Tromber is No. 008 in the Aniimo index, a Wind creature that fights in the Support role. They like having fun and producing rhythmic music, so don't be surprised to see a grand symphony.

Wild Aniimo are taken with Aniipods, and once caught this one can be raised, sent into battle, kept at The Homeland, or traded to another player. It belongs to the Chirpi line, which runs to 4 entries in total, and 2 alternate Forms have been published for it.
Profile
Field | Value |
|---|---|
Index number | No. 008 |
Element | |
Battle role | |
Growth stage | Stage 3 |
Gender | Male and Female |
Published forms | 3 (Basic Form, Beach Form, Highland Form) |
Base Stats
The index publishes six base values for every Aniimo plus an Attributes total that adds them together. ATK drives damage, BREAK is what wears down an enemy's guard, P.DEF and M.DEF cover the two damage types, and REGEN governs how quickly resources come back. These are base figures and balance changes can move them.
Stat | Value |
|---|---|
Attributes (total) | 531 |
HP | 113 |
ATK | 119 |
BREAK | 51 |
P.DEF | 79 |
M.DEF | 81 |
REGEN | 88 |
Evolution
Tromber grows out of Chirpi. It sits at the end of the line, with nothing published beyond it.
Image | No. | Stage | Element | Role | |
|---|---|---|---|---|---|
| 007 | Stage 1 | Wind | Support | |
| 008 | Stage 3 | Wind | Support | |
| 009 | Stage 3 | Wind | DPS | |
| 010 | Stage 3 | Wind | BREAK |
Forms
Besides its Basic Form, Tromber has 2 published Forms. Each of them carries a different elemental pairing from the Basic Form, so the Form a Pathfinder catches decides what the creature is weak and strong against.
Image | Form | Element | Where It Appears |
|---|---|---|---|
| Beach Form | Wind / Water | |
| Highland Form | Wind / Grass |
Where To Find It
Tromber is listed in 1 habitat. Which creatures actually appear also depends on weather, time of day, and local phenomena, so a listed habitat is where to look rather than a guarantee.
Habitat |
|---|
Trait
Every Aniimo carries a passive Trait that is always active while it fights alongside a Pathfinder.
Trait | Effect |
|---|---|
Band Member | When switching Aniimo in battle, restores 20 EP to the next Chirpi family member switched in. Triggers once every 20s at most. |
Traversal
The index grades three traversal capabilities, Climb, Fly and Swim, from level 1 to level 3. A Pathfinder inherits them by Twining with the creature, so Tromber is worth keeping for how it gets you across the map as well as for what it does in a fight.
Capability | Grade |
|---|---|
Fly | Level 2 |
Mobility
Mobility abilities are named actions used while Twined. They are separate from combat skills and graded traversal capabilities.
Ability | Effect |
|---|---|
Take Off | Enters the Flying state to evade attacks from ground enemies. Takes more DMG while airborne. |
Skills
The skill table includes five combat moves across forms and capture unlocks, alongside the basic attack and ultimate. Check the form-specific options before choosing two combat skills. Power gives the damage value and Cost gives the resource requirement.
Skill | Type | Power | Cost | Effect |
|---|---|---|---|---|
Leaf Tornado | Combat | 45 | 20 | Releases a leaf vortex at the target location, dealing damage and pulling enemies toward the center. Continuously absorbs puddles nearby, dealing 100% extra damage upon successful absorption. |
Tornado | Combat | 59 | 20 | Releases an air vortex at the target location, dealing damage and pulling enemies toward the center. |
Spiral Blade | Combat | 62 | 20 | Fires a Wind Bomb at the target, dealing damage. After 1s, a second explosion erupts around the hit target, dealing additional AoE damage equal to 30% of the original Might. The second explosion reduces the Wind Resistance of hit targets by 3%, up to 5 stacks, for 20s. |
Water Tornado | Combat | 45 | 20 | Releases a water vortex at the target location, dealing damage and pulling enemies toward the center. Each hit deducts 4 Energy from the target. |
Waltz | Combat | 0 | 0 | Plays music and gains the movement-series buff: [Waltz], increasing Crit DMG by 27% for 20s. With 3 movement-series buffs active, all effects from those buffs are increased by 30%. |
Zephyr's Breath | Innate | 92 | 0 | Deals Wind damage over a large area and increases all party members' Wind damage by 25% for 30s. |
ATK | Innate | 6 | 0 | Wields the power of wind to attack targets from a distance. |
Tromber forms and support build
Basic Tromber appears in The Argent Strait during rain or thunderstorms. Beach Tromber appears in Forest of Falling Stars during the same weather. Pair Waltz with Spiral Blade and keep Zephyr's Breath as the ultimate. Prioritize Attack and REGEN before HP; the remaining stats are lower priorities for this support setup. Spirited Feather is one held-item option.
Build | Attack | REGEN | HP | BREAK | P.DEF / M.DEF |
|---|---|---|---|---|---|
Support | 5 | 4 | 3 | 1 | 1 / 1 |
Party example | Members |
|---|---|
Full family | |
Prismana damage option | |
Contracted variation | |
Basic family | |
Basic family with Prismana damage | |
Highland support | |
Beach family with Highland support | |
Highland family | Highland Chirpi; Highland Tromber; Highland Cornet; Highland Tubster |
Tromber adds a movement buff and lowers enemy Wind resistance. Band Member also supports passing to another Chirpi-family member. A contracted Waltz adds March, allowing another support or recovery member to take Chirpi's party slot.
Maintaining buffs and the break window
Open with Chirpi when using the full family setup. Apply Waltz and Spiral Blade with Tromber, then move to Tubster or another breaker. Revisit Spiral Blade to add debuff stacks and renew its duration. Ordinary Waltz does not renew the other movement buffs, so watch their timers and use March before they expire.
When relying on Tubster's Victory Concerto, let Tubster cause the break. Use Zephyr's Breath around that window, then hand the damage opportunity to Cornet or another attacker.
Skills and Homeland work by form
Form | Listed combat skills | Learnable additions |
|---|---|---|
Basic | Waltz; Tornado; Spiral Blade | Water Tornado; Leaf Tornado after their capture unlocks |
Beach | Waltz; Water Tornado; Tornado; Spiral Blade | Leaf Tornado after its capture unlock |
Highland | Waltz; Leaf Tornado; Tornado; Spiral Blade | Water Tornado after its capture unlock |
The Beach form attacks with ranged Wind magic. Its Water Tornado removes 4 EP from the target per hit. Its Take Off action enters Flying, avoiding ground-enemy attacks while increasing damage taken in the air.
Form | Wind work | Water work |
|---|---|---|
Basic | 3 | None listed |
Beach | 3 | 2 |
Tromber evolution requirements
From | Evolution | Level | Additional conditions | Materials |
|---|---|---|---|---|
18 | HP Potential at least 6; learn Magical Horn | 3 × Gust Stone | ||
18 | Learn Magical Horn; confirm required Potential in the Evolution menu | 3 × Gust Stone | ||
18 | HP Potential at least 6; Magical Horn; evolve in Russet Highlands | 3 × Gust Stone |
Magical Horn is available through Student III. Check its current requirement in the Talents menu, then inspect the caught Chirpi's Potential in Aniimo Management before selecting the branch.
See Held Item Contracts for equipment upgrades and Core Skill Contracts for the contracted core-skill rules.





