Gaming How-To

How to Get Hexxin and Tuckin in Aniimo (Hummin Evolution Requirements)

Hummin splits into two final forms at level 18, and each branch asks for a different stone and a different unlock.

Hummin splits into two final forms at level 18, and each branch asks for a different stone and a different unlock.

Hummin is a stage 1 Grass creature with the BREAK role, and it is one of the earliest Aniimo you will catch in the Breezy Plains. It also sits at a fork. At level 18 it can become either Hexxin or Tuckin, and those two are parallel choices rather than steps in a chain. A single Hummin takes one branch, and that is the end of its line.

Quick answer: Level Hummin to 18, then either spend Night Stone x1 for Hexxin, or beat the Omega Tuckin, Dig In for 20 seconds at Sanctum: Twisted Roots, and spend Sprout Stone x1 for Tuckin.


Hummin evolution requirements and costs

Both branches share the same level gate. The difference is the material and whether you need to unlock the path first.

EvolutionRequirementsCost
HexxinAniimo level 18Night Stone x1
TuckinAniimo level 18; defeat the Omega Tuckin; Dig In for 20s at the entrance of Sanctum: Twisted RootsSprout Stone x1

Nothing else is asked of you. There is no second evolution after either form, so once a Hummin turns into Hexxin or Tuckin, that creature is finished growing. If you want both, catch and raise two Hummin.


Where to catch Hummin

Hummin spawns across the Breezy Plains region in five areas, all within a low level band, so an early team can farm them comfortably:

  • Nimbus Fields (levels 5 to 15)
  • Forest of Falling Stars (levels 20 to 25)
  • The Argent Strait (levels 28 to 32)
  • The Mistwoods (levels 35 to 37)
  • Blitzwood (levels 40 to 45)

Their kit before evolving is short: the innate Grass ATK, Plant Charge, and Euphoric Sonic Blast, a frontal cone scream that deals damage and restores 10 energy. The mobility skill you will need later is Dig In, which roots the creature into the ground.

On-screen C button prompt shown while the creature is out in the field
The on-screen prompt that appears while your creature is deployed in the field. Image: Pawprint Studio

How to evolve Hummin into Hexxin

This is the simple half of the fork. There is no boss and no field condition attached to it.

Raise your Hummin to Aniimo level 18. Anything above that also works, so there is no risk in over-levelling before you decide which branch to take.
Hold one Night Stone in your inventory. The evolution consumes exactly one.
Open the creature’s page and confirm the evolution. The evolution cutscene plays, and the result is a Dark and Grass creature with the ENERGY role standing 1.45m tall.

Hexxin trades away raw BREAK for regeneration and magic pressure. Its skill list runs Euphoric Sonic Blast, Black Hole Domain, Oozing Malice, and the innate Annihilation Bomb, an area nuke with 164 power. Black Hole Domain is the one to watch in open-world fights, since it backsteps and drops a black hole under the target that keeps dragging it in.


How to evolve Hummin into Tuckin

Tuckin takes real legwork. The path has to be unlocked with a boss kill, and then performed in a specific spot in the Mistwoods. Wild Tuckin cannot be caught, so evolution is the only way to own one.

Get your Hummin to Aniimo level 18. You can do this before or after the boss fight, but the evolution will not offer itself until the level is met.
Travel to the Mistwoods and defeat the Omega Tuckin, a field boss at the centre of the zone with a recommended level of 35. Bring Fire creatures, since Fire attacks deal 1.6x damage to Grass. The boss can be fought again afterwards for more rewards.
Drop down into the area below the arena and head to the entrance of Sanctum: Twisted Roots. Deploy your Hummin and look for the patches of soil around the base of the structure.
Use the Dig In mobility skill on that soil and let it run for the full 20 seconds. Do not surface early, cancel, or walk away mid-dig, or the condition does not register.
Spend one Sprout Stone to finish the evolution. Tuckin comes out as a 1.8m Grass creature that keeps the BREAK role.

Bank the boss kill on your first trip through the Mistwoods. Most players run into the Omega Tuckin while exploring anyway, and clearing it early means the dig is the only thing left when your Hummin hits the level gate.


How to confirm the evolution worked

The dig is the only step where you can be left guessing, and the game does tell you. When the timer completes, a notice appears saying a remarkable change is about to happen to your Hummin. If that message never shows, the dig did not count and you need to repeat it on the soil at the Sanctum entrance.

From there, the evolution itself is unmistakable. A bright flash plays, the new form appears with sparkle effects, and you get a “Press anywhere to close” prompt. Afterwards, check the creature’s page: the stage reads as the evolved form, and the skill list has been replaced.


Hexxin or Tuckin: Stats and roles compared

The two forms pull in opposite directions from the same base. Here is how they line up against the Hummin you started with.

StatHumminHexxinTuckin
HP94115106
Attack688880
Defense718483
Magic attack688880
Magic defense9490110
BREAK8050100
EP regen6011571

Hexxin is the energy engine of the pair. The huge jump in EP regen is what the ENERGY role is built on, and the added Dark typing gives it a second damage profile, since Dark attacks hit Electric, Grass, and Holy targets for 1.6x. The trade is a gutted BREAK stat, so it is not the one you bring to strip an enemy’s stagger bar.

Tuckin keeps the BREAK role and pushes it further, with the highest magic defense in the family. Its whole kit is built around summoned Hummin. Off-Key Shock Wave teleports every Hummin next to the target for a tackle, Haunting Choir does the same with a sonic attack and a stun, and the innate Breaking Roar restores the Hummin units to their maximum number before letting out a shockwave at 165 power.

Draw Nourishment is the odd one out and deals no damage at all. It roots Tuckin in the soil, grants 20% BREAK efficiency to itself and its Hummin, instantly restores 50% HP to every Hummin, and heals Tuckin and nearby Hummin for 2% HP each second. Treat it as the sustain button, not an attack.

Grass attacks deal 1.6x damage to Rock and Water, but only 0.625x to Fire, Grass, and Holy. A pure Grass Tuckin runs into that wall more often than the dual-element Hexxin does.


Mountain and Prismana forms of the Hummin line

Hummin (Mountain) is a separate regional catch with its own habitats, found in the Sea of Flowers (levels 19 to 28) and Berylline Vale (levels 40 to 47). It is still Grass and still BREAK, with identical base stats to the standard version, and its skin runs mineral-red from burrowing through hard highland soil.

It branches the same way at the same level, with one change to the Tuckin route. The dig condition is “Dig into fertile soil”, performed over 20 seconds at the great mud pit at Berylline Vale, and you still need to defeat the Omega Tuckin. Costs are unchanged: Night Stone x1 for Hexxin (Mountain), Sprout Stone x1 for Tuckin (Mountain).

Tuckin (Mountain) is the one that actually shifts typing, arriving as Grass and Rock rather than pure Grass. The Mountain members of the line also carry Rock-flavoured options the base forms never learn, including Gravel Tackle, Shard Impact, and Noisy Strikes. Base stats stay the same across forms.

Hexxin (Prismana) is a special appearance rather than an evolution target, encountered in The Mistwoods. It keeps the Dark and Grass typing, the ENERGY role, and the same base stats, and it is the only member of the family with Malicious Outburst, a wide-area Dark burst that cuts the shield values the target gains afterwards for 20 seconds.


If you only have the materials for one, Hexxin is the low-friction pick and the better fit for a team that needs energy churn. Tuckin asks for a boss kill and a 20-second dig, but it comes back with the highest BREAK and magic defense in the family and a summon-driven kit. Since Hummin spawns in five separate zones, the realistic answer is to raise a second one and take both branches.