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Palmon Survival/Best Teams

Palmon Survival Best Teams

A Palmon Survival squad starts at five Palmon and grows to seven, split between a front row and a back row. Element matters more than any single pick: most team buffs reach only allies of the same element, and tech and achievements stack elemental boosts on top, so the strongest squads are pure or six and one at most. The teams below follow an account in order, from the first Water starter through the Season 2 switches to the Conquest Season lineups that reach the top of Peak Palosseum. Open a card for placement, build order and what beats it.

Early Water starterEarly game · Season 1, before Evolution4 Water · 1 FirePlatyputzNinjumpMeowdameWyviernoSqueezel
Ninjump
Built around Ninjump · Water

This is the team the opening chapters hand you, and only one member of it matters long term. Ninjump is your lone UR and the only Palmon here that will ever evolve, so its shuriken fan does most of the killing from the first stage on. Treat everyone else as borrowed. Wyvierno's burning sweep helps Ninjump clear waves, Squeezel finishes whatever the fan leaves standing, and Platyputz throws a small shield on whoever is lowest.

Tip

Put every star and skill level into Ninjump and nothing into the other four. Raise it with eggs and intel quest trials rather than Omni UR tokens, which are worth far more on Mythics later. The SSRs were weakened before Season 2 and never evolve, so anything spent on them is gone once Dolphriend and Abuzzinian arrive.

Tip

Meowdame earns its slot outside fights too. Level Miracle-Maker and every Bullymon it defeats drops extra Gold, Lumber and Steel.

SwapSnowkamiMeowdame

Snowkami for Meowdame if you would rather freeze enemies than buff a random ally. It is also an SSR, so treat it as a stopgap the same way.

First URs inEarly game · after Ninjump reaches 5 stars3 Water · 1 Fire · 1 ElectricNinjumpPlatyputzDolphriendWyviernoAbuzzinian
Dolphriend
Built around Dolphriend · Water

Once Ninjump reaches 5 stars, stop feeding it and start on the two URs that push out your weakest SSRs. Dolphriend is the bigger upgrade. Its Rush Wave stuns its target most of the time, so the front line finally hits back, and as a UR it is far sturdier than Platyputz ever gets. Abuzzinian fixes the other early annoyance, enemies left on a sliver of health: Nightstorm always strikes the two lowest-HP targets, so Ninjump softens a wave and the bolts finish it.

Tip

Catch Dolphriend on the map and hatch it from eggs the moment it appears. Both newcomers can join at 3 stars, but get them to 5 before the next change. Platyputz stays only until Dolphriend can hold the front alone.

Tip

Abuzzinian is Electric, so Water bonuses skip it. That costs little this early, and it becomes a core piece of an Electric team later, so none of its stars are wasted.

SwapWyviernoSqueezel

Keep Wyvierno over Squeezel here. You still meet big waves at this stage, and the burning sweep reaches all of them.

All-UR before EvolutionEarly game · last team before Evolution3 Water · 2 ElectricNinjumpDolphriendAbuzzinianBarkplugFingenue
Fingenue
Built around Fingenue · Water

Every SSR is gone, and the team now leans hard toward bosses. Fingenue's Waterspout is the biggest single hit you own at this point and Barkplug's Overcharge is close behind, so a boss takes two huge blows every Rage cycle instead of being chipped down. Dolphriend and Barkplug both gain max HP in combat, which keeps the front standing until those hits come round again.

Tip

Bring it to bosses and elite fights. Against wide waves it is slower than the team before it, because only Ninjump hits more than one enemy.

Tip

Finishing this team is its own reward: five URs at 5 stars unlocks the achievement tab and its elemental stat boosts. Those boosts favour a single element, which is why the next steps split Water and Electric apart instead of keeping this mix.

First evolved teamMid game · first Evolutions3 Water · 2 ElectricBufonobiAdolphonisServoltWattweilerFinnabelle
Bufonobi
Built around Bufonobi · Water

The same five URs, now evolving, and the order you evolve them matters more than the lineup. Bufonobi goes first because its evolution puts more power on the shuriken fan that already does most of your damage. Adolphonis comes next: below half HP it halves the damage it takes, which turns it into a real wall, and the Dolphriend line gets a Mega form later, so that essence keeps paying. Servolt's extra Crit Rate and Finnabelle's heavier Waterspout can wait their turn.

Tip

Finish one evolution before you start the next. Essence spread across five Palmon leaves five half-built units, and undoing an evolution later costs expensive reset vouchers.

Tip

This team carries you into Season 2, but it is still split between Water and Electric. Plan the split now. Servolt and Wattweiler become the start of an Electric squad, and the other three stay with Water.

Pure WaterWater · Season 1, also a top-20 Peak Palosseum lineup7 WaterAdolphonisGnashfinLionarchBufonobiFinnabelleOneirinaCryovern
Lionarch
Built around Lionarch · Water

Seven Water Palmon, and the point is that every one of them sits under two team buffs at once. Lionarch makes Water allies hit harder and Gnashfin makes them take less, which is why the team needs only three real damage dealers. Bufonobi clears waves while Finnabelle and Oneirina delete single targets. Oneirina's Torment ignores Evasion and Invincibility, so even a Thundermane mid-barrage can't escape it. Cryovern freezes everything near it and punishes the thaw.

