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Party presets, shared energy and battle modes in Aniimo

Eight saved rosters, four battle slots and one Energy pool the whole team drinks from.

3 min read6 sectionschecked updated

The short version

  1. You can save up to eight party presets in Aniimo Management and swap between them while exploring.
  2. The active combat party holds a maximum of four Aniimo, and you can switch between them in real time mid-fight.
  3. Energy Points come from a pool shared by the whole team, so one skill-spamming Aniimo starves the other three.
  4. In two-player co-op the four slots are split, two per player, taken from the first two slots of each roster.
  5. PvP runs as 1-on-1 and 3-on-3 duel arenas, with PvPvE modes mixing player and world combat.

Most of what you will fight in Aniimo is decided before the fight starts. Which creatures are in the slots, in what order, and how much Energy they are going to spend between them.

The game gives you room to prepare. You can keep eight different rosters saved and change between them without going back to a menu screen mid-expedition. What it does not give you is a party where everyone casts freely, because Energy is one shared pool rather than four private ones.

Here is how presets, slots, Energy and the battle modes fit together.

Eight presets live in Aniimo Management

You can configure up to eight preset battle party rosters and save them in Aniimo Management. Switching between them happens during exploration, so a preset is not a one-time setup decision. It is something you flip through as the situation changes.

You will want that. Rosters may need adjusting depending on which in-game region you are catching in, and Operation: Egg Heist asks for its own arrangement. Eight slots for eight jobs is roughly the shape of it: a catching team, a region team, an Egg Heist team, and whatever else your progress demands.

The useful way to judge a preset is by what content the team can actually handle, not by which individual Aniimo on it are strongest. A roster of four powerful creatures that all want the same resource and cover the same ground is a worse team than four that split the work.

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Party presets you can save

Eight saved rosters can be swapped between during exploration, so you prepare loadouts in advance rather than rebuilding a team in the field.

Four slots, and how co-op splits them

An active combat party holds a maximum of four Aniimo. The number active at once is not settled: it is given as four, and it is also given as three. Build for four slots and treat the fourth as the one that may or may not be swinging.

You can switch between Aniimo in your battle party in real time during combat. That matters more than it sounds. Swapping is not a between-rounds decision, it is a moment-to-moment one, and it is half of how you manage the resource covered in the next section.

Two-player co-op changes the maths. The four-slot party is shared, so each player brings two Aniimo into battle, and those two are taken from the first two slots of their own roster. Order inside a preset is therefore not cosmetic. If you play co-op, whatever sits in slots one and two is your entire contribution.

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Aniimo each player brings in two player co-op

The four slot party is shared between both players, and each one contributes only the first two slots of their own roster, so slot order decides who actually shows up.

Energy is one pool, not four

Energy Points, or EP, are the resource required to cast Aniimo skills and abilities. You read them on the HUD as blue orbs above the health bar.

The important part: EP is drawn from a pool shared by the whole team. Spend it all on one creature's active skills and you have starved the rest of the roster. There is no private reserve waiting for the Aniimo you swap to next.

So the efficient way to fight is to plan skill rotations and creature swaps together rather than treating them as separate systems. Cast, swap, let the pool recover, cast again with a different creature. A party built around one Aniimo that wants to press every button is a party where the other three stand around with nothing to spend.

Duels, arenas and the hybrid modes

Aniimo includes player-versus-player modes where you fight other players directly. You can initiate a duel through a PvP invite, and the arena runs both 1-on-1 and 3-on-3 formats.

There is also hybrid PvPvE gameplay that combines PvE and PvP elements in the same activity, so player combat is not walled off inside the arena. Bring a preset that expects company.

Bosses, and the two names to know

Aniimo has several different types of boss encounter, and some of them incorporate specific combat mechanics rather than being a larger health bar. Others are massive bosses designed for cooperative group fights.

The two names you will hear most are Alphas and Omegas, both major boss encounters. Alpha Aniimo are oversized variants of standard Aniimo: physically larger, stronger, and typically evolved. Omegas are boss encounters throughout. Every Omega is a fight, not a creature you catch.

Alphas and Omegas

Alpha

  • Oversized variant of a standard Aniimo.
  • Physically larger and stronger than the base form.
  • Typically an evolved form.
  • Counted among the game's major boss encounters.

Omega

  • Counted among the game's major boss encounters.
  • Every Omega is a boss, never a capturable creature.
  • Not a scaled up version of a creature you can own.

Where to start

Set up your eight presets around content rather than power, keep your two best-suited creatures in slots one and two for co-op, and build every roster on the assumption that the Energy bar belongs to the whole team.

Every fact on this page was re-checked against the released game on 20 September 2026.

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