Animash Squad Planner: Roles, Ratings & Examples
Start from roles, rate what you own, and let the published math rank your candidates — a planning workflow that works even though the Roblox edition publishes no stats.
Start from roles, not rarities
A squad plan is a job checklist before it is a fusion list. Animash's official loop — create, trade, battle, level up — rewards the same shape of team everywhere: a carry you fund with playtime, a wall that survives the long fights, a support that makes the carry better, and one project slot that levels toward next month. Rarity does not assign these jobs; behavior does. Because the Roblox edition has published no stat table, the honest way to plan is to rate what your fusions actually did in your battles, and that is exactly what the planner below scores.
Compare your fusion squad
Name the fusions you are choosing between and rate each on the four fit axes using only what you have observed in the Roblox edition. The weighted math is published below — it is a personal planning score, not an official ranking.
Slot 2
Weights: battle 35%, staying power 25%, utility 25%, leveling 15%. Scores start at 3 as a neutral default — adjust every axis you have actually observed.
The four squad roles
Fill these before optimizing any single fusion. Each role answers a different way a squad fails.
The carry
The fusion you level hardest and bring to every serious battle. It earns the most playtime because experience is the confirmed growth mechanic — the fusion you keep using becomes your strongest, so pick a carry you will not get bored of piloting.
Ask: does this fusion win the fight that matters to me this week?
The wall
A high-staying-power fusion that survives long fights. Franchise arena stats call this vitality plus defense; in the Roblox edition you will recognize it as the hybrid that is simply still standing when flashier ones have fallen.
Ask: when a battle goes long, who is still on the field?
The support
The fusion whose utility makes the rest of the squad better — control, healing, or whatever non-damage job you have observed it doing. Its value hides in your other fusions' results, so rate it on outcomes, not on its own damage.
Ask: what does my carry win now that it did not win before this fusion existed?
The project
The promising fusion that is not there yet: low level, unproven, but with the ingredients you want. Every squad needs one growing slot, because today's project is next month's carry and leveling is how it gets there.
Ask: which fusion do I believe in enough to grind?
The stat axes squads are built on
The franchise's arena system documents which numbers decide battles. The Roblox edition's own values are not published, but the axes tell you what to watch for.
Vitality
Effective health in arena battles — how much punishment a fusion absorbs before losing.
Attack
Damage dealt per attack in the arena.
Defense
Damage reduction — the counterweight to the opponent's Attack.
Accuracy
Hit reliability against dodging opponents.
Dodge
Chance to avoid incoming attacks entirely.
Luck
The tie-breaker stat the community wiki lists on every arena creature sheet.
Source: Community wiki (mobile edition), checked 2026-10-03 — mobile-edition documentation, provided as context for what to observe in Roblox.
The star-rank ladder, and why it is not a squad plan
Ranks above are the mobile edition's documented scale (Community wiki (mobile edition), checked 2026-10-03). Use them as a hypothesis for what the Roblox edition may use — then verify with your own fusions' behavior.
| Rank | Stars | Planning note |
|---|---|---|
| Common | 3 | The documented floor of the franchise scale — every fusion starts its collection here or above. |
| Rare | 4 | First step up the documented ladder; ingredient choice starts to matter. |
| Ultra Rare | 5 | Mid-tier on the community wiki's ladder. |
| Unique | 6 | Where the wiki's documented examples begin to include food and object ingredients. |
| Legendary | 7 | Above the midpoint of the 3-to-15 star scale. |
| Mythical | 8 | A named chase tier in community combination lists. |
| Divine | 9 | Examples circulate in community videos (e.g. Robochopper, Robot + Helicopter). |
| Supreme | 10 | The wiki's Supreme category documents around 32 animals and calls it not the maximum. |
| Alpha / Gamma / Theta Supreme | 11–13 | Named Supreme extensions above 10 stars in the wiki's category index. |
| Kappa Supreme | 15 | The maximum rarity the community wiki documents. |
Two squads, deconstructed
How the checklist applies at two common stages. The fusions named are the reader's own — examples describe the decision, not specific game data.
First-week squad
- • Carry: your first fusion — badge data says nearly everyone makes one, and it is the only hybrid you have leveled.
- • Wall: whichever early fusion survives longest in practice battles.
- • Support and project: skip for now — two roles filled beats four roles sketched.
Lesson: early squads are allowed to be top-heavy. Level the fusion that fights.
Trading-portion squad
- • Carry: your strongest proven battle fusion — the anchor of any trade conversation.
- • Project: the fusion you are leveling as the next anchor; its scarcity is its story.
- • Everything else: collection depth you can offer as alternatives without weakening battle power.
Lesson: since no public value list exists, a squad's trade story is its documented behavior — levels and battle wins you can show.
Squad questions
How big should an Animash squad be?
The Roblox edition does not publish a party-size rule, and servers cap at ten players. Plan around what you can actually field and level: three to five fusions with distinct jobs beats ten overlapping ones, because leveling time — the confirmed growth resource — is finite.
What ratings should I enter in the planner?
Your own 1–5 observations on four axes: battle usefulness, staying power, utility/support value, and ease of leveling. Rate from what you saw in your own battles, not from a mobile-edition tier list — the Roblox edition's stats have never been published, so borrowed rankings measure the wrong game.
Which slot should I upgrade first?
The slot that wins you the fights you are actually losing. If battles end with your fusion alive but slow, battle usefulness is the axis; if it dies early, staying power is. The planner's biggest-difference readout exists to make that call explicit instead of vibes-based.
Can I trust star ranks when picking a squad?
Only as franchise context. The star-rank ladder (3-star Common up to 15-star Kappa Supreme) is documented for the mobile edition by its community wiki — the Roblox edition's rarity labels have not been documented. Rate behavior you can see; treat rank names as a hypothesis to test.
Plan with better game context
Tier list
The single-fusion version of the four-axis rating.
Fusions reference
What is documented about hybrids and rarity.
Battle guide
Where squad ratings come from in practice.
Leveling guide
The growth loop that funds the project slot.
Progression guide
When to re-plan the squad.
Fusion Lab
Journal the fusions you are choosing between.