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 (Highland Form)
- Elements
- windgrass
- Roles
- BREAK
- Stage
- Nova Stage
- Homeland Ability
Lv.2
Lv.3
Tubsters living in the highlands roll up grass leaves to decorate the venue. Whenever their horn sounds, the show never gets boring.
Forms
Basic Form
Beach Form
Highland Form
Trait
Victory ConcertoWhile 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
Recommended build
Recommended personalityISTP
- InstinctiveREGEN +4%
- PracticalDMG +4%
- TenaciousP.DEF +6%
- PlayfulDMG Reduction +4%
Recommended potential
BREAK / Energy
Aniimo Ability
Type Matchups
- ×1.6
fire
electric
holy- ×1
wind
dark- ×0.625
grass
rock
water
ice
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)
EkluewindRaises the team's wind damage
FulmintiselectricIts damage is High, so it converts the setup this Aniimo creates into damage
WaleetlerockIts damage is High, so it converts the setup this Aniimo creates into damage
SquashelfireBeing fire, it can take over against the enemies that hit this Aniimo's weakness
Combat
Leaf TornadoPower 45Cost 20Releases 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 15Flaps 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 20Releases 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 20Releases an air vortex at the target location, dealing damage and pulling enemies toward the center.
Gale GuardPower 54Cost 20Assumes 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 DrumCreates 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.





