Pocket Tactics
Best for the full S+ to D stage-one Tatari ranking and long-term evolution priority. It is the strongest source for the complete name list.
SourceTatari ranking database
This Clash of Critters tier list ranks the best Tataris by evolution priority, beginner value, F2P safety, role coverage, and mode fit. Use it to decide which unit deserves candies, duplicates, and a team slot before resources get spread thin.
The safest public S+ evolution priorities are Buddi, Dewgrub, Punchimp, Taptail, and Voltfawn. These names appear as the top group in the Pocket Tactics and Games.gg ranking summaries, so they are the best starting shortlist when you want a low-regret Tatari line to build.
That does not mean every player should spend blindly. Pro Game Guides highlights different kit-specific standouts such as Blueflick for area fire damage, Zappur for hybrid support and damage, and Gibber for shielding. Treat this page as a decision tool: first check overall rank, then check the mode, then check whether you can actually evolve the unit.
| Fast decision | Best shortlist | Why it matters | Next check |
|---|---|---|---|
| Best overall evolution targets | Buddi, Dewgrub, Punchimp, Taptail, Voltfawn | These are the most consistently cited S+ evolution lines. | Do you have duplicates and a team slot? |
| Best wave-clear angle | Blueflick, Cosmo Ram-style control, Cheerling-style buffs | Horde and crowded waves reward area damage, control, and buffs. | Does your team lose to enemy volume? |
| Best survival angle | Gibber, Sunflower or Helia Bloom-style support | Bosses and long waves punish teams with no shields or healing. | Does your carry die too early? |
| Best F2P habit | One carry, one front line, one support, one flex | Focused upgrades beat five half-built units. | Can this unit help across several modes? |
Source context
The public English sources do not all rank the game in the same way. This page separates evolution priority from combat-kit notes so the advice stays useful instead of pretending every list is identical.
Best for the full S+ to D stage-one Tatari ranking and long-term evolution priority. It is the strongest source for the complete name list.
SourceBest for role notes on standout kits, including Blueflick as area fire damage, Zappur as hybrid support damage, and Gibber as shielding support.
SourceBest for the team-building framework: roles, element counters, candies, pinballs, evolution trials, and why a balanced team beats random upgrades.
SourceDatabase table
This table follows the public S+ to D evolution-line structure, then adds practical player notes