Potential Score
Sort or filter your Collection by Potential Score and each Aniimo shows one of four ascending grades, each with the game's own quality badge. A freshly caught Aniimo reads Unappraised until you appraise it to reveal the grade.
-
Common 66% catch odds -
Good 26% catch odds -
Elite 7.2% catch odds -
Perfect 0.8% catch odds
A wild Aniimo lands on Common most of the time and Perfect only ~0.8% of the time. Rarer catch sources and certain areas ("you are more likely to catch high-potential Aniimo in this area") shift the roll upward.
Per-stat Potential
Underneath the grade, each of the six stats carries its own Potential, split in two:
- Innate Potential – rolled when the Aniimo is caught.
- Acquired Potential – raised afterwards, so a catch is never a dead end.
Per stat, Innate + Acquired share one ceiling: 20 points, the game's own number, straight from its client text.
The system is real, but the numbers on fan wikis are not: potential is per-stat, not one fixed 1–5 slider, and it is not locked at capture. Levelling still runs on the separate Resonance Training ladder.
Capability Awakening
The roll is not the end of the story. Every Aniimo has an Awaken tab: pick one of its six stats and spend Star Dust to raise that stat's Acquired Potential by one point. Each point adds 4 % of the stat and 6 CP, so a stat pushed to 20/20 is 80 % stronger than its base. The game's own rule: "In the Capability Awakening system, you can consume Star Dust and other items to increase an Aniimo's Acquired Potential for the selected attribute."
- ATK
- HP
- P.DEF P.DEF +1
- BREAK
- M.DEF
- REGEN
Personality & Traits
An Aniimo's personality is built on the same four axes as MBTI, one trait per axis, four in all. Each one is a named personality, and the game gives it two effects on two screens of its own: a Combat Bonus, and a Home Bonus that speeds its work at one station. Personality is rolled when an Aniimo hatches, some are fixed, a fruit re-rolls it, and Evolution never changes it.
Personality - Combat Bonus
-
Energetic ATK +2%BREAK +2% -
Instinctive REGEN +4% -
Practical DMG +4% -
Nimble Crit Rate +5% -
Tenacious P.DEF +6% -
Faithful M.DEF +6% -
Judicious HP +4% -
Playful DMG Reduction +4%
Personality - Home Bonus
+20% work efficiency at these stations
-
Energetic
Bouncy Brew Keg
Woodworking Bench
-
Instinctive
Dewy House
Phonolfactory Table
-
Practical
Claw Game Cooker
Chimney Kiln
-
Nimble
Floral Windmill
Jukebox Dryer
Blazing Stove
-
Tenacious
Carousel Mill
Simmering Pot
-
Faithful
Starfall Hammock
Well
Joy Wheel Loom
-
Judicious
Nimbus Bed
Tidewhisper Sandcastle
Crafting Table
-
Playful
Mine
Pickling Jar
A few personalities scale with your whole roster – e.g. Extrovert Effort (Increases P.ATK by 20% when all Aniimo in your party are [I] Aniimo).
The same table also holds a graded ladder, “Somewhat / Relatively / Very” at +3 / +6 / +10%. It is not listed here because it does nothing: those entries have no effect attached, and none of the per-Aniimo trait lists can hand one out. Same in the previous build, so it was not cut at launch either. If you meet those words elsewhere, that is what they are.
Element-affinity traits
A separate band of traits grants a flat stat bonus tied to an Aniimo's element affinity – six stats, each in three tiers:
- +15% HP +5 / 10 / 15%
- +15% damage +5 / 10 / 15%
- +15% DMG taken reduction +5 / 10 / 15%
- +15% Crit Rate +5 / 10 / 15%
- +22.5% Crit Damage +7.5 / 15 / 22.5%
- +15% gusto +5 / 10 / 15%