Tip

Lionarch and Gnashfin are the two slots you never swap. Lionarch's boost ends the moment it dies, so stand it behind Adolphonis where the enemy's opening burst can't reach it first.

Tip

Take Cryovern to Evolution III before anything else here. That step adds the thaw burst, and it is the largest single upgrade the Water core gets.

Tip

Electric is the matchup that hurts. Water takes extra damage from it, and a Shockmantis can paralyze your back row before Finnabelle and Oneirina fire.

SwapShadowkaeruCryovern

Shadowkaeru for Bufonobi once its Mega is unlocked, but only after Cryovern has reached Evolution IV.

SwapDreadmawOneirinaAbysphira

Dreadmaw for Oneirina, or Abysphira for Finnabelle, as those Mythics arrive and evolve.

Water with KungfuryWater · Season 2, before the Water Mythics7 WaterKungfuryAdolphonisGnashfinLionarchBufonobiOneirinaFinnabelle
Kungfury
Built around Kungfury · Water

Kungfury is here for what it does before the fight really starts. Shifu's Guidance cuts the Rage Skill damage your back row takes in the opening seconds, which is exactly when enemy nukes land on Bufonobi and your two single-target hitters. It keeps that aura from the bench as well, so this is the team for the stretch before the Water Mythics, when you have a front slot to fill and nothing better to put there.

Tip

Put Kungfury in front and move Lionarch back. The swap matters because Lionarch's damage boost stops when it falls, and a front-row Lionarch is usually the first thing the enemy kills.

Tip

Level only Kungfury's third skill. Its value is passive, and once Cryovern and the Mythics take the damage slots it moves to the bench, where the aura and its bonus for your starting back-row Water Palmon keep working.

SwapAnubeastFinnabelleAdolphonis

Anubeast for Finnabelle if your front line keeps collapsing. Its roar weakens every enemy for a few seconds, but it is Earth and misses both Water buffs, so take it out again once Adolphonis is sturdier.

Water + PrismalithWater · Season 2 upgrade6 Water · 1 EarthPrismalithAdolphonisGnashfinLionarchBufonobiOneirinaCryovern
Prismalith
Built around Prismalith · Water

Prismalith turns the Water core from a team that wins fast into one that wins long fights. Every Avalanche Charge stuns everything in its path and makes Prismalith tougher, and there is a good chance the charge fires a second time. That makes it the right tank for bosses and for arena matches that drag on. It is the one off-element Palmon worth taking here. Six Water keep both Lionarch's and Gnashfin's buffs on almost the whole team, and six out of seven is as far from pure as you should go.

Tip

Prismalith belongs in the front row. Its toughness grows with each charge, so it should be the one taking hits from the first second.

Tip

If you can afford only one Mythic for this side of your account, take Mammolith over Plunderjaw. Mammolith fits Water, Electric and Earth teams, so it keeps its value if you ever change element.

SwapDreadmawPrismalith

Dreadmaw for Prismalith makes the team pure Water again. You give up the stuns and the staying power for one enormous bite, which is the better trade when fights end quickly.

Switching to ElectricElectric · moving over from Water6 Electric · 1 WaterWattweilerServoltKeraunosaurThundermaneAmpereinaBufonobiSorceray
Thundermane
Built around Thundermane · Electric

This is the bridge for Water players moving to Electric, the element Water loses to. Thundermane is the reason to switch. It stays Invincible through its 12-strike barrage, and the strikes lean toward the enemy with the highest Attack, so the opposing carry gets hunted first. Ampereina and Keraunosaur give every Electric ally more damage and less damage taken, which is why the one Water Palmon left over is the first thing to replace.

Tip

Bufonobi is a placeholder. It gets none of the Electric passives, so move it out as soon as a sixth Electric backliner is built.

Tip

Switching means resetting Water evolutions to fund Electric, and reset vouchers are expensive. Commit once and fully instead of half-building both elements.

Tip

Earth is the team to fear. It counters Electric, and it has been the dominant element since Season 2.

SwapBunodroidGryphonarchBufonobi

Bunodroid or Gryphonarch for Bufonobi.

SwapShockmantisServolt

Shockmantis for Servolt at the front once Zapantis arrives and evolves.

Season 2 ElectricElectric · Season 26 Electric · 1 EarthShockmantisWattweilerKeraunosaurThundermaneAmpereinaSorcerayPrismalith
Shockmantis
Built around Shockmantis · Electric

Shockmantis changes how Electric fights. Lightning Leap jumps straight onto the enemy back row and usually paralyzes it, so their Rage Skills stay locked while Thundermane, Sorceray and Wattweiler take their turns. After each Leap it also gives every Electric ally 30% damage reduction for 10 seconds. That is how a team with no healer holds through the enemy's answer. The seventh slot is left for a tank.

