Palmon Survival punishes spreading resources thin. Stars gate Evolution, Evolution gates Mega, and a squad of seven half-built Palmon loses to one with three finished ones. The sections below follow the order you meet each decision on a new account, from the first element choice to the last Mega step.
Pick one element and build URs
Every team buff in this game is tied to an element. Regalion only boosts Water allies, Battereina only Electric ones, and the Boss Palmon you equip only helps squad members of its own element. A mixed squad pays for seven Palmon and collects half the buffs, so choose one element early and build toward seven of it.
Water is the cheapest element to get running, because Ninjump, Dolphriend and Regalion all turn up in the first days of a server. Earth and Fire only perform once most of the squad is fully built, which makes them a poor first choice for a free player.
Build URs, not SSRs. An SSR line has one form and never evolves, while a UR has four Evolution steps and, for many lines, a Mega form after that. SSRs were also weakened in a balance patch before Season 2. Use them as placeholders in the first week and stop spending on them once a UR can take the slot.
NinjumpWater BacklinerEarly Water carry
DolphriendWater FrontlinerEarly Water tank
RegalionWater FrontlinerBuffs Water only
Stars come before everything

Stars are the gate for every later upgrade. Evolution I unlocks at 5 stars, Evolution II at 10, Evolution III at 15 and Evolution IV at 20; the Mega steps need 25. Evolution III is the step that brings a line's evolved skill, such as Bufonobi's extra fan damage, and Evolution IV adds 5% Attack to the whole squad even while that Palmon sits undeployed.
Raise Palmon one at a time with catchers until they reach 4 stars, then spend tokens for the 5th star. Wild catches give enough duplicates for the first stars, so tokens used before that point are wasted. Raising five UR Palmon to 5 stars opens the achievement tab and its element stat boosts, which makes that the first real milestone for a new account.
For Ninjump in particular, eggs and Intel Quest trials are the cheap route to 5 stars.
Where the tokens go
Omni-Tokens are the scarcest currency you have, so decide their target before you earn them. Don't spend them on Ninjump: it arrives often enough from eggs and the map. Don't spend SSR tokens on combat Palmon at all.
The best use of UR Omni-Tokens is a Mythic. Mythic-specific tokens do not drop from normal play, and a Mythic summon run returns only part of what the next star needs, so Omni-Tokens are what finishes a Mythic. Summon progress carries over when you switch between Mythic banners, but the tokens you collect belong to one Mythic and cannot be moved to another. Pick your Mythic before you start pulling.
Evolution: one Palmon at a time
Put all Evolution Essence into one Palmon until it reaches the step you want, then move on. Two Palmon at Evolution II are weaker than one at Evolution IV, because the evolved skill and the squad-wide Attack both sit at the top of the ladder.
On a Water account the order is Ninjump first, then Dolphriend. Dolphriend's line gets a Mega form later, so nothing spent there is wasted, and Lucidina can follow as the second damage dealer. On Fire, start with Magmolin and Hoofrit, since one sets the burn and the other stuns burning targets. For a Water Mythic, Glacewing's Evolution III is the step to rush: it adds the 500% hit when Deep Freeze ends.
Skills follow the same rule. Level each squad Palmon's third skill first, and push one skill at a time through 20, 25 and 30 rather than raising all of them a little.
LucidinaWater BacklinerSecond Water damage dealer
MagmolinFire FrontlinerFire: sets the burn
HoofritFire BacklinerFire: stuns burning targets
Mythics: stop at the right step
Mythic Evolution runs on Aurora Essence, not normal Evolution Essence, and a Mythic's ladder ends at Evolution IV with no Mega form. Evolution III is where its signature upgrade lands, so stop there unless Aurora Essence is piling up. Thundertooth, for example, still performs at Evolution III, and a fully evolved Mantleray covers much of the gap if the Essence is needed elsewhere.
For a first Mythic on a free account, Mammolith or Glacewing is the safer pick than Thundertooth, which takes a long time to evolve without spending. Between the two Season 2 choices, Mammolith is the better buy than Plunderjaw for most accounts because it fits Water, Electric and Earth squads alike. Remember that a Mythic is one copy per account with fixed traits and cannot be bred, so traits cannot be fixed later.
MammolithEarth FrontlinerSafest first Mythic
GlacewingWater BacklinerRush Evolution III
ThundertoothElectric BacklinerSlow without spending
Mega Evolution order

Mega is Evolution V to VIII, all at 25 stars. A line must be at its highest normal Evolution and you need its Oath from the Aurora Altar before the first Mega step. Evolution V brings the first Mega skill, VII adds 10% final damage and VIII brings the second Mega skill; for the Conquest Season Megas, VIII also gives your whole element squad 20% Stun and Freeze Resist. Only Mega a Palmon that is already in your squad.
On Water, Shadowkaeru comes first, then Leviadolph. Glacewing's Evolution IV should come before Shadowkaeru's Oath if both are in reach. The one real split is what follows: Plunderjaw gives Water its biggest single hit, while Mammolith fits more teams. We would take Mammolith.
For the four Conquest Season Megas the order is Gnashswirl, then Pharohound, then Scarvulpine, then Shadowvolt. Shadowvolt's September damage buff changes that for Pure Electric: if you already own it, keep your formation, and if your Electric squad lacks Fulgairy, it moves up.
- Water: Shadowkaeru, then Leviadolph
- Conquest Season: Gnashswirl, Pharohound, Scarvulpine, Shadowvolt
- Pure Electric without Fulgairy: Shadowvolt earlier
Mistakes that cost weeks
Spreading Evolution across a whole squad is the most common one. The second is parking resources on a temporary Palmon and planning to reset it later: an Evo Reset Voucher is expensive, so build only what you will keep. Feeding SSRs after the first week, or after the pre-Season 2 patch weakened them, is the third.
Timing matters too. Hold star and skill upgrades for Guild Duel days, when the same upgrade also earns guild contribution. And if your account is months behind the rest of your server, a fresh start on a new server can be faster than catching up.