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Aniimo skill numbers: EP, cooldowns, crit and debuffs

Break adds 250% damage against bosses, silence lasts four seconds, and an unupgraded Wind Bomb Rush costs 45 EP from a pool your whole party shares.

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The short version

  1. EP comes from one pool shared by the whole party, so spamming one Aniimo's skills leaves the rest of your team without energy.
  2. Wind Bomb Rush costs 45 EP until you upgrade it, which makes it one of the expensive skills to cast.
  3. Emptying an enemy's break bar stuns it and adds 250% damage against bosses until the bar refills. Break is the largest single damage multiplier in the game.
  4. Aniimo's base crit rate is not settled: it is given as both 10% and 15%. Irisalis has a high base crit rate of 15%.
  5. Silence blocks enemy skills for four seconds, and the lightning vulnerability debuff stacks up to 20 times for a maximum of 20%.

Most of Aniimo's combat is about timing, but the timing rests on a few fixed numbers. How much a skill costs. How long a debuff lasts. How hard a broken enemy gets hit. Once you know those, your rotation choices stop being guesswork.

This page collects the hard values: the shared EP pool and what it costs to draw from it, the Break multiplier, crit rates, debuff and silence durations, and the numbers attached to specific skills. Where a figure is unsettled, it says so.

EP: one energy pool for the whole party

Energy Points (EP) are what you spend to cast active skills and abilities. They sit on the HUD as blue orbs above your health bar.

The important part: EP is not stored per Aniimo. It comes from a single pool shared by your whole party. If one creature spams active skills, the rest of the roster is left starving. You get more out of the same energy by planning a skill rotation and swapping creatures on purpose, not by leaning on whoever happens to be out.

Costs matter because of this. Wind Bomb Rush costs 45 EP without its upgrade. That is a high price, and every cast comes out of the same orbs your other Aniimo need. If you build around it, the upgrade is the thing that makes it cheaper to run.

What is Break in Aniimo

Every enemy has a break bar. Empty it and the enemy is stunned, which opens a damage window that lasts until the bar refills. During that window it takes greatly increased damage, and against bosses the bonus is 250%.

Nothing else in the game multiplies damage that much at once. Break is the largest single damage multiplier Aniimo has, which is why break damage counts as a team role and not just a side effect. The practical rule is simple: save your strongest skills, and your EP, for the moment the bar empties, because the same hit lands far harder inside the window than outside it.

250%

Extra damage to broken bosses

A boss with an empty break bar takes 250% more damage until the bar refills, which makes Break the largest single damage multiplier in the game.

Crit rates

Aniimo's base crit rate is not settled. It is given as both 10% and 15%, so treat any build math that depends on the exact base figure with care.

Irisalis has a high base crit rate of 15%. How much that stands out depends on which base figure holds: against a 10% baseline it is a clear edge, against 15% it simply matches. Either way, it is the one creature here with a crit figure stated outright.

Debuffs, silence and trigger limits

Silence stops an enemy from using skills, and it lasts four seconds. That is short, so it works best when you time it against an incoming enemy skill rather than casting it the moment it comes off cooldown.

The lightning vulnerability debuff stacks. It goes up to 20 stacks, for a maximum of 20%. You reach the cap through repeated application, so it rewards keeping lightning pressure on a single target.

Some effects carry an internal limit. Thorny Blessing's thorns can trigger at most once every 0.5 seconds, however often the target is hit. Being struck by a flurry of fast attacks will not make the thorns fire faster than that.

Skill values worth knowing

Screen Splitter fires several projectiles and grants a 30% damage boost when more than one of them hits the same target. It rewards getting close to a single enemy instead of spraying a crowd.

Rookie's Bouncy Sling goes the other way. It ricochets between nearby enemies up to 10 times, so it does its best work against packed groups.

Two creatures are defined by what they bring to the team. Tucken summons Hummin minions that charge into battle alongside it. Prankie is a healer, providing party-wide healing through Healing Water. Both roles are covered in full in the role list guide.

45 EP

Wind Bomb Rush cost without its upgrade

EP comes from one pool the whole party shares, so a 45 EP skill leaves less energy for every other Aniimo on the team.

Party rules and mode mechanics

A few numbers belong to the party as a whole. When the tank token holder (the primary attacker) drops to low HP, every other ally loses 25% of their max HP to heal them. That keeps your front line standing at a real cost to everyone behind it, so a low tank is a team problem and not just theirs.

The player who interacts with the Primary Attacker Rune gains 70% increased damage. Decide who takes it before the fight rather than letting whoever is closest grab it.

In the Lost Sanctum limited-time mode, activating the statue starts consecutive waves of Umbral Aniimo. Have your EP and your rotation ready before you touch it, because the waves come one after another.

Where to start

Treat EP as a team budget, keep your big hits for an empty break bar, and time your four-second silence instead of casting it on cooldown. Don't build around an exact base crit figure until it's settled.

Most of this page was re-checked against the released game on 4 October 2026. The rest has not been re-confirmed since release.

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