Tip

Make Zapantis your first Electric Mythic if you expect long fights. It is the tank and control choice, while Thundertooth is built to win quickly, and for free players Thundertooth takes far longer to evolve.

Tip

Thundermane can stop at Evolution III if its Aurora Essence is needed elsewhere. A fully evolved Sorceray covers most of the damage gap.

SwapPrismalithBunodroidAnubeast

Prismalith is the default seventh. Bunodroid, Anubeast or Servolt work there too, and Servolt keeps every slot Electric.

Pure ElectricPeak Palosseum · Conquest Season7 ElectricShockmantisWattweilerKeraunosaurThundermaneGryphonarchSorcerayAmpereina
Gryphonarch
Built around Gryphonarch · Electric

Electric at its peak, and it only works because all seven are Electric. Gryphonarch's Crit Rate aura, Ampereina's damage boost and Keraunosaur's damage cut each reach Electric allies only, so one off-element slot switches off part of all three. The fight follows a script. Shockmantis leaps onto the back row and paralyzes it, and Thundermane uses that window to shred the highest-Attack Palmon while Gryphonarch's chain lightning and Sorceray's bombs hit everyone else.

Tip

Evolve both Mythics before anything else. Shockmantis only starts handing out team damage reduction after its evolution, and Gryphonarch's chain lightning hits much harder.

Tip

Nothing here heals, and Keraunosaur's shield runs out after five counters. You lose to a team that survives the opening paralysis and outlasts you, and Earth, which counters Electric, is the likeliest to do it.

SwapBunodroidGryphonarch

Bunodroid until Gryphonarch is built. Ionic Rays hits every enemy, but the Crit Rate aura goes with it.

Pure EarthPeak Palosseum · Conquest Season7 EarthPrismalithChefeuillierAnubeastScorphelasThornkeeperSilvaurusCamouflynx
Scorphelas
Built around Scorphelas · Earth

Earth wins by getting stronger the longer the fight runs. Each Rage Skill cast adds a stack of Final Attack to the whole Earth team through Scorphelas, up to three, and Scorphelas itself bursts out under the three highest-Attack enemies. The front row is there to buy time for those stacks. Prismalith stuns and hardens, Chefeuillier soaks damage aimed at its allies, and Anubeast's roar weakens every enemy for a few seconds.

Tip

The first few seconds are the danger zone, before any stacks exist. A fast burst team that kills before three casts land is the real threat, and Fire counters Earth outright.

Tip

Once evolved, Thornkeeper's vines always entangle their three targets, which is often the pause Scorphelas needs to reach full stacks.

Tip

Earth is a hard element for free players. It needs nearly every member fully built before it performs, so if you are starting fresh, Electric is the cheaper road.

Pure FirePeak Palosseum · Conquest Season7 FireObsidrakePyronyxPyregeistFlariesCinderpurrEssaucierVulpyrean
Obsidrake
Built around Obsidrake · Fire

Fire plays as a chain, and the order is everything. Obsidrake opens by burning three enemies, Flaries' volley then stuns any back-row target that is already burning, and Cinderpurr's grab marks four enemies to take more burn damage. Get it right and the enemy back row spends the fight stunned and on fire. Pyronyx and Pyregeist hold the front: Pyronyx comes back at full HP once after it falls, and Pyregeist's shield explodes into a burn on every enemy.

Tip

Fire is the expensive element. All seven share the damage, so there is no single carry to pour resources into and the team only works once every member is well built. Start with Obsidrake and Flaries, since they begin the chain.

Tip

Put Essaucier in the back row, where it lives long enough to keep feeding Rage to your top hitter.

Tip

Fire beats Earth and loses to Water, which makes it a strong second squad for an Electric main.

SwapScarvulpine

Scarvulpine for Vulpyrean is the Mega worth building on a free account. It keeps the Fire damage boost and adds real damage of its own.

Water with three MythicsPeak Palosseum · Conquest Season6 Water · 1 EarthPrismalithAdolphonisLionarchBufonobiCryovernAbysphiraDreadmaw
Abysphira
Built around Abysphira · Water

The richest version of Water, and a lineup that has taken first place in Peak Palosseum. Abysphira is its new centre. Her wave hits the whole enemy front row, and whenever a Water ally drops below half HP it starts dealing more damage, so this team grows more dangerous the closer it comes to losing. Dreadmaw adds one huge bite for the enemy's toughest target, and Prismalith at the front buys the long fights Abysphira wants.

Tip

Three Mythics make this the most expensive team on the page, and Mythic tokens don't drop, so they come from Omni UR tokens you saved. Stop each Mythic at Evolution III for its skill and push to IV only with essence to spare.

Tip

Electric is still the problem, above all an Electric team carrying the boss whose skill deals double damage to Water.

SwapGnashfinPrismalith

Gnashfin for Prismalith keeps all seven Water and brings back the damage cut, at the cost of Prismalith's stuns.

Swap

Without the Mythics, Pure Water runs the same core.

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