Last Updated: August 2, 2026
If your account still has fewer than 15 useful T2 Tatari, start with my T1-to-T3 priority checkpoints. They explain when to stop at T2, when Dojo badges matter more, and which newer lines deserve a T3 spend.
Quick answer: my best T2, T3, and T4 order
My Clash of Critters evolution order follows the next elemental Dojo gate, but I only upgrade Tatari that still have a job after the door opens.
For each element, I plan around these milestones:
- Dojo 2 asks for five T2 Tatari from that element.
- Dojo 3 asks for one T3.
- Dojo 4 asks for three T3.
- Dojo 5 asks for six T3.
- Dojo 6 asks for one T4.
- Dojo 7 asks for three T4.
I read the Dojo requirement before spending. I use that gate to set the target, then choose Tatari that improve chapters, Dojo, Horde, Gold Rush, or another team I play.
The short version is this:
- At T2, build a functional five-Tatari elemental team.
- At T3, prioritize skill breakpoints and multi-mode value.
- At T4, choose a proven T3 with a realistic trial.
An easy evolution is useful when the Tatari is also useful. A green trial on a bench unit is bait wearing a friendly hat.
Why I do not evolve by rarity alone
I used to treat evolution like a straight ladder. If a Tatari was close to the next tier, I fed it. If a trial was nearly complete, I wanted the checkmark. That approach produced a box full of expensive side projects and a main team still waiting for food.
T2, T3, and T4 are different spending decisions.
T2 is cheap enough to include a specialist that mainly helps one elemental Dojo. T3 needs more scrutiny because many lines begin asking for serious food, stars, and trial time. T4 is where I want proof. The Tatari should already appear in real battles, and I should know exactly why its final form deserves resources.
I use two labels:
- A progression project helps several teams and can keep growing.
- A gate project helps meet a Dojo requirement or clear one awkward stage.
Gate projects are not mistakes. Taking every gate project to T4 is the mistake.
How I choose the first five T2 Tatari
My first T2 group needs to function as a team. Five random forms can satisfy the counter and still lose the Dojo fight.
I want:
- A frontline or guardian that can take first contact.
- At least one reliable damage dealer.
- A second damage shape, debuff, healer, support, or control effect.
- Three lines with a believable T3 future.
- Two flexible slots that are affordable now.
Stars and food matter. If two candidates perform a similar job, I choose the one that is closer. I do not spend months forcing a theoretical favorite while another good line can open the Dojo this week.
I also decide the stopping point before I feed. A Tatari can be worth T2 for one badge and still be a poor T3 project.
Fire evolution order
Fire has enough damage that I can easily build five attackers and then act surprised when nobody survives.
Fire T2 priorities
My first group is Ignisnap, Pyrohound, Firefox, Firecoil, and Kitjitsu.
Ignisnap starts the path toward Azurion. The later form adds broad Burn pressure and remains useful in difficult chapters.
Pyrohound grows into Hellhound, giving Fire a guardian instead of another unit that needs protection. Firefox is the damage route toward Flarevix.
Firecoil is my sustain project on the way toward Charflutter. Healing and an attack boost can rescue a Fire team that already owns enough damage.
Kitjitsu is the more Dojo-focused fifth pick. I can use it through early and middle progression, but I do not promise it one of my first Fire T4 slots.
Fire T3 priorities
I build Azurion, Hellhound, and Charflutter first. Those three give me damage, frontline value, healing, and a boost.
Flarevix is my fourth. Taiglow and Pyroclobster are reasonable fifth and sixth projects when their stars and trials are close.
I will switch Flarevix with one of those candidates if the account makes the choice obvious. The goal is six useful T3 forms, not obedience to an exact numbered list.
Fire T4 priorities
Phantifox is a strong first option when Flarevix already handles important fights. Pyrodaemon and Newflamander are the next lines I compare.
Before choosing, I inspect food. A Fire T4 can look nearly finished while one missing food requirement quietly adds weeks to the plan.
Water evolution order
Water gives me control, debuffs, and defensive choices. I do not need to turn every slot into personal damage.
Water T2 priorities
I start with Frostpaw, the crab route toward Dreadclaw, Bubbit, Ripplewing, and Sealoon.
Frostpaw grows into Frostique, a dependable damage line with Slow and piercing ice coverage.
