Gaming How-To

Aniimo: How to Get Tromber in The Argent Strait

The exact beach coordinates, the weather condition it needs, and the Chirpi evolution route that produces the same Wind Support.

The exact beach coordinates, the weather condition it needs, and the Chirpi evolution route that produces the same Wind Support.

Image: Pawprint Studio

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.

Map location00:07Map location
Map location · Shown at 00:07 in JA Guides Gaming’s video.

Catching Tromber in the wild

Confirm the rain. Pull up the map, look at the weather readout for The Argent Strait, and only set off once it shows the rain cloud. Flying in on a mount is the fastest approach since the spawn sits on the coast.
Set a waypoint near -1265, 0915 and land on the beach. Swap back to your human character when you touch down, because you cannot throw a capture device while mounted.
Walk the shoreline toward the rocks in the shallow water. A small group of wild Aniimo gathers here, usually a mix of Budclaw and Chirpi, so read the name tags rather than grabbing the first thing that moves.
Locating the target00:18Locating the target
Locating the target · Shown at 00:18 in JA Guides Gaming’s video.
Target the white, bird-shaped creature with the trumpet-like beak standing on a rock. It is tagged Chirpi in the field, but this is the Tromber spawn. Lock on and throw your Aniipod.
Check the card that pops up after a successful throw. It should read “No. 008 Tromber,” with Basic Form and Nova Stage listed underneath. That card is your confirmation; the Aniilog entry unlocks at the same time.
Capturing Tromber00:30Capturing Tromber
Capturing Tromber · Shown at 00:30 in JA Guides Gaming’s video.

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.

AniipodMultiplierFull-HP chanceLevel cap
Aniipod×128%Lv 1
Legendary Aniipod×128%Lv 35
Aniipod Pro×1.542%Lv 25
Aniipod Hyper / Mega / Track×256%Lv 35
Aniipod UltraGuaranteed100%Lv 35
Sparkling CubeGuaranteed100%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.

FormElementRegionWeather
BasicWindThe Argent StraitRainy or thunderstorm
Beach FormWind / WaterForest of Falling StarsRainy or thunderstorm
Highland FormWind / GrassZephyrus LandbridgeAny

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.

Tromber
Tromber. Image: Pawprint Studio

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.