Collecting ยท Progression

Aniimo Potential Guide: Caps, Perfect Rolls and Reset Costs

Potential is the only layer that decides how strong an individual starts, and it is the layer players most often misunderstand. Two different caps, two different Perfect definitions, and a reset that costs more than most players expect. Here is the whole system with the numbers separated into verified and inferred.

Updated 2 November 2026 S1 Part 2 8 min read Client values plus labeled community testing

At a glance

Two caps
10 points per stat from the innate roll, roughly 20 points per stat after training.
Perfect
Double-10 for the two recommended stats. Double-9 and Double-8 are also called Perfect by the community, at different grades.
Per point
About 0.6 to 0.9 percent of that stat's base value, depending on which stat it is.
Thresholds
Reaching 12, 16 and 20 points in one stat each add a further 4 percent step.
Reset, cheap case
200,000 Credits at level 60 or below.
Reset, expensive case
Level 61 and above also needs a Potential Reset Card.
What reset keeps
The innate roll, personality and species trait. Those are not training, so they do not come back.

What is Potential?

Potential is a hidden six-stat roll attached to every individual Aniimo, plus a training track layered on top of it. The roll happens once, at capture or at hatch, and it is what people mean when they call a creature "good" or "bricked". The training track is what Capability Awakening and Potential materials feed.

That split is the single most important thing on this page. Two individuals can both show "20 Potential" and be completely different: one started at 10 and was trained to 20, the other started at 20 and cannot go further. The first is replaceable, the second is the one you keep.

Version-tested The six-stat panel, the grade labels and the caps are visible in the client and corroborated by community testing. Official pages describe Potential as a concept but do not print the full table.

One stat, three bands Innate roll, captured or hatched 0 to 10 Trained, Capability Awakening and materials 0 to about 20 Resetting a level 70, star 7 build Benchmark moves 78 to 82 The innate band is never reset. Only the trained band is refundable, and only with Credits or a Reset Card.
The innate band is fixed at capture. Training can push a stat towards 20, and the endgame benchmark used by calculators moves from 78 to 82 once a build is fully invested at level 70.

What are the two caps?

The innate cap is 10 points in a single stat. The trained cap is around 20 points in a single stat. They are separate pools, not one pool of 20, and that is why "I have 20 in ATK" tells you nothing useful without knowing which part came from the roll.

BandRangeSet byCan it be changed?
Innate0 to 10 per statCapture or hatch rollNo. Not by reset, not by Inheritance, not by an Orb
Trained0 to about 20 per statCapability Awakening and Potential materialsYes, a reset refunds the investment
Combined ceilingRoughly 30 points in one statBoth bands togetherOnly the trained half is recoverable

The consequence for shopping is simple: a 10-roll individual trained to 20 and a 0-roll individual trained to 20 look identical on the summary, but the first has headroom and the second does not. Before you spend on any individual, open the six-stat panel and read the innate numbers, not the total.

What counts as Perfect?

"Perfect" is not a single grade. The community split it into three because the panel only checks the two stats the species actually wants, not all six.

GradeWhat it meansPractical read
Double-1010 innate points in each of the two recommended statsThe ceiling. Keep it and build around it
Double-99 and 9 in the two recommended statsFunctionally near-ceiling, one point of headroom lost
Double-88 and 8 in the two recommended statsThe low end of what still counts as Perfect; fine for anything short of min-maxing

This is the most expensive misunderstanding in the game. A Double-10 that put its points into the wrong two stats is not a Perfect build for your role, and a Double-8 in the right two stats usually beats it. "Perfect" describes the roll, not your team. The tier list ranks species and roles for exactly this reason, not variants.

Community convention The Double-8, Double-9 and Double-10 labels are the community's vocabulary for a client-side check the game does not name out loud. The two-stat logic is visible; the three grade names are convenience.

What is one point worth?

Each Potential point is worth roughly 0.6 to 0.9 percent of that stat's base value, and the exact value depends on which of the six stats you are buying. HP and defense points tend to sit at the lower end; offensive points sit higher, because the base numbers are smaller.

That range matters when you are choosing between two builds. Ten points into a stat worth 0.9 percent each is about 9 percent; ten points into a 0.6 percent stat is about 6 percent. Over a full build the gap is real, but it is not large enough to justify resetting a level 60 unit for 200,000 Credits unless the stat is the one the kit actually scales on.

