Mechanics & synergies
The battle in one minute
- You deploy your Anima on a hex board (4 rows × 7) in a prep phase, then start the fight. Positioning matters — front rows tank, back rows carry.
- Combat is semi-auto: Anima auto-attack and fire their skills as energy fills; you actively trigger your characters’ abilities.
- Each Anima has one Aspect and one Trait — two synergy axes; stacking copies unlocks team buffs at breakpoints (below).
- You field 3 characters (Animasters). The active leader — the Kardia — grants a Law (its exclusive effect) and can be controlled mid-fight; all three give Talismans (gear).
- At set rounds you pick 1 of 3 augments ("Nexus Hextech"); an in-match shop also appears (seen in 2026 footage; the 2025 build had none).
- It’s PvE — story, open-world capture (Bond Encounters) and bosses. No confirmed PvP.
Aspects
The team-wide "element" synergies. 17 grant a buff right now.
Satiation?
Summons Riceblooms that heal allied Satiation Anima for 12% missing HP every 3s; healed units gain stacking ATK & MP (max 5).
- 2+3% ATK & MP
- 4+6% ATK & MP
- 6+9% ATK & MP, +22% Max HP, +6% DMG
- 8+12% ATK & MP, +60% Max HP, +18% DMG
Hate?
Uses Rancor instead of Energy; at battle start raises Rancor and enters Vengeance for 4s (Atk SPD + MP).
- 22 Rancor, +40% Atk SPD, +25% MP
- 44 Rancor, +85% Atk SPD, +35% MP
- 66 Rancor, +150% Atk SPD, +60% MP
Light?
Light Anima gain ATK/MP; after 6s create Shining Light (more ATK/MP + a shield from Max HP).
- 3+12% ATK/MP, +20% Max HP shield
- 5+22% ATK/MP, +30% shield
- 7+32% ATK/MP, +40% shield, AoE True DMG (10% Max HP)
- 9+60% ATK/MP, +100% shield, +60% True DMG
Dark?
Creates an Umbral Shroud (size scales with Dark Anima); allies inside gain a shield, Dark Anima gain Atk SPD.
- 2180 shield, +15% Atk SPD
- 4380 shield, +35% Atk SPD
- 6620 shield, +60% Atk SPD
- 81080 shield, +100% Atk SPD, AoE stun 3s + Burning
Memory?
Increases Memory Anima Max HP; summons a Mnemobiblion leveled by how many Memory Anima are deployed.
- 3+150 Max HP; Tier 1 Mnemobiblion
- 6+450 Max HP; Tier 2
- 9+1200 Max HP; Tier 3 (enters at battle start)
Love?
Love Anima gain Max HP and create equippable Rings; the Active Skill adds stacks (max 10).
- 3+15% Max HP; 1 Ring of Love
- 5+35% Max HP; add Ring of Longing
- 7+60% Max HP; Rings upgrade
Change?
Pick an ally Change Anima → all allies gain a Buff (type depends on the chosen Anima); each Relic equipped boosts buffs +20%.
- 2+100% buff
- 3+165% buff
- 4+250% buff
Beauty?
Beauty Anima have a chance after their Active Skill to attract butterflies, granting +20 Energy to self and the nearest ally.
- 235% chance
- 450% chance
Competition?
Competition Anima gain Atk SPD and earn Points (1 Point = +0.1% Atk SPD); reward tiers at 100/200/400/999 Points.
- 2+12% Atk SPD
- 4+20% Atk SPD
- 6+45% Atk SPD
- 9+100% Atk SPD; rewards enhanced
Insatiability?
Allies gain Atk SPD + Omnileech scaled to % missing HP; Insatiability Anima get +50% of the effect.
- 2per 1% missing HP: +0.5% Atk SPD, +0.2% Omnileech
- 3per 1% missing HP: +0.7% Atk SPD, +0.3% Omnileech
War?
+35% Crit Rate to War Anima. (Only one tier is documented; breakpoints unconfirmed.)
Pride?
+35% Crit Rate to Pride Anima. (Breakpoints unconfirmed.)
Reality?
+30% ATK to Reality Anima (added ~v0.3.0). Breakpoints unconfirmed.
Strength?
+30% Max HP to Strength Anima (added ~v0.3.0). Breakpoints unconfirmed.
Ugliness?
+30% Max HP to Ugliness Anima (added ~v0.3.0). Breakpoints unconfirmed.
Oblivion?
Playable Aspect added in v0.3.0 (Sovereign: Darsea). No board-synergy breakpoints published yet.
Joy?
Playable Aspect added in v0.3.0 (Sovereign: Lestrange; Plane 'Eternal Carnival'). No board-synergy breakpoints published yet.
Lore-only Aspects (no synergy yet): Peace, Right, Regret, Weakness.
Traits
The combat-role synergies. 11 total.
Striker?
Front-row bulky melee DPS (HP-scaling)Charges the front line; durability scales with Max HP.
- 2+150 Max HP to all (+15% to Strikers)
- 4+300 (+35%)
- 6+350 (+60%)
- 8+600 (+100%)
Blaster?
Back-row ranged DPSRewarded for attacking from range (bonus when far from target).
- 2+10% ATK (+20% if >2 hexes away)
- 4+16% (+32%)
- 6+25% (+50%)
- 8+40% (+100%)
Mastermind?
Back-row utility / MP batteryGenerates MP for the team; summons and traps.
- 2+8% MP to all (+16% to Masterminds)
- 4+12% (+30%)
- 6+16% (+55%)
- 8+40% (+100%)
Hothead?
Front-row crit disruptorTrades defense for offense; crit-focused.
- 2+15% Omnileech, +20% Crit Rate
- 4+25%, +45%
- 6+40%, +60%; +100% Crit Rate after first kill
Gladiator?
Mid-row sustained duelistHeals on kills; strong sustained damage.
- 2+12% ATK, heal 10% HP on kill
- 4+22%, 15%
- 6+35%, 20%
Cherubim?
Back-row healer / supportAmplifies the team's healing and shielding.
- 2+6% heal & shield power
- 3+10%
- 4+15%
- 5+25%
Explorer?
Mid-row mobile Atk-SPD carryStacks attack speed as it fights; Omnileech at max stacks.
- 2+5% Atk SPD per attack, max 6 (+8% to Explorers)
- 4+9% (+15%)
- 6+13% (+25%)
- 8+20% (+45%)
Protector?
Front-row tankGains Armor & MR; shields the backline.
- 2+28 Armor & MR (start, and again at ≤50% HP)
- 4+56 / +56
- 6+80 / +80
- 8+120 / +120
Mascot?
Back-row passive MP supportPassively generates MP for the team.
- 2+2% MP to all every 3s per surviving Mascot
- 3+2%
- 4+3%
Biggun?
Front-row CC-immune self-sustain tankInnate crowd-control immunity; heals over time.
- 2Heal 2% Max HP every 3s (CC immune)
- 3Heal 3% Max HP every 3s
Spook?
Back-row burst assassinPeriodically untargetable; next attack guaranteed crit.
- 2Untargetable every 8s; next hit guaranteed crit, +70% Crit DMG
- 3+150% Crit DMG