Palmon SurvivalAll games

Monster-collector survival RPG

The complete guide to

Palmon Survival

Collect Palmon, auto-battle the survival waves, and run a camp.

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Palmon Survival

Tier list updated Sep 23, 2026

64Palmon
64Ranked
13Comps
05Guides

About the game

Palmon Survival in brief

What Palmon Survival is

Palmon Survival is a creature-collecting survival game from Lilith Games. You catch Palmon on a world map, hatch them from eggs and summon them at the Aurora Altar, then send squads of up to seven into auto-battles against waves of enemies, bosses and other players. Between fights you run a camp, where the same Palmon work jobs such as mining, logging and research.

Each server moves through seasons on its own clock. Season 1 opens the full roster, Season 2 adds Mega Evolution, and the Conquest Season moves the fighting to Desert Wonderland. Where your server is in that cycle decides which Palmon you can catch and which advice applies to you.

What a new player should focus on

Pick one element and stay with it. Almost every team buff in the game only reaches allies of one element, so seven Palmon of one type beat a mixed squad of stronger ones. Water is the cheapest to start: Ninjump, Dolphriend, Regalion and Gnashley all arrive in the first days and cover damage, tanking and both Water buffs.

Put resources into one Palmon at a time. Stars unlock Evolution, Evolution unlocks Mega, and a squad with three finished Palmon beats one with seven half-built ones. Spend nothing on SSRs past the first week, and save Omni-Tokens for a Mythic.

Where to start on this site

The tier list ranks every Palmon form for the current meta, with the base, evolved and Mega forms each on their own tile. Best Teams has thirteen squads, from the first-week Water team to the pure-element lineups that reach the top of Peak Palosseum. Our guides cover the order to spend in, what each season changes, how to build and arrange a team, and how breeding and mounts work. Each Palmon's own page explains how to use it and when to replace it.

If you are brand new, read the investment guide first, then build the Early Water starter from Best Teams and replace its SSRs as your first URs arrive.

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Proven line-ups

Best teams

NinjumpDolphriendAbuzzinianBarkplugFingenueEarly game · last team before EvolutionAll-UR before EvolutionEvery 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.PlatyputzNinjumpMeowdameWyviernoSqueezelEarly game · Season 1, before EvolutionEarly Water starterThis 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.NinjumpPlatyputzDolphriendWyviernoAbuzzinianEarly game · after Ninjump reaches 5 starsFirst URs inOnce 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.ShockmantisWattweilerKeraunosaurThundermaneAmpereinaElectric · Season 2Season 2 ElectricShockmantis 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.

All 13 comps