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How dodging and counters work in Aniimo
Dodging draws on the same stamina bar as sprinting, and enemies hit whoever holds their aggro. How to spend stamina and position around both.
The short version
- Dodging and sprinting draw on the same stamina bar, so running around between fights leaves you less to dodge with once one starts.
- When you are transformed into an Aniimo you control its skills, dodging and dashing directly, so defence is in your hands and not left to the creature.
- Combat has both a target lock-on and targeting assistance, which keep your attacks aimed while you move to avoid hits.
- Enemies focus their attacks on whichever Pathfinder holds their aggro instead of spreading damage across the party, so you can predict who needs to dodge.
- Helion's empowered attack stuns enemies, which gives you an opening you make yourself rather than one you wait for.
Defence in Aniimo comes down to three things: the dodge, the stamina it costs, and knowing who the enemy is actually trying to hit. You can dodge incoming attacks during any combat encounter, but a dodge is not free, and where you stand matters as much as when you press the button.
This guide covers dodging, the tools that keep you facing the right target while you do it, and how the aggro system decides which Pathfinder takes the punishment. Transformation and the wider combat loop have their own articles on this site, so they get a sentence here, not a section.
Dodging runs on the stamina bar
A stamina bar governs both sprinting and dodging in combat. They share one pool, and that is the detail that decides most fights. If you sprint up to a fight, you arrive with less stamina for dodging. If you dodge on reflex at every wind-up, you have nothing left for the attack that actually matters.
The practical habit is simple. Walk into range rather than sprinting when you can, and save your dodges for hits you cannot simply step away from.
The same applies when you are transformed. While you are an Aniimo you control its skills, dodging and dashing directly, so the timing is yours and so are the mistakes. The full mechanics of transforming are covered in the article on transforming, dodging and stamina in battle.
Keeping your aim while you move
Combat has a target lock-on, and it also has targeting assistance. Together they let you keep your attacks pointed at one enemy while you move around it. That frees your attention for watching the enemy's attacks rather than lining up your own.
Lock-on matters more because ground-based and airborne Aniimo behave differently in combat. An enemy that moves through the air does not come at you the way a ground-based one does, and locking on keeps it in front of you when it changes height or angle. Learn which kind you are facing before you commit your stamina to dodges.
Aggro decides who has to dodge
Enemies in Aniimo use an aggro system. They concentrate their attacks on whichever Pathfinder currently holds their aggro, rather than spreading damage evenly across the party. That makes defence predictable: the Pathfinder holding aggro is the one who needs to watch the enemy and manage stamina carefully, and everyone else has more freedom to position for damage.
It also means positioning is a team decision. If you are not the target, you are not under the same pressure to dodge, so you can spend stamina on getting into a better spot instead. If you are the target, keep the enemy's attention on you and do not drag it toward allies who are not ready for it.
Making your own opening with a stun
Dodging reacts to the enemy. A stun takes the initiative away from it. Helion can stun enemies with an empowered attack, which gives you a window where you are not the one reacting.
That pairs well with everything above. A stunned enemy is one you do not have to dodge for a moment, which means stamina you are not spending, and a clean opening for whichever Pathfinder is not holding aggro to get into position.

Where to start
Treat stamina as your defence budget, since dodging and sprinting drain the same bar. Lock on so you can watch the enemy instead of your aim, and check whether it fights on the ground or in the air. Know who holds aggro, because that Pathfinder does the dodging. If you have Helion, use its empowered attack to stun and make an opening yourself.
Every fact on this page was re-checked against the released game on 17 September 2026.