Updated on October 29, 2026: This Evomon tier list now covers Season 4 (S4 StarUp), with Star Power investment guidance, updated team advice, and additional rankings for Aurevix, Rillcrest, Budelora, Cragmar, and Titanking. Keep in mind that this is a preliminary Season 4 tier list, and I'll keep updating is as I continue testing new creatures
Looking for the best Evomon in Roblox Evomon Season 4? This tier list ranks final evolutions for PvP, Raids, the World Boss, farming, and progression. Start with a strong carry, cover its bad matchups, and build a five-Evomon team that can handle more than one kind of fight. The tables below explain which creatures deserve investment, where each one struggles, and which teammates fill the gaps.
Best Roblox Evomon Tier List (Season 4)
The best Evomon is the one that gives your team a reliable answer to the fight ahead. I weigh damage, speed, defensive typing, sustain, and utility together, with separate roles highlighted for PvP and PvE. A high tier assumes a comparable build: level, talent, nature, traits, equipment, and Star Power can all change the result of an individual matchup.
The October 15 midseason update added story content and revised Raid Mode. Season 4 follows with Pumpling, Bonkoo, Pyronix, Sweetsting, and Armorb, plus Lantern Woods, Honey Field, Rainbow Ridge, and new bosses. Seasonal Isles requires player level 30. The update also revises raids, adds dungeon instant clears and a new Battle Pass, increases daily trading purchases to 20, improves guild activity/contribution displays, and fixes mobile refining and console PvP-results issues.
Updated for Season 4
Quick Overview: My established S-tier core is Goliath, Magmaxor, Celesthorn, Frostelle, Tarragon, Arcapex, Volcrest, Lavarock, and Wisphex. Aurevix, Rillcrest, and Cragmar enter A provisionally; Budelora enters B provisionally. The new additions still need comparison against fully built endgame teams.
S Tier: Goliath, Magmaxor, Celesthorn, Frostelle, Tarragon, Arcapex, Volcrest, Lavarock, Wisphex.
This ranking compares final evolutions at similar investment. Provisional placements use documented stats, moves, and traits. The unranked section covers new additions we still need more details on. They could turn out to be great picks; we just need a clearer picture before placing them.
| Evomon | Why We Rank It Here |
|---|---|
| S Tier - Season 4 Meta CoreThe best all-around investments right now. These picks offer strong damage, control, or defensive value. Choose the ones that fit your mode and matchups. | |
Goliath S TierGroundLight Evo Path: Glowy → Glowres → Goliath | Best for: Raids • World Boss • Tank Pros: A 509 BST with 107 Defense and 102 SpA makes Goliath a sturdy special attacker. Ground/Light typing gives it useful Fire and Electric resistances, so it can anchor favorable boss matchups without giving up all offensive pressure. Cons: Its 57 Speed means it usually moves second, and the 4x Grass weakness demands a teammate that can absorb Grass pressure. Water, Ice, Flying, and Dark also punish careless entries. |
Magmaxor S TierFireFighting Evo Path: Magma → Magmaxor | Best for: Raids • World Boss • Special DPS Pros: 105 HP, 105 SpA, and 100 Speed give Magmaxor a useful mix of durability and immediate damage. Fire/Fighting coverage threatens Normal, Grass, Ice, Bug, Rock, and Steel, making it a flexible offensive slot when those matchups matter. Cons: Water, Ground, Flying, and Psychic are clean answers. It still needs support against these types, and it competes with Lavarock for teams built specifically around Burn pressure. |
Celesthorn S TierPsychic Evo Path: Standalone (Season Pass) | Best for: PvP • Speed • Psychic pressure Pros: 117 Speed and 100 Attack make this standalone Psychic Evomon a fast offensive option into Fighting, Poison, and Flying targets. Its value comes from acting early and threatening the right target, rather than trying to absorb repeated hits. Cons: 70 Defense and 72 SpD leave little room for mistakes. Bug, Light, and Dark are dangerous; Aurevix is also faster at the species-stat baseline, so Celesthorn cannot assume it wins every speed check. |
Frostelle S TierGrassIce Evo Path: Stardrift → Frostelle | Best for: PvP control • Snow • Speed Pros: 113 Speed, sleep access, Grass/Ice coverage, and Snow synergy keep Frostelle among the best control picks in Season 4. Frostbite under Snow lets it create pressure without relying on raw one-turn burst. Cons: Its long weakness list makes poor positioning expensive, and control or Grass recovery cannot replace a safe entry. |
Tarragon S TierGrassDragon Evo Path: Tarro → Tarragon | Best for: Endgame • Raids • Generalist Pros: Tarragon remains one of the safest all-purpose investments. Its 515 BST, 100 Speed, Grass/Dragon coverage, and excellent resistances compress damage, pivoting, and boss utility into one slot. That flexibility is useful when a boss lineup demands several roles from one slot. Cons: Recovery does not make it safe to ignore matchups: 4x Ice and 4x Poison weaknesses can end a run quickly if you force the wrong matchup. |
Arcapex S TierElectric Evo Path: Arcub → Arcapex | Best for: Burst • PvP • Electric DPS Pros: A 560 BST, 115 Attack, and 108 Speed still make Arcapex one of the strongest raw stat packages in Evomon. Electric pressure is excellent into Water, Flying, and Steel, while Lightning Surge gives it a reliable physical win condition for PvP and PvE. Cons: Ground and Rock are straightforward counters, and the 0.7 off-type multiplier makes bad matchups harder to patch with generic coverage. |