Dreadclaw gives me a guardian. Bubbit becomes Tideon, whose mist applies continuous AoE, Slow, and Fragile.
Ripplewing leads toward Waveflutter. I do not judge that line by its personal damage number. Nearby repeated attacks can help it build Slow and Sleep pressure.
Sealoon brings Weaken and grows toward Seaswirl. Skinkoon can serve as a cheap Dojo specialist if I need another T2, but I mark it as a possible stopping point.
Water T3 priorities
Frostique is my practical first T3. Tideon and Waveflutter follow because their effects support more than one fight.
I then compare Seaswirl, Dreadclaw, and Stoodbeak. Stoodbeak moves up when the Water team needs another wall. Dreadclaw moves up when Shredded and healing synergy fit the formation.
Waveflutter can finish below a carry in the report and still be the reason the carry had time to work. That is why I check the whole battle instead of ranking by one number.
Water T4 priorities
Frostluna is my default when Frostique already carries Water content. I compare it with the available T4 paths for Tideon, Seaswirl, and Dreadclaw before spending.
Water has several defensible choices. The trial and my active team can settle a close decision.
Grass evolution order
Grass is where I learned that the easiest first T3 does not automatically deserve the first T4.
Grass T2 priorities
I build Frugatoad, Stalkerix, Capobeetle, Cactobloom, and Sunfleur.
Frugatoad is accessible and useful early. It grows into Frugagon, bringing AoE and Slow.
Stalkerix grows into Serrabloom. I protect this project because the later tank can hold the front, deal repeated AoE, and apply Fragile.
Capobeetle can justify its cost as an irritating Dojo specialist. Cactobloom adds focused damage. Sunfleur starts the healing route toward Solaflora.
Grass T3 priorities
Frugagon can be the easiest first finish. Serrabloom is the line I prioritize when my front keeps collapsing.
Pandarrior or Cactoczar is my next damage project. Solaflora adds healing and attack support. Hyphoria can complete the group with Fragile, attack speed, and damage reduction.
My failure report decides the order. I do not feed another attacker when the actual problem is that no Grass Tatari can hold first contact.
When the frontline is already stable, the new Budboo line gives Grass a ranged Poison option. I test Budboo's T3 Poison zones from the back row before placing it ahead of an established carry.
Grass T4 priorities
I prefer Orchitoria when Serrabloom already anchors my Grass teams. Frugantuan remains an option when Frugagon still carries real content and has the friendlier trial.
The first Grass T3 and first Grass T4 do not need to come from the same line.
Rock evolution order
Rock has a clear T3 payoff in the monkey line, but I still build a front before pretending damage solves everything.
Rock T2 priorities
My five are Cobbledon, Rockfu, Rattlecoil, Turtuff, and Humbleetle.
Cobbledon grows into Rockzilla, a tank that can influence more than one lane. Rockfu grows into Rockong, where the line becomes a much stronger damage project.
Rattlecoil points toward Clangnaga, whose piercing waves can Stun. Turtuff grows into Rockshell and can Shield allies along its attack path.
Humbleetle is my fifth practical project when the stars make it cheap. It does not jump above Rockong because it completes the T2 count.
Rock T3 priorities
Rockong is my first offensive target. Rockzilla follows when I need a dependable front.
Clangnaga and Rockshell are the next core projects. For slots five and six, I compare Zenscarab, Bastogard, and Jewelsnail.
I stop after the core four when another element has a stronger unfinished project. Six Rock T3 forms are not urgent if Water still lacks Tideon or Lightning still lacks Zapantler.
Rock T4 priorities
Rockwu is my damage route when Rockong already earns a permanent team slot. Meteorax is the durable alternative when Rockzilla remains central to chapters and Dojo.
If both are useful, I choose the trial I can finish without starving the rest of the roster.
Lightning evolution order
Lightning has several good projects, which creates a different danger: starting all of them at once.
Lightning T2 priorities
I begin with Electroar, Sparkdoe, Cheerlet, Surgehoof, and Voltling.
Electroar grows into Blitzmane, adding knockback and a nearby Morale Damage Boost.
Sparkdoe leads to Zapantler, a piercing DPS with Paralysis. Cheerlet starts the support path toward Cheerspring.
