Your camp is where Lumber, Steel, research and new Palmon come from, and it runs on the same Palmon you fight with. Every Palmon carries one or more job tags that say where it can work. A bad assignment never shows up as an error; it shows up weeks later as an upgrade you still can't afford.
The one rule: fighters fight, the bench works
Combat is a job tag too, and your squad Palmon belong there. Put the bench to work on everything else. A UR that could be leading a squad is wasted on a Logging station, and the camp gains far less from it than the squad loses.
The exception is a Palmon whose passive is an economy bonus. Several combat Palmon carry one, and those bonuses apply to the camp while the Palmon fights, so you get both. Baboom's Steel Smarts doubles Lumber from every Table Saw in the camp, and Magmolin's passive doubles Steel from every Furnace. Neither needs to leave the squad to pay off.
BaboomEarth BacklinerTable Saw Lumber doubled
MagmolinFire FrontlinerFurnace Steel doubled
The 20 jobs, grouped

The jobs fall into four groups. Resource jobs (Logging, Sawing, Mining, Smelting, Watering, Planting and Harvesting) feed your upgrades. Building upkeep jobs keep each element's building running: Generator maintenance takes Fire Palmon, Brick Kiln maintenance Earth, and the two Season 2 buildings split the rest: Holy Tower maintenance takes Electric and Mithril Workshop maintenance takes Water. Charging is Electric too. Mastery Hall maintenance draws on a small mixed group including Oleana and Spookaboo.
The last group is the rare specialist tags: Analyzing, Extracting, Training, Magicking, Healing and Building each have only two Palmon that can do them, and Shopkeeping has one, Rotorlotor. Those Palmon are worth keeping for the station alone, even though every one of them is a weak fighter.
Because the upkeep jobs follow element, a camp naturally uses Palmon of every element even if your squad is pure Water. That is the job for your off-element catches: they are useless in the squad and useful here.
What to staff first
Staff whatever gates your next upgrade. Early on that is Lumber and Steel: camp and squad building upgrades eat both, and manual team selection sits behind those buildings, so until they level the game keeps placing your squad for you. Keep a construction queue and a research queue running as well. A queue left empty overnight is a whole night of timer you never get back.
Keep the catcher workshop upgraded and crafting around the clock, because catchers are what raise your Palmon to 4 stars and unlock Prismatic colours. Send gathering teams out on the map too. The later camp levels ask for far more resources than the stations alone produce, and an idle gathering team is the cheapest fix on the account.
Economy Palmon worth building
A handful of weak fighters earn their keep entirely in camp. Maximito's Big Little Builder cuts every construction by 34 min, and Voltbolt's Quick Study cuts every research by 34 min; several 5-star Voltbolts with the skill maxed shorten research sharply. Limudroid's Whiz Kid adds 30% research speed, and it doubles as a solid Electric fighter.
Others help outside the camp. Meowdame's Miracle-Maker adds 50% to the Gold, Lumber and Steel from Bullymon and Bullybosses she defeats, and Incineraptor's Eagle Eye adds extra treasure to Intel Quests. Surveilynx can Quick Train Armigo every day, and Sunplume adds 50% to Palmon Bed experience.
When you run several copies of the same worker, level their camp skills evenly rather than maxing one. The bonus from each copy adds up, and an even spread reaches the useful levels sooner.
MaximitoWater FrontlinerFaster construction
VoltboltElectric FrontlinerFaster research
LimudroidElectric BacklinerResearch speed, fights too
MeowdameWater BacklinerMore loot from Bullymon
IncineraptorFire BacklinerIntel Quest treasure
Worker traits and timing
Breeding is not only for fighters. Worker traits shorten construction and research timers, and because a worker never gets swapped out of a squad, a trait set bred onto one keeps paying for the rest of the season. Trade worker traits with active guild members rather than rolling every one yourself.
Time the long jobs. Run short research during the day, when you can restart it, and queue the long nodes overnight. If your guild runs Guild Duel, save upgrades for the day that scores them, so the same resources also earn contribution.
Two more bonuses reach the camp from outside the job list. Slackycapy's Cornucapya adds 100% to camp Lumber, Gold and Steel once the mount reaches level 100, which is why it is a camp mount first and a combat mount last. In the Conquest Season, Dialuna does the same job for the desert: it adds 3 claimable territories in Desert Wonderland and 25% transport load once evolved, so an account that fights over territory should catch it even if it never enters a squad.
DialunaEarth BacklinerDesert territory, not squad
Common mistakes
Pulling a squad UR onto a job is the most expensive one. The second is leaving a rare specialist tag empty because its Palmon looked useless and got fed away; with only two Palmon per tag, that station can sit idle for weeks. The third is letting queues stop overnight. Check the camp before you log off, and use the Palmon page's job badges or our Jobs list to see who can fill a gap.
RotorlotorElectric BacklinerThe only Shopkeeper