Volcrest S TierElectric Evo Path: Bluebird → Volcrest | Best for: Farming • Cleaner • Boss DPS Pros: Volcrest remains one of the best speed-based cleaners and a dependable farming pick. Its Flying/Electric pressure covers a wide range of common targets, while Bleed and high tempo keep it useful against bigger HP bars instead of limiting it to short fights. Cons: Rock, Ice, Electric, Poison, and Psychic pressure can remove it quickly, so it needs correct entries rather than trying to tank through unfavorable turns. |
Lavarock S TierFireRock Evo Path: Lavite → Lavarock | Best for: Bosses • PvP • Burn teams Pros: Volcanic Eruption applying two Burn stacks per turn to non-Fire targets gives this bulky Fire/Rock bruiser passive pressure that scales well into Raids and World Boss fights. Cons: Water is especially dangerous, while Ground and Fighting also force it out. Faster attackers can punish it before Burn pressure takes over. |
Wisphex S TierPoisonPsychic Evo Path: Wispuff → Wispshade → Wisphex | Best for: PvP • Status • Utility Pros: Wisphex is still one of the most complete status attackers in the roster. Poison/Psychic coverage, speed, disruption, and matchup pressure into Grass cores let it contribute in PvP, Raids, bosses, and general progression without requiring a specific weather team. Cons: Its ceiling is build-sensitive, and Dark pressure plus faster Psychic threats can expose its merely average bulk. |
| A Tier - ExcellentHigh-end picks that can look S-tier in the right mode or matchup, but have a clearer limitation in access, typing, speed, or team fit. | |
![]() Aurevix A Tier (Provisional)Light Evo Path: Standalone (Season Pass) | Best for: PvP • Speed • Physical coverage Pros: 118 Speed and 110 Attack make Aurevix a fast physical Light attacker. Glowing Cascade III costs four Energy and adds 50 Power to its next non-Light damaging skill; Refraction increases non-Light damage by 30%. That gives it a specific reason to use coverage moves. Cons: Grass and Dark remain weaknesses. Its low 55 SpA favors physical coverage, and the rotation needs suitable moves to pay off. This A placement is provisional, based on its documented kit. |
![]() Rillcrest A Tier (Provisional)Water Evo Path: Rillfin → Rillcrest | Best for: Rain • Physical Water • Priority Pros: 110 HP, 104 Attack, and 110 Speed support an aggressive Water role. Splash Strike III has priority and converts overflow Energy into extra power. Permeation increases damage by 12% per Soak stack, giving it a strong reason to join a Rain team. Cons: 74 Defense and 70 SpD are less impressive than its HP. Grass and Electric can punish it, and keeping its Soak and energy plan working matters more than its base-stat total. Provisional A. |
![]() Cragmar A Tier (Provisional)Ground Evo Path: Craglet → Cragmar | Best for: Opening pressure • Defense debuffs • Ground DPS Pros: 111 Attack gives Cragmar real physical pressure. Initiate lets its next two skills act first on its first entry, compensating for 78 Speed. Faultline Rupture III hits at 200 Power and then reduces both target defenses by five stages. Cons: The Ultimate costs eight Energy, and the opening trait does not make Cragmar permanently fast. Water, Grass, Ice, and Flying are dangerous. Its documented kit supports provisional A, with value depending on whether the encounter permits its debuffs. |
Astraknight A TierFighting Evo Path: Standalone (Battle Pass) | Best for: Physical breaker • Raids • Rock/Steel counter Pros: 108 Attack, 94 Defense, and 90 Speed give Astraknight a balanced physical-Fighting profile. It is a useful breaker into Normal, Ice, Rock, and Steel when you want more staying power than a fragile cleanup attacker. Cons: Flying and Psychic are clear weaknesses. Access and build cost matter, and Pummash remains a practical alternative for accounts that already have its evolution line. |
Thordlord A TierGroundGrass Evo Path: Mudbud → Mudthorn → Thordlord | Best for: Raids • Coverage • Anti-Electric Pros: Ground/Grass attacks cover Fire, Water, Electric, Poison, Ground, Rock, and Light. Its balanced 514 BST and Electric resistance make it a useful coverage pick for longer PvE fights. Cons: 4x Ice and 4x Flying weaknesses are severe. Do not treat it as a universal wall or rely on Grass recovery to compensate for a bad elemental matchup. |
Boltonia A TierElectric Evo Path: Boltonia | Best for: Speed • Electric DPS Pros: A 516 BST and 111 Speed keep Boltonia relevant as a fast Electric attacker for both PvE and PvP. It is a strong alternative when Arcapex is unavailable or when you want more speed from the Electric slot. Cons: Electric remains one of the most crowded roles in the game, and Ground/Rock answers still force it to rely on teammates rather than off-type coverage. |
Fluffastar A TierRock Evo Path: Fluffet → Fluffastar | Best for: Rock bruiser • World Boss • Special damage Pros: A 520 BST with 102 SpA and 98 Defense gives Fluffastar credible damage and physical bulk. Its Rock tools, defensive scaling, self-cleansing options, and Sandstorm synergy reward a deliberate bruiser build. Cons: Water, Grass, Fighting, and Steel are common weaknesses. It needs suitable setup and matchups to justify its slot over a faster attacker. |
Pummash A TierFighting Evo Path: Pummpaw → Pummash | Best for: F2P carry • Priority • Cleanup Pros: 117 Attack and Fighting priority make Pummash a strong accessible finisher. It can punish Normal, Ice, Rock, and Steel targets and clean up an opponent before a slower follow-up attack lands. Cons: It offers less elemental coverage than the leading dual-type attackers. Flying and Psychic remain clear weaknesses, so it is a damage slot rather than a general defensive anchor. |
