The six main stats are HP, ATK, P.DEF, M.DEF, REGEN and BREAK. They affect different parts of a fight. Raising a stat that scales a particular skill is a separate question from raising the stat that protects you from an incoming hit.
HP
HP determines how much health an Aniimo has. At zero HP, it cannot fight. More HP increases the amount of damage it can survive; it does not by itself reduce the damage of an individual hit.
Some skills and shields scale from maximum HP. That scaling belongs to the particular skill or shield calculation, rather than being another universal effect of HP.
ATK
ATK contributes to damage. Skill power, the target's relevant defense, critical hits, elemental matchups and other modifiers can all change the resulting hit. A 10% increase in ATK does not establish a 10% increase in every skill's final damage.
See damage calculations for the ATK/defense core and the separate modifier groups. The related ATK/BREAK contribution expression has its own boundaries; it is not a rule that ATK and BREAK always substitute for each other.
P.DEF
The game's stat description identifies P.DEF as the stat that reduces physical damage taken. Look at the attack's physical/magical category rather than assuming its element alone identifies the defense involved.
The defense core shows how one damage expression subtracts its supplied defense value from ATK, with a lower bound on that term. It does not reconstruct every step that prepares the defense input for every attack.
A skill that becomes stronger with the caster's P.DEF uses that stat offensively. Its P.DEF scaling is not the calculation that protects the caster from an incoming hit.
M.DEF
The game's stat description identifies M.DEF as the stat that reduces magical damage taken. More P.DEF should not be treated as a replacement for M.DEF when comparing protection against magical attacks.
P.DEF and M.DEF share a base-growth expression, but they remain different stats. Sharing a growth rule does not make their defensive roles interchangeable.
The exact incoming-hit dispatch and any skill-specific defense bypass still need to be followed before producing a universal calculator from displayed stats alone. The established physical/magical roles and the readable defense equation are documented separately.
BREAK
BREAK increases BREAK damage dealt. The BREAK calculation is separate from ordinary HP damage and uses its own opposing input and modifiers.
The presence of a BREAK-based damage expression does not mean every BREAK increase produces the same increase in HP damage. Skills can use the stat in different ways.
REGEN
REGEN improves EP recovery. It is not HP regeneration. The REGEN chapter explains the identified EP-gain multiplier, its level term and its cap.
Other combat stats
These names and roles come from the game's stat-details configuration. They are distinct from the six main stats.
| Stat | What it affects |
|---|---|
| Crit Rate | Chance of a critical strike. |
| Crit Damage | Damage dealt by a critical strike. |
| Damage Amp | Increased damage dealt to enemies. |
| Damage Reduction | Reduced damage taken. |
| Counter Boost | Damage and BREAK damage when attacking with a countering element. |
| Resistance Boost | Reduces damage and BREAK damage received from a countering element. |
| Elemental Boost | Damage and BREAK damage of the corresponding element. |
| Element Resistance | Reduces damage and BREAK damage received from the corresponding element. |
| Basic Attack Damage | Basic Attack damage. |
| Skill Damage | Skill damage. |
| Ultimate Damage | Ultimate damage. |
| Cooldown Reduction | Skill cooldowns. |
A stat's purpose does not alone establish its stacking rule. For example, a percentage shown as Damage Reduction should not be inserted into the P.DEF subtraction term. Damage modifiers distinguishes additive rates, separate multipliers and flat adjustments.
For how Potential changes these stats, see Capability Awakening. For elemental relationships, see Element matchups.