Supreme Elixir gives your Aniimo a big final damage boost, but its max HP drops to 1. Ferocious Fang asks nothing in return: plain ATK that grows with level. The right pick is the item your Aniimo can actually trigger, not the one with the flashiest line of text.
Stat
Damage Amp
Most of these reward a habit: repeating a skill, banking EP, hitting from behind or finishing a target. Pick the one that matches how your Aniimo actually fights.
Ferocious Fang
Plain ATK that scales with level. Its core bonus asks nothing of your Aniimo, which is why it works on nearly any attacker.
- Legendary Stat Bonus
- Damage Amp +10%
- Best For
- DPS
- Core Effect
- Adds 0.7 ATK for every level the Aniimo has.
- Unlocks at +10
- ATK +2.
- Unlocks at +15
- Damage Amp +10%, doubled if ATK is above 15.
- How to Get It
- Alpha Ignitis in Berylline Vale gives it on the first clear and drops it 10% of the time after that. Elite Training's Chapter 5 reward, Pact: Ferocious Fang, hands Helion or Lunara a bonded copy.
Heartseeker Pendant
Pays off for an Aniimo that already crits a lot. By +15 it makes crits more likely and harder-hitting the longer a streak runs.
- Legendary Stat Bonus
- Damage Amp +10%
- Best For
- DPS
- Core Effect
- After a critical hit, 50% chance to deal an extra 10 Might damage.
- Unlocks at +10
- The extra hit now triggers every time.
- Unlocks at +15
- After a non-critical hit, gain 10% Crit Rate, stacking until a critical hit lands. Each consecutive critical hit then adds 5% Crit Damage, up to 6 stacks, and a non-critical hit resets those stacks.
- How to Get It
- Alpha Geoclaw in Nimbus Fields gives it on the first clear.
Vanguard's Whistle
Built for openers. The bonus is strongest on a fresh target and fades as the fight wears it down.
- Legendary Stat Bonus
- Damage Amp +10%
- Best For
- -
- Core Effect
- Final Damage +25% against targets above 70% HP.
- Unlocks at +10
- The HP requirement drops to 60%.
- Unlocks at +15
- Against targets above 90% HP, the boost rises to 30% and the hit is a guaranteed crit.
- How to Get It
- -
Finisher Bell
The mirror of Vanguard's Whistle: all of its value is in the last stretch of a target's health bar.
- Legendary Stat Bonus
- Damage Amp +10%
- Best For
- -
- Core Effect
- Final Damage +30% against targets below 30% HP.
- Unlocks at +10
- The boost grows another 5% each time the target loses 5% HP, up to 20% more.
- Unlocks at +15
- Instantly defeats targets below 10% HP. Omega targets are immune, but the hit is still a guaranteed crit.
- How to Get It
- -
Supreme Elixir
A big damage bump with a catch: your Aniimo is one hit from fainting.
- Legendary Stat Bonus
- Damage Amp +10%
- Best For
- -
- Core Effect
- Final damage +50%, but max HP drops to 1. Does not apply to Support Aniimo.
- Unlocks at +10
- Every 500 HP lost adds 1% final damage, up to 15%.
- Unlocks at +15
- Every 25 P.DEF or M.DEF adds 1% final damage, up to 15%.
- How to Get It
- Alpha Geoclaw in Nimbus Fields drops it 10% of the time.
Destiny's Dice
Every hit is a coin flip until you reach +10, which evens out the bad rolls. At +15 you can count on a big hit every sixth swing.
- Legendary Stat Bonus
- Damage Amp +10%
- Best For
- -
- Core Effect
- Damage dealt is randomized between 70% and 150%.
- Unlocks at +10
- If the previous roll was below 100%, the next attack is above 100%.
- Unlocks at +15
- Every 6th hit is a guaranteed 150% roll.
- How to Get It
- Alpha Geoclaw in Nimbus Fields drops it 10% of the time.
Ambusher's Cloak
Rewards sneaking up on things: stealth and back attacks hit harder, and the later bonuses make them crit.
- Legendary Stat Bonus
- Damage Amp +10%
- Best For
- -
- Core Effect
- Damage Amp +25% for attacks made in stealth or from behind.
- Unlocks at +10
- Back attacks gain +15% Crit Rate.
- Unlocks at +15
- Crit Damage +30% for 5s after a successful back attack. Repeat triggers refresh the timer.
- How to Get It
- -
Capacitous Battery
Everything about it is Ultimates: a bigger hit, a refund and then faster charging for the next one.
- Legendary Stat Bonus
- Damage Amp +10%
- Best For
- DPS
- Core Effect
- Ultimate damage +30%.