Sundercrene A Tier Evo Path: Graycrene → Sundercrene | Best for: Physical carry • Farming • Priority Pros: 560 BST, 114 Attack, 107 Speed, priority, recovery, and AoE tools give Sundercrene a strong physical-Flying role. It is a useful investment when your team needs Flying pressure and repeated manual clears. Cons: Electric, Ice, Poison, and Psychic can punish it. Its single-type offense also needs support against resistant opponents; strong raw stats do not make every matchup favorable. |
Frostseer A TierIce Evo Path: Frostlet → Frostseer | Best for: Farming • Frostbite • Bosses Pros: Snow applying two Frostbite stacks per turn to non-Ice targets still gives Frostseer excellent repeat-farming and boss pressure. A 528 BST with 102 SpA and 98 Speed remains a strong PvE profile for PvE. Cons: Do not treat Freeze as a guaranteed action lock; Fire, Rock, Steel, and Fighting answers are common enough to keep it out of S. |
Cyanknight A TierElectricRock Evo Path: Cyanie → Cyanknight | Best for: PvP • Tempo • Water/Flying counter Pros: Electric/Rock pressure and excellent Water/Flying matchups keep Cyanknight valuable in ranked PvP. It is especially good on teams that need one slot to pressure both fast Flying attackers and common Water cores. Cons: Ground remains a hard stop, event availability limits practical access, and the 0.7 off-type multiplier makes generic coverage less reliable when both STAB elements are checked. |
Florajell A TierWaterPoison Evo Path: Mushjell → Florajell | Best for: Raids • Rain • Status utility Pros: This Water/Poison final form combines 101 SpD and 96 Speed with Rain Dance, Poison, Fatal Rebound, and Vortex Burst. Venomtide adds two Poison stacks to damaging Water skills, giving its Water attacks another source of pressure. Cons: Electric, Ground, Psychic, and Rock threaten it. Rillcrest offers a more direct physical Water finisher, while Florajell earns its place through status and utility. |
Mirefish A TierWaterGround Evo Path: Gulpfish → Mirefish | Best for: Sustain • Raids • Rain Pros: Aqua Heal III provides substantial self-recovery, while Rain and Soak support its Water game plan. Mirefish is a useful sustain option when staying alive matters more than finishing a fight in the fewest turns. Cons: It is slow and vulnerable to Grass, Water, Flying, and Ice. Self-healing does not make it a party-wide healer, and Rillcrest is a better fit when you need fast physical Water pressure. |
| B Tier - Strong / SituationalGood final evolutions with real end-game jobs, but more replaceable, matchup-dependent, or build-sensitive than the tiers above. | |
![]() Budelora B Tier (Provisional)Grass Evo Path: Budelle → Budelora | Best for: Physical Grass • Sunny teams • Progression Pros: 108 Attack, 100 HP, and 100 Speed give Budelora a useful physical-Grass profile. Pursuit adds 18% attack damage, Cloudbreak sets Sunny weather, and Spring Awakening III combines a 200-Power hit with three Growth stacks. Cons: The Ultimate needs eight Energy, and mono-Grass carries five weaknesses. It competes with Frostelle for control and Tarragon for defensive typing. Provisional B overall, with more value on a team built around its own weather. |
Datunymph B TierGrassPsychic Evo Path: Datubud → Datunymph | Best for: Progression • Mixed coverage Pros: 107 SpA, Grass/Psychic coverage, debuffs, and accessibility still make Datunymph a reliable bridge from story progression into end game. It can contribute without needing a highly specialized team. Cons: Bug is a dangerous matchup, and faster or more specialized endgame options can deliver their main role with fewer setup turns. |
Clipexor B TierDark Evo Path: Clipdow → Cliphas → Clipexor | Best for: PvP • Dark pressure • Energy Pros: Dark offense and energy disruption give Clipexor a clear job against Psychic and Light threats. A build that supports its energy-focused play can be much more threatening than its overall B placement suggests. Cons: It needs the right trait, equipment, and matchup to justify the slot. Bug and Light are dangerous, and it is less straightforward to build around than a general-purpose attacker. |
Frostclaw B TierIceBug Evo Path: Frostin → Frostclaw | Best for: Snow teams • Debuffs • Bosses Pros: 513 BST, 115 SpD, Snowfall, Inversion, Silkburst debuffs, and scaling Ice tools give Frostclaw a coherent Snow niche. Faster Frostbite stacking still improves its boss value. Cons: 72 Speed is exploitable and the 4x Fire weakness is severe. It remains a specialist for teams that can support its weather and cover Fire. |
Ignifist B TierFire Evo Path: Ignibud → Ignifist | Best for: Fire bruiser • Physical pressure Pros: A 501 BST with 103 Attack and 103 SpD, giving Ignifist a clear bulky physical-Fire identity. It remains a useful answer to Grass, Ice, Bug, and Steel-heavy content. Cons: 70 Speed and 70 SpA limit flexibility, while Water, Ground, and Rock are simple counters. Magmaxor and Lavarock are easier to justify as premium Fire investments. |
Wispreign B TierLight Evo Path: Wispark → Wisflare → Wispreign | Best for: Light DPS • PvP flex Pros: Wispreign provides special Light pressure into Psychic and Dark targets and can reward an energy-focused setup. It fills a different offensive role from physical Light attacker Aurevix. Cons: Its payoff depends on giving it time and a suitable build. Grass and Dark threaten it, while faster attackers can force a defensive response before it establishes momentum. |
Clanxor B TierSteelDark Evo Path: Clanx → Clanxor | Best for: Defensive anchor • PvP • Bosses Pros: Steel/Dark typing and defensive utility make Clanxor useful for slower teams. It is a specialist anchor for favorable matchups and difficult boss attempts that need more staying power. Cons: It gives up speed and immediate pressure. Fire, Fighting, Electric, and Light are dangerous; avoid turning every turn into a defensive action when the encounter rewards quick damage. |