Surgehoof grows into Voltmare. Voltling gives me another guardian line instead of a fifth Lightning attacker.
Lightning T3 priorities
Blitzmane is often the easiest useful first T3. Zapantler is my next damage target.
Cheerspring moves ahead of Voltmare when the team needs healing and boosts more than another carry. I still want both. Voltverine and Sonarbat can fill the next places.
Galewether is a specialist swap for Dojo stages where moving clouds and Paralysis solve a problem my general team cannot.
Lightning T4 priorities
Stormlion is a practical first T4 when Blitzmane is ready. Magnedart can be better when Zapantler is already one of my main damage dealers.
Cheerstella is the support alternative. If Cheerspring appears in several teams and has the closest trial, I will not force a damage T4 for a prettier report.
When I choose the easier trial
I use trial difficulty as a tie-breaker between good projects.
If Stormlion and Magnedart both enter my active teams, but Stormlion has every star and most tasks complete, I take Stormlion. I get the Dojo 6 unlock and a useful T4 without waiting through another event cycle.
I reject the easy trial when the Tatari sits on the bench. An evolution that changes no team is still expensive.
Before choosing, I confirm:
- The Tatari appears in a real formation.
- Its current T3 skill already helps.
- The food requirement is realistic.
- The trial fits upcoming events.
- The spend does not freeze a more important T3 project.
This keeps "easy" from becoming the only argument.
Food and Wish Box rules
I keep one main evolution target and one backup. Feeding ten future candidates feels organized until every food bar stops halfway.
I use Wish Boxes when they finish a named project. Spreading them across several lines gives me a box full of almost-ready Tatari, which is a very expensive form of nothing.
Before each spend, I ask:
- Which Dojo gate is next?
- Which element is closest?
- What team will use the finished form?
- Which exact stars, food, or tasks are missing?
- Does an upcoming event favor another trial?
If I cannot name the team, I wait.
Evolution mistakes I will not repeat
Taking every easy T2 to T3. Some lines finish their job at T2.
Building only damage. Elemental Dojo teams still need a frontline, and some stages need healing, debuffs, or control.
Making the first T3 the automatic first T4. The best early bridge can fall behind another line later.
Ignoring a specialist because its damage looks low. Waveflutter, Galewether, and other setup picks can change the fight without winning the report.
Feeding all five elements at once. One main project finishes. Ten main projects stay hungry.
Copying a fixed order over my own stars. A strong second-choice candidate that is three weeks closer can be the correct upgrade.
My final recommendation
For T2, I build five Tatari that can clear the elemental Dojo together. For T3, I chase the forms whose new skills improve real teams. For T4, I require a proven role and a trial I can finish.
The Dojo tells me how many evolutions I need. It does not tell me which six deserve my food.
I compare the weakest project in the current element with the strongest unfinished project in the other four. That one comparison prevents most of my bad sixth upgrades.
For a deeper six-T3 shortlist, use my Dojo 5 upgrade order. When the first final-form decision arrives, continue with the T4 rush checklist.
FAQ
What should I evolve first in Clash of Critters?
I start with a useful Tatari that helps the next elemental Dojo requirement and already has a team role. Practical early projects include Ignisnap, Frostpaw, Frugatoad or Stalkerix, Cobbledon or Rockfu, and Electroar.
What is the best first T3 Tatari?
Azurion, Frostique, Frugagon or Serrabloom, Rockong, and Blitzmane are practical first T3 projects for their elements. Stars, food, and trial progress can make another useful candidate faster.
What is the best first T4 Tatari?
I compare Phantifox, Frostluna, Orchitoria, Rockwu, Stormlion, and Magnedart with the trials available on my account. The best first T4 is a Tatari I already use, not simply the easiest final form.
Should I evolve five Tatari from one element first?
Five T2 Tatari from one element can be the immediate Dojo 2 target. At T3 and T4, I compare projects across every element so a weak sixth pick does not consume resources needed by a stronger line.
Is it worth evolving a Tatari only for Dojo?
A cheap T2 specialist can justify the cost when it earns a badge or unlock. I become stricter at T3 and T4 because those resources take longer to replace.
Should I save Wish Boxes?
I save them until I have one named evolution target. Then I use them to complete that line instead of spreading boxes across several unfinished projects.