data is better suited to a careful reading order: identify the job, check the Cost and Power fields, read the effect and its condition, then test one party change in the activity you care about. This guide explains what each layer tells you and where the public data still stops.

A role is a question, not a rotation
DPS, Heal, Regen, Support, and BREAK are useful because they reduce a 94-record roster to a manageable shortlist. They do not tell you when to press a skill, how much EP a fight will generate, or whether the record is best for every target. Those answers live in the skill descriptions and in the encounter you are testing.
A practical first pass is to choose one pressure source, one recovery or utility source, and one candidate for tougher targets. Read what each one spends and returns. If your DPS consumes a resource quickly, a support skill that restores EP may matter more than a second damage label; if a utility skill has a long condition, it belongs to a different plan than a permanent passive.
This is why a second DPS can feel worse than a less exciting support pick. The extra damage is visible on the roster screen, but the missing recovery or opening is what makes the encounter fail.
Open the skill directoryFive labels you will see in the database
- RoleRoster filter
DPS, Heal, Regen, Support, and BREAK describe a broad contribution. The badge narrows the list; the skill text tells you what the Aniimo actually does.
- CostOfficial record
The skill record publishes a Cost value. Several official descriptions explicitly say that a skill restores or changes EP, so Cost should be read beside the description rather than renamed into a universal formula.
- PowerOfficial record
Power is a published skill value. It is not enough on its own to calculate final damage without the game's full formula, target defenses, modifiers, and launch balance.
- CooldownCBT3 community field
Cooldown values in the skill directory come from AniimoVerse CBT3 records and are marked as community data. They may change at launch.
- BREAKRole, state, and skill field
Current records use BREAK as a role label, list BREAK-related skill values, and mention targets already in a BREAK state. They do not yet establish one verified site-wide trigger threshold or window duration.

Read the number next to the sentence
Cost is only half of an EP decision. Scorchhowl's Fire Bolt is listed at Cost 10 and Power 30, but the description also applies two Fire Debuff stacks for five seconds. Blazen's Electrified Impact costs 20 and restores 5 EP on a critical hit. Those are different resource stories even before a final damage formula is known.
Gracewing makes the point from the utility side: Phantomflutter costs 20 and has Power 0, while its Phantomfly restores 20 EP to teammates that touch it after three seconds, with a maximum of two. A zero Power field does not mean the skill has no combat value; it means the useful result is not expressed as direct damage.
Pawney's Ironclad Armament is another readable example. The record lists Cost 0 and Power 220, then adds 10% EP recovery and 30% damage to BREAK targets for 15 seconds. Keep the duration and target condition attached to the effect; do not flatten it into a permanent team bonus.
Compare published skill recordsEP examples you can verify now
Use these as reading examples, not as a complete combat formula.
| Aniimo | Skill | Cost / Power | What the text confirms |
|---|---|---|---|
| Scorchhowl | Fire Bolt | 10 / 30 | Deals damage and applies two Fire Debuff stacks for 5 seconds. |
| Blazen | Electrified Impact | 20 / 33 | A critical hit restores 5 EP. |
| Gracewing | Phantomflutter | 20 / 0 | After 3 seconds, the Phantomfly restores 20 EP to teammates that touch it; up to two can exist. |
| Pawney | Ironclad Armament | 0 / 220 | Increases EP recovery by 10% and damage dealt to BREAK targets by 30% for 15 seconds. |
Cost and Power are reproduced as database fields, not as a claim that Power equals final damage.

Change one slot so you can learn from the result
Pick a repeatable activity and write down what failed: no recovery, no opening, too much resource pressure, or a missing element. Then change one slot that addresses that failure. If you replace half the party, you may win, but you will not know which decision helped.
Use the profile and the Team Builder to keep the comparison honest. Record the role, element, Cost, and the condition on the skill you are testing. A simple note like “the party survived the second phase after adding recovery” is more useful than a vague claim that one record is universally better.
BREAK deserves the same patience. The current records mention BREAK roles, BREAK values, and bonuses against BREAK targets, but they do not publish a universal gauge threshold or window duration. Treat the first run as a test of the encounter, not proof of a permanent rule.
Open Team Builder