- Unlocks at +10
- Using an Ultimate refunds 10% of your Ultimate Points right away.
- Unlocks at +15
- After an Ultimate, Ultimate Point gain is 30% more efficient for 10s.
- How to Get It
- Alpha Minespine in Beast Fang Ridge drops it 10% of the time.
Explosive Gloves
The more EP you sit on, the harder you hit. Best on an Aniimo that doesn't spend its whole bar every cast.
- Legendary Stat Bonus
- Damage Amp +10%
- Best For
- DPS
- Core Effect
- Damage Amp +5% for every 10 EP you have.
- Unlocks at +10
- The bonus rises to 7.5% per 10 EP.
- Unlocks at +15
- 10% chance to spend no EP when you cast a skill.
- How to Get It
- Alpha Minespine in Beast Fang Ridge gives it on the first clear. Alpha Magmarex in Zephyrus Landbridge drops it 10% of the time.
Echoing Grimoire
Rewards repetition. It does the most on an Aniimo with one skill worth spamming.
- Legendary Stat Bonus
- Damage Amp +10%
- Best For
- DPS
- Core Effect
- Damage dealt +5% each time you use the same skill again, stacking up to 5 times.
- Unlocks at +10
- After using the same skill 3 times in a row, gain another 15% Damage Amp.
- Unlocks at +15
- Gain 30% Crit Rate at max stacks.
- How to Get It
- Alpha Irisal in the Sea of Flowers drops it 10% of the time.
Fission Needles
An item for basic attackers. Double damage, an EP trickle and a burst window once the bar is full.
- Legendary Stat Bonus
- Damage Amp +10%
- Best For
- DPS
- Core Effect
- Each basic attack has a 50% chance to deal double damage.
- Unlocks at +10
- Restores 1 EP when it triggers.
- Unlocks at +15
- While EP is full, basic attack Damage Amp +30% for 10s.
- How to Get It
- Alpha Irisal in the Sea of Flowers drops it 10% of the time.
Floral Rainbow Feather
Irisalis's own item. Its effects only matter for an Aniimo that summons clones, and Irisalis does.
- Legendary Stat Bonus
- Damage Amp +10%
- Best For
- Irisalis
- Core Effect
- Summoned clones deal 30% more damage.
- Unlocks at +10
- Each clone you summon gives 5 Energy and 5 Ultimate Points right away.
- Unlocks at +15
- Each clone on the field gives 8% Damage Amp and 8% Crit Rate, stacking up to 3 times.
- How to Get It
- Buy it for 30 Irisalis Petals in the Legendary Journey shop once you have caught Irisalis.
Stat
HP
Survival and sustain. Several of these need your Aniimo to stand still, stand on Turf or take hits before the good part starts.
Giant Tortoise Shell
Both defenses rise with level, and the +15 bonus adds damage reduction on top. A steady pick for an Aniimo that has to stay alive.
- Legendary Stat Bonus
- HP +10%
- Best For
- Heal
- Core Effect
- Adds 0.7 P.DEF and M.DEF for every level the Aniimo has.
- Unlocks at +10
- P.DEF Potential +2 and M.DEF Potential +2.
- Unlocks at +15
- DMG Reduction +10%, plus another 5% Physical DMG Reduction if P.DEF Potential is above 15 and another 5% Magic DMG Reduction if M.DEF Potential is above 15.
- How to Get It
- -
Marching Flask
A small heal for every step, which suits an Aniimo that keeps moving instead of standing and casting.
- Legendary Stat Bonus
- HP +10%
- Best For
- Support and REGEN
- Core Effect
- Restores 1.4% HP for every 10 meters you move.
- Unlocks at +10
- REGEN +2.
- Unlocks at +15
- 20% chance to restore 10 EP when HP recovery triggers. The chance doubles when REGEN Potential is high enough.
- How to Get It
- Alpha Minespine in Beast Fang Ridge drops it 10% of the time.
Nature's Breath
A stand-your-ground item. It only works if your Aniimo can plant its feet and cast from one spot.
- Legendary Stat Bonus
- HP +10%
- Best For
- -
- Core Effect
- After standing still for 3s, you take root and gain 25% DMG reduction. Moving ends it right away.
- Unlocks at +10
- HP +2.
- Unlocks at +15
- Restores 2.5% HP whenever you cast a skill while rooted, doubled if HP is above 5000.
- How to Get It
- -
Lightning Needle
Gives a tanky Aniimo a damage aura, and at +15 a way to pull enemies onto itself.
- Legendary Stat Bonus
- HP +10%
- Best For
- Heal
- Core Effect
- Deals Lightning damage equal to 2% of max HP over time to enemies within 3 meters.
