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Personality

Personality Skills (40)

A Digimon has one Personality Skill, rolled from its personality's four when the personality is set. Chance per skill on each chip.

Warrior Wisdom

Reduces SP cost for physical attack skills by 10%.

Song of Triumph

Slightly boosts CP gained.

Vitality Theft

Recovers HP equal to 10% of physical attack skill damage dealt.

Extra Strikes Tech

Performs an additional attack when Extra Strikes is activated.

First in Line

Always acts first.

Fast Break

Boosts ATK for the first 3 rounds. (The earlier the round, the greater the boost to ATK.)

Strategic Order

Boosts CRT Rate by 5%.

Stout Defense

Boosts DEF based on user's HP.

Steadfast Might

Boosts ATK when HP is 90% or lower. (The lower the HP, the greater the boost to ATK.)

Counter

Chance of countering with an Attack when being attacked. (The lower the HP, the greater the chance to counter.)

Healing Wisdom

Reduces SP cost for recovery skills by 10%.

SP Supplement

Also recovers 10% of target's Max SP when using skills to recover an ally's HP.

Follow-Up

Always acts last.

Prayer for Aid

Slightly recovers HP of all allies at the start of each round.

Meditation

Boosts INT from round 4 onward. (The more rounds pass, the greater the boost to INT.)

First Aid

Also removes target's Injury when using skills to recover an ally's HP.

Steadfast Heart

Boosts DEF when HP is 90% or lower. (The lower the HP, the greater the boost to DEF.)

Rally Blessing

Revives with 50% HP when KO'd (once per battle).

First in Line

Always acts first.

Great Embrace

Overheals to up to 200% of target's Max HP when using recovery skills.

Cheer

At start of battle, boosts ATK and INT for all allies based on the total Bond of all battle members.

Prankster

Boosts the probability rate of skill debuff effects.

Stout Strength

Boosts ATK based on user's HP.

Hustle Cry

Extends the duration of buff effects applied by the user's skills by 2 turns.

Booing

Extends the duration of debuff effects applied by the user's skills by 2 turns.

Weak Point Blitz

Boosts damage dealt by the user when hitting an enemy weak point after an ally does.

Strategic Order

Boosts CRT Rate by 5%.

Fortifying Charge

Also boosts all of target's stats when using skills to recover an ally's HP.

Slow Starter

Boosts ATK from round 4 onward. (The more rounds pass, the greater the boost to ATK.)

Planning Ahead

At start of battle, reduces DEF and SPI for all enemies based on the total Bond of all battle members.

Magical Wisdom

Reduces SP cost for magic attack skills by 10%.

Secret Sage Art

Attacking deals magic damage.

Steadfast Emotion

Boosts INT when HP is 90% or lower. (The lower the HP, the greater the boost to INT.)

Magic Theft

Recovers SP equal to 10% of magic attack skill damage dealt.

Follow-Up

Always acts last.

Soothing Song

Slightly recovers SP of all allies at the start of each round.

Haymaker

Boosts CRT damage by 20%.

Intense Focus

Boosts INT for the first 3 rounds. (The earlier the round, the greater the boost to INT.)

Stout Spirit

Boosts SPI based on user's HP.

Combo Magic

Chance of activating skill again when using a magic attack skill. (The lower the HP, the greater the chance.)

Personalities (16)

Laid out as the game's personality field: four groups of four, each group a quarter of the field.

Adoring

Philanthropy

DEF +2SPI +4

Devoted

Philanthropy

INT +3SPI +3

Zealous

Valor

ATK +2SPD +3

Brave

Valor

SP +2ATK +3

Tolerant

Philanthropy

SP +4SPI +3

Overprotective

Philanthropy

HP +4SPI +3

Reckless

Valor

HP +4ATK +2

Daring

Valor

ATK +2DEF +3

Enlightened

Wisdom

SP +4INT +2

Sly

Wisdom

HP +4INT +2

Opportunistic

Amicability

DEF +3SPI +3

Friendly

Amicability

ATK +3DEF +3

Astute

Wisdom

INT +3SPD +2

Strategic

Wisdom

INT +2SPI +3

Sociable

Amicability

SP +4DEF +3

Compassionate

Amicability

HP +2DEF +4

How a personality changes

Each Digimon has a hidden personality point on a 128 by 128 field. The field is split into sixteen 32 by 32 cells, one per personality, in the layout above. The Digimon's personality is the cell the point is in. Digifarm training, conversations and the Digiline move the point (tutorial below).

