How this site grades a claim
Four grades, and every number elsewhere on this site is tagged with one of them. If a guide does not tell you which grade a number is, assume the weakest.
| Grade | Means | Examples |
|---|---|---|
| Official | Printed by the developer or in a patch announcement | Patch values, the free reset window, Alpha base capture rate |
| Client data | Read out of the live build, not announced | Potential caps, threshold steps, drop tables |
| Community, multi-source | Several independent tests agree | Break coefficients, evolution gates, worker bonuses |
| Single source or disputed | One video, one wiki edit, or numbers that conflict | Umbral 1 in 3,000, wild Sparkling rates, Amber totals |
The rule this site applies when two sources disagree: the newer dated source wins, an official source beats a community one, and if neither resolves it, both possibilities get printed instead of one being picked. A guide that always has a single confident number for everything is not being careful; it is guessing and hiding it.
The count arguments
"How many Aniimo are in the game" has at least four different answers, and each one is counting something different.
| Number | What it counts | Grade |
|---|---|---|
| 89 | Entries in the official index | Official page count |
| 85 to 96 | Community species counts; the spread comes from whether forms and variants are listed separately | Community, disputed method |
| 200+ | Marketing figure that counts every form and rarity as a separate creature | Official marketing, different unit |
For collecting goals, use the index count and ignore the marketing one. For team planning, use neither: what matters is how many species you can actually field in your three slots.
The evolution count has the same problem in reverse. Guides say "28 evolution lines", which is correct if you mean base families. Once branching is counted separately, the structure contains 107 form branches, 53 of them on base lines and 54 on split branches, with 91 requiring materials and 9 not. Both numbers are true. They are answers to different questions, and the branch guide uses the 107 figure because that is the one that costs you Amber.
The damage myths
"150% BREAK" is a damage bonus
It is not. The 150 percent figure is a guard-bar multiplier: it describes how much faster a BREAK unit strips a target's guard, which is why break units feel like they are doing nothing to HP. It does not add damage. A guide that lists "150% BREAK damage" is merging two systems, and the advice built on it will be wrong in the direction of over-investing in BREAK on a damage carrier.
The BREAK formula and the 2.2 cap
The client-derived damage conversion is effective ATK equals ATK plus 0.42 times the quantity BREAK minus half of ATK, capped at 2.2 times ATK. The older community formula was the greater of ATK or 0.825 times BREAK. The 0.42, the 2.2 cap and the 0.825 are all client-derived, not announced.
Two worked examples show why the cap matters. At ATK 350 and BREAK 480, the old formula gives 396 and the current one gives 478, a 20.7 percent increase. At ATK 300 and BREAK 660, the current formula gives 514. Above 2.2 times ATK, extra BREAK stops paying, which is the number most "stack BREAK forever" videos miss. The full treatment is on the combat page.
Six orbs versus seven orbs times ten
Official material describes six blue orb types. Community tables sometimes show seven orbs at ten points each, which is a tally of a different resource, not a contradiction. If a guide treats these as rival counts, it is comparing two rows of a spreadsheet that do not belong together.
Currency and Amber claims
The gold Lumin Amber price is the most re-quoted number with the least checking. Guides print "5 per region" because the first four regions they saw charged five. The actual rule is that the count varies by region, and Snowridge Meadows needs 3, not 5.
| Claim | Reality | Grade |
|---|---|---|
| Every region costs 5 gold Amber | Varies; Snowridge Meadows is 3 | Disputed, with a counter-example |
| There are 6 egg-pool regions | Community maps list 9 zones | Community, disputed |
| Prismana Nurture is 1 in 3,000 | Official Flow is 3 percent per Nurture, 480 energy, 10,500 to guarantee | Official beats community estimate |
The Amber rule to remember: check the in-game badge page for the region you are standing in, not a global table. The region badge page keeps the per-zone caveat visible for the same reason.
Mode names and unlock chains
Two naming problems keep circulating. Neither is a big deal for play, but both reveal how sloppy a source is.
- Giga-Egg. The item is called Giga-Egg in all three official languages. The PvP mode built around it has no official proper name, which is why this site calls it "Giga-Egg PvP, community name" and says so on the page.
- Spar size. English and Korean announcements say 4v4; some Chinese channels list 1v1. Where official channels disagree, the site prints the discrepancy rather than picking a favourite.
Whisperwake unlock is the third case. The full chain is level 55, Trailblazer I and a main quest, but the patch note does not print the level. A guide that states the chain is right; a guide that says the note confirms it is overclaiming. The Whisperwake page labels it community-verified for exactly this reason.
Systems that do not exist
Three things are commonly described as features and are not in the game.
| Claim | Status | Evidence |
|---|---|---|
| Breeding lets you pass down Potential | Not implemented | No menu, no unlock, no announcement; unused client strings only |
| There is an official tier list | Does not exist | No tier field in the client, no ranking page |
| The final boss needs five same-level Aniimo | Unsupported | No official requirement text; the claim appears only in video comments |
Inheritance is what actually exists, and it moves a training package between two individuals of the same family for 20,000 Credits. It does not move the innate roll, the personality or the species. Dispatch eggs hatch fresh individuals with fresh rolls. That gap between "what the strings suggest" and "what the menu does" is why the Inheritance page leads with a flat no.
The tier-list claim is worth dwelling on because it is the one players most want to be true. There is no authoritative ranking, so every list, including the one on this site, is an argument about roles and patch numbers. A guide that presents its list as official data is borrowing authority it does not have.
What the calendar does not say
Season 1 ends with the 10 December 2026 update. No Season 2 date has been announced as of 2 November 2026. Community posts confidently naming 10 December as the Season 2 start are reading the Season 1 end date as a handoff, which is a reasonable guess and not a fact.
This matters for planning. Spending resources "before Season 2 resets everything" assumes a reset rule nobody has published. The season roadmap page tracks only dated announcements for this reason, and it lists carry-over questions as open.
Three checks you can run yourself
You do not need to trust a guide's tone. These three calculations catch most of the bad ones:
| Check | Run it | What a correct answer looks like |
|---|---|---|
| Nurture attempts | 10,500 divided by 480 | 21.875, so 22 attempts. A guide saying 25 is counting a daily cap, not a guarantee |
| Old versus new damage | ATK 350, BREAK 480 | 396 old, 478 new. A guide quoting 478 as pre-patch math has no patch awareness |
| Break-heavy sanity | ATK 300, BREAK 660 | 514, not 660. Ignoring the 2.2 cap is the giveaway |
If a source fails one of these, its other numbers are probably inherited from the same place. If it passes all three, it read the same client data the rest of us did, and you can start arguing about interpretation instead of arithmetic.