Chandelierjelly — Aniimo Dex, Stats, Skills and Locations
Published 2026-09-224 min read
Chandelierjelly dex entry: Electric Support with total base stats 515. Full skill table, trait, evolution line and spawn regions.
It tunes its glow's brightness and rhythm to its mood; its tentacles can flicker dazzling unique light patterns — and conduct current to attack.
Basic Info
| Field | Value |
|---|---|
| Element | Electric |
| Role | Support |
| Total Base Stats | 515 |
| Weight | 23.4 – 34.93 kg |
| Regions | Tidebloom Shore |
Base Stats
| Total | HP | Break | Attack | Magic Def | Energy | Phys Def |
|---|---|---|---|---|---|---|
| 515 | 110 | 50 | 115 | 75 | 90 | 75 |
Trait: Arc Flash Burst
Allies receiving the user's skill buffs also gain 12% Electric amplification for 20 seconds.
Explore Skill: Glow Light
Its head glows, lighting up the surroundings.
Evolution Route
Bulbjelly → Veiljelly → Chandelierjelly
Locations
Tidebloom Shore
Skills
| Skill | Element | Type | Cost | Power | Effect |
|---|---|---|---|---|---|
| Soothing Glow Pulse | Holy | Magic | 10 | 15 | Fires an energy beam; hold to keep channeling damage onto enemies in range while healing allies inside 2% HP per second — channel 3 seconds to cleanse the user's debuffs. |
| Rapid Retreat | Electric | Magic | 20 | 53 | Backsteps quickly, leaving a jellyfish decoy that zaps the target with electric waves and slows it by 15% for 10 seconds. |
| Tide Pulse | Water | Magic | 10 | 15 | Fires a water jet; hold to keep channeling damage onto enemies in range, stealing up to 2 Energy per second, while healing Water allies inside 2% HP per second. |
| Electric Pulse | Electric | Magic | 10 | 20 | Fires an energy beam; hold to keep channeling damage onto targets in range, healing Electric allies inside 2% HP per second. |
| Electric Surge | Electric | Support | 0 | 0 | Condenses energy to charge allies: Electric allies gain 27% basic-attack damage and 16% Break efficiency for 20 seconds. |
Innate Skills
| Skill | Element | Type | Cost | Power | Effect |
|---|---|---|---|---|---|
| Self-Destruct | Electric | Magic | 0 | 80 | Voltage climbs until it detonates, dealing wide damage and leaving an electric field that grants 20% Electric amplification for 30 seconds. |
| Attack | Electric | Magic | 0 | 6 | Uses Electric energy to strike targets at range. |