Clash of Critters Evolution Priority: What to Evolve First
Official priority (Lightning, from Farlight’s guide)
| Step | High | Medium | Low |
|---|---|---|---|
| T1 → T2 | Zappur, Cheerling — “easy to evolve and grants essential buffs” | Voltfawn — increases damage dealt | Zapuni, Sparkeet, Zaplet, Voltkit — strong T3 potential, moderate at T2 |
| T2 → T3 | Electroar — easy trial, damage buffs for allies | Voltling, Sparkdoe — Voltfawn’s line can pierce endlessly, Voltkit’s uses Invincibility | Cheerspring, Synthhog, Surgehoof — Cheerspring’s mass HP recovery is the standout |
The guide’s one-line verdicts: Cheerling “meta-defining”, Zappur “strong frontliner, viable in Goldrush and early Horde”, Voltfawn “prioritise evolving it to T3”, Voltkit and Sparkeet “investment before T3 is not recommended”, Zapuni “not recommended without sufficient progression”.
Our priority for the other elements
Built from the same logic (trial cost, buffs that help the whole lane, and where the line’s rank is judged) — see each note on the tier list:
- Fire: Pyropup first (frontline that clears its own lane by Hellhound), then Shrimpyro or Sparkit for damage; Ashlarva only if you run a full Fire lane. Blueflick is a strong early DPS but gets replaced.
- Grass: Frugling first (back-row AoE, Aura: Grass at T4), then Buddi as the healer, Goonbug for boss stages, Pandaroo for long lanes.
- Water: Frostnip first (control; note Frostique’s T3 trial needs 8-80 cleared), then Sealing for damage, Waddledo as the wall, Droppit for Fragile.
- Rock: Rubblet or Gibber first (both evolve at 6 stars; Rubblet covers more lanes, Gibber reaches further), then Manteeny is Grass — so for Rock damage look at Humbug or Gopher only after the frontline is done.
- Lightning: as the official table — Cheerling, Zappur, Voltfawn, then Fluffle (S on our list), Kittazap + Flameow as a pair.
”Tatari list best to evolve” — the short answer
If you can only push four lines this month: Cheerling, Zappur, Voltfawn, and one of Pyropup/Frugling/Frostnip depending on which element your current chapter punishes. Supports and frontliners first because they make every other Tatari better; pure DPS last because a second DPS adds less than the first support.
Lines to hold back
- Blue (common) lines: Zapup, Clucky, Shellshy, Solpear, Sparkrow, Cindermunk, Capywata, Wobbler, Dozy, Mudrump — two stages, no Glitter, replaced by any Purple of the same role.
- Voltkit, Zapuni, Sparkeet before T3 (official wording).
- Lines with three stages only (Cactobud, Lollama, Taptail, Drilleroo, Souphog, Dumbopus, Dewgrub, Flameow) — fine Tatari, lower ceilings until a T4 ships; Farlight has been adding two T4s per patch.
What the trial costs actually are
T2 trials are small (6 stars + one task such as 300 Zobo kills or 2,400 pinballs fired). T3 is the real cost — three feeding stat-ups plus an element event task (20,000 pinballs for Grass, 5,000 Energy Drinks for Rock…) — so the T2→T3 order above is where priority matters most. Full mechanics in the evolution guide and feeding limits in the feeding guide.
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