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Deplete an enemy's Break meter to stun them for a short time in Aniimo. See an explanation of the Break mechanic and how to deplete it in this guide.
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An enemy Aniimo's Break bar is visible under their health bar. They are broken once this Break bar is fully depleted, which stuns them and lets them take 250% more damage. Although the enemy can still move at times while broken, the 250% damage increase still applies as long as the Break bar is still filling itself back up. The enemy then recovers from this state once the Break bar is fully refilled.
Aniimo with high Break stats like Rookey and Inferlupa can deplete the Break bar faster than most Aniimo, and are ideally meant to supplement the main DPS of the team. Having an Aniimo dedicated to lowering the enemy's Break bar is good as this increases the damage output of a DPS Aniimo, especially if they have been buffed by Support skills.

For Break Aniimo, equipping them with either Gargantuan Horn or Avenging Gear is preferable as both increase the Break stat by leveling them up. Both of these items' Core Effects further increase Break efficiency, with the Gargantuan Horn increasing the Break stat by 10% (20% if Break Potential is higher than 15), while the Avenging Gear gives your Aniimo a Counter Mark, increasing their next Break damage dealt by 30%.

You can further increase an Aniimo's innate stats, including Break, by investing in them via Star Up. You can focus on specific stats via Capability Awakening, with Break Aniimo wanting to have their Break stat as high as possible. The higher their stats, the likelier their Potential level will increase as well.
Ideally, it's best for your Aniimo's Innate Potential to be Elite so that it's easier to work up to having Perfect. Common and Good Aniimo are still usable, though they need a lot more investment compared to Elite Aniimo.
| Skill | Element | DMG | EP |
|---|---|---|---|
Unbroken Flameruff Spirit
|
Dark | Physical | 20 |
| Fires a Flameruff Spirit that ricochets between targets, increasing BREAK efficiency against them by 10% per stack, up to 3 stacks, for 20s. Ricochets 5 times by default. While in the Full Energy state, ricochets 7 times. | |||
Nimbi Burst
|
Wind | Magical | 10 |
| Inhales to trigger an explosion that deals AoE damage. Increases the entire team's damage and BREAK efficiency by 15% for 20s. If the user is Shrouded in Mist, the damage and BREAK efficiency boost also applies to all nearby allies, with the boost increased to 30%. | |||
Wild Show
|
Grass | Magical | 20 |
| Hold to charge the microphone, then release to unleash a massive sound wave, damaging targets in front. A well-timed release deals an additional 30% BREAK damage. | |||
Hydro Roll (Panpanta)
|
Water | Physical | 30 |
| Rolls continuously to ram targets while draining stamina. If cast near a water environment, absorbs water to increase BREAK Efficiency by 30% for 15s. | |||
Sandstorm Spin
|
Earth | Physical | 10/s |
| Spins around by continuously consuming EP, dealing damage. Deals 20% extra damage to BREAK targets. Spin speed gradually increases, raising damage frequency by up to 100% without increasing EP cost. | |||
Bouncy Sling
|
Dark | Physical | 20 |
| Charges up in place and launches itself forward, dealing damage to the target hit and increasing its BREAK damage taken by 15% for 15s. If other targets are nearby after the hit, it ricochets to them up to 10 times. It can also ricochet to allies. | |||
Wind Counter
|
Wind | Physical | 20 |
| Enters a defensive stance, increasing Damage Reduction by 30% and immediately counterattacking when hit. If attacked at the moment the skill is cast, additionally increases BREAK efficiency by 20% for 10s and stuns the target for 1.5s. | |||
Lunar Eclipse
|
Light | Magical | 20 |
| Pours moonlight power onto the target, dealing heavy extra BREAK damage. | |||
Ironclad Armament
|
Dark | Physical | 0 |
| Lowers the mask and hardens the body, increasing EP recovery rate by 10% and dealing 30% extra damage to BREAK targets for 15s. During this effect, the Ultimate can be used again to unleash Dragon Slayer Strike, dealing heavy damage to targets ahead. | |||
Some DPS Aniimo also have Break efficiency coupled with their damage skills, such as Lunara and Pawney. These skills either increase Break efficiency or further increase damage dealt to Break targets, though it's still recommended to have a dedicated Break Aniimo in your lineup instead of spamming your DPS's Break skill.
| Skill | Element | DMG | EP |
|---|---|---|---|
Draw Nourishment
|
Earth | Support | 30 |
| Roots itself firmly in the soil, granting self and Hummin 20% BREAK efficiency. Instantly restores 50% HP to all Hummins, and heals self and nearby Hummins for 2% HP every second. | |||
Healing Dance
|
Grass | Support | 20 |
| Creates a warm wind area beneath the feet, continuously healing the entire team for 9% of the caster’s Max HP over 8s. Aniimo within the area also gain 40% BREAK damage reduction. | |||
Dark Tide
|
Dark | Support | 20 |
| Gains 15% BREAK Damage Reduction for 20s. If within 10m of a water environment, absorbs water to gain additional stacks of the effect each puddle absorbed grants one additional stack, up to 4 puddles at once. | |||
Lightning Surge
|
Lightning | Support | 0 |
| Channels energy to recharge allies. Lightning-type teammates' basic attack damage increases by 27%, and their BREAK efficiency increases by 16% for 20s. | |||
Some Support skills increase Break efficiency and Break damage reduction, like Piopiota's Dark Tide or Gracewing's Healing Dance. The latter adds a layer of protection in situations where your DPS is stunned and cannot move.
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