Palmon Survival/Palmon

Where Dreadmaw ranks
Current meta tier listestimate
Evolution adds a harder bite plus a Burn cleanse and immunity after each cast, Water's answer to a burn team. It stays under Cryovern and Abysphira because it only ever hits one enemy.
Is Dreadmaw worth it?
Dreadmaw is a Mythic Evolution with an answer built into it. Rampage Unbound adds 30% to Devouring Doom, already the biggest single bite in Season 2 Water at 2936%, and then clears every Burn stack off Plunderjaw and blocks Burn for 5 seconds after each cast. That second half is aimed squarely at Fire teams, and in the Conquest Season it is often the difference between a back-liner surviving a burn squad and melting to one. The limitation is unchanged: Devouring Doom hits one enemy, and Rupture Mark stacking rewards staying on that same target, so waves are where it looks worst. Mammolith is still the better Mythic investment for an account that needs one Palmon to fit everywhere. Build Dreadmaw if Water is your element and Fire teams keep beating you. Mythics end at Evolution IV.
Stats
Dreadmaw keeps Plunderjaw's stat sheet: Attack, Defense and HP don't reset or change with the form. The Evolution steps below add their bonuses on top.
| Lv 1 | Lv 300, 25 stars | |
|---|---|---|
| 1,030 | 57,643 | |
| 85 | 11,647 | |
| 25,750 | 8,532,821 |
How to reach Dreadmaw
All of it together:20★Camp Lv 10
300 × Aurora Essence
- Evolution I5★Camp Lv 10
20 × Aurora EssenceInitial Rage Increase: 20
- Initial Rage+20
Attack+5%
HP+5%
- Evolution II10★Camp Lv 10
40 × Aurora EssenceSquad Size per Palmon Increase: 20
- Final Damage Taken Reduction+5%
Attack+10%
HP+10%
- Evolution III15★Camp Lv 10
80 × Aurora EssenceUltimate Skill: Rampage Unbound
- Crit Damage+50%
Attack+15%
HP+15%
- Evolution IV20★Camp Lv 10
160 × Aurora EssenceSquad Attack (Even When Undeployed) Increase: 5%
- Elemental Counters+50%
Attack+20%
HP+20%
The skill Dreadmaw unlocks
Rampage UnboundEvolution IIIDevouring Doom damage increases by 30%. After casting Devouring Doom, Plunderjaw removes all stacks of Burn and becomes immune to being burned for the next 5s.
At skill Lv 1: Devouring Doom damage increases by 3%. After casting Devouring Doom, Plunderjaw removes all stacks of Burn and becomes immune to being burned for the next 5s. The 10 levels are bought with 1,200 Water Energy each.
Talents Dreadmaw opens
Talents are bought with Water Energy, level by level — 400,000 in total for this block.
| Step | Talent | Raises | Maxed | |
|---|---|---|---|---|
| Evolution I | Powerful | Attack | +500 | 6,000 |
| Evolution I | Steadfast | Defense | +100 | 7,000 |
| Evolution I | Vigorous | HP | +45,000 | 8,000 |
| Evolution I | Powerful | Attack | +800 | 9,000 |
| Evolution II | Powerful | Attack | +1,200 | 9,000 |
| Evolution II | Deadly | Crit Rate | +10% | 9,000 |
| Evolution II | Steadfast | Defense | +240 | 10,000 |
| Evolution II | Vigorous | HP | +80,000 | 10,000 |
| Evolution II | Tenacious | Tenacity | +10% | 11,000 |
| Evolution II | Full House | Squad Size per Palmon Deployed | +20 | 11,000 |
| Evolution III | Rampage Unbound | Skill level | Lv 10 | 12,000 |
| Evolution III | Powerful | Attack | +1,500 | 13,000 |
| Evolution III | Nimble | Evasion | +10% | 14,000 |
| Evolution III | Steadfast | Defense | +300 | 15,000 |
| Evolution III | Vigorous | HP | +190,000 | 17,000 |
| Evolution III | Precise | Accuracy | +10% | 19,000 |
| Evolution IV | Powerful | Attack | +2,000 | 22,000 |
| Evolution IV | Steadfast | Defense | +400 | 26,000 |
| Evolution IV | Vigorous | HP | +560,000 | 30,000 |
| Evolution IV | Destructive | Crit Damage | +25% | 38,000 |
| Evolution IV | Stubborn | Crit Resistance | +25% | 46,000 |
| Evolution IV | Authoritative | Squad Attack (Even When Undeployed) | +5% | 58,000 |
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Water type
Backliner
Combat
Powerful
Steadfast
Defense
Vigorous
Deadly
Tenacious
Full House
Nimble
Precise
Destructive
Stubborn
Authoritative