Chitaladin B TierBugPoison Evo Path: Chitmite → Chitgladi → Chitaladin | Best for: Coverage • Utility • Long fights Pros: Bug/Poison coverage and useful long-fight tools keep Chitaladin relevant against Grass, Psychic, and Dark targets. It is still a dependable specialist when those matchups matter. Cons: The evolution line is slow to finish, and Fire, Flying, and Rock pressure makes it harder to justify over more flexible A-tier options. |
Gempress B TierBug Evo Path: Gempillar → Gempress | Best for: 1v1 control • Special DPS Pros: 104 SpA and Bug pressure give Gempress a useful niche into Grass, Psychic, and Dark. It works best when the rest of the team creates enough room for its control and Ultimate setup. Cons: Swarm Assault requires a meaningful energy commitment. Fire and Flying threaten it directly, while resistant targets can make its setup less rewarding. |
Empixy B TierFire Evo Path: Sparkit → Emfox → Empixy | Best for: Fast Fire DPS • Farming Pros: Blaze Storm retaining its high critical rate and Volcanic Eruption supporting faster Burn pressure keep Empixy useful for quick PvE clears. Cons: Its defenses are thin, and the Fire slot has fierce competition from Magmaxor and Lavarock. That makes Empixy a specialist rather than a default end-game choice. |
Coulomtis B TierElectric Evo Path: Coulomb → Coultron → Coulomtis | Best for: Electric flex • Progression Pros: A strong Electric option with enough speed and pressure for progression, bosses, and matchup-based PvP. It remains a credible end-game build when Arcapex or Cyanknight is unavailable. Cons: The Electric slot is extremely crowded, and reduced off-type power makes it harder to compensate for Ground answers with generic coverage. |
Bubblade B TierWater Evo Path: Bubble → Bubboxer → Bubblade | Best for: Rain • Water offense • Progression Pros: A 521 BST, 100 SpA, native Rain/Soak tools, and Tidal Surge III give Bubblade much more end-game relevance than its early-game starter label suggests. It is one of the better offensive Water investments. Cons: Electric and Grass remain clean checks, while Mirefish offers safer sustain and boss stability when you only have room for one Water slot. |
Blazmane B TierFire Evo Path: Blazpup → Blazgrowl → Blazmane | Best for: Starter • Physical Fire Pros: The Fire starter ends on a legitimate 520 BST with 105 Attack, 93 Defense, and 93 Speed, so it can remain useful well beyond story progression. Burn pressure gives it value beyond its first direct hit. Cons: Lavarock, Magmaxor, and Empixy all offer stronger specialized end-game reasons to occupy a Fire slot, and Water/Ground/Rock remain obvious punishers. |
Spikumane B TierGround Evo Path: Spikub → Spikumane | Best for: Ground specialist • Electric counter Pros: This is not merely a transitional Ground pick: 519 total stats, 101 SpD, 97 Speed, Earth Pulse, AoE Ground attacks, and debuffing Ultimate pressure make it an excellent Electric counter and PvE wave clearer. Cons: Flying, Grass, Ice, and Water all hit it super effectively, and the 0.7 off-type multiplier makes those resisted Ground matchups harder to patch with generic coverage. |
Starmuse B TierPsychic Evo Path: Starloop → Starmuse | Best for: Special burst • Psychic control Pros: Its 115 SpA is a strong special-attack baseline, while Psymark, boost removal, Torment, and a scaling Ultimate give Starmuse real burst and control. Court of the High Sky's +2 SpA PvP opener is especially potent here. Cons: Base 75 Speed means it usually needs gear or team support to move first, and Bug, Dark, and Light attackers can exploit its single-type defenses. |
Viparch B TierPoison Evo Path: Vipip → Vipour → Viparch | Best for: Physical sweeper • Poison Pros: A 114 Attack and 106 Speed profile gives Viparch genuine physical-sweeper credentials. Poison pressure, Speed setup, and Energy Absorb let it threaten Grass teams while maintaining momentum. Cons: Wisphex and Chitaladin offer broader utility, and Ground, Psychic, Rock, or Poison-resistant answers can expose how much Viparch depends on landing its Poison plan. |
![]() Snaerolf B TierIce Evo Path: Snaero → Snaerolf | Best for: Ice physical DPS • Speed Pros: 115 Attack, 105 Speed, and a 529 BST make Snaerolf a capable physical Ice specialist into Grass, Ground, Flying, and Dragon. IceSig refunds two Energy after a knockout, helping it keep pressure during cleanup. Cons: 77 Defense and 77 SpD leave it vulnerable to retaliation. Fire, Fighting, Rock, and Steel remain weaknesses, and an energy refund that requires a knockout contributes less during a single prolonged boss fight. |
Leafblade B TierGrass Evo Path: Leafbun → Leafroge → Leafblade | Best for: Starter line • Mixed offense Pros: 525 BST, mixed offenses, and 95 Speed make Leafblade a useful final starter for progression. Grass pressure gives it a clear job into Water, Ground, Rock, and Light targets. Cons: Five weaknesses make careless entries costly. Budelora offers another physical Grass option, while Frostelle and Tarragon provide more distinct control or dual-type roles. |
Glacitadel B TierIce Evo Path: Glaclide → Glacone → Glacitadel | Best for: Ice damage • Midgame carry Pros: 108 Attack, 102 SpA, and 93 Speed give Glacitadel useful mixed Ice damage. Snow supports its Frostbite game plan, making it a viable progression carry and matchup pick. Cons: Fire, Fighting, Rock, and Steel pressure remain serious concerns. It competes with faster Snaerolf and the different utility offered by Frostseer and Frostclaw. |
