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How elemental team synergies and buffs work

Elements decide who your buffs pay out for, who counters you, and which roles you can actually fill. Here is what the Electric, Grass and Wind rosters look like from a team-building seat.

Leafy
Leafy

5 min read6 sectionschecked updated

The short version

  1. Luminel is an Electric-type Support, alongside Dazmand and Besauce.
  2. Luminel's passive talent grants buffed allies 25% increased lightning damage, so it pays out for allies that deal lightning damage.
  3. Earth attacks are super-effective against Lightning and Ice, which is the standing threat to a lightning composition.
  4. Leafy can create and interact with grass terrain.
  5. Irisal is a Grass-element DPS, and Thornblade is Grass-element in its basic form.
  6. Nimbi and Standard Turbo are Wind-element, but the Wind element currently possesses only one DPS Aniimo.

Elements in Aniimo do two separate jobs, and it helps to keep them apart in your head. One is the matchup: some elements hit some other elements harder. The other is team building, which is the one people underrate. A support's buff is written in terms of a damage type, and if your damage dealer does not produce that damage type, the buff does nothing for them.

Electric is an element in Aniimo, and it is the clearest example of both jobs running at once. Build around it and you get a buff that stacks neatly. You also get a counter that everyone knows about.

The second thing an element does not tell you is the role. Support and DPS are separate from element, and the two lists do not line up evenly. Some elements have a deep bench of supports. At least one has almost no damage.

Element is one half, role is the other

Picking a team means picking twice. First the element, which sets the matchup and decides which buffs your creature can receive. Then the role, which decides whether the creature is there to deal the damage or to make someone else's damage bigger.

The matchup half is simple to state and unpleasant to be on the wrong side of. Earth attacks deal super-effective damage against Lightning and Ice, which makes Earth the major threat to any lightning-based composition. That is covered properly in the Earth and Grass combat guide, so take it as a given here and plan around it.

The role half is where the rosters get uneven, and it is the part that quietly limits what you can build. An element with supports and no damage dealer is not a team on its own. It is a package you bolt onto someone else's team.

Luminel and the 25% lightning buff

Luminel is an Electric-type Support Aniimo, alongside Dazmand and Besauce. That is three Electric supports, which is a genuinely deep bench for one element and explains why Electric teams tend to be built from the support outward rather than from the damage dealer inward.

Luminel's passive talent grants buffed allies 25% increased lightning damage. Read the wording carefully, because it decides who you put next to Luminel. The increase applies to lightning damage. An ally that deals no lightning damage has nothing there for the buff to multiply, so the buff is only worth a slot when the rest of your damage is already lightning. That is the argument for going all in on the element rather than splashing it.

The cost of going all in is the one already noted. A team that is all lightning is a team that Earth is super-effective against. Those two facts are the whole tension of an Electric build. You get the cleanest damage buff in the game's support kits, and you get a single element that answers your entire roster. The lightning combat guide goes through that fight in detail.

25%

Increased lightning damage to buffed allies

Luminel's passive talent is the reason a lightning composition is built at all, and it sets the ceiling on what the team gains before Earth attacks are weighed against it.
An Electric type Support Aniimo, alongside Dazmand and Besauce.

Grass terrain and who stands on it

Grass works differently. Leafy can create and interact with grass terrain, which means the element brings something to the floor rather than only to an ally's damage number. A support that creates terrain and then interacts with it is doing two things in sequence, and the sequence is the point: the terrain has to exist before anything reads it.

The damage side of Grass is real, which is more than every element can say. Irisal is a Grass-element Aniimo that fills the DPS role. Thornblade is Grass-element in its basic form, which is worth flagging because the basic form is the one the element label is attached to. Check what a creature's form is before you assume its element carries over.

How grass terrain behaves in a fight belongs to the Earth and Grass combat guide. What matters for team building is simply that Grass has both halves available, terrain and damage, so a Grass core can stand on its own.

Wind has names but almost no damage

Wind is where the roster problem shows up plainly. Nimbi is a Wind-element creature. Standard Turbo is a Wind-element Aniimo. So the element has bodies, and it is not a one-creature curiosity.

The Wind element currently possesses only one DPS Aniimo. That single line does more to shape Wind team building than any buff number. If you want Wind damage, there is one seat and one occupant, and everything else you bring from the element is filling some other job. There is no second option to fall back on if the matchup goes badly, and no room to build two different Wind teams that both deal Wind damage.

That is not a reason to avoid the element. It is a reason to know, before you invest, that your damage dealer is decided for you the moment you choose Wind.

1

DPS Aniimo in the Wind element

Wind currently possesses only one damage dealer, so a Wind team has names such as Nimbi and Standard Turbo but almost no way to convert them into damage.

Building around a buff instead of a creature

The practical habit to form is reading the support's talent first and picking damage to match it, rather than picking a favourite damage dealer and hunting for a support afterwards. Luminel's 25% is the model case. It is a large number and it is conditional, and the condition is what your team already deals.

Grass gives you the other model. Leafy's contribution is terrain, so the question there is not which damage type you bring but whether your team is in a position to use what Leafy puts down.

And Wind gives you the constraint version. When an element has one DPS Aniimo, the team is half built before you start. Decide whether you are happy with that seat filled that way, because you are not changing it.

Where to start

If you are starting a team now, start with Electric: three supports, a clean 25% lightning buff on Luminel, and one obvious counter to respect in Earth. Grass is the self-sufficient option with both terrain and a DPS in Irisal. Go Wind only if you are content with the single damage dealer the element currently has.

Most of this page was re-checked against the released game on 18 September 2026. The rest has not been re-confirmed since release.