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Early party building and companion roles in Aniimo
Your starter is a Light damage dealer, and Light has no dedicated support. Here is how to fill the rest of an Aniimo party with healing, shields and break.

The short version
- You can deploy up to four Aniimo in battle and swap between them instantly in real time, so every slot in the party should do a different job.
- Each Aniimo fills one fixed combat role (DPS, break, healing, support or regen) and that role can never be changed.
- Both starter Aniimo are Light element DPS units, and Light-type Aniimo have no dedicated Support Aniimo, so your support has to come from another element.
- Glacy is a Healer whose Healing Water gives it extra self-healing, and Turbo shields the whole team for 15% of maximum HP.
- Lunara and Helion are Special Aniimo, which kept them out of the Bond Pact sealing event at the end of the Global Closed Beta.
An Aniimo party is four creatures, not one. You fight with all of them, switching between them mid-battle, and the game is built so that each of them covers a job the others cannot.
That matters from the first hour, because your starter arrives with its job already decided. It deals damage. What it cannot do is heal, shield or buff, and the element it belongs to has nobody dedicated to that last task.
So early party building is mostly one question: what do you put around a damage dealer? This guide covers how the party works in combat, what the roles are, where your starter fits, and which early companions fill the gaps.
How an Aniimo party works in battle
You can deploy up to four Aniimo in battle at the same time. Combat uses character switching: you swap instantly, in real time, between the four active Aniimo in your party. Nobody sits on a bench waiting for their turn. Whoever you need is one input away.
Each Aniimo can equip up to two regular combat skills at any given time, plus its ultimate attack. That is a small kit per creature, which is exactly why the party matters more than any single member. One Aniimo cannot carry answers to everything, so you spread the answers across four.
Certain Aniimo can also access additional moves beyond their default moveset. That gives some creatures more room to adjust, but it never changes what they are for.
4
Aniimo deployed in battle at once
Every Aniimo has one fixed role
Aniimo have elemental affinities, and each one fills a single fixed combat role chosen from DPS, break, healing, support or regen. The role cannot be changed. You do not train a damage dealer into a healer; if you want healing, you catch a healer.
The practical rule follows directly: build a team with distinct roles such as damage, break, healing and support, instead of stacking damage dealers. Four DPS units hit hard right up until something hits back, and then there is nothing in the party that can do anything about it.
Support Aniimo are worth singling out. They provide active abilities that match their role, granting utility and stat buffs to the team. They are the slot that makes everyone else better rather than doing the work themselves.
Your starter is a damage dealer
Which starters you are offered is not settled. Early in the main story they are given as a choice between two divine wolves: Lunara, Spirit of the Moon, and a Sun counterpart named either Helion or Elion, Spirit of the Sun. They are also given as a lineup that includes Fenelon. Skippy serves as a Water-type starter Aniimo.
What is clear about the two wolves is their role. Both starter Aniimo are Light element DPS units. Whichever one you pick, your first party member is there to deal damage.
The catch is that Light-type Aniimo have no dedicated Support Aniimo. If you were hoping to build an all-Light team around your wolf, the support slot will not come from inside the element. Plan on looking elsewhere for buffs from the start.
Lunara and Helion are also unusual in another way. They were classified as Special Aniimo, and so could not be chosen for the Bond Pact sealing event at the end of the Global Closed Beta.
Filling the rest of your Aniimo party
Start with healing. Glacy fills the Healer role in combat, and its Healing Water grants additional self-healing to Glacy. A healer that keeps itself standing is a healer you do not have to babysit while you are busy swapping to your damage dealer.
Shields are the other way to keep a DPS starter alive. Tubster has a default shielding ability called Gale Guard. Turbo provides shields to the whole team equal to 15% of maximum HP, which covers every member of the party rather than just the one on the field.
If you want extra damage alongside your starter, two traits are worth knowing. Dazmand's passive removes energy consumption for the first skill used within 5 seconds of entering combat, so its opening move is free. Ignitis's Dark Soul trait increases damage dealt to injured enemies below 50% HP, which makes it a natural finisher once your starter has done the early work.
Element also matters outside combat. Fire-type Aniimo abilities can burn away environmental vine obstacles, so a Fire Aniimo in your party earns its place while exploring as well. The elemental terrain guide covers field abilities in full.
15%
Turbo team shield, share of maximum HP
Where to start
Treat your starter as the damage slot and build outward from it. Add a healer such as Glacy, a shield from Tubster or Turbo, and a support from outside the Light element, since Light has none of its own. Keep every role distinct, because no Aniimo can ever change the one it has.
Most of this page was re-checked against the released game on 27 September 2026. The rest has not been re-confirmed since release.