- Unlocks at +10
- HP +2.
- Unlocks at +15
- After you cast a skill, gain 10% DMG reduction for 5s and taunt every target within 10m.
- How to Get It
- Alpha Ignitis in Berylline Vale drops it 10% of the time.
Heritage Amulet
A shield on a hit counter. The +15 bonus rewards an Aniimo that avoids damage once the shield is up.
- Legendary Stat Bonus
- HP +10%
- Best For
- Heal
- Core Effect
- Grants a shield worth 4% of max HP for 5s after you take damage 10 times.
- Unlocks at +10
- The shield grows to 6% of max HP.
- Unlocks at +15
- If the shield is still unbroken when it expires, 100% of what's left heals the whole team.
- How to Get It
- -
Rekindling Feather
A free revive on a three-minute cooldown, and it gets better at +10 and +15.
- Legendary Stat Bonus
- HP +10%
- Best For
- -
- Core Effect
- Revives you the moment you faint and restores 10% max HP. Cooldown 180s.
- Unlocks at +10
- Recovery rises to 20%, and any other faint-triggered or self-destruct effects that go off at the same time double.
- Unlocks at +15
- Revival also refills EP and gives 100 Ultimate Points.
- How to Get It
- -
Seeds of Spring
Healing that only runs on Turf, so fights on bare ground get nothing from it.
- Legendary Stat Bonus
- HP +10%
- Best For
- -
- Core Effect
- Restores 0.5% HP every second while you stand on Turf.
- Unlocks at +10
- Doubles the healing.
- Unlocks at +15
- When HP is full, excess healing becomes a shield worth up to 20% of max HP.
- How to Get It
- Alpha Geoclaw in Nimbus Fields drops it 10% of the time.
Stat
REGEN
EP economy for Aniimo that cast a lot. Support and REGEN Aniimo get the most out of these.
Spirited Feather
The REGEN version of the level-scaling items. Energy comes back faster, and the +15 bonus trims cooldowns too.
- Legendary Stat Bonus
- REGEN +10%
- Best For
- Support and REGEN
- Core Effect
- Adds 0.7 REGEN for every level the Aniimo has.
- Unlocks at +10
- REGEN +2.
- Unlocks at +15
- Cooldown reduction +10%, doubled if REGEN is above 15.
- How to Get It
- Alpha Irisal in the Sea of Flowers gives it on the first clear and drops it 10% of the time after that.
Auspicious Bell
Free EP for an Aniimo that casts a lot, and by +15 the team gets crit rate out of it.
- Legendary Stat Bonus
- REGEN +10%
- Best For
- Support and REGEN
- Core Effect
- 20% chance to gain 5 EP when you use a skill.
- Unlocks at +10
- After 5 skill casts in a row without a trigger, the next cast always triggers it.
- Unlocks at +15
- When it triggers, gain 5 extra EP and give the whole team 1 stack of Luck (+2% Crit Rate, up to 5 stacks, lasts 20s).
- How to Get It
- Alpha Magmarex in Zephyrus Landbridge drops it 10% of the time.
Pearl of the Sea
A map-specific item. It shines in lakes and shorelines and does very little in a dry fight.
- Legendary Stat Bonus
- REGEN +10%
- Best For
- -
- Core Effect
- Movement Speed +25% and REGEN +15% while in water terrain. The bonus lasts 2s after you leave.
- Unlocks at +10
- While in a water field, Water damage dealt +15%.
- Unlocks at +15
- Reduces Water resistance by 20% for 3s when you hit targets in water terrain.
- How to Get It
- -
Stat
BREAK
Both feed an Aniimo whose job is to stagger.
Gargantuan Horn
The no-frills BREAK pick. It grows with your Aniimo's level, so a Break Aniimo keeps staggering things as it levels.
- Legendary Stat Bonus
- BREAK +10%
- Best For
- BREAK
- Core Effect
- Adds 0.7 BREAK for every level the Aniimo has.
- Unlocks at +10
- BREAK +2.
- Unlocks at +15
- BREAK +10%, doubled if the Aniimo's BREAK Acquired Potential is above 15.
- How to Get It
- Alpha Grizbo in Rosetower Woods gives it on the first clear. Alpha Minespine in Beast Fang Ridge drops it 10% of the time. Chests can hold it too.
Avenging Gear
Turns getting hit into a stronger stagger. It fits a Break Aniimo that fights up close.
- Legendary Stat Bonus
- BREAK +10%
- Best For
- BREAK
- Core Effect
- Taking damage gives you a Counter Mark. Your next BREAK damage is 30% higher.
- Unlocks at +10
- BREAK +2.
