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Palmon Survival/Best Teams

Palmon Survival Best Teams

Palmon Survival runs a small team, and one composition covers most content: a DPS carry (Ninjump), a frontliner, and a support, matched to one element for the formation buff. Funnel your evolution material into a single carry — spreading it is the most common mistake.

SCore teamCampaign · survival waves · event PvENinjumpNinjumpAbuzzinianAbuzzinianDolphriendDolphriendFingenueFingenueTankTank
Built aroundWater×3

Palmon Survival runs a small team of a few Palmon, and one composition covers most of the game. A DPS carry, a frontliner, and a support — the day-one meta core handles all PvE event content and early PvP.

Full pick list & why
  • NinjumpNinjump · BacklinerThe DPS carry — pour your Omni Tokens into her first, and she's the direct path to Shadowkaeru (the game's top damage) once her Mega opens
  • AbuzzinianAbuzzinian · FrontlinerThe utility / role-filler that fits every early team — part of the day-one meta core
  • DolphriendDolphriend · FrontlinerThe frontline support — sustain and control, the third of the meta core
  • FingenueFingenue · BacklinerA must-have — slot her in once your team has room; she raises the whole team's output
  • TankTank · FrontlinerGhillant — a pure wall with a huge HP ceiling and a formation-wide DEF passive. Add her for any fight where you're taking too much damage
  • Match your team to one element where you can — same-element Palmon share formation buffs, and the element you build decides your damage type against the wave.
  • Every UR Palmon evolves into a stronger form (Ninjump → Shadowkaeru, Mantleray → Mystiray). Focus your evolution material on ONE carry rather than spreading it.
  • A Ninjump with the wrong S-rank stats and no blueprint breeding underperforms badly — the build matters as much as the Palmon.
  • Frontliner / Backliner is the positioning axis — frontliners tank and brawl, backliners deal ranged damage and support from safety.

Flex / subs: Mantleray as a second damage dealer (Electric), with Mystiray as its Mega ceiling · Hoofrit / Barkplug — the other S-tier picks for Fire / Electric teams · Baboom, Regalion, Gnashley, Statchew — A-tier damage / frontline options

SBoss & PvP teamBoss fights · Conquest / Arena PvPHyper-carryHyper-carryTankTankEnablerEnablerDebuffer / controlDebufferFlexFlex
Built aroundWater×3

For single-target boss damage and PvP, you shift the core toward a hyper-carry plus the tank and enabler that let it survive and land its full rotation.

Full pick list & why
  • Hyper-carryHyper-carry · BacklinerNinjump / Shadowkaeru is the standard, but any fully-built S-tier carry (Mantleray → Mystiray for Electric) works — this slot is where all your investment concentrates
  • TankTank · FrontlinerGhillant — soaks the boss / enemy front line so your carry survives to deal its damage. The formation-wide DEF passive helps the whole team
  • EnablerEnabler · BacklinerFingenue — the team-wide amp that turns a good carry into a boss-killer
  • Debuffer / controlDebuffer / control · FrontlinerAbuzzinian or Dolphriend — accuracy / control debuffs to blunt the boss's damage and lock down enemy Palmon in PvP
  • FlexFlex · FrontlinerA second damage dealer for the boss's element weakness, or an extra tank for a heavy-hitting PvP opponent
  • Bosses have an element — bring the element that beats it for the damage multiplier, and avoid the element it beats.
  • In PvP the meta is currently the same top Palmon as PvE plus their Mega evolutions — a Mega Mantleray stalled at pre-Mega is a mid-tier unit at a whale price, so only chase the Mega if you can finish it.
  • Ghillant is the PvP anchor — her HP ceiling makes her very hard to burst, buying your carry the turns it needs.
  • PvP shifts season to season (Conquest / Season 2). Treat this as a starting point and adapt to the current mode's rules.

Flex / subs: Mantleray → Mystiray as the Electric hyper-carry alternative · Statchew / Baboom as an Earth boss-damage pick · Any A-tier tank if you don't have Ghillant yet

AMono-Electric burstBoss fights · Conquest / Arena PvP — anti-Water burstBarkplugBarkplugMantlerayMantlerayAbuzzinianAbuzzinianBattereinaBattereinaFulgairyFulgairy
Built aroundElectric×5

Electric beats Water on the element wheel, so this is the answer to the Ninjump/Fingenue Water cores that dominate PvP defenses. Barkplug provides the single-target nuke, Mantleray the multi-hit spread, and the rest bring paralysis and Attack denial.

