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How healing, support and energy management work

Energy is shared across your entire party, which makes healing a budgeting problem before it is a positioning one. Here is how the pool works and who refills it.

3 min read5 sectionschecked updated

The short version

  1. EP is one pool for the whole team, not one bar per Aniimo
  2. Blue orbs above the health bar show what you have left
  3. Active skills spend EP; cooldowns cap how often you can spend it
  4. Fulmintis has a skill that costs zero EP
  5. Witchin restores extra EP on Dark basic attacks against enemies under [Curse]
  6. Glacie, Gracewing and Turbo cover healing; Leafy heals without carrying the Heal role

Most of what you need to know about staying alive in Aniimo comes down to one design choice: energy is not personal. Your whole party draws from the same pool. Every active skill any creature uses takes from it.

That one rule reshapes how you fight. A healer that cannot pay for its heal is just a body in the squad, and the fastest way to get there is to burn the pool on damage before the fight turns.

This page covers how energy flows, who gives it back, and which creatures keep your squad standing.

One energy bar for the whole team

Energy, written EP, is drawn from a pool shared by your whole team rather than held separately by each Aniimo. Active skills are what spend it. You will find it as blue orbs sitting above the health bar, and that is the number to watch, because it is the only one that matters to every creature you might swap in.

The practical consequence is that spamming active skills starves the rest of the roster. Drain the pool on your opener and the support creature you swap to next has nothing to work with. The efficient approach is to plan skill rotations and creature swaps together, treating EP as a team budget rather than something each Aniimo brings with it.

Cooldowns sit on top of this as a second limit. A skill can be affordable and still unavailable, so the pool and the timers are two separate constraints you are managing at once.

0 EP

Cost of one Fulmintis skill

With the whole party drawing on one pool, a skill that costs nothing lets you act without starving the rest of the roster.

Getting energy back

Not everything you do has to cost. Fulmintis has a skill that costs zero EP, which makes it useful filler while the pool rebuilds for something that matters.

Witchin works the other direction and actively feeds the pool. It is a dark-element energy Aniimo whose kit rewards Dark basic attacks against enemies afflicted with [Curse] by restoring additional EP. That means the condition is worth setting up deliberately rather than stumbling into: get [Curse] on the target, keep hitting with Dark basics, and the team's budget grows while you do it.

If your party is running dry before fights end, the answer is usually one of these two rather than more damage.

A dark element energy Aniimo. Its kit restores additional EP when Dark basic attacks land on enemies afflicted with [Curse].

Who keeps the squad alive

Aniimo with the Heal role restore HP to the other members of your squad. That is the team-building side of things and another article covers role composition properly, so here is what matters in the fight itself: you need at least one reliable source of healing, and you need the energy left to pay for it.

Glacie is a dedicated healer with healing abilities, the straightforward pick if you want the role filled and no surprises. Gracewing also heals, with multiple attacks that heal the squad, so it keeps contributing while the party tops up rather than stopping to cast. Turbo provides shields alongside its healing, which is a different kind of value: a shield spent before the damage lands costs nothing to overheal.

Leafy is the exception worth knowing. It has healing capabilities despite not carrying a dedicated heal role. So a party without an obvious healer slot is not automatically a party without healing.

Support, buffs and the rest of the loadout

Support Aniimo are built around buffing allies and providing utility, along with debuffs and other interference against enemies. They are the other half of the sustain picture: damage you prevent is healing you never have to pay EP for.

What you bring is not fixed. Aniimo can have passive abilities in addition to offensive ones, and the offensive abilities can be configured freely by you. Creatures also possess traits that affect combat performance. The skills and traits systems have their own article; the point here is that your loadout choices decide how expensive your rotation is, and an expensive rotation is a shared cost.

Heal role versus Support role

Heal

  • Restores HP to the other members of your squad.
  • Glacie is a dedicated healer.
  • Gracewing heals the squad through multiple attacks.
  • Leafy heals without holding the heal role.

Support

  • Built around buffing allies and providing utility.
  • Brings debuffs and other interference against enemies.
  • Turbo layers shields on top of healing.

Where to start

Check your blue orbs before you commit to a rotation, not after. Bring one healer you trust, whether that is Glacie, Gracewing, Turbo or Leafy, and give the pool a way to refill through Fulmintis or Witchin.

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