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How party loadouts and shared energy work

Every skill in your Aniimo party draws on one shared EP pool. Learn which creatures drain it, which refill it, and how to save eight loadouts around it.

4 min read6 sectionschecked updated

The short version

  1. EP is one pool shared by the whole party, so a creature that spams active skills leaves less for the other three.
  2. An active team holds four Aniimo, your main starter plus three others, and you can swap between them during combat; everything else waits in the box.
  3. You can save up to eight preset party rosters in Aniimo Management and switch between them while exploring.
  4. Heavy spenders like Irisalis, Scorchhowl and Wind Bomb Rush (45 EP without its upgrade) need to sit alongside something that puts EP back.
  5. Somni Wing raises the party's maximum EP by 10 while it is in the party and speeds up the active Aniimo's EP recovery.

Aniimo party setup comes down to energy. Energy Points (EP) pay for every active skill and ability, and the whole party shares one pool. No creature keeps its own reserve. That single rule decides who goes in your four slots, which order you use them in, and when you swap.

This guide covers how the shared pool behaves, how the four slot team and the eight saved presets work, which Aniimo eat the most EP, and which ones give it back.

One EP pool for the whole party

EP is the resource you spend to cast active skills and abilities. It comes from one pool that the whole party shares. Each Aniimo does not hold its own.

This has a direct consequence. If one creature spams its active skills, the other three have less to work with when you swap to them. Your strongest skill means nothing if the pool is empty when that creature comes in. You get more out of the same energy by planning skill rotations and timing your swaps than by firing everything the moment it is ready.

So think of a party as a budget rather than four separate creatures. Every pick either spends from that budget or adds to it.

The four slot team and who goes first

An active combat team holds up to four Aniimo: your main starter plus three others. You can swap between all four during combat. Any creature not on the team sits in the box system, which has its own guide on this site.

The first team slot is for your primary damage dealer. The other three are where balance comes in. Late-game fights and bosses need a team with healing and support, not four damage dealers. With a shared pool, the support picks are often the ones keeping your damage dealer able to cast at all.

Work out what job each Aniimo will do before you spend resources on it. A creature you level as a damage dealer and then use only as support wastes development materials you cannot get back.

Saving and switching party presets

You don't have to rebuild your team every time the fight changes. Aniimo Management lets you save up to eight preset battle party rosters, and you can switch between them during exploration.

This is where you set up for the problem in front of you. Keep a lighter roster for normal exploration, and a balanced one with healing and support ready for bosses. Build each preset around the shared pool: one damage dealer in the first slot, and enough EP recovery among the other three to keep it casting.

8

Saved battle party presets

Up to eight rosters can be saved in Aniimo Management and swapped during exploration, so you can keep a team ready for each kind of fight.

The Aniimo that drain your EP

Some creatures spend far more than others, and putting two of them on the same team means they compete for one pool.

Irisalis has high EP consumption. Scorchhowl also uses a lot of energy, and its whole play style revolves around charging attacks and keeping its energy up. Wind Bomb Rush costs 45 EP before its upgrade, so it is expensive to use often until you invest in it. Mellobloom's core skill, Thorny Blessing, costs 30 EP.

None of this makes them bad picks. It means a team built around one of them needs its other slots to save or restore energy, and your rotation needs to leave room for that skill when it matters.

45 EP

Wind Bomb Rush cost before its upgrade

Every Aniimo spends from one party EP pool, so a single cast this expensive leaves less energy for the rest of your team.

The Aniimo that give EP back

Somni Wing is the obvious support for an EP hungry team. It increases the active Aniimo's EP recovery, and its trait raises the party's maximum EP by 10 for as long as it is in the party. You get that bonus just by having it on the team. EP regen supports have their own guide on this site, with a full comparison.

Dazmand saves EP rather than restoring it. His passive trait, Spotlight Moment, makes the first skill he uses within five seconds of entering battle cost no EP. Swap him in and use something straight away, and that cast is free.

Fire damage can feed the pool too. Phantom Barrage recovers energy based on the fire debuff stacks on its target, about four per stack, up to 37 energy. In the Anomaly Spark overflowing state, each additional fire debuff stack makes the Alpha drop an energy orb that restores EP. A team that stacks fire debuffs can therefore earn back some of what it spends.

10

Max EP added by Somni Wing

Somni Wing's trait raises the whole party's maximum EP while it is in the party, so the shared pool holds more energy.

Where to start

Put your main damage dealer in the first slot. Fill the other three with healing, support and at least one EP source such as Somni Wing, and don't pair two heavy spenders unless something is refilling the pool. Save that team as one of your eight presets, keep a separate exploration roster, and settle each creature's role before you spend materials on it.

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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