Full pick list & why
  • BarkplugBarkplug · FrontlinerThe hyper-carry — Overcharge is a 6541% single-target hit, ideal for deleting an enemy carry or bursting a boss's element bar
  • MantlerayMantleray · BacklinerSecond damage dealer — 3 electric bombs at random enemies; Mystiray is its Mega ceiling for a whale build
  • AbuzzinianAbuzzinian · FrontlinerControl utility — Nightstorm zaps the 2 lowest-HP enemies and carries the day-one paralysis pressure that blunts enemy rage skills
  • BattereinaBattereina · BacklinerElectric amp — Dynamic Discharge adds two hard back-row hits and her presence pushes the Electric team's output
  • FulgairyFulgairy · FrontlinerFront anchor — Countervolt gives a counterattack shield that punishes attackers up to 5 times, protecting the two carries
  • This is a documented synthesis, not a sourced creator comp — it reasons from the confirmed element wheel (Electric beats Water, +10% damage dealt and -10% taken) plus each unit's own printed skill text, since no Palmon Survival creator publishes a named mono-Electric anti-Water team. Treat it as a reasoned build, not a measured meta.
  • Field this specifically against Water defenses in Conquest/Arena — the element edge is doing as much work as the kits are.
  • Concentrate all evolution and S-rank stat investment on Barkplug first; Mantleray only becomes the second carry once you can actually finish its Mega.
  • Weak into Earth, which beats Electric back — do not bring this comp into an Earth matchup.

Flex / subs: Limudroid or Salamantis-style AoE swap into the fifth slot for wave clear over the counter-shield · Thunderclawd or Voltbolt (SSR) as budget Electric fillers for the formation count · Rotorlotor (SSR) as a budget paralysis option if you need more control and want to stay on-element

AMono-Earth wallSurvival waves · deep campaign — attrition wall · anti-ElectricGhillantGhillantStatchewStatchewWoozardWoozardBaboomBaboomSalamantisSalamantis
Built aroundEarth×5

Earth's kits are built around denying the enemy damage rather than racing it — Ghillant redirects hits off the team, Statchew and Woozard cut enemy Attack, and Baboom locks a threat down with a guaranteed stun. Earth also beats Electric on the wheel.

Full pick list & why
  • GhillantGhillant · FrontlinerThe anchor — huge HP ceiling, a formation-wide DEF passive, and Shadow Surge redirects 20% of the damage aimed at allies onto her for 8s
  • StatchewStatchew · FrontlinerAoE debuffer up front — Protective Roar hits every enemy and cuts their damage dealt by 30% for 5s
  • WoozardWoozard · BacklinerSingle-target Attack denial — Fungiburst dumps 6 hits into the highest-Attack enemy and drops their Attack by 35% for 10s
  • BaboomBaboom · BacklinerLockdown — Power Strike is a 3626% melee hit with a 100% chance to stun for 2s, used to freeze the enemy carry or a boss's wind-up
  • SalamantisSalamantis · BacklinerThe damage outlet — 5 darts at 5 random enemies keeps the wave thinning while the debuffs do the heavy lifting
  • This is a documented synthesis, not a sourced creator comp — no Palmon Survival creator publishes a named mono-Earth attrition team, so it is assembled from the game's own printed skill text (Ghillant's damage-redirect, Statchew's -30% damage-dealt, Woozard's -35% Attack, Baboom's 100% stun) plus the element wheel where Earth beats Electric. Treat it as a reasoned build, not a measured meta.
  • This comp wins by surviving longer than the enemy can keep up damage — expect slow clears, not fast ones.
  • Bring it into Electric matchups and into long survival modes where a burst team runs out of runway; avoid it into Fire, which beats Earth.
  • Stack Baboom's stun on whichever enemy your carry can't afford to let act — a boss's telegraphed heavy hit, or an enemy Ninjump in PvP.