Pebgolem B TierRock Evo Path: Pebble → Pebroll → Pebgolem | Best for: Budget tank • Counter Pros: Strong combined HP and defenses make Pebgolem a practical budget tank. Counter-style play can punish physical attackers when it survives the hit and has the right matchup. Cons: Very low Speed makes it easy to pressure before it acts. Water, Grass, Steel, and Fighting are the main elemental weaknesses; passive turns can also give an opponent time to set up. |
Tinkore B TierSteel Evo Path: Tinkog → Tinkore | Best for: Steel wall • Specialist Pros: High bulk and Steel resistances give Tinkore a useful specialist role. Its Magnetic Storm attacks combine ordinary damage with a fixed component, so the rest of its build still matters. Cons: It stays slow and can lose momentum against prepared opponents. Fire, Fighting, and Electric punish it, while Clanxor offers a different defensive toolkit for teams that need Dark coverage. |
Silvanarch B TierGrass Evo Path: Budling → Florawn → Silvanarch | Best for: Budget Grass pivot Pros: A 510 BST and solid bulk keep Silvanarch usable as an accessible Grass pivot. It can cover Water, Ground, Rock, and Light matchups while you build more specialized options. Cons: Its common weaknesses and limited immediate pressure make it harder to justify at endgame. Budelora, Frostelle, and Tarragon each offer a clearer offensive, control, or dual-type reason to spend the Grass slot. |
Clamspire B TierWater Evo Path: Clampip → Clamwhirl → Clamspire | Best for: Rain tank • Water physical Pros: 105 Attack, 100 Defense, Fatal Rebound, Rest, Torment, and Rain Dance give Clamspire a useful reactive role. Raincall sets Rain on its first entry, providing weather support for a Water-focused team. Cons: It is slow and vulnerable to Grass and Electric. Choose it for the support and defensive role; Rillcrest is a more direct physical finisher, while Mirefish provides a different recovery plan. |
| C Tier - NicheUsable for progression and specific counters, but usually replaced once your Season 4 roster is established. | |
Mopillow C TierNormal Evo Path: Mopebun → Mopillow | Best for: Story • Utility filler Pros: A balanced 500 BST and neutral matchups make Mopillow comfortable filler for story progression or a utility-heavy budget build. Cons: Normal offers no super-effective pressure, and its kit lacks the damage, control, or sustain needed to displace specialized end-game tanks. |
Twirlby C TierBug Evo Path: Humding → Flutterby → Twirlby | Best for: Early coverage • Bug/Flying Pros: A 509 base-stat total and useful Speed mean it can still provide early Bug/Flying pressure and punish an unprepared Grass or Psychic target. Cons: The dual typing creates too many exploitable weaknesses, and Sundercrene, Volcrest, Chitaladin, or Gempress each execute a clearer end-game role. |
Chirphantom C Tier Evo Path: Chirppy → Chirplume → Chirphantom | Best for: Story • Flying coverage Pros: A 504 base-stat total and accessible Flying coverage are enough for story content and specific Grass, Bug, Ground, or Fighting matchups. Cons: It is squeezed hardest by competition: Sundercrene brings superior stats, recovery, priority, and AoE, while Volcrest supplies faster mixed pressure. |
| Unranked - More Details Coming SoonThese newcomers don't have a tier just yet. We're still checking their moves, traits, and evolutions, so don't count them out! For now, we're using the family name wherever we haven't confirmed the final form. | |
Scorpolith Unranked Scorpite / Scorpolith; more evolution details to come | Still figuring this one out: A recent fix stopped Scorpolith from being incorrectly marked as defeated when status damage and Golden Trait healing happen together. We still need a closer look at its moves and traits before giving it a tier. |
Pumpling Unranked Still checking the final evolution | No tier just yet: Pumpling is one of the new seasonal arrivals, but we're still checking its evolution line and moves. We'll place it once we have a better idea of what its final form can do. |
Pyronix Unranked Still checking its evolution details | One to keep an eye on: Pyronix has joined the seasonal lineup, and we're still piecing together its type, traits, and moves. There's not enough to give it a fair ranking yet. |
Sweetsting Unranked Still checking the final evolution | More details to come: Sweetsting is here, but we're still checking what it evolves into and how its moves work together. We'll give the line a tier once those details are clearer. |
Armorb Unranked Still checking the final evolution | Still an unknown for now: Armorb is another new seasonal family we're keeping an eye on. We need more details on its final form, moves, and traits before deciding where it belongs. |
How I Rank Evomon in Season 4
I rank species by what their stats, moves, traits, and typing let them do at comparable investment. The established placements build on the previous list; the five new provisional placements use documented kit data and matchup analysis. Community team-builder picks can help identify options to investigate, but they are not live-game win rates. A new release does not automatically outrank a well-built older Evomon.
Star Power changes the investment decision: Level-150 Evomon can receive further stat upgrades up to 15 stars, using Coins, Evolution Stones, and the star-upgrade material. Compare creatures at the same star investment before judging their relative strength. Build a reliable carry and cover its counters before spreading resources across replacements. The star system strengthens an existing build; it does not remove its elemental weaknesses.
- Element and coverage - I still start with the matchup. The best Evomon in a useful element gets priority, but dual typing and broad coverage matter more when one party has to handle several Raid or World Boss phases.
