Gaming How-To

Aniimo Capability Awakening: How to Spend Potential Points Correctly

Why dumping points into ATK wastes stats, the multiple-of-4 rule for +4% boosts, and resetting before your Aniimo locks at Level 60.

Why dumping points into ATK wastes stats, the multiple-of-4 rule for +4% boosts, and resetting before your Aniimo locks at Level 60.

Image: Pawprint Studio

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.

RoleBasic attack scales from
DPSHigher of ATK or 0.85 × BREAK
BREAKHigher of ATK or 0.85 × BREAK (BREAK wins)
Support10.5 × level
REGEN10.5 × level
Heal10.5 × 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.


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.

AniimoRoleBase ATKBase BREAK
CelestisDPS10646
StellarysDPS12554
BoltyBREAK8587
BlazenBREAK100104

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 totalStat 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.

Pushing Beyond 20 to 24 Points07:50Pushing Beyond 20 to 24 Points
The Extra Bonus panel stacks a Held Item +2 and a Star Up +2 on top of the 20 cap, taking the total to 24. Shown at 07:50 in the source video. Image: Pawprint Studio

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 itemPotential it adds +2
Ferocious FangATK
Gargantuan HornBREAK
Giant Tortoise ShellP.DEF and M.DEF
Spirited FeatherREGEN
Lightning NeedleHP

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 levelMaterialAniimo level required
1–4Star Dust ×1, ×2, ×3, ×4—
5–8Star Sand ×1, ×2, ×3, ×4—
9–10Starcryst Essence ×1, ×2—
11–12Starcryst Essence ×3, ×4Lv 40
13–15Starcryst Essence ×5 eachLv 50
16–19Starcryst Essence ×5 eachLv 55
20Starcryst Essence ×5Lv 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.

Open the Aniimo management screen, then use the storage sort menu to order by Rating in descending order. That brings your most-invested Aniimo to the front. Lock any specialized storage first so it does not get reshuffled.
Sorting and Preparing Aniimo for Reset06:27Sorting and Preparing Aniimo for Reset
Confirming the Rating-descending sort pulls your highest-invested Aniimo to the top so none get missed before the cap rises. Shown at 06:27 in the source video. Image: Pawprint Studio
Open each awakened Aniimo’s Capability Awakening page and look for wasted points — ATK on a Breaker or Support, BREAK or REGEN on a pure DPS, or totals stuck between multiples of 4.
Use the reset, redistribute the points to the thumbs-up Potentials and HP, and do it before the Aniimo gains any more EXP. The confirmation dialog shows the 200,000-coin cost and the Level 60 limit.
Resetting Capability Awakening & Level 60 Lock Trap05:24Resetting Capability Awakening & Level 60 Lock Trap
The reset confirmation spells out the 200,000-coin cost and warns that Aniimo above Level 60 can no longer be reset. Shown at 05:24 in the source video. Image: Pawprint Studio

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.