An Aniimo’s power comes from its stats, and the game gives you several systems that push those numbers higher. Some raise stats permanently, some depend on gear you equip, and one sets the ceiling everything else builds toward. Knowing which lever does what keeps you from wasting rare materials.
Quick answer: Raise an Aniimo’s stats by leveling it up, spending Capability Points, increasing Resonance, equipping a Carried Item, and changing its personality with a Psyche Fruit.

The stats you can raise
Every Aniimo runs on six base attributes plus a set of advanced ones that shape damage and survival. The base six are the numbers most systems in the game push on.
- HP — total health
- ATK — damage dealt
- BREAK — damage to a target’s Break bar
- P. DEF — defense against physical attacks
- M. DEF — defense against magic attacks
- REGEN — how fast skill resource recovers
On top of those sit Critical Rate, Critical Damage, Damage Deepening, Damage Reduction, and Cooldown Reduction. These control crit odds, crit size, a final damage multiplier, incoming damage, and skill cooldown length.
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Add to Google Preferences →Level up your Aniimo
Leveling is the base method and it raises every core stat at once. Aniimo gain EXP by fighting alongside you, and you can feed them consumable items for extra EXP when you want to catch a creature up fast.
Two limits control how high an Aniimo can climb. Your Pathfinder level acts as a soft cap, so an Aniimo cannot pass your own level. Your Student level, raised through the main quest, sets the hard cap for everything. When an Aniimo hits a cap, surplus EXP is held in an Escrow rather than lost, so it counts once you raise the cap.

Spend Capability Points
Capability Points let you steer stats toward the build you want. You earn them by leveling up and by increasing Resonance, then spend them across six categories. Each category feeds specific stats, and every extra rank costs more points than the last.
| Capability | Per point | Per 5 points |
|---|---|---|
| Constitution | +40 HP | +8% HP |
| Might | +2 ATK | +8% ATK |
| Endurance | +3 P. DEF | +8% P. DEF |
| Spirit | +3 M. DEF | +8% M. DEF |
| Gusto | +3 REGEN | +2% CD Reduction |
| Penetration | +4 BREAK | +2% Critical Hit |
The Capability menu has an Allocation Build tab with recommended spreads for each Aniimo, which is a fast way to invest without guessing.
Increase Resonance to ascend
Resonance grows an Aniimo toward its full potential and delivers large stat gains for spending ascension resources. Each Resonance level also hands you more Capability Points, so it feeds the system above.
For ascension, defeat an Alpha Aniimo with the same type as the creature you plan to raise. Every level calls for either Astranite, with higher quality required as Resonance increases, or a Dewdrop Crystal tied to that family, such as a Susuta Dewdrop Crystal for Susuta and its evolutions.

Equip a Carried Item
A Carried Item adds stats and effects on top of everything the creature already has. Each Aniimo can hold one item at a time, so the choice matters. Every item has a main stat plus its own core and tier effects, and higher rarity items generally give bigger boosts.
Carried Items come from Holo-Battle Sims and from Alpha or Omega Aniimo encounters. You can push an item’s bonuses higher by leveling it, spending resources or sacrificing unwanted Carried Items to do so.
Change personality with a Psyche Fruit
An Aniimo’s personality favors certain stats, and some personalities give better numbers than others. Use a Psyche Fruit to change the personality and tilt the creature toward the stat you care about. It is worth comparing personalities before you commit, since the difference is not always small.

Attribute Ranks and Potential set the ceiling
All of the methods above operate inside a limit fixed by the Aniimo itself. Reporting your catches at the Research Outpost reveals an Aniimo’s Attribute Rank, which comes in four grades: Common, Good, Elite, and Perfect. Once reported, that rank is almost impossible to change, so farming for an Elite or Perfect specimen of a species you value pays off long term.
Beneath the rank, each of the six stats has its own Potential built from two parts. Innate Potential is what the Aniimo starts with, while Acquired Potential is what you add through Capability Awakening. Awakening a stat spends Star Dust first, then moves up to Star Sand and Star Essence as you push it further, so a strong starting roll saves materials.
Fruits that shift Potential
A Capability Fruit raises the two recommended Innate Potential stats an Aniimo is marked with, which is separate from the materials used for Capability Awakening. A Springup Fruit can nudge an Aniimo from the edge of one rank into the next, but it is not guaranteed, works only once per Aniimo, and raises the potential of just two stats by +1.
A crowned stat has reached its available Potential cap. This marker is separate from the Perfect badge, meaning a Perfect Aniimo may still have uncrowned stats.

Confirm the increase worked
Open the Aniimo’s status screen after any of these actions and check the stat number. Leveling, Resonance, Capability Points, a Carried Item, and a personality change each move the value immediately. When a stat reaches its cap through Capability Awakening, a crown appears next to it, which is the clear sign that stat is fully developed and further materials should go elsewhere.






