The Jawling family is one of the few lines in Aniimo where the final form is a real decision rather than a formality. The whelp you catch in the Russet Highlands grows into a single mid-stage creature, and from there the path splits into a Wind bruiser or a Fire attacker that plays nothing like it. Each branch has its own unlock condition and its own evolution stone, and a single creature can only ever take one of them.
Quick answer: Jawling evolves into Helmwhelp at Aniimo level 38 with no materials. At level 48, one Helmwhelp becomes either Helgon or Infergon — never both, so raise two if you want the pair.
Jawling evolution requirements: levels, unlocks and stones
Three evolutions exist in this family, and nothing follows Helgon or Infergon. The level gate is the same for both final forms, but the unlock conditions and materials are completely different.

| Evolution | Level | Unlock condition | Cost |
|---|---|---|---|
| Jawling → Helmwhelp | Aniimo level 38 | None | None |
| Helmwhelp → Helgon | Aniimo level 48 | Open 30 Chests in the World cumulatively | Gust Stone x1 |
| Helmwhelp → Infergon | Aniimo level 48 | Potential reaches the Perfect rating; defeat the Omega Infergon | Blaze Stone x1 |
Helgon and Infergon are parallel branches from the same creature, not consecutive stages. Once a Helmwhelp evolves down one path, the other is gone for that individual.
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 →Where to catch Jawling and how to reach level 38
Jawling is a Wind-element BREAK creature and the first stage of the family, logged as No. 64 in the Aniilog. It lives in the Russet Highlands, inside the Breezy Plains region, standing 0.9 m tall and weighing 9 kg. The first evolution needs nothing but levels, so the only work here is experience.

Both early stages share the same three moves, so nothing about the kit changes until the fork:
- ATK (Wind, power 6) — close-range basic attack that builds BREAK.
- Wind Tackle (Wind, power 45, 15 EP) — pushes small targets and raises damage reduction by 15% for 10s.
- Overcharged Claw Strike (Wind, power 68, 20 EP) — the family’s hardest-hitting early move.
Helmwhelp arrives at No. 65 with the same Wind BREAK identity, a jump to 1.6 m in height, and a flat stat increase across the board. It keeps the identical three-skill kit, which is why the mid-stage is purely a stepping stone rather than a build in its own right.

| Stat | Jawling | Helmwhelp |
|---|---|---|
| 78 | 94 | |
| 65 | 78 | |
| DEF | 74 | 88 |
| M.ATK | 65 | 78 |
| 51 | 61 | |
| 76 | 92 | |
| EP Regen | 63 | 76 |
How to get Helgon: 30 chests and a Gust Stone
Helgon is the default Wind finisher, No. 66, and the easier of the two to unlock. You need a Helmwhelp at Aniimo level 48, the cumulative chest count of 30 opened anywhere in the world, and a single Gust Stone. Chest progress is account-wide and carries over from ordinary exploration, so most players clear it long before the level requirement.

| Skill | Element | Power |
|---|---|---|
| ATK | 6 | |
| Wind Tackle | 45 | |
| Overcharged Claw Strike | 68 | |
| Wind Counter | 69 | |
| Skyfall | 175 |
The new addition that changes how it plays is Wind Counter, a 20 EP move on a 15-second cooldown. It puts the creature into a defensive stance with 30% extra damage reduction and answers the next hit automatically. Time the cast so an attack lands the moment it goes off and you also get 20% more BREAK efficiency for 10 seconds plus a stun on the attacker. Movement and other skills stay available while the stance is running.
How to get Infergon: Perfect potential and the Omega fight
Infergon is the off-element branch, No. 67, and the hardest evolution in the family to set up. It needs a Helmwhelp at Aniimo level 48 whose potential reaches the Perfect rating, the Omega Infergon defeated at least once, and a single Blaze Stone. Clearing those two conditions is the whole job — once they are done, the evolution itself is instant.

Getting a Perfect potential Jawling or Helmwhelp
Captured creatures roll a quality grade of Common, Good, Elite or Perfect, and potential cannot be raised or rerolled afterwards. That makes this a catching problem, not a training problem. A Jawling caught at Perfect keeps that rating through the first evolution, so either stage works as your starting point.

