Highland Chirpi is the No. 7C entry in the Aniilog, a Lumin stage Support with a Wind/Grass element pairing and the dead-leaf plumage that separates it from the standard and Beach versions of the bird. It is also a gatekeeper: the Highland versions of Tromber, Cornet and Tubster do not appear in the wild at all, so the only way into that branch of the family is to catch this one first.
Quick answer: Catch a wild Highland Chirpi in Russet Highlands or Zephyrus Landbridge. It spawns in every weather and at any time of day, so the only real requirement is surviving the area’s level range.
Highland Chirpi habitats and level range
Two zones hold this form. Russet Highlands is the main one, and its enemies sit at Lv. 46–51. Zephyrus Landbridge, in the Breezy Plains region, runs slightly higher at Lv. 47–57 and is the tougher option of the pair.
- Russet Highlands — grassy slopes, wild Chirpi around Lv. 46
- Zephyrus Landbridge — Breezy Plains, Lv. 47–57
Open the world map and pull up the habitat profile for the form before you set out. The spawn zones show as rectangular markers scattered across the highland terrain rather than one single nest, so you are sweeping a few pockets of hillside instead of camping a fixed point.

Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →Weather and time of day conditions
There is no gate here. The habitat panel lists all weather and all times of day for Highland Chirpi, which means you never need to sleep to shift the clock or head to a weather altar first. That makes this form far less fussy than the Prismana variants in the same family, which only surface during Prismana’s Flow.

How to catch Highland Chirpi

You will know it worked when No. 7C fills in the Aniilog under the name Highland Chirpi, with the Wind and Grass element icons and the Support role listed beside it. The entry sits between Beach Chirpi (No. 7B) and Tromber (No. 8A).
Highland Chirpi base stats and trait
| Stat | Value | Stat | Value |
|---|---|---|---|
| HP | 97 | P.Def | 83 |
| Attack | 83 | M.Def | 69 |
| Break | 43 | Regen | 93 |
| Base total | 452 | Stage | Lumin |
Its trait, Band Member, gives the next Chirpi family member you bring in 20 EP, with a cooldown of up to 20 seconds. This encourages using multiple Chirpi family members together. Its Homeland abilities are Grass Lv. 1 and Wind Lv. 1, while Fly Lv. 1 handles traversal. This form has no Mobility skill.
Highland Chirpi skills
| Skill | Element | Power | EP cost |
|---|---|---|---|
| Tornado Wind Orb | Wind | 67 | 20 |
| Water Tornado | Water | 45 | 20 |
| Leaf Tornado | Grass | 45 | 20 |
Tornado Wind Orb is the aimed option, exploding on impact and leaving a tornado that pushes forward. The two vortex skills both drag enemies toward the center, with Water Tornado stripping 4 Energy per hit and Leaf Tornado soaking up nearby puddles for 100% extra damage. Tornado is the plain air version of the same pull, and March is the support piece, applying a movement-series buff that heals 0.8% max HP every second for 20 seconds, with all movement buffs gaining 30% once three are active. Its innate attack is ranged Wind magic.
Evolving Highland Chirpi at Lv. 18
All three evolutions trigger at Lv. 18 and cost Gust Stone x3. The shared catch is location: the Aniimo must be in Russet Highlands when you evolve it, or the Highland versions will not be offered.

| Evolution | Extra requirement | Cost |
|---|---|---|
| Highland Cornet | None | Gust Stone x3 |
| Highland Tromber | HP Potential 6+, Magical Horn talent | Gust Stone x3 |
| Highland Tubster | BREAK Potential 6+ | Gust Stone x3 |
Check the Potential values on the Chirpi you caught before you invest levels. HP and BREAK Potential decide whether Tromber and Tubster are even on the table, so a bird with the wrong spread only leads to Cornet.
That is the whole chain. One catch in the highlands opens a Nova stage line that has no overworld shortcut, and because the form ignores weather and clock entirely, the only thing standing between you and No. 7C is a mount and a well-timed pod throw.






