Gaming How-To

Aniimo: How to Get Tromber, Cornet and Tubster From Chirpi

Every level, potential and unlock condition for Chirpi's three Wind evolutions, plus where to catch a Cornet outright.

Every level, potential and unlock condition for Chirpi’s three Wind evolutions, plus where to catch a Cornet outright.

Chirpi is the No. 7 entry in the Aniilog, a Wind-element support that shows up early in Breezy Plains and then splits three ways. That split is the whole point of the family: one small whistling bird can become a party buffer, a high-damage attacker, or a shield-heavy tank, and the choice is locked in the moment you evolve.

Quick answer: Raise Chirpi to Aniimo level 18 and spend Gust Stone x1. Cornet asks for nothing else. Tromber and Tubster each add their own extra condition on top.


Chirpi evolution requirements: level 18 and a Gust Stone

All three routes share the same two costs. The Aniimo must be at level 18, and each evolution consumes Gust Stone x1. Everything else in the table below is an additional gate on top of those two.

EvolutionRoleExtra requirements
TromberSUPAcquired HP Potential 6 or higher; learn the passive talent Magic Horn
CornetDPSNone
TubsterBREAKAcquired BREAK Potential 6 or higher; defeat Alpha Tubster

Cornet is the default outcome because it has no gate beyond the level and the stone. If your Chirpi does not meet the HP or BREAK conditions, Cornet is the only branch that will accept it.


One Chirpi picks one branch, not all three

Tromber, Cornet and Tubster are parallel destinations, not a chain. A single Chirpi evolves into exactly one of them and stops there. None of the three has a further evolution, so there is no later stage waiting behind Tromber that eventually turns into Cornet.

Filling out the Aniilog therefore means raising three separate Chirpi, each with its own Gust Stone and its own conditions met before you hit the evolve button.

Check a Chirpi’s Potential values before you invest levels in it. A bird with low HP and low BREAK Potential can only ever become Cornet.


Clearing the Tromber and Tubster conditions

Tromber: HP Potential and the Magic Horn talent

Tromber needs a Chirpi whose Acquired HP Potential has reached 6 or higher, which the game labels as Incredible HP Potential. On top of that, the Chirpi has to learn the passive talent Magic Horn before the evolution will unlock. Both conditions sit on the individual creature, so a different Chirpi with the same level will not qualify unless it meets them too.

Tubster: BREAK Potential and Alpha Tubster

Tubster is gated twice over. The branch itself is unlocked by defeating Alpha Tubster, and the Chirpi you want to evolve needs Acquired BREAK Potential of 6 or higher. Until the Alpha fight is done, Tubster will not appear as an option no matter how good the bird’s BREAK Potential is.


Confirming the evolution worked

A successful evolution changes three things you can check straight away. The Aniimo’s stage moves from Lumin to Nova, its Aniilog number shifts from No. 7 to No. 8, 9 or 10, and its Homeland ability jumps from Wind Lv. 1 to Wind Lv. 3. The skill list is the clearest tell of all, since the evolved forms pick up signature moves that Chirpi never has.


Where to catch Chirpi in Breezy Plains

Chirpi is a Breezy Plains native and appears across four areas, at very different levels depending on where you look. If you want a low-level bird you can shape from scratch, Nimbus Fields is the place to start.

Chirpi
Chirpi. Image: Pawprint Studio
AreaLevel range
Nimbus Fields5–15
The Argent Strait28–32
Beast Fang Ridge30–35
Blitzwood40–45

Wild Tromber, Cornet and Tubster all live in The Argent Strait at levels 28–32, so the evolved forms can also be caught rather than raised.


How to get Cornet without evolving a Chirpi

There is a fixed spawn for Cornet on a small island east of The Argent Strait, and it does not cost you a Gust Stone. It is gated behind a simple beach puzzle instead.

Travel to the small island sitting east of The Argent Strait in Breezy Plains. Open your map first and set the marker, since the island is separate from the main shoreline.
A Chirpi hovering by a shell on the shoreline with the on-screen quest marker active
A Chirpi drawn to a shell on the sand while the quest tracker still points toward the Sea of Flowers. Image: Pawprint Studio
Run the beach and interact with every pink giant clamshell using the Open prompt. Sweep the whole island rather than the stretch in front of you, because a single unopened shell keeps the spawn locked.
Following a tracked target across the strait while working through the island's shells
Chasing the tracked target across the water on the way between shells. Image: Pawprint Studio
Watch for the on-screen notice that a powerful Aniimo has been detected, which arrives with the sound of a Cornet singing as the last shells open. That message is the confirmation that the puzzle is complete.
Engage the Cornet, which spawns at Lv. 32, and wear it down before you try to catch it. It is a Wind DPS that flies, so expect it to leave the ground mid-fight.
Cornet held inside the targeting reticle during the island fight
Cornet locked in the targeting reticle mid-fight. Image: Pawprint Studio
Switch to an Anipod Hyper and throw it once the Cornet is weakened. The capture lands as a standard catch, and the Aniimo joins your roster at the level it was caught.
Swapping to the Anipod Hyper from the in-game item selection during the Cornet fight
Switching to the Anipod Hyper before the throw. Image: Pawprint Studio