- Unlocks at +15
- Spending a Counter Mark on damage has a 50% chance to give you 10 EP.
- How to Get It
- Alpha Magmarex in Zephyrus Landbridge drops it 10% of the time.
Stat
Enhanced Healing Effect
Miraculous Fleece is the healer's item. It boosts healing and sends the overflow to whichever ally is lowest.
Miraculous Fleece
The healer's item. Overhealing on a full-HP ally gets redirected to whoever needs it most.
- Legendary Stat Bonus
- Healing Effect +6%
- Best For
- Heal
- Core Effect
- Passes 10% of the target's excess healing to the Aniimo with the lowest HP percentage.
- Unlocks at +10
- Healing +5%.
- Unlocks at +15
- Passes 20% of excess healing instead of 10%.
- How to Get It
- Alpha Ignitis in Berylline Vale drops it 10% of the time.
How Rare, Epic and Legendary Held Items Work in Aniimo
Every held item comes in Rare, Epic and Legendary, and the core effect is the same in all three. Rarity sets the stat bonus and how far the item can be enhanced. A Rare stops at +5. An Epic reaches +10, where the first advanced effect switches on. Only a Legendary goes to +15, where the second advanced effect unlocks and the item can take a contract.
You enhance an item by feeding it Held Item Cores. The core effect is there from the start, and the +10 and +15 effects are what those cores earn you.
Where Aniimo Held Items Drop: Alphas, Chests and Elite Training
Alphas are the dependable source. Most of them hand you a held item on the first clear, and later wins can drop more. Minespine and Geoclaw are the fights worth repeating, since both keep dropping held items after the first clear.
Chests around Idyll can hold held items of any rarity. Elite Training is a core source too, and its 90-badge milestone pays out an Advanced Held Item Pack.
What a Held Item Contract Does and How to Form One
Bring a Legendary held item to +15 and the contract opens. Press Form Contract, pick a creature family and pay the Mark of the Strong: Breezy Plains. From then on, every Aniimo of that family that wears the item gets its signature skill enhanced.
A family is a whole evolution line. Emberpup, Flameruff, Scorchhowl and Inferlupa all belong to the same family, and both Scorchhowl and Inferlupa have a signature skill the contract can upgrade. You can look up each skill in the skills list.
Ferocious Fang is the example worth knowing. Contracted to the Emberpup line, it gives Scorchhowl's Burn Breaker a dash of up to 6 meters to your lock-on target at max charge. Put the same item on an Aniimo from another family and the pact effect stays off.
Best Held Items for DPS, BREAK, Heal and Support Aniimo
Start with the plain-stat items. Ferocious Fang suits attackers, Gargantuan Horn suits Break Aniimo, Spirited Feather suits Support and REGEN Aniimo, and Giant Tortoise Shell suits a healer or any Aniimo that has to survive. Their core effects need nothing from your Aniimo, so they fit almost any build. The +15 bonuses have conditions of their own, like ATK above 15, so check that stat before you count on them.
Everything else asks something of your Aniimo, and that's where a slot gets wasted. Pearl of the Sea does nothing on dry land, and Supreme Elixir does nothing for a Support Aniimo. Look up your Aniimo's role on the full roster, then match the item to the habit:
| Item | What your Aniimo has to do |
|---|---|
| Explosive Gloves | Keep EP banked instead of spending every point |
| Echoing Grimoire | Repeat the same skill |
| Fission Needles | Lean on basic attacks |
| Capacitous Battery | Cast Ultimates |
| Heartseeker Pendant | Land crits |
| Vanguard's Whistle | Hit targets above 70% HP |
| Finisher Bell | Finish low-health targets |
| Ambusher's Cloak | Attack from stealth or from behind |
| Supreme Elixir | Avoid every hit, and not be a Support Aniimo |
| Nature's Breath | Stand still while casting |
| Seeds of Spring | Fight on Turf |
| Pearl of the Sea | Fight in water |
| Floral Rainbow Feather | Summon clones |
FAQ
Which held item should Helion and Lunara use?
Ferocious Fang. It's the item the game recommends for both starters, and its ATK gain suits a Light DPS Aniimo.
Do held item Damage Amp bonuses stack with team buffs?
They add up in one sum, so a team buff that is also Damage Amp is worth less when your item already gives some. Final Damage Amp is a separate multiplier, and Vanguard's Whistle, Finisher Bell and Supreme Elixir use that one.
Where do Held Item Cores come from?
Elite Training, Alpha fights and chests all hand them out, and Common cores also come from Pathfinder Challenge. The Advanced cores give the most EXP, so spend those on an item you plan to keep.

