Tubster (Highland Form): habitat, evolution and stats

Where to find Tubster (Highland Form) in Aniimo: see its habitat on the map, along with stats, skills, traits and the evolution route. A handy reference for catching and raising it.

Tubster

Tubster (Highland Form)

Elements
windgrass
Roles
BREAK
Stage
Nova Stage
Homeland Ability
grass Lv.2Lv.2wind Lv.3Lv.3

Tubsters living in the highlands roll up grass leaves to decorate the venue. Whenever their horn sounds, the show never gets boring.

Evolution

Forms

Trait

  • Victory Concerto

    While shielded, BREAK efficiency +40%.When triggering BREAK, plays [Concerto], reducing the whole team's stamina cost by 30%.When you have 3 Movement-series buffs, increases all Movement effects by 30%.

Evolution requirements

  • Chirpi (Highland Form) reaches Lv. 18
  • HP talent level 6 or higher
  • Be in Russet Highlands

Aniimo Ability

HP
108
ATK
80
BREAK
107
P.DEF
66
M.DEF
109
REGEN
80
Total550
Attributes550

Type Matchups

×1.6
fireelectricholy
×1
winddark
×0.625
grassrockwaterice

Habitats

Habitat areas: Zephyrus Landbridge, Russet Highlands

Vein Cluster (Nearest: Zephyrus Landbridge, Berylline Causeway, Driftwise Meadow, Rosetower Woods, The Mistwoods)

  • Zephyrus Landbridge
  • Russet Highlands

AI analysis

An experimental feature — we are still improving it

This analysis is generated automatically from official data (stats, position, skill and trait effects, element matchups). It may differ from how the Aniimo actually plays in game.

Overview

A BREAK in the Nova Stage. Its total stat value is Very high overall. BREAK is high even across all Aniimo, giving it a break-leaning spread. Judging by what its skills and trait actually do, it is a sustain unit that keeps the team standing.

You can evolve into it, but it also appears in the wild, so you can skip the evolution conditions and catch one directly. Put its Potential development into BREAK / Energy — an already strong area, so it sharpens the role it plays. Of the four Personality letters, T (P.DEF +6%) does the most here, since it boosts Durability.

Performance

  • With 109 magic defense against 66 physical defense, it can absorb magic but crumbles under physical pressure
  • Its dual element widens the enemies it counters to 4 elements, but widens its weaknesses to 3
  • It can put up shields, which helps when damage is unavoidable
  • It can boost its break, so it can double as the unit that cracks defenses
  • It carries team-wide buffs, so it works as the support slot next to a damage dealer
  • Its trait lines up with its BREAK role, so it does more than the raw numbers suggest

Strengths

  • Its break is Very high, so it cracks enemy defenses without a dedicated Break unit
  • Its raw stats sit in the upper tier overall, so it is worth spending resources on
  • It deals 1.6x to grass, rock, water, dark, so you can pick it specifically for those fights
  • It cuts grass, rock, water, ice attacks to 0.625x, so it can afford to tank those enemies

Watch out for

  • Its damage is Below average, so leave the job of finishing enemies to another Aniimo
  • Its energy regen is Below average, so it is not built for firing skills back to back
  • It takes 1.6x from fire, electric, holy attacks, so keep it off the field against those enemies
  • It has neither pathfinding nor a mobility skill, so bring a different Aniimo for field traversal

Role aptitude(relative to all Aniimo)

Damage
★★☆☆☆Below average
Break
★★★★★Very high
Durability
★★★☆☆Average
Energy regen
★★☆☆☆Below average
Exploration
☆☆☆☆☆None

Aniimo to team up with(picked from skill and trait effects that combine well)

  • Ekluewind

    Raises the team's wind damage

  • Fulmintiselectric

    Its damage is High, so it converts the setup this Aniimo creates into damage

  • Waleetlerock

    Its damage is High, so it converts the setup this Aniimo creates into damage

  • Squashelfire

    Being fire, it can take over against the enemies that hit this Aniimo's weakness

Combat

  • Leaf TornadoPower 45Cost 20

    Releases a leaf vortex at the target location, dealing damage and pulling enemies toward the center. Continuously absorbs puddles nearby, dealing 100% extra damage upon successful absorption.

  • Pause GustPower 48Cost 15

    Flaps its wings to fire 2 arcing whirlwinds, pulling targets along their paths. When the whirlwinds meet, they explode and deal AoE damage.

  • Water TornadoPower 45Cost 20

    Releases a water vortex at the target location, dealing damage and pulling enemies toward the center. Each hit deducts 4 Energy from the target.

  • TornadoPower 59Cost 20

    Releases an air vortex at the target location, dealing damage and pulling enemies toward the center.

  • Gale GuardPower 54Cost 20

    Assumes a defensive stance and gains 20% Damage Reduction. When the defensive stance ends, gains a shield equal to 10% max HP for 20s. press the skill again to end it early. While in the defensive stance, each hit taken increases the shield gained by 10%, up to 100%.

Innate

  • Ceasefire Drum

    Creates a field that continuously grants allies within range 35% damage reduction for 7s.

  • ATKPower 6

    (BREAK) Wields the power of wind to attack targets from a distance.