Pour twenty points of Acquired Potential into ATK on a Breaker-role Aniimo and the damage number on screen will not move. Capability Awakening lets you raise six Potentials — HP, ATK, P.DEF, M.DEF, REGEN and BREAK — but most Aniimo never read ATK when they work out basic damage, which makes it the easiest stat in the game to waste.
Quick answer: Raise only the thumbs-up Potentials your Aniimo’s skills scale from, push each to a multiple of 4, then spend leftovers on HP. Finish before the Aniimo reaches Level 61, where the reset locks permanently.
What your Aniimo’s basic damage scales from
Basic attack power comes from one of two formulas, and the role decides which one applies. A DPS or BREAK Aniimo hits with the higher of its raw ATK or 85% of its BREAK. A Support, REGEN or Heal Aniimo ignores both stats and hits for 10.5 × its level instead, which works out to about 640 power at Level 60.
| Role | Basic attack scales from |
|---|---|
| DPS | Higher of ATK or 0.85 × BREAK |
| Higher of ATK or 0.85 × BREAK (BREAK wins) | |
| Support | 10.5 × level |
| REGEN | 10.5 × level |
| 10.5 × level |
Here is why ATK rarely matters on a Breaker. At the level tested in-game, a Blazen sat at 770 BREAK and 510 ATK with twenty points invested. 85% of 770 is 654, and 510 is lower than 654, so every ATK point was dead weight — the BREAK figure did the damage no matter what. Four of the game’s five roles do not touch ATK for their basic hits at all.
Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →ATK, BREAK and roles: a base-stat reference
Before you spend anything, check the role on the Aniimo’s sheet, then look at whether its BREAK sits above its ATK. Breakers are built with high BREAK, so BREAK carries their hits even at base. The figures below are the shipped base stats for a few common species and show the pattern clearly.
| Aniimo | Role | Base ATK | Base BREAK |
|---|---|---|---|
| DPS | 106 | 46 | |
| DPS | 125 | 54 | |
| BREAK | 85 | 87 | |
| BREAK | 100 | 104 |
Bolty and Blazen carry equal or higher BREAK than ATK, which is exactly why raising ATK on them does nothing useful. Celestis and Stellarys lead with ATK, so for those DPS species ATK is a genuine damage stat — but only if their skills scale from it, which brings us to the next point.
Which Potentials to raise, and which to skip
On the Capability Awakening screen, every Aniimo flags its scaling stats with a thumbs-up (👍). Those are the Potentials that feed its skill and ultimate scaling, and they differ from one Aniimo to the next, so check each one individually. Skill damage only grows from the stats in its scaling — raise anything else and you are paying materials for almost nothing.
- Raise the thumbs-up Potentials first, in chunks that land on a multiple of 4.
- Once those are done, put leftover points into HP. It guards against every damage type, while P.DEF and M.DEF each cover only one.
- REGEN only matters when a skill or trait scales from it. Otherwise it speeds natural recovery by roughly 1–2%, which you will not notice.
- On a pure DPS, BREAK buys less than a 10% faster shield break — negligible. Send those spare points to HP instead.
There are exceptions worth knowing. A few Support units — Tromber, Luminelle and Eklue — scale their abilities from ATK, so ATK is their recommended stat. Popota is an unusual Breaker. Always trust the thumbs-up over the role label when the two seem to disagree.
You do not have unlimited activations. Available awakenings scale with level — 30 at Level 60 — plus up to another 23 from Star Up ranks, so you will rarely max every Potential. Spend them scaling stats first, HP second.
The multiple-of-4 rule for +4% stat boosts
The actual stat only jumps when a Potential’s displayed total reaches a multiple of 4. Each milestone adds +4% to the stat, and the points in between (5, 6, 7 and so on) give only tiny flat increases. This is why spending should always aim to fill up to the next multiple of 4 rather than stopping short.
| Potential total | Stat bonus |
|---|---|
| 4 | +4% |
| 8 | +8% |
| 12 | +12% |
| 16 | +16% |
| 20 | +20% |
| 24 (with bonuses) | +24% |
The total that counts is Innate plus Acquired plus any blue bonus. When you select a Potential, the screen tells you what that activation will raise, so you can see whether the step lands a +4% before you pay for it.
Pushing a Potential past 20 to 24
Innate plus Acquired Potential is capped at 20 per stat, but the blue bonus stacks on top of that cap and still counts toward the multiple-of-4 math. Two sources push a stat from 20 to 24: completing the Rank 7 Star Up Ascension adds +2 to all six Potentials, and a Level 10+ Held Item adds +2 to its designated stat.

Because the bonus counts toward the thresholds, planning around it matters. If you equip a +2 Held Item on a stat, raise that stat so the +4% steps land on displayed values 2, 6, 10, 14 and 18 — each of those becomes 4, 8, 12, 16 and 20 once the bonus is added. Do the Star Up Ascensions first and the math gets easier, since both your bonus and your activation count go up.
Held items that add +2 to a Potential
The +2 only applies once the item reaches enhancement +10. Each item targets a specific stat.
| Held item | Potential it adds +2 |
|---|---|
| ATK | |
| BREAK | |
| P.DEF and M.DEF | |
| REGEN | |
| HP |
Capability Awakening materials and level requirements
Raising a single Potential to 20 draws on three materials in order, with later steps gated behind Aniimo level. The full climb for one Potential costs 10 Star Dust, 10 Star Sand and 50 Starcryst Essence.
| Awakening level | Material | Aniimo level required |
|---|---|---|
| 1–4 | Star Dust ×1, ×2, ×3, ×4 | — |
| 5–8 | Star Sand ×1, ×2, ×3, ×4 | — |
| 9–10 | Starcryst Essence ×1, ×2 | — |
| 11–12 | Starcryst Essence ×3, ×4 | Lv 40 |
| 13–15 | Starcryst Essence ×5 each | Lv 50 |
| 16–19 | Starcryst Essence ×5 each | Lv 55 |
| 20 | Starcryst Essence ×5 | Lv 60 |
Starcryst Essence is the bottleneck. It is an extremely rare crystal used to raise Acquired Potential, pulled from Elite Training quests, Omega fights, Holo-Battle Sim and Interlink, the Companion Handbook and level rewards, and buyable through the Item Exchange, Glimmer shop, the Season Stamp Shop and the Mysterious Vendor.
Reset before Level 60, or lose it forever
Acquired Potential can be reset and redistributed, and the reset refunds 100% of the materials you spent. The first reset is free; after that it costs 200,000 Gold. The catch is a hard one: only an Aniimo at Level 60 or below can be reset.
A Level 60 Aniimo keeps banking hidden surplus EXP while capped. The moment your account title advances and raises the level cap, the next battle, capture or even bumping into an enemy instantly bumps that Aniimo to Level 61 — and the reset option disappears for good. Clean up any misallocated points before that happens.


You will know the reallocation worked when the stat’s “+X%” updates on the Capability Awakening screen as each total crosses a multiple of 4, and the materials you spent land back in your bag in full. Settle the distribution now, while the reset is still available, and those points stay yours to move for the life of the Aniimo up to Level 60.