Flex / subs: Surveilynx in place of Salamantis for fan-shaped AoE instead of scattered darts · Herculeaf / Spinchilla (SR) as budget Earth fillers for the formation count · A second Earth Backliner damage dealer over Baboom if the content has no single threat worth stunning

AWater freeze & stun controlConquest / Arena PvP — crowd-control lockdownSnowkamiSnowkamiLucidinaLucidinaDolphriendDolphriendKungpawKungpawRegalionRegalion
Built aroundWater×5

A Water line-up built for locking the enemy team out of its turn instead of racing it: Snowkami freezes, Dolphriend stuns, and Lucidina pulls a target out of the fight entirely before detonating it. The two frontliners buy the seconds the control needs to land.

Full pick list & why
  • SnowkamiSnowkami · BacklinerFreeze — Glacial Howl is a 2756% single-target hit with a 70% chance to Freeze for 2.5s, opening the lock
  • LucidinaLucidina · BacklinerThe finisher — Torment removes an enemy from the fight for 3s, then deals 7612% damage that ignores Evasion and Invincibility when the dream shatters
  • DolphriendDolphriend · FrontlinerStun — Rush Wave is a 4488% hit with a 70% chance to stun for 3s, chained onto Snowkami's freeze for a longer lock
  • KungpawKungpaw · FrontlinerBruiser front — hits 3 random enemies and gains a 25% chance to ignore incoming damage for 5s after casting, hard to remove from the front
  • RegalionRegalion · FrontlinerAoE outlet — Surging Tides hits every enemy, cleaning up the low-HP targets while the control keeps the rest disabled
  • This is a documented synthesis, not a sourced creator comp — no Palmon Survival creator publishes a named Water control/lockdown team, so it is built from the game's own printed skill text (Snowkami's 70% Freeze, Dolphriend's 70% stun, Lucidina's 3s dream incapacitate) rather than a measured meta.
  • Distinct from the Water DPS core: this comp is not trying to out-damage the enemy, it is trying to stop them acting — sequence Snowkami then Dolphriend so the freeze and stun windows overlap as little as possible and cover more real time.
  • Save Lucidina's Torment for the enemy's own carry or healer — the 3s removal plus the evasion-ignoring detonation is a clean single-target delete.
  • All five are Water, so the same-element formation buff is active; the comp still loses the element matchup into Electric.

Flex / subs: Ninjump in the Lucidina slot if you want fan AoE damage over a single-target removal · Gnashley for a harder single-target Frontliner in place of Regalion · Platyputz (SSR) for a shield if the enemy burst is getting through before the lock lands

BNew-player coreEarly game · campaign progressionEarly carryEarly carrySSR frontlinerSSR frontlinerSupportSupportTankTank
Built aroundWater×3

Your starter Palmon and early SSRs clear the opening chapters fine. The goal is to identify your one carry early and funnel all your evolution and upgrade material into it rather than spreading thin.

Full pick list & why
  • Early carryEarly carry · BacklinerIf you pull Ninjump, she's the carry — start feeding her Omni Tokens immediately. Otherwise, use your best UR / SSR damage dealer as a stand-in until you get one
  • SSR frontlinerSSR frontliner · BacklinerAn SSR is easier to get and build than a UR — Snowkami and Incineraptor are the best SSR picks and carry you a long way
  • SupportSupport · FrontlinerDolphriend or Abuzzinian — sustain and control keep a low-level team alive through the wave
  • TankTank · FrontlinerGhillant the moment you get her — her HP wall and DEF passive make the rest of the team much more forgiving to play
  • Element filler · FlexA fourth / fifth Palmon of your team's element for the formation buff — any B-tier UR of the right element
  • Redeem the codes first (Codes page) — Pallite is the premium pull currency.
  • Don't reroll hard — the standard pool has strong Palmon and the game is generous. If you target one, Ninjump (carry) or Ghillant (tank) have the biggest impact.
  • Pick ONE element and build its team — same-element Palmon share formation buffs, and spreading across four elements leaves all of them weak.
  • Assign your BENCH Palmon to base jobs, not your team — see the Base & job guide. Keep your strongest for Combat.
  • Focus evolution / blueprint material on your single carry. A half-evolved carry is worse than a fully-built B-tier one.

Flex / subs: Incineraptor, Squeezel, Meowdame, Battereina — the other strong SSRs · Any UR you pull — even at B tier, a UR out-ceilings an SSR once evolved · Herculeaf / Emboa / Kilohopp as SR stopgaps for an empty slot early

BMono-Fire burn stackCampaign · survival waves — burn stacking · anti-EarthHoofritHoofritMagmolinMagmolinRevontuletRevontuletBlazealBlazealEscarffierEscarffier
Built aroundFire×5

Every Fire Palmon here either applies a burn or gets stronger against a burning target, so the burns from one pile onto the payoffs of the next. Fire also beats Earth on the element wheel, so this is the team to field against an Earth-heavy wave or defense.

