Personality and Choosing Among the Eight Raising Systems#
Raising in Aniimo is split into eight sub-systems: base stats, aptitude, resonance, potential, skills, traits, held items and runes. Eight parallel systems means resources will never be enough to max every dimension of every member at once — the core of raising is not “what to train” but “which system first, and for whom”. This page sets out the functional role and investment priority of the eight systems, and settles the personality question players ask about most.
Overview of the Eight Sub-Systems#
| Sub-system | Nature | Functional role |
|---|---|---|
| Base stats | Innate | The foundation of a species’ abilities, shared by individuals of the same species |
| Aptitude | Innate | Individual quality in four tiers (green, blue, purple, gold); a total of 64 points makes a Shining Star |
| Resonance | Acquired | One of the raising sub-systems; exact rules follow the live game version |
| Potential | Acquired | Includes the Potential Fruit channel: bought at the Camp Shop, adds 1 to each of the two recommended base potential values, once per Aniimo |
| Skills | Acquired | An Aniimo’s skill loadout, linked to the shared energy bar mechanic |
| Traits | Mainly innate | Individual trait differences, tied to role division |
| Held items | Acquired | An equipment-type raising dimension |
| Runes | Acquired | An equipment-type raising dimension |
Except for Potential Fruit, individual item names and effects have not been verified one by one, and the detailed numbers of each system follow the live game version. The structural conclusion that can be confirmed is: the innate set (base stats, aptitude, traits) decides the starting point, while the acquired set (resonance, potential, skills, held items, runes) decides the finish line, and the two call for completely different resource logic.
Trade-Offs in Innate Systems: Re-Catching Is Not Routine#
Among innate dimensions, aptitude can be gambled on through re-catching, but the real cost of re-catching has to be counted:
- Every re-catch consumes cube items and time; re-catching individuals below purple tier is harmless, but repeatedly burning guaranteed-catch items on a gold-tier individual just to reach the Shining Star line is textbook waste;
- Personality also belongs to the innate category: personality is sorted by MBTI type and tied to stat groups such as attack and break, or damage and crit rate, but its actual impact on power is small — official guide wording explicitly advises against repeated re-catching to farm personality;
- Potential is the only acquired reinforcement channel inside the innate system (Potential Fruit); concentrating the remedy for “unsatisfied with innate rolls” on this one channel is more rational than endless re-catching.
Personality: Small Impact, Do Not Stress Over It#
The personality system deserves its own section because it is the dimension newcomers are most easily misled about. The verified facts:
- Personalities are sorted by MBTI type;
- Each personality corresponds to stat groups such as attack and break, or damage and crit rate;
- The actual impact on power is small;
- Community guides clearly advise: do not re-catch repeatedly just to farm personality.
Translated into an action guide: use whatever personality you catch. The directional difference between stat groups (attack-leaning or crit-leaning) is far smaller than the gap between aptitude tiers; spending dozens of cubes on one personality type is worse than saving those items for pushing gold tier and Shining Star.
Resource Investment Priority#
Allocate raising resources (potential items, skill upgrades, runes and held items) by this priority:
- First priority: your chosen carry — the one you pick at the start (Suncrest Lion or Moonglow Fox) eats every acquired resource across all eight systems; see Beginner Guide and Opening Raising Route for the principle;
- Second priority: the Break slot — a squad must include at least one Break-role Aniimo, whose gauge-draining speed shapes the whole team’s damage windows; see Five-Role Team Building;
- Third priority: evolution candidates — purple and gold tier individuals with a confirmed evolution branch, where acquired investment is multiplied after evolving; see Evolution Branches;
- No investment: transitional individuals — train green and blue tier temporary squad members only to the point of usability, and leave the resources to long-term members.
Acquired System Gear Checklist#
For the five acquired systems among the eight (resonance, potential, skills, held items, runes), work through this checklist item by item:
- Resonance — confirm it matches the individual’s role direction: stack attack-leaning stats on DPS, gauge-draining stats on the Break slot; exact stat directions follow the in-game resonance interface;
- Potential — double-check before using Potential Fruit: is this individual already on the long-term member list (once per Aniimo, and using it locks the choice)?
- Skills — check against evolution branch requirements: if the target branch requires “learning a specific skill” (the Whistle Gull case, see Evolution Branches), plan the skill slots in advance;
- Held items — equip according to the current squad role; the permanent Break slot and the rotating Break slot can be geared differently;
- Runes — consider them together with held items to avoid two gear sets fighting over the same stat dimension.
The core discipline of gearing: acquired resources follow the role, not the individual’s name — when the same individual’s role in the squad changes, the acquired gearing direction has to change with it.
Low-Cost Raising on the Homeland Axis#
One point that is easy to miss: the power anxiety of the eight systems exists only on the battle axis, while the Homeland system is a separate raising track —
- Every Aniimo has a different efficiency grade for the same post, and efficiency depends on post match rather than aptitude tier;
- Aniimo that “look weak” are often the best Homeland workers, and green and blue tier transitional individuals produce just as well there;
- Return home regularly to collect output, and Homeland income in turn feeds raising your carry.
In other words, individuals with low aptitude do not have to be discarded; sending them to Homeland posts is where their value is maximized. See Homeland System Work Guide for details.
How Talents Relate to Aniimo Raising#
There is also a separate system on the player side: Talents. Talent points are gained as you level up, and early on prioritize maxing Gravity Mastery, Swift Board, Enhanced Twine and Capture Master (see Beginner Guide). The relationship between Talents and the eight Aniimo systems is “trainer and creature in parallel” — the Capture Master talent directly improves capture efficiency, which effectively opens an indirect route to the hardest innate shortcoming among the eight systems (aptitude re-rolling): with Talents maxed you catch faster and more often, so the absolute number of gold-tier individuals you encounter naturally goes up.
Checklist: Raising Actions for Every New Individual#
- Role judgement — what role does this individual take in the squad? Carry, reserve or Homeland candidate?
- Innate assessment — is the aptitude tier and total score worth acquired investment? Does the personality stat direction matter (by default, no)?
- Resource queueing — worthwhile individuals join the Potential Fruit and acquired system queue; confirm whether the once-only Potential Fruit has already been used;
- Held items and runes — gear by role, with gearing directions for DPS and Break slots following in-game effect descriptions;
- Regular review — raising is not a one-shot job; season tasks and event rewards keep supplementing acquired resources, see Season 1 and Season Tasks.
Q: How much do personality stats affect damage output? A: The verified wording is that “the actual impact on power is small” — there is no citable number, but guide consensus is clear enough to act on: do not farm it. Put the re-catch cube budget into gambling for gold-tier aptitude instead; the expected return is far higher.
Q: Can base stats be changed? A: Base stats are an innate foundation (shared at the species level), and no acquired rewrite mechanic has been verified — see the “Trade-Offs in Innate Systems” section above for the innate logic.
Summary#
The right posture toward the eight raising systems is layered investment: on the innate side accept reality and make re-catch decisions only on aptitude, letting personality pass every time; on the acquired side queue in the order “carry, Break slot, evolution candidate”, and send transitional individuals to Homeland to create second-hand value. Raising resources are the hard currency of a long-term game, and spending them in the right place matters more than spending a lot.
— Wu Bian, NTGame Editorial Team