Client-derived The 0.6 to 0.9 percent band comes from client data and community measurement, not from an official formula page. Treat it as a planning range, not an exact multiplier.

What do 12, 16 and 20 unlock?

Three point totals in a single stat each trigger an extra 4 percent step on top of the per-point value: 12, 16 and 20. They are thresholds, not a smooth curve, which is why a build sitting at 11 is meaningfully worse than a build sitting at 12 despite the one-point difference.

Total in one statExtra stepWhen you hit it
12+4%Usually achieved with innate points alone, or with a small amount of training
16+4%Normally needs both innate and trained points
20+4%The trained ceiling; only high innate rolls reach it without strain

The practical rule: never stop at 11, 15 or 19. If you cannot afford the next threshold, stop one point earlier and spend the material somewhere that will cross one. Twelve points plus the step beats eleven points without it at the same material cost.

Where should Potential go first?

In order, for a fresh account:

  1. One DPS to the stat its kit scales on, enough to cross 12. That is the unit that clears content.
  2. One BREAK unit to BREAK, again to 12. Breaking is a threshold, not a damage race.
  3. One healer or support to HP or REGEN. This is the unit that stops a wipe, and it is the cheapest slot to make functional.
  4. Everything else stays uninvested until you know which of your captures is the long-term keeper.

Tested This order matches the progression advice on the beginner guide and the role shell on the team building page. Spreading Potential across the whole box is the single most common waste in the first ten hours.

What does a reset cost?

A Potential reset clears the trained band and returns the invested materials. It does not reroll anything, and it does not downgrade the individual. The price depends on the level.

LevelCostNotes
Level 60 or below200,000 CreditsThe standard case; no extra item needed
Level 61 and above200,000 Credits plus a Potential Reset CardThe Card is the real gate; Credits are the easy half

Three things survive a reset and are worth saying out loud, because guides routinely get this wrong:

  • The innate roll stays. A Double-8 is still a Double-8. Resetting does not reroll it, and it cannot fix a bad capture.
  • The personality stays. Use a Psyche Fruit if you want a different letter; see the personality page.
  • The species trait stays. Nothing about the family changes.

So a reset is a mistake-recovery tool, not a reroll tool. The correct use case is "I trained the wrong stats on the right individual". The wrong use case is "I hope this makes the creature better".

The free reset window

The October 29 patch opened a free reset window that runs from 29 October 04:00 to 13 November 04:00. It covers six species, once per species and form, and it returns experience items, Resonance and Star materials, Potential materials and Capafruit uses. That is the full investment, not just the Potential band.

On the free listNot on the free list
Tuckin, Panpanta, Sherro, Hexxin, Inferlupa, Ignitis Blazen, and every other species changed or unchanged

Blazen is the trap. It took the largest stat swing in the patch, so players assume it is covered, but the official list does not include it. If you want to move Blazen's points, you are paying 200,000 Credits like everyone else.

Official The window dates, the six-species list and the refund contents come from the patch announcement. The exclusion of Blazen is stated by its absence from that list, not by a separate sentence.

The full species-by-species change list is on the October 29 patch page. If you own any of the six, decide before 13 November: after that, the same operation costs Credits on a unit that may already be the wrong shape.

Potential questions players actually ask

What is the Potential cap in Aniimo?

There are two caps. The innate cap is 10 points per stat, rolled at capture or hatch and never changeable. The trained cap sits around 20 points per stat and is what Capability Awakening and Potential materials push towards.

What does Double-10 mean in Aniimo?

Double-10 is the top Perfect grade: 10 innate points in each of the two stats recommended for that species. Double-9 is 9 and 9, and Double-8 is 8 and 8. Perfect is a two-stat judgment, not a statement about all six stats.

How much does a Potential reset cost?

200,000 Credits for an individual at level 60 or below. At level 61 and above it also requires a Potential Reset Card. The reset returns invested materials but does not reroll the innate Potential, the personality or the species trait.

Which Aniimo got a free reset in the October patch?

Six species, once per species and form, between 29 October 04:00 and 13 November 04:00: Tuckin, Panpanta, Sherro, Hexxin, Inferlupa and Ignitis. Blazen was changed in the same patch but is not on the free reset list.