An Umbral catch always rolls Perfect innate potential, which skips the grinding entirely. The dark Umbral coat disappears once the creature evolves, so the payoff is the rating rather than the look.
Defeating the Omega Infergon in the Russet Highlands
The Omega Infergon patrols a volcanic hillside at the centre of the Russet Highlands, guarded by wandering Helmwhelps. Most players meet it during the main story quest Ancient and Sacred Fragrance, which sends you into its arena to retrieve the Flameheart Stone. It aggroes the instant you enter and will begin charging its flying slam before you are fully inside, so approach ready to dodge out of the telegraphed circle.

Bring Water attackers, since Fire takes 1.6x damage from Water and deals only 0.625x back into it, and pack BREAK specialists to keep the boss stunned between openings. Its standard moves — a tail sweep, a fireball volley and a forward wing-first charge — all have long wind-ups that are easy to read once you have seen each one. When it leaps into the air to spit fire, run towards it to spoil the tracking, and keep moving until it lands, because the airborne phase usually ends in a ground slam.
Below half health it gains new attacks and leaves burning shockwaves behind its aerial fireballs. Watch for the roar with an orange glow in its chest: BREAK it quickly or it casts its Ultimate, planting fire crystals with their own health bars around the arena and raining fireballs before every surviving crystal detonates. Destroy enough crystals to carve out a safe pocket, or stand where the blast zones do not overlap. Solo runs work but drag on because of the health pool, so co-op is the faster route.
Infergon’s stats and skills
Infergon lands as a Fire DPS rather than a BREAK unit, with 125 ATK and 125 M.ATK against a BREAK value of only 50. It stands 1.9 m tall and weighs 31 kg, the same frame as Helgon, but the role and element both flip.
| Skill | Element | Power |
|---|---|---|
| ATK | 6 | |
| Flaming Claws | 45 | |
| Fiery Charge | 60 | |
| Flaming Breath | 62 | |
| Hot Breath | 168 |
The kit revolves around Fire Debuff stacks. Flaming Breath costs 20 EP and applies stacks of Fire Debuff across everything in front of it, while Flaming Claws costs 15 EP and allows a second, heavier claw within 5 seconds; both hits consume 2 stacks from the target for bonus damage. Fiery Charge closes distance for 20 EP, ends a Fly state by diving onto the target, and grants a shield worth 5% of max HP for 10 seconds on contact.
How to confirm the evolution worked
The Aniilog number is the cleanest check. Jawling sits at No. 64, Helmwhelp at No. 65, and the creature should register as No. 66 for Helgon or No. 67 for Infergon once the stone is spent. Height and weight jump from 1.6 m and 9 kg to 1.9 m and 31 kg on both final forms.
The skill list confirms which branch you landed on. A successful Helgon adds Wind Counter and Skyfall to the moves it already had, while Infergon replaces the entire Wind kit with Fire moves and switches its element badge to Fire and its role to DPS.
Mountain forms and Infergon (Prismana)
All three Wind stages have a Mountain variant with matching base stats, the same Russet Highlands habitat, and a different look and flavour. The important difference is the branch: Mountain Jawling evolves into Mountain Helmwhelp at Aniimo level 38, and Mountain Helmwhelp evolves only into Helgon at level 48 with the 30-chest unlock and a Gust Stone. There is no Infergon path from the Mountain line.



Infergon (Prismana) is a separate Season 1 Keepsakes version of the Fire finisher, carrying both Fire and Wind elements at element level 4 with the same base stats and DPS role. It is the only form in the family with Gale Charge, a 20 EP Wind dash worth 60 power that reflects incoming projectile attacks during the rush and ends a Fly state by diving at the target.

Helgon or Infergon: which branch to raise first
| Stat | Helgon | Infergon |
|---|---|---|
| 104 | 95 | |
| 87 | 125 | |
| DEF | 98 | 70 |
| M.ATK | 87 | 125 |
| 68 | 85 | |
| 102 | 50 | |
| EP Regen | 84 | 80 |
The split is clean. Helgon keeps the family’s defensive, stun-focused identity with the highest HP, defence and BREAK in the line, and its Wind damage hits Dark and Grass targets for 1.6x while being cut to 0.625x against Electric and Wind. Infergon trades that durability for raw offence, and its Fire damage lands at 1.6x on Grass and Ice but drops to 0.625x against Fire, Holy, Rock and Water.

Because the chest requirement clears itself through normal play and needs no rare catch, Helgon is the practical first pick while you are still hunting a Perfect roll. Keep any Perfect Jawling or Helmwhelp you stumble across in reserve, hold it at level 48, and spend the Blaze Stone once the Omega Infergon is down — that way neither branch costs you the other.






