Tromber is the No. 008 entry in the Aniilog, a Wind-element Support at the Nova stage that spawns in exactly one place in the wild and only under one weather condition. The catch is that it does not announce itself: out in the field, the creature you target is still labeled Chirpi.
Quick answer: Catch the Chirpi standing on the rocks off the eastern beach of The Argent Strait (around -1265, 0915) while the weather is rainy. It registers as No. 008 Tromber. Evolving Chirpi at Lv. 18 also works.
Tromber spawn location in The Argent Strait
The basic form of Tromber lives in The Argent Strait, part of the Breezy Plains, and it will not appear there unless the local forecast is rainy or thunderstorm. Time of day makes no difference, so night runs work as well as daytime ones. Open the map and check the weather indicator before you travel; if it shows anything else, the spawn is not active.
The stretch you want is the eastern beach of the strait, right up against the border with Blitzwood, at roughly -1265, 0915. The map lists the region’s encounters at Lv. 17-38, and the creatures cluster on the rocks sitting just off the shoreline rather than on the sand itself.

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Aniipod catch odds for Tromber
At full HP, a standard Aniipod gives Tromber a 28 percent catch rate. Upgraded pods raise that chance, and each pod also has a maximum level it can handle.
| Aniipod | Multiplier | Full-HP chance | Level cap |
|---|---|---|---|
| Aniipod | ×1 | 28% | Lv 1 |
| ×1 | 28% | Lv 35 | |
| ×1.5 | 42% | Lv 25 | |
| Aniipod Hyper / Mega / Track | ×2 | 56% | Lv 35 |
| Guaranteed | 100% | Lv 35 | |
| Guaranteed | 100% | Lv 35 |
Those percentages assume an untouched target. Whittling its HP down, breaking it, or throwing from behind all push the real odds higher than the table suggests.
Roughly 1 in 20,000 wild encounters rolls a Sparkling variant, and Tromber is no exception. If you are farming for one, the rainy-weather window is the only time the basic form is on the board.
Evolving Chirpi into Tromber
If the weather refuses to cooperate, the evolution route gets you the same Aniimo. Chirpi sits at the Lumin stage and branches into three Nova-stage results, so hitting the right requirements matters. Tromber needs all of the following:
- A Chirpi at Lv. 18 or higher
- Acquired HP Potential of 6 or higher
- The passive talent Magic Horn learned
- Gust Stone as the evolution material
The same three conditions apply to the regional variants. A Chirpi Beach Form evolves into a Tromber Beach Form, and a Chirpi Highland Form evolves into a Tromber Highland Form, with that last one also requiring you to be in the Russet Highlands. Tromber is the end of its line, so there is nothing further to evolve into.
Tromber’s Beach and Highland forms
Three appearance variants exist, and they do not share a habitat. Each one keeps the Support role but changes its element pairing and where it turns up.
| Form | Element | Region | Weather |
|---|---|---|---|
| Basic | Wind | The Argent Strait | Rainy or thunderstorm |
| Beach Form | Wind / Water | Forest of Falling Stars | Rainy or thunderstorm |
| Highland Form | Wind / Grass | Zephyrus Landbridge | Any |
Forest of Falling Stars sits in the Breezy Plains at a level range of 20 to 25, which makes the Beach Form the easiest variant to pick up early. The Highland Form spawns much later, in the high 40s and above.
What Tromber does once you have it
Its trait, Band Member, restores EP to the next Chirpi family member you switch in during battle, triggering once every 20 seconds at most. That makes it most useful on a team built around its own evolution line rather than as a standalone pick.

Water Tornado is its crowd-control tool, a Water-element vortex that pulls enemies toward the center and drains Energy on every hit. It costs 20 EP, has a power value of 45, and runs on a 15-second cooldown. The ultimate, Zephyr’s Breath, hits a large area and raises the whole party’s Wind damage by 25 percent for 30 seconds.
Twining into Tromber also grants Take Off, which puts you in a flying state that dodges ground attacks at the cost of taking more damage while airborne. Combined with Fly Lv. 2 pathfinding, it doubles as a traversal option once the Support work is done.






