Training & Evolution // 05
Aniimo Training Guide
The seven growth systems, Resonance Star-Up, Potential ceilings, Lumin-to-Nova evolution, held-item loadouts, and the Inherit system that moves all your investment. Aniimo's training is a stack of seven systems, and most players discover them one frustrating surprise at a time. The good news is that the game built in a transfer tool for exactly that moment.
- Growth systems
- 7
- Growth systems
- Credits to inherit
- 20,000
- Credits to inherit
- Star-Up ranks
- 7
- Star-Up ranks
The Seven Layers // 01
How Training Works: The Seven Layers
The Seven Systems Stack on One Creature
Everything you do to an Aniimo stacks onto the same individual, and each system is a separate multiplier on its power:
01
Level
Raised by EXP items and combat.
02
Resonance Star-Up
A star rank that permanently boosts core stats.
03
Potential
The hidden ceiling on six different stats.
04
Personality
Four MBTI-style stat bonuses.
05
Evolution
The Lumin → Gamma → Nova stage ladder.
06
Talents
The creature's passive skill tree (some unlock special evolutions).
07
Held Items
The equipment layer, plus upgrading its cores.
That's the map. The rest of this page walks each layer, and the last two sections handle the two things that tie it all together: where the materials come from, and what to prioritize.
Pick the Creature First, Then Invest
The single most important habit: check a creature's Potential before you pour anything into it. Potential sets the ceiling — two Aniimo of the same species at the same level can have permanently different maximums. If you train first and check later, you may have invested everything into a low-ceiling individual. And if you catch a better one afterward, don't panic — the Inherit section below exists precisely for that.
Base Growth // 02
Base Growth: Level and the Six Stats
Four Ways to Level Up
Leveling raises stats and gates evolution, so it comes first. Four sources, in usefulness order:
01
EXP items
The Growth Bud, Growth Flower, and Growth Fruit line exists purely to level creatures; use them to bring a new catch up to your current content fast.
02
Combat
Fighting wild creatures and bosses pays EXP directly.
03
Daily activities
Complete the daily list for a chunk of EXP plus an egg.
04
Lumen Ambers
Each gives 2,000 EXP to your active Aniimo (and 200 to your character).
The Six Stats That Grow
Levels raise the six core stats: HP, Break, Attack, Magic Defense, Physical Defense, and Energy Recovery. Their starting values come from the species' base stats, and growth is uniform per level — so the difference between two individuals of the same species at the same level comes entirely from the deeper systems below, not from the leveling itself.
- HP
- Break
- Attack
- Magic Defense
- Physical Defense
- Energy Recovery
Deepening // 03
Deepening: Resonance Star-Up, Potential, and Personality
Star-Up: Raise the Star Rank With Alpha-Dropped Crystals
The Resonance Star-Up system is the biggest permanent boost after leveling. Star-Up raises HP, Attack, and other core stats — and it costs materials that come almost exclusively from defeating Alpha Aniimo of the same type as the creature you're ascending. Practically: you farm the region's Alphas for their crystals (the Breezy Plains area drops its own "Dewdrop Crystal," and other zones follow the same pattern), then spend them to raise the star rank. Per early coverage the rank can go up to seven stages, each adding more stats — treat Star-Up as the mid-game power gate, because content starts assuming you've done it.
Potential: The Six-Stat Ceiling
Potential is the hidden stat that decides how high each of six attributes can grow: ATK, HP, BREAK, REGEN, Physical Defense, and Magic Defense, each on its own scale up to 20. Wild creatures roll these individually — a mediocre roll might sit at 9/9, while the top tier ( Perfect, effectively 10/10 across the board) is the individual you actually want to build. The exact scaling isn't fully published, but the game gives you forced-quality tools: an Aniipod Ultra guarantees the caught creature's Potential is at least Elite, and a Sparkling Cube guarantees Perfect Potential plus a Sparkling form. If you're going to raise a creature for the long term, raise a Perfect one.
Personality: Reroll the 16 Bonuses
Personality is four passive stat bonuses in an MBTI-style shell — 16 combinations, one bonus per slot (Energetic +ATK/BREAK, Instinctive +REGEN, Practical +DMG, Nimble +Crit, Tenacious +P.DEF, Faithful +M.DEF, Judicious +HP, Playful +reduction). It's random on capture, but Psyche Fruits (100 Glimmer in the shop) reroll it — so this is the cheapest layer to fix. Roll Energetic for your DPS, Judicious for healers, and move on; a bad personality is a 5-minute fix, not a reason to redo the creature.
Evolution // 04
Evolution: Planning the Lumin-to-Nova Path
Three Stages: Lumin → Gamma → Nova
Stage 1
Lumin
The base form, with the highest growth potential.
Stage 2
Gamma
The mid form, unlocked by raising Resonance or completing initial conditions.
Stage 3
Nova
The final form, requiring max Resonance, stat requirements, or a special ritual.
