Catching & collection
Aniimo Catching Guide
Check whether the target can be caught before spending an Aniipod. Outside combat, a valid back attack can improve your chance; during combat, remaining HP replaces the back-attack factor. Common Alpha targets must be defeated first, while common Omega targets cannot be captured.
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Choose your approach before throwing
- Identify the target and its current state. A capture restriction is different from a low chance: repeatedly throwing stronger pods does not remove the restriction.
- For an eligible target outside combat, approach from behind and aim your Aniipod. A server-recognized back attack with a standard Aniipod receives a 1.5× multiplier. Tumblers do not receive this bonus.
- If you enter combat, work with the target’s HP and status instead. The combat formula uses the HP multiplier, not the outside-combat back-attack multiplier.
- Select the pod for this encounter, then make the capture attempt. Check the result before spending another item or switching targets.
- For a common Alpha, finish the fight before trying to capture it. Use the defeated-target rules rather than treating it as an ordinary low-HP catch.
Which Aniipod should you use?
Pod multipliers modify an eligible target’s chance. The initial catchability check and story-specific outcomes still matter. A capture guarantee also does not mean every pod grants the same potential or appearance.
| Item | Catch effect | When to consider it |
|---|---|---|
| Aniipod | 1× | Ordinary eligible catches; supports the standard back-attack approach. |
| Aniipod Pro | 1.5× | Improving a catch chance without using a guaranteed-catch item. |
| Aniipod Hyper / Trace / Mega | 2× | Compare the item’s additional behavior with the encounter you are attempting. |
| Aniipod Ultra / Sparkling Cube | Guaranteed success | An eligible target you particularly want to secure. |
| Tumbler | 2× normally; 6× on Wild Surge targets | Wild Surge catching; do not add a back-attack bonus. |
Why does the catch chance stay at 0%?
A low chance caused by a level gap is a different problem. At 15 or more levels above your character, the level multiplier is 0.1×; that factor alone is not a universal 0% rule.
| Situation | What to do |
|---|---|
| Common Alpha is alive | Defeat it first. Its defeated base chance is 6%, before applicable pod and status effects. |
| Common Omega | Choose another target: common Omega targets are not capturable. |
| Capture-prohibited state | Resolve the encounter condition before another attempt. Examples include Rampaging, Bubble Barrier and already-owned targets. |
| Target is Leaving | The status can reduce the chance or prohibit capture entirely. Do not assume a better pod will solve it. |
| Story encounter | Follow its specific objective: scripted success and failure rules can override the ordinary calculation. |
How the level gap changes your chance
Being higher level than the target provides no additional level bonus. Returning after gaining levels can remove a penalty, but overlevelling does not keep increasing this multiplier.
| Aniimo level minus character level | Multiplier |
|---|---|
| 10 or less | 1× |
| 11 | 0.8× |
| 12 | 0.6× |
| 13 | 0.4× |
| 14 | 0.2× |
| 15 or more | 0.1× |
Do not multiply every status bonus together
When any active special-status multiplier is below 1, the lowest one is used. If all are at least 1, only the highest is used. For example, Sleep at 2× combined with Alerted at 0.9× produces a special-status factor of 0.9×, not 1.8×.
Ordinary Break has a 1.5× status multiplier; the separate active Break catch bonus uses 3×. Normal Sleep, Stun, Eating, Woozy and Lured use 2×. These are alternatives under the status selection rule, not a list of bonuses to multiply together.
Back attacks and reduced HP also belong to different encounter formulas. Moving behind a target during combat does not add the outside-combat 1.5× factor to its low-HP bonus.
Use the right formula after a fight starts
In combat, the HP factor is 0.8× at full HP, 1× at 80%, 1.1× at 50%, 1.26× at 10% and 1.65× at 5%. Lower HP can improve the combat attempt, but defeated targets use a separate base-chance formula without the level and HP factors.
Do not assume every defeated creature receives the ordinary living-target base chance. The common Alpha’s 6% defeated base is the clearest example of why the encounter type matters.
The standard single-target Aniipod uses two checks whose probabilities are each the square root of the final chance. Both must pass, but their combined probability remains the final chance; it is not that chance squared.
Decide what you want from the catch
A new companion, a specific rare appearance and a training candidate are different goals. After a successful catch, inspect the Aniimo’s potential and abilities before investing materials. For Prismana hunting, continue with the area’s nurturing and Prismatic Energy loop.
Continue your journey
Find more guides in the Aniimo Wiki & Database.