Tromber, Cornet and Tubster stats compared

AniimoRoleHP / AttackBP Attack / M.Def
ChirpiSUP97 / 8343 / 69
TromberSUP113 / 11951 / 81
CornetDPS96 / 12154 / 70
TubsterBREAK108 / 80107 / 109

Chirpi’s other base values are defense 67, EP regen 93 and magic attack 83. Its trait, Band Member, restores EP to the next Chirpi family member switched in, at most once every 20 seconds, and it keeps March in its kit — a movement-series buff that restores 0.8 percent of max HP per second for 20 seconds, with all movement effects increased by 30 percent when three of them are active. Its offensive tools are ATK (power 6), Tornado (59) and Tornado Wind Orb (67).

Tromber (No. 8, Wind SUP)

Tromber stands 1.3m tall and keeps the Band Member trait, so it still feeds EP to the rest of the family on a switch. Its own buff is Waltz, which grants a movement-series bonus of 17 percent Crit DMG for 20 seconds and follows the same three-buff scaling. The payoff skill is Zephyr’s Breath, a large-area Wind hit at power 92 that raises every party member’s Wind damage by 25 percent for 30 seconds — the reason this is the branch you pick when you already have a Wind carry.

Tromber
Tromber. Image: Pawprint Studio
  • ATK (Wind, power 6)
  • Tornado (Wind, 59)
  • Spiral Blade (Wind, 62)
  • Zephyr’s Breath (Wind, 92)
  • Waltz (buff, no damage)

Spiral Blade is worth its slot for the follow-up: one second after the initial hit, a second explosion deals AoE damage equal to 30 percent of the original Might and cuts the target’s Wind Resistance, stacking up to five times for 10 seconds.

Cornet (No. 9, Wind DPS)

Cornet is the damage branch and the one that rewards staying airborne. Its trait, Air Superiority, adds 20 percent critical rate while flying, and its mobility skill Take Off enters the flying state to dodge ground attacks at the cost of taking more damage in the air. Scream Splitter feeds that plan directly, since multiple projectiles landing on the same target raise Cornet’s damage by 30 percent for 15 seconds, and holding the skill button drops it straight into flight.

Cornet
Cornet. Image: Pawprint Studio
  • ATK (Wind, power 6)
  • Tornado (Wind, 59)
  • Scream Splitter (Wind, 30)
  • Wind Bomb Rush (Wind, 157)
  • Avian Harmony Ensemble (Wind, 179)

Avian Harmony Ensemble is the family’s biggest single number at power 179, a Wind beam whose area of effect expands when all three Movements are equipped. Wind Bomb Rush costs 45 EP for a continuous barrage at power 157, and its cost drops by 8 percent for each different Symphony buff running.

Tubster (No. 10, Wind BREAK)

Tubster is the outlier on the stat sheet, trading attack for a BP attack of 107 and a magic defense of 109. Victory Concerto raises BREAK efficiency by 40 percent while shielded and plays Concerto on a BREAK trigger, cutting the whole team’s stamina cost by 30 percent. Gale Guard is the skill that makes the trait work, holding a defensive stance with 20 percent damage reduction and then converting it into a shield worth 10 percent of max HP for 20 seconds. Truce is a pure support move with no damage value attached.

Tubster
Tubster. Image: Pawprint Studio
  • ATK (Wind, power 6)
  • Tornado (Wind, 59)
  • Resting Whirlwind (Wind, 48)
  • Gale Guard (Wind, 54)
  • Truce (support, no damage)

Beach, Highland and Prismana forms

Regional Chirpi carry a second element and pass it up the chain, but the evolution requirements do not change at all — still level 18, still Gust Stone x1, still the same HP Potential, Magic Horn, BREAK Potential and Alpha Tubster conditions. Beach Form is Wind and Water, found at Echoback Landing and the Forest of Falling Stars. Highland Form is Wind and Grass, found in the Russet Highlands and on Zephyrus Landbridge. A Beach Chirpi can only become a Beach Tromber, Cornet or Tubster, and the same holds for Highland.

Those forms also carry skills the base versions never learn. Water Tornado belongs to the Beach line only, pulling enemies into a vortex and draining Energy on each hit. Leaf Tornado belongs to the Highland line only, absorbing nearby puddles for 100 percent extra damage. Cornet (Prismana) is a separate case, a Wind and Electric variant found in The Argent Strait that is the only form with Lightning Splitter, which paralyzes a target for five seconds when several of its projectiles connect.


Whichever branch you take, the element math stays the same: Wind attacks deal 1.6x damage to Dark and Grass, and only 0.625x to Electric and Wind. That makes Cornet a strong answer to Grass-heavy areas, while Tromber’s party-wide Wind boost and Tubster’s shields are the parts of the family that keep working no matter what you are fighting.