- Damage and tempo - Turns are expensive. Fast Evomon that can immediately threaten a knockout or force a switch are easier to justify than picks that need several quiet setup turns.
- Speed - Initiative remains one of the most important stats in PvP and regular PvE. A slower Evomon needs enough bulk, priority, sustain, or utility to justify moving second.
- Raid and World Boss value - I weigh reliable damage, survival, and useful support against the actual enemy lineup. Revised raids require fresh matchup checks; a creature does not move up simply because it is bulky or was popular in an earlier season.
- Utility - Healing, weather, status, debuffs, priority, and control can be worth more than a small BST advantage. The best teams still need more than five glass cannons.
- Accessibility - Acquisition, evolution resources, traits, equipment, and Star Power all affect how practical a recommendation is. The strongest theoretical replacement may be a worse immediate investment than improving a carry you already own.
RELATED: Complete Evomon Beginner’s Guide
All Evomon Element Matchups - Strengths & Weaknesses
Element advantage can decide a fight before raw stats do. This table covers the ranked final evolutions; new entries with unverified typing are excluded until their kits are confirmed. Offensive coverage assumes you use the matching move type against a single-element target. Dual-type opponents can change that result, while defensive weaknesses and resistances below combine both of your Evomon's elements. Evomon uses its own type chart, so do not assume every Pokémon matchup carries over.
| Evomon | Element Matchup |
|---|---|
![]() Magmaxor FireFighting | Deals 200% Damage:GrassBugIceSteelNormalRock Takes 200%+ Damage:GroundPsychicWater Takes 50% or Less:IceBugGrassSteel |
![]() Florajell WaterPoison | Deals 200% Damage:FireRockGroundGrassDragon Takes 200%+ Damage:GroundElectricPsychicRock Takes 50% or Less:FightingFireBugSteel |
![]() Snaerolf Ice | Deals 200% Damage:GrassGroundDragon Takes 200%+ Damage:FightingFireRockSteel Takes 50% or Less:IceLightWater |
![]() Cragmar Ground | Deals 200% Damage:FirePoisonElectric Takes 200%+ Damage:IceWaterGrass Takes 50% or Less:ElectricFirePoisonRock |
![]() Coulomtis Electric | Deals 200% Damage:WaterSteel Takes 200%+ Damage:GroundRock Takes 50% or Less:Steel |
![]() Cyanknight ElectricRock | Deals 200% Damage:WaterSteelFirePoisonIceElectric Takes 200%+ Damage:GroundFightingRockWaterGrass Takes 50% or Less:Fire |
![]() Goliath GroundLight | Deals 200% Damage:FirePoisonElectricPsychicDark Takes 200%+ Damage:IceDarkWaterGrass Takes 50% or Less:ElectricPsychicFirePoisonRock |
![]() Clanxor SteelDark | Deals 200% Damage:RockIcePsychicLight Takes 200%+ Damage:ElectricLightFightingFire Takes 50% or Less:IcePsychicPoisonNormalDragon |
![]() Clipexor Dark | Deals 200% Damage:PsychicLight Takes 200%+ Damage:LightBug Takes 50% or Less:PoisonNormal |
![]() Wispreign Light | Deals 200% Damage:PsychicDark Takes 200%+ Damage:DarkGrass Takes 50% or Less:ElectricPsychicFire |
![]() Thordlord GroundGrass | Deals 200% Damage:FirePoisonElectricWaterRockGroundLight Takes 200%+ Damage:IceBugGrass Takes 50% or Less:GroundElectricLightRock |
![]() Celesthorn Psychic | Deals 200% Damage:PoisonFighting Takes 200%+ Damage:DarkLightBug Takes 50% or Less:Fighting |
![]() Frostclaw IceBug | Deals 200% Damage:GrassGroundDragonPsychicDark Takes 200%+ Damage:FireRockSteel Takes 50% or Less:IceDarkLightWaterGrass |
![]() Ignifist Fire | Deals 200% Damage:GrassBugIceSteel Takes 200%+ Damage:GroundRockWater Takes 50% or Less:IceBugGrassSteel |
![]() Lavarock FireRock | Deals 200% Damage:GrassBugIceSteelFirePoisonElectric Takes 200%+ Damage:GroundFightingRockWater Takes 50% or Less:IceFireBug |
![]() Tarragon GrassDragon | Deals 200% Damage:WaterRockGroundLightDragon Takes 200%+ Damage:IcePoisonBugDragon Takes 50% or Less:GroundElectricLightRockWaterGrass |
![]() Volcrest Electric | Deals 200% Damage:GrassBugGroundFightingWaterSteel Takes 200%+ Damage:IceElectricPsychicPoisonRock Takes 50% or Less:FightingBugGrassSteel |
![]() Arcapex Electric | Deals 200% Damage:WaterSteel Takes 200%+ Damage:GroundRock Takes 50% or Less:Steel |
![]() Wisphex PoisonPsychic | Deals 200% Damage:GrassDragonPoisonFighting Takes 200%+ Damage:GroundDarkLightPsychicRock Takes 50% or Less:FightingGrass |
![]() Frostseer Ice | Deals 200% Damage:GrassGroundDragon Takes 200%+ Damage:FightingFireRockSteel Takes 50% or Less:IceLightWater |
![]() Chitaladin BugPoison | Deals 200% Damage:GrassPsychicDarkDragon Takes 200%+ Damage:GroundPsychicFireRock Takes 50% or Less:DarkFightingWaterBugGrass |
![]() Datunymph GrassPsychic | Deals 200% Damage:WaterRockGroundLightPoisonFighting Takes 200%+ Damage:IceDarkFirePoisonBug Takes 50% or Less:GroundElectricFightingRockWater |
