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This guide explains what Elemental Debuffs are in Aniimo. Read to learn more about what type of weather can inflict Elemental Debuffs, as well as what elements can inflict Elemental Debuffs on enemies.

Elemental Debuffs are statuses that can affect Aniimo, whether it be the ones in your party or the enemy. Elemental Debuffs can stack up to a maximum of 20 stacks, with elemental resistance to that element reducing by 1% per stack. Sparki and Flamerion are interesting in this regard, as they naturally have 20 Fire Debuffs already due to setting the ground on fire.
A Fire Aniimo with 20 stacks of Water Debuffs will take 20% more damage on top of their innate weakness to Water. The inverse is true, with Fire Aniimo taking 20% less Fire damage on top of their natural resistance to Fire if they have 20 stacks of their element's debuff.

If it is raining or there is a thunderstorm in an area, traversing during this weather can inflict Water Debuffs on your Aniimo since they get wet. Be mindful of this when controlling Aniimo who are weak to Water, as getting into fights while out in the open may cause you to take more damage than usual.

Similarly, standing on water such as shallow ponds will also inflict Water Debuffs. Even Aniimo like Flamerion will get wet, with its Fire Debuffs slowly decreasing the longer it stays in water. This will decrease until the Water Debuffs stack until 20.
Be mindful of where your Aniimo is when navigating during battles where the environment is still present, as this can either work to your advantage or be a disadvantage instead. If you need to be in water, bring Water Aniimo like Glacy or Sherro who benefit from being surrounded by water.
| Jump to an Element | |
|---|---|
| Skill | Element | DMG | EP |
|---|---|---|---|
Electricity Shock
|
Lightning | Physical | 20 |
| Curls into a ball and dashes at the target, dealing damage and applying 5 stacks of Lightning Debuff. If the target has more than 5 stacks of Lightning Debuff after being hit, applies Paralysis for 5s. | |||
Thunder Field
|
Lightning | Magical | 20 |
| Generates a thunder field that follows the target. When a target within the thunder field is hit by a Lightning attack, it is hit by an additional Lightning attack and inflicted with Lightning Debuff. Lightning attacks can trigger this effect no more than once every 0.2s. The thunder field lasts for 8s. | |||
Thunder Imprint
|
Lightning | Magical | 30 |
| Gains Thunder Imprint. While active, each hit against a target stores the damage dealt on the target. When the effect ends, all stored damage is dealt at once. Recasting the skill during this period triggers the stored damage early. Lasts 8s. If the target has 10 stacks of Lightning Debuff, consumes them to deal 100% extra damage. | |||
Lightning Storm
|
Lightning | Physical | 0 |
| Spins upside down on its head at high speed, creating a massive lightning storm. During the skill, deals 12 hits of damage to targets in range, and each hit applies 1 stack of Lightning Debuff. The user can move while casting. | |||
Dazmand and Fenmane are notable Lightning debuffers whose skills serve to inflict the Lightning Debuff on enemies. Dazmand, in particular, can inflict Paralysis as long as the enemy has more than 5 stacks of Lightning Debuffs.
| Skill | Element | DMG | EP |
|---|---|---|---|
Fire Bolt
|
Fire | Magical | 10 |
| Launches a fireball at the target and applies 2 stacks of Fire Debuff for 5s. Hold the skill button to aim. | |||
Phantom Barrage
|
Fire | Magical | 0 |
| Slams all targets within range that are affected by Fire Debuff from a distance. Restores 3.2 EP for each stack of Fire Debuff on the target, up to 28.8 EP. | |||
Lava Breath (Infergon)
|
Fire | Magical | 20 |
| Breathes fire forward, attacking targets and applying 8 stacks of Fire Debuff. | |||
Flaming Claws
|
Fire | Physical | 15 |
| Casts Flaming Claws at the target. A powerful claw strike can be cast again within 5s. Both 2 claw strikes can consume 2 stacks of Fire Debuff from the target to deal additional damage equal to 30 Might. | |||
Fiery Punch
|
Fire | Physical | 10 |
| Dashes forward with a punch, dealing damage and piercing through targets. Also removes all Fire Debuff stacks from the target. Each stack of Fire Debuff deals additional damage equal to 5% Might. | |||
Lava Breath (Magmarex)
|
Fire | Physical | 10/s |
| Sprays flames at the target, dealing continuous damage and applying Fire Debuff to the target hit. | |||
