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Tromber
September 9, 2026 at 09:50 AM
Initial version (2026-09-09)
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.
Field | Value |
|---|---|
Index number | No. 008 |
Element | |
Battle role | |
Growth stage | Stage 3 |
Recorded weight | 23.4 to 34.93 kg |
Gender | Male and Female |
Published forms | 3 (Basic Form, Beach Form, Highland Form) |
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) | 522 |
HP | 113 |
ATK | 88 |
BREAK | 51 |
P.DEF | 79 |
M.DEF | 81 |
REGEN | 110 |
Tromber grows out of Chirpi. It sits at the end of the line, with nothing published beyond it.
Image | Aniimo | No. | Stage | Element | Role |
|---|---|---|---|---|---|
| 007 | Stage 1 | Wind | Support | |
| 008 | Stage 3 | Wind | Support | |
| 009 | Stage 3 | Wind | DPS | |
| 010 | Stage 3 | Wind | Break |
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.
Form | Element | Where It Appears |
|---|---|---|
Beach Form | Wind / Water | |
Highland Form | Wind / Grass |
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 |
|---|
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 12.5 EP to the next Chirpi family member switched in. Triggers once every 20s at most. |
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 abilities are what a Pathfinder gains while Twining with this Aniimo, so they double as traversal tools rather than combat moves.
Ability | Effect |
|---|---|
Take Off | Enters the Flying state to evade attacks from ground enemies. Takes more DMG while airborne. |
Tromber brings 5 combat skills and 2 innate skills into a fight. Power is the skill's published damage figure and Cost is what it draws from the resource bar.
Skill | Type | Power | Cost | Effect |
|---|---|---|---|---|
Leaf Tornado | Combat | 59 | 20 | Releases a leaf vortex at the target location, dealing damage and pulling enemies toward the center. |
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 by3%, up to 5 stacks, for 10s. |
Water Tornado | Combat | 59 | 20 | Releases a water vortex at the target location, dealing damage and pulling enemies toward the center. |
Waltz | Combat | 0 | 0 | Plays music and gains the movement-series buff: [Waltz], increasing Crit DMG by 17% 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. |