![]() Pummash Fighting | Deals 200% Damage:NormalRockIceSteel Takes 200%+ Damage:Psychic Takes 50% or Less:Rock |
![]() Empixy Fire | Deals 200% Damage:GrassBugIceSteel Takes 200%+ Damage:GroundRockWater Takes 50% or Less:IceBugGrassSteel |
![]() Viparch Poison | Deals 200% Damage:GrassDragon Takes 200%+ Damage:GroundPsychicRock Takes 50% or Less:FightingBugGrass |
![]() Pebgolem Rock | Deals 200% Damage:FirePoisonIceElectric Takes 200%+ Damage:FightingWaterGrassSteel Takes 50% or Less:Fire |
![]() Glacitadel Ice | Deals 200% Damage:GrassGroundDragon Takes 200%+ Damage:FightingFireRockSteel Takes 50% or Less:IceLightWater |
![]() Astraknight Fighting | Deals 200% Damage:NormalRockIceSteel Takes 200%+ Damage:Psychic Takes 50% or Less:Rock |
![]() Boltonia Electric | Deals 200% Damage:WaterSteel Takes 200%+ Damage:GroundRock Takes 50% or Less:Steel |
![]() Fluffastar Rock | Deals 200% Damage:FirePoisonIceElectric Takes 200%+ Damage:FightingWaterGrassSteel Takes 50% or Less:Fire |
![]() Mirefish WaterGround | Deals 200% Damage:FireRockGroundPoisonElectric Takes 200%+ Damage:IceWaterGrass Takes 50% or Less:FirePoisonRockSteel |
![]() Blazmane Fire | Deals 200% Damage:GrassBugIceSteel Takes 200%+ Damage:GroundRockWater Takes 50% or Less:IceBugGrassSteel |
![]() Spikumane Ground | Deals 200% Damage:FirePoisonElectric Takes 200%+ Damage:IceWaterGrass Takes 50% or Less:ElectricFirePoisonRock |
![]() Frostelle GrassIce | Deals 200% Damage:WaterRockGroundLightGrassDragon Takes 200%+ Damage:FightingFirePoisonBugSteel Takes 50% or Less:GroundElectricLightWater |
![]() Sundercrene | Deals 200% Damage:GrassBugGroundFighting Takes 200%+ Damage:IceElectricPsychicPoison Takes 50% or Less:GroundFightingBugGrass |
![]() Starmuse Psychic | Deals 200% Damage:PoisonFighting Takes 200%+ Damage:DarkLightBug Takes 50% or Less:Fighting |
![]() Bubblade Water | Deals 200% Damage:FireRockGround Takes 200%+ Damage:ElectricGrass Takes 50% or Less:FireSteel |
![]() Gempress Bug | Deals 200% Damage:GrassPsychicDark Takes 200%+ Damage:Fire Takes 50% or Less:DarkFightingWaterGrass |
![]() Clamspire Water | Deals 200% Damage:FireRockGround Takes 200%+ Damage:ElectricGrass Takes 50% or Less:FireSteel |
![]() Mopillow Normal | Deals 200% Damage:None Takes 200%+ Damage:Fighting Takes 50% or Less:DarkPsychic |
![]() Twirlby Bug | Deals 200% Damage:GrassPsychicDarkBugGroundFighting Takes 200%+ Damage:IceElectricPsychicFirePoison Takes 50% or Less:GroundDarkFightingWaterBugGrass |
![]() Silvanarch Grass | Deals 200% Damage:WaterRockGroundLight Takes 200%+ Damage:IceFirePoisonBug Takes 50% or Less:GroundElectricLightRockWater |
![]() Tinkore Steel | Deals 200% Damage:RockIce Takes 200%+ Damage:ElectricFightingFire Takes 50% or Less:IcePsychicPoisonBugNormalDragon |
![]() Leafblade Grass | Deals 200% Damage:WaterRockGroundLight Takes 200%+ Damage:IceFirePoisonBug Takes 50% or Less:GroundElectricLightRockWater |
![]() Chirphantom | Deals 200% Damage:GrassBugGroundFighting Takes 200%+ Damage:IceElectricPsychicPoison Takes 50% or Less:GroundFightingBugGrass |
![]() Aurevix Light | Deals 200% Damage:PsychicDark Takes 200%+ Damage:DarkGrass Takes 50% or Less:ElectricPsychicFire |
![]() Rillcrest Water | Deals 200% Damage:FireRockGround Takes 200%+ Damage:ElectricGrass Takes 50% or Less:FireSteel |
![]() Budelora Grass | Deals 200% Damage:WaterRockGroundLight Takes 200%+ Damage:IceFirePoisonBug Takes 50% or Less:GroundElectricLightRockWater |
Titanking NormalFighting | Deals 200% Damage:NormalRockIceSteel Takes 200%+ Damage:Fighting Takes 50% or Less:DarkRock |
Best Starter in Evomon
If you just want the short answer, Blazpup is the safest starter. It gives you early Fire pressure and a burn that chips enemies down, which makes the first few islands much smoother against Grass and Bug creatures.
Here's the twist, though: you don't actually have to take the Fire starter to get a strong Fire creature. You can catch Sparkit or Lavite fairly early on Lava Crag, the third island, and both are stronger Fire picks long term. So if you know you're going to level one of those, take the Water or Grass starter instead and let it cover a different element while your real Fire carry comes online. Between the other two, I lean toward Water over Grass for early coverage.
Best Evomon Teams Tier List
Build around the enemy lineup, not five isolated tier placements. A dependable core needs damage, coverage, and a way to recover from a bad turn. The teams below are starting points for manual battles and first clears. Use the available instant-clear option for repeat dungeon farming, and spend your battle preparation on encounters you still need to beat.