Lava Punch
|
Fire | Physical | 20 |
| Dashes forward with a punch, dealing damage and piercing through targets. Also removes all Fire Debuff stacks from the target. Each stack of Fire Debuff deals additional damage equal to 5% Might. | |||
Magma Surge
|
Fire | Physical | 20 |
| Drives both claws into the ground, causing underground crystals to burst with lava. A cone of molten spikes surges forward, damaging targets. If it hits a target with more than 5 stacks of Fire Debuff, it stuns them for 3.5s. | |||
Phantom Flame Cannon
|
Fire | Magical | 0 |
| Jumps up and throws a giant fireball at the target. It explodes on landing, dealing wide-area damage and applying 12 stacks of Fire Debuff. | |||
Hot Breath
|
Fire | Magical | 0 |
| Breathes powerful Lava Breath from the air, dealing damage to all targets within a large area in front and applying 8 stacks of Fire Debuff. | |||
Burning Sun
|
Fire | Physical | 0 |
| The crystals on its elbows erupt with magma energy, hurling a massive molten boulder that explodes to deal wide-area damage. Damage increases by 2% for each stack of Fire Debuff on the target. | |||
Spark Energy
|
Fire | Magical | 20 |
| Hurls an empowered fireball that explodes on impact, dealing area damage and inflicting 2 stacks of Fire Debuff. | |||
Fire has a variety of Aniimo that can inflict its Elemental Debuff. Magmarex is a great DPS unit if you give it teammates who can also inflict the Fire Debuff, as it can stun enemies if it has more than 5 stacks. The Emberpup family is good for this, as their Fire Bolt can inflict 2 stacks instead of just 1.
| Skill | Element | DMG | EP |
|---|---|---|---|
Chill Glide
|
Ice | Magical | 20 |
| Flies while dropping Ice element stars to attack the target for damage. Every 1 hits on a target applies 1 stack of Ice Debuff. After maintaining the skill state for 4s, can attack while moving for 15s. | |||
Icy Gravel Dance
|
Ice | Magical | 20 |
| Summons an Ice Storm that continuously builds up Ice Debuff on targets. The Ice Storm keeps moving forward until it hits a wall or a target. | |||
Ice Strikes
|
Ice | Physical | 20 |
| Lunges forward and spins to create a magic field that fires 3 ice blades for 3 hits, dealing damage and applying 5 stacks of Ice Debuff. | |||
Boomerang Blade
|
Ice | Physical | 20+10/s |
| Throws an ice blade forward, dealing damage to targets in range and applying stacks of Ice Debuff. The ice blade continuously consumes energy while spinning, and pressing the Skill button again recalls it. | |||
Frost Tail Strike
|
Ice | Physical | 15 |
| Flips forward toward the target and slams the ground with a tail strike, dealing damage. Can consume 10 stacks of Ice Debuff to deal 85% extra damage. | |||
The Bonesky family, Geoclaw, and Stellarys can all apply Ice Debuff, though Geoclaw is recommended if you specifically need a debuffer since Glynsera and Stellarys are more suited for dealing damage. Stellarys would have to replace its Shadow Magic skill and sacrifice its damage output to have Chill Glide, whereas Geoclaw and Glynsera's best skill already stack Ice Debuffs.
| Skill | Element | DMG | EP |
|---|---|---|---|
The Luminus Gust
|
Earth | Magical | 10 |
| Spins Cores around itself, continuously dealing damage and applying Earth Debuff for 5.5s. | |||
Water Cannonade
|
Water | Physical | 20 |
| Jumps up and hurls a huge water ball at the target, dealing AoE damage, creating a water puddle, and applying 5 stacks of Water Debuff to targets hit. | |||
Earth Debuffs can only be dealt by the Mudflat and Beach variants of Budclaw and Shrubclaw. If you want an Earth debuffer, you will have to search for these variants instead of their base versions.
Water Debuffs can be applied by Panpanta, making it possible for enemies to be debuffed even when the environment has no water for them to step on.
| Skill | Element | DMG | EP |
|---|---|---|---|
Purifying Dance
|
Grass | Support | 20 |
| Removes all debuffs on surrounding teammates. Once the debuffs are removed, increases their EP recovery rate by 20% for 10s. | |||
Phantom Dance
|
Dark | Support | 20 |
| Removes debuffs from the caster. When off-field, Gracewing automatically appears to remove debuffs from the active teammate. | |||
Gracewing is a valuable support Aniimo, as it can remove all of the debuffs on your teammates. Its Nighttime variant can even clear debuffs off-field, making it so that your DPS or healer can still cast their skills while getting cleared of their debuffs.
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