Every species evolves through Lumin (base form, highest growth potential), Gamma (mid form, unlocked by raising Resonance or completing initial conditions), and Nova (final form, requiring max Resonance, stat requirements, or a special ritual). Evolution is permanent — once you evolve, you can't walk it back — so the planning matters.
Seven Triggers, and Why You Plan Ahead
Evolution fires through seven different conditions, and most species need more than one:
01
Level
The standard requirement.
02
Evolution materials
Element stones (Gust, Night, Blaze, Sprout, Freeze, Wave, Loam, Roan) and other drops, mostly from Alpha bosses.
03
Missions and challenges
Some thresholds sit behind quests.
04
Passive talents
Some evolutions need a specific talent unlocked.
05
Time of day
Day or night only.
06
Defeating specific Alpha/Omega bosses
Removes an evolution lock.
07
Species-specific triggers
Unique actions for the odd ones out.
Because the material and boss requirements gate you, check a species' full evolution path before committing: if the Nova form needs a boss you haven't unlocked, budget the fight into your plan instead of discovering it at the evolution screen.
Regional Variants and the Morph Ball
A regional variant keeps its variant through evolution. To get an evolved form with a different element type (Rainstorm, Desert, Volcanic, and similar), catch the base Lumin form in that biome or use a Morph Ball (300 Glimmer) before evolving. If you're building toward a specific elemental evolution, the Morph Ball is the cheapest insurance.
Loadouts // 05
Loadouts: Held Items and Gear
Choosing Among the 17 Held Items
Held Items are the equipment layer, and each one is a main stat plus a core effect plus tier effects (full list and effects live on the dex page). For training purposes the picks are role-shaped: damage gear (Ferocious Fang, Heartseeker Pendant, Fission Needles) on your DPS, Gargantuan Horn on your Break unit, Miraculous Fleece and REGEN items on healers, and one hard warning — Supreme Elixir sets max HP to 1 and doesn't apply to Support creatures, so it belongs on a dedicated glass-cannon DPS only.
DPS
Damage gear
Ferocious Fang, Heartseeker Pendant, Fission Needles
Break
Gargantuan Horn
On your Break unit
Healers
Miraculous Fleece
And REGEN items
Warning
Supreme Elixir
Sets max HP to 1 — a dedicated glass-cannon DPS only
Upgrading Held Items With Cores
Held Items aren't static — they upgrade through Carried Item Cores in three tiers (Basic, Common, Advanced), dropped by specific Alphas like Ignitis, Grizbo, and Geoclaw. Upgrading unlocks the tier effects on each item, so the same Ferocious Fang grows stronger as you farm its core. An early guide mentions 15 upgrade levels; the exact ladder per item isn't fully published, but the principle is: cores are the recurring cost of a geared team.
Gems
Early coverage pairs held items with a gem system as a second equipment slot, but the gem specifics — types, effects, and sources — aren't published yet. This guide covers the confirmed held-item system; expect a gem slot to slot into the same gear budget in a later update. Until then, treat held items as the whole gear layer.
Inherit // 06
Inherit: Move All Your Investment to a Better Creature
What Inheritance Transfers
Inherit (Inheritance) transfers the accumulated progress of one Aniimo to another: Experience, Level, Resonance Stage, Star Rank, Capafruit consumption, and Acquired Potential all move over. In plain terms, everything you invested except the species' identity itself. So if you've been raising an Elite-Potential creature for weeks and then catch a Perfect-Potential one of the same family, you can hand the whole build over instead of starting from zero.
- Experience
- Level
- Resonance Stage
- Star Rank
- Capafruit consumption
- Acquired Potential
The Three Restrictions
Inheritance has three hard rules:
01
Source must be more developed than the recipient
You can't drain a fresh creature into your carry.
02
Both must be in the same family
The same evolution chain (Emberpup → Flameruff → Scorchhowl → Inferlupa, for example). Cross-species transfer doesn't exist.
03
Party members can't be a source
Take the Aniimo out of your Combat and Exploration teams first, or the Inherit option won't accept it.
How to Inherit and What It Costs
Open Aniimo Management, hover the Aniimo you want to drain, open the tab with the exclamation mark, and click Inherit. Pick the recipient from the plus icon on the right, confirm, and pay 20,000 Credits. That flat fee is the entire cost — no materials, no repeat grind.
When to Use It
Use Inherit the moment a better individual of the same family arrives: it costs 20,000 Credits versus the time and materials of retraining from scratch. The two scenarios that justify it are catching a Perfect-Potential version of something you're already building, and swapping a regional or rare form you'd rather main. Because the fee is flat and cheap relative to training cost, the default answer is "yes, inherit" whenever the target's Potential is meaningfully better.