Best Evomon Team Comps for Season 4
These established teams remain starting points while the newest kits are evaluated. Recheck raid enemies before committing, and compare replacements at similar Star Power investment.
| Team | Recommended Lineup | Best For | Why It Works |
|---|---|---|---|
| Best OverallSeason 4 Meta CoreEstablished five-mon core before matchup swaps | Goliath Magmaxor Celesthorn Frostelle Arcapex | General endgame, mixed PvE, Season 4 progression, and players who want one premium core to build first. | Goliath gives the team a defensive anchor, Magmaxor supplies durable special pressure, Celesthorn and Arcapex provide fast pressure, and Frostelle adds control plus Grass/Ice coverage. Add a Water option when the matchup calls for one. Aurevix is a provisional physical-Light alternative to Celesthorn when Light coverage is more useful than Psychic. |
| Ranked PvPSpeed & ControlFast pressure with status and priority backup | Celesthorn Frostelle Arcapex Wisphex Pummash | Ranked PvP, duels, and punishing teams that rely on one slow defensive core. | Celesthorn, Frostelle, and Arcapex put immediate pressure on the speed war, Wisphex brings status and Psychic/Poison disruption, and Pummash gives you priority cleanup. Rillcrest is a provisional Water alternative when its matchups and Soak support fit better; Cragmar offers a different opening plan with Initiate. |
| Season 4 RaidRaid / World Boss CoreBulk, sustained damage, status, and broad coverage | Goliath Tarragon Magmaxor Florajell Volcrest | Season 4 Raids, the World Boss, and long PvE fights where one bad turn should not end the run. | Goliath and Tarragon stabilize the front of the team, Magmaxor supplies consistent Fire/Fighting damage, Florajell brings Water/Poison utility and Rain, and Volcrest gives speed plus long-fight pressure. Swap the weakest matchup for the current raid enemies. Rillcrest trades Florajell's status role for faster physical Water pressure; Cragmar is worth considering where defense debuffs work. |
| Boss SustainAttrition & StatusFor fights you cannot simply burst down | Mirefish Clanxor Frostseer Lavarock Wisphex | Long bosses, difficult Raid phases, Tower-style endurance, and teams that need a safer recovery plan. | Mirefish provides self-sustain, Clanxor absorbs punishment, Frostseer ramps Frostbite, Lavarock adds Burn pressure, and Wisphex gives Poison/Psychic disruption. These are attrition options, not a reason to alternate Rain, Snow, and Volcanic Eruption blindly. Choose the weather plan that supports the active matchup; one weather can replace another. |
| F2P / BudgetAccessible Endgame CoreStrong roles without relying on multiple premium/event picks | Pummash Bubblade Lavarock Datunymph Pebgolem | F2P accounts, progression into end game, farming, and players still missing Season Pass or event exclusives. | Pummash and Lavarock give you two long-term damage investments, Bubblade covers Water offense, Datunymph brings mixed Grass/Psychic utility, and Pebgolem buys turns with bulk. Upgrade individual slots as better Season 4 options become available. |
| Early GameLow-Risk ProgressionEasy coverage before your final roster is ready | Bubblade Pebgolem Silvanarch Clamspire Lavarock | Evolution targets for story progression and low-investment accounts; use the earlier forms until these final evolutions are available. | Bubblade and Clamspire give reliable Water coverage, Pebgolem buys turns with bulk, and Silvanarch handles Water/Ground routes. Once you reach Lava Crag, Lavarock becomes a long-term carry instead of another temporary story pick. |
If you are still building toward these teams, finish a reliable carry and a complementary defensive option first. Use reward weekends to improve equipment and levels when they are active, then invest in the species you actually use. A rare collection piece does not need to become your next expensive combat project.
Roblox Evomon Tier List FAQs
My established S-tier picks are Goliath, Magmaxor, Celesthorn, Frostelle, Tarragon, Arcapex, Volcrest, Lavarock, and Wisphex. Choose by mode and matchup. New provisional rankings are assessed separately, and unranked seasonal additions are not assumed to be weak.
The list now includes Aurevix, Rillcrest, Budelora, Cragmar, and Titanking. The testing rows track the remaining new seasonal families and Scorpolith while their full kits are verified. The Bonkoo line is represented by its documented final evolution, Titanking.
Blazpup is my recommendation for early Fire pressure, while Bubble is a useful alternative if you plan to build another Fire creature later. Leafbun offers Grass coverage. Your starter choice does not lock your endgame team, so favor the coverage your account needs.
Goliath, Magmaxor, Celesthorn, Frostelle, and Arcapex form an established general-purpose core. Swap for the actual enemy lineup: Water damage, recovery, or status utility may be more useful than keeping all five. Compare any replacement at similar level, equipment, and Star Power investment.
Finish a carry that helps you clear your current content, then cover its weaknesses. Lavarock, Pummash, Bubblade, and Datunymph are practical progression targets. Star Power becomes available at Evomon level 150 and extends investment up to 15 stars; prioritize a proven team member over an untested replacement.
Provisional means there is enough documented kit information for an initial placement, but the ranking still needs broader testing. Unranked means important combat or evolution details are missing. Cragmar now has a provisional A placement because its documented Initiate trait and defense-reducing Ultimate give it a clear role.
With that said, that's about all you currently need to know about the best Evomon in this Roblox creature collection game. Now that you know more about the Roblox Evomon Tier List, look for more Evomon guides, such as the Evomon Adventure Suit Tier List and Evomon Codes.