Training on the Digifarm moves a Digimon's point on this map: Sauna toward Heart, Boombox toward Understanding, Punching Bag toward Heart and Affection, Club toward Heart and Companionship, Classroom toward Understanding and Companionship, Tearoom toward Understanding and Affection, Treadmill toward Heart and Companionship. The square the point lands in is the new personality. The dot marks where each personality starts. Farm Adaptation Agent Skills lean every shift toward their group's corner.

Growth bonuses: the two stats on each card grow faster for that personality (the game text calls it "boosts growth"; the table values are +2, +3 or +4).

Personality on Conversion

A newly converted Digimon rolls its personality from its base personality's row (in %).

Base Brave Zealous Daring Reckless Adoring Devoted Tolerant Overprotective Compassionate Sociable Friendly Opportunistic Astute Strategic Enlightened Sly
Brave48.310.310.310.3–2.82.82.8–2.82.82.8–1.41.41.4
Zealous–58.610.310.3–2.82.82.8–2.82.82.8–1.41.41.4
Daring–10.358.610.3–2.82.82.8–2.82.82.8–1.41.41.4
Reckless–10.310.358.6–2.82.82.8–2.82.82.8–1.41.41.4
Adoring–2.82.82.848.310.310.310.3–1.41.41.4–2.82.82.8
Devoted–2.82.82.8–58.610.310.3–1.41.41.4–2.82.82.8
Tolerant–2.82.82.8–10.358.610.3–1.41.41.4–2.82.82.8
Overprotective–2.82.82.8–10.310.358.6–1.41.41.4–2.82.82.8
Compassionate–2.82.82.8–1.41.41.448.310.310.310.3–2.82.82.8
Sociable–2.82.82.8–1.41.41.4–58.610.310.3–2.82.82.8
Friendly–2.82.82.8–1.41.41.4–10.358.610.3–2.82.82.8
Opportunistic–2.82.82.8–1.41.41.4–10.310.358.6–2.82.82.8
Astute–1.41.41.4–2.82.82.8–2.82.82.848.310.310.310.3
Strategic–1.41.41.4–2.82.82.8–2.82.82.8–58.610.310.3
Enlightened–1.41.41.4–2.82.82.8–2.82.82.8–10.358.610.3
Sly–1.41.41.4–2.82.82.8–2.82.82.8–10.310.358.6

Digimon by base personality

Brave (1)

Zealous (77)

Daring (52)

Reckless (62)

Devoted (11)

Tolerant (29)

Overprotective (8)

Compassionate (1)

Sociable (48)

Friendly (69)

Opportunistic (15)

Strategic (36)

Enlightened (44)

Sly (23)

How it works

Personality Types

This is an important factor that determines a Digimon's development. Personality type determines which stats are more likely to receive an increase.

Valor: ATK increases easily, physical attacker type. Amicability: DEF increases easily, supporter type. Philanthropy: SPI increases easily, healer type. Wisdom: INT increases easily, magic attacker type.

To check Personality, display "Digimon Personality Type" using Toggle Info while the Digimon's status is open.

Personality type influences a Digimon in several ways.

- It makes certain stats grow more.
- It changes the types of Personality Skills.
- It changes the impact of Strike Effect.


Decide your Digimon's Personality type according to the direction you wish to develop it in.

A Digimon's initial Personality type is determined when it's Converted.

Which Personality type a Digimon will be born with is unknown, but there seems to be a certain trend for each Digimon type.

Personality types can also be changed afterward. Every Digimon has a unique Personality.

Changes in Personality Type

The Personality type of partner Digimon can be changed.

Personality will change bit by bit via training on the Digifarm, or depending on the content of your conversations or Digiline interactions with the partner Digimon.

Though this takes time, your active communication is essential when aiming to change the Personality of your partner Digimon.

Personality Skills

Personality Skills are passive skills tied to the partner Digimon's Personality type.

Some Personality Skills bring about various effects depending on Personality type.

You can check a partner Digimon's Personality Skill in its stats.

Changes in Personality Skill

Partner Digimon are capable of changing their Personality Skill.

In this situation, the partner Digimon will get an idea for a Personality Skill and ask if it should make a change.

You should decide whether the Digimon keeps its current Personality Skill or changes to the new one that it has suggested.