Full pick list & why
  • HoofritHoofrit · BacklinerThe carry — Blazing Volley clears the enemy back row, and any target already burning is stunned for 2s on top
  • MagmolinMagmolin · FrontlinerBurn applier up front — Lava Shock hits 3 random enemies and leaves a 10s burn DoT for the rest of the team to exploit
  • RevontuletRevontulet · BacklinerSecond burn source — 3 to 5 fireballs, each burning its target for another 10s DoT, so multiple enemies are burning at once
  • BlazealBlazeal · BacklinerBurn payoff — Huuuah! deals 1.5x damage to enemies that are already burning, which by this point is most of the wave
  • EscarffierEscarffier · FrontlinerFire buffer up front — hands the highest-Attack ally +40% Attack for 10s, which lands on Hoofrit or Blazeal
  • This is a documented synthesis, not a creator-sourced comp — no dedicated Palmon Survival tier-list creator publishes a named mono-Fire burn team, so it is built from the game's own printed skill text (Blazeal's 1.5x-vs-burning line, Hoofrit's stun-vs-burning line, the Magmolin/Revontulet burn DoTs) plus the confirmed element wheel where Fire beats Earth. Treat it as a reasoned build, not a measured meta.
  • The order of operations matters: open with Magmolin and Revontulet to spread burn, then let Hoofrit and Blazeal cash it in.
  • All five share the Fire element, so the same-element formation buff is active and every hit lands as Fire damage — bring this specifically into Earth matchups, and avoid it into Water.

Flex / subs: Pipistrigoi or Wyvierno as a lower-rarity Fire DoT filler if you are short a UR · Incineraptor (SSR) in a back slot as a budget line-damage option · Blaze the fifth slot with any Fire Palmon of your roster for the formation count if Escarffier is unbuilt

BSSR-only Water rosterF2P / no-UR — all-SSR mono-Water teamSnowkamiSnowkamiSqueezelSqueezelMeowdameMeowdamePlatyputzPlatyputzMaximitoMaximito
Built aroundWater×5

A full team you can field without ever pulling a UR carry. Every slot is an SSR, every slot is Water for the formation buff, and the roster still covers damage, an amp, a shield and a mitigation ward — enough to clear campaign and event PvE while you wait on a UR.

Full pick list & why
  • SnowkamiSnowkami · BacklinerThe stand-in carry — 2756% single-target hit with a 70% Freeze; the best SSR damage-plus-control pick until a UR replaces this slot
  • SqueezelSqueezel · BacklinerSecond damage dealer — Aqua Cannon lands 3 hits for 2756% total into a single target, good for elites and small bosses
  • MeowdameMeowdame · BacklinerThe amp — Starlight Blessing hands a random ally +20% damage dealt for 5s, stretching the team's thin SSR damage further
  • PlatyputzPlatyputz · FrontlinerShield — Bubble Shield gives the lowest-HP ally a shield worth 30% of Platyputz's max HP for 6s
  • MaximitoMaximito · FrontlinerMitigation ward up front — Elephantine Blessing gives the lowest-HP ally -20% damage taken for 5s, stacking with Platyputz's shield
  • This is a documented synthesis, not a sourced creator comp — no Palmon Survival creator publishes a named all-SSR no-UR team, so it is built from which SSR kits carry real damage or utility per the game's own printed skill text, following the project's usual approach to thin-signal games. Treat it as a reasoned build, not a measured meta.
  • Distinct from the new-player core, which mixes in a UR carry and is about funnelling material into it — this roster assumes you have no UR to funnel into yet.
  • Upgrade path: the Snowkami slot is the first to go when you pull Ninjump (or any UR Water carry); Platyputz and Maximito can stay for a long time.
  • All five are Water for the same-element formation buff — swap the whole team's element only if a wave hard-counters Water (Electric).

Flex / subs: Incineraptor (SSR Fire) for line-shaped AoE if you accept breaking mono-Water · Battereina (UR) or any UR into the Snowkami slot the moment you pull one · Maximito swapped for a second SSR damage dealer once your sustain is comfortable

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