Materials // 07
Where Training Materials Come From
The Material Map
Each system has its own material, and knowing the mapping stops you from farming the wrong thing:
| System | Material |
|---|---|
| Leveling | Growth Bud / Flower / Fruit (EXP items) |
| Resonance Star-Up | Alpha-dropped crystals (e.g., Breezy Plains Dewdrop Crystal) |
| Evolution | Element stones, Star Dust, Star Sand, Capability Awakening materials |
| Held-item upgrade | Carried Item Cores (Basic / Common / Advanced) |
| Personality reroll | Psyche Fruit (100 Glimmer) |
| Element swap before evolution | Morph Ball (300 Glimmer) |
The Farming Channels
Alpha Aniimo
Alpha Aniimo — the biggest single source: element stones, region crystals, carried-item cores, held items, and chest keys all drop here. The weekly Alpha/Omega challenges (three per week, 50 Primegy each) specifically pay the Resonance Star-Up and Capability Awakening materials.
Holo-Battle Simulator
Holo-Battle Simulator — reward chests at 30 Primegy each; a steady side source once your energy budget allows.
Daily activities
Daily activities — EXP and a guaranteed egg every day.
RV farm
RV farm — assign creatures from storage to produce materials, but keep them fed; neglected farm creatures get sick and stop producing.
Once a weekly Alpha is discovered and defeated, you can teleport straight to it for rematches — which is the repeatable engine for evolution and Star-Up materials.
Priority // 08
Priority: Where to Put Your Resources
Concentrate on the Carry
The whole training system rewards focus: pick one main DPS and push its level, Star-Up, and gear first, then a Break unit, then heal/utility. A single over-leveled, fully Star-Up'd carry clears content that a balanced-but-weak team can't — and with Inherit in the game, "what if a better one shows up" stops being a reason to stay balanced.
A New Player Investment Order
01
Level your starter with EXP items
02
Evolve it to Gamma
03
Raise its Star-Up with Alpha crystals
04
Catch a Perfect-Potential replacement if one appears
05
Inherit the build over
06
Push toward Nova and the final gear
For the first week, the efficient sequence is: level your starter with EXP items → evolve it to Gamma → raise its Star-Up with Alpha crystals → catch a Perfect-Potential replacement if one appears → Inherit the build over → then push toward Nova and the final gear. That order puts every material where it compounds instead of spreading thin.
Common Mistakes // 09
Common Mistakes to Avoid
01
Training four creatures equally.
Focus the carry; the team supports the carry, not the other way around.
02
Ignoring Potential before investing.
A low-Potential creature is a permanent ceiling. Check before you spend.
03
Hoarding EXP items.
Growth items exist to bring a new catch up to content — use them on the carry.
04
Farming the wrong Alpha for Star-Up.
Each Star-Up material comes from a same-type Alpha; check which boss drops what before you spend the day.
05
Evolving blind.
Evolution is permanent and needs specific materials/bosses — check the full path first.
06
Starting over when a better creature appears.
Inherit costs 20,000 Credits; retraining costs days. Transfer.
07
Forgetting to feed RV farm creatures.
They get sick and the production stops.
08
Putting Supreme Elixir on a support.
It sets max HP to 1 and doesn't apply to Support — a dead slot.
FAQ // 10
FAQ
01How many systems do I train on one Aniimo?
Seven: level, Resonance Star-Up, Potential, personality, evolution, talents, and held items — plus Inherit to transfer the investment between creatures.
02What's the fastest way to level up?
EXP items (Growth Bud/Flower/Fruit) on the carry, plus combat, daily activities, and Lumen Ambers.
03What is Resonance Star-Up?
A star rank that permanently boosts HP, Attack, and other stats. Materials come from defeating Alpha Aniimo of the same type, and it can reach seven ranks per early coverage.
04What is Potential?
The hidden ceiling on six stats (ATK, HP, BREAK, REGEN, P.DEF, M.DEF), each up to 20. Perfect is the top tier. Aniipod Ultra guarantees at least Elite; Sparkling Cube guarantees Perfect.
05How do I change personality?
Feed Psyche Fruits (100 Glimmer) to reroll randomly. Roll Energetic on DPS, Judicious on healers.
06How many evolution stages are there?
Three: Lumin, Gamma, Nova. Evolution is permanent, so check the full path and its material/boss requirements first.
07Can I evolve a regional variant into a different element?
It keeps its variant. Use a Morph Ball (300 Glimmer) before evolving, or catch the base form in the target biome.
08How do I upgrade held items?
With Carried Item Cores (Basic/Common/Advanced), dropped by Alphas like Ignitis, Grizbo, and Geoclaw.
09If I catch a better creature, do I have to retrain?
No. Use Inherit to transfer Experience, Level, Resonance Stage, Star Rank, and Acquired Potential to the same-family creature for 20,000 Credits.
10What are Inherit's restrictions?
The source must be more developed, both must be in the same family (evolution chain), and party members can't be used as a source.
11Where do training materials come from?
Alphas drop element stones, region crystals, and cores; weekly Alpha/Omega challenges pay Star-Up and Awakening materials; the Holo-Battle Simulator and daily activities add EXP and more; RV farms produce passively.
12What should I prioritize first?
One main DPS: level it, evolve to Gamma, Star-Up it, then Inherit onto a Perfect-Potential individual if you catch one, before pushing Nova and final gear.