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Team structure, party swapping and combat roles
Four slots, five roles, and one decision you cannot take back.
The short version
- An active party holds four Aniimo; the rest live in the box system.
- You swap between the four in real time during combat, but tagging out puts that Aniimo on cooldown.
- The Twine mechanic lets you transform directly into a team member, and you can still swap while transformed.
- Roles are DPS, break, heal, support and regen. Each Aniimo has one and it cannot be changed.
- Break works by draining an enemy's posture until it staggers.
- Check an Aniimo's role before you invest, because development materials spent on the wrong plan are wasted.
Your team is four Aniimo. Everything else you catch sits in the box, waiting for a slot. That limit holds in standard single-player play and it holds in combat, so the four you pick are the four you fight with.
What makes four feel bigger than four is switching. You swap between your active Aniimo in real time during a fight, and each one brings its own moveset, its own skills and its own way of moving around. A team is less a lineup than a rotation.
The part to understand before you start spending materials is roles. Each Aniimo has exactly one, it is decided for you, and it never changes.
Four active, the rest in the box
An active team holds a maximum of four Aniimo. Anything beyond that goes into the box system, which is storage rather than a bench you can reach into mid-fight. Standard single-player play gives you a roster of four, and combat teams are built from those same four.
So team building is a subtraction problem. You are not assembling the best group you own. You are choosing which four of everything you own are worth carrying, knowing the other options are out of reach until you swap them in outside of combat.
4
Aniimo in an active combat team
Tagging, cooldowns and the Twine transform
During a fight you switch between your four active Aniimo instantly. It is a character-switching mechanic in the proper sense: you are controlling whichever one is out, with the other three a button press away.
The brake on this is the cooldown. Tagging an Aniimo out puts it on a timer, which means you cannot flip back and forth freely to chain every good move you own. You commit to whoever you bring in, at least for a while, so the order you switch in matters as much as who is on the team.
There is a second option on top of switching. The Twine mechanic lets you transform directly into one of your team members rather than swapping control to it. Being transformed does not lock you out of the rest of the party either, since active party Aniimo can still be swapped while you are transformed.
Switching team members
- Instantly swaps in real time between the four active Aniimo in your party.
- Tagging an Aniimo out in combat triggers a cooldown.
Twine transform
- Transforms you directly into one of your team members.
- Active party Aniimo can still be swapped while you are transformed.
What the five roles do
Every Aniimo fills one specific combat role, drawn from five: DPS, break, healing, support and regen. DPS is damage. Heal and support do what the names say. Break is the one worth explaining, because it works on a separate bar. A breaker depletes an enemy's posture, and when that posture runs out the enemy staggers. That is the window the rest of your team is waiting for.
The fifth role is not settled. It is given as regen or regeneration, sometimes written as Region, and it is also described as a tank role. Treat the name as unfinished business rather than a mechanic you have misread.
One thing that trips up new players: a non-DPS Aniimo is not a passenger. Aniimo in support, heal, break and regen roles are still capable of dealing damage. The role tells you what an Aniimo is best at, not the only thing it can do.
Role is fixed, so find out before you invest
A creature's assigned role cannot be changed. There is no respec, no retraining, no alternate build that turns a healer into your main damage dealer. Whatever an Aniimo was assigned is what it is for as long as you use it.
That makes identification the cheapest thing you can do. Work out an Aniimo's designated role before you pour resources into it, because development materials spent on a creature that does not fit the job you had in mind are simply gone. Pair the role check with what else is unique to that Aniimo: its moveset, its active combat skills and its movement options all come as a set with the role.
Evolution sits on top of all this. Aniimo evolve into new forms once they meet specific requirements, usually by reaching certain levels, though some evolutions ask for special conditions or branch into more than one path. That is another reason to know what you are building before you commit levels to it.
Where to start
Pick your four around the jobs, not the favourites: something to deal damage, something to break posture, and the healing or support you need to survive. Then check each one's role before you spend a single development material on it, because that assignment is permanent.
Most of this page was re-checked against the released game on 18 September 2026. The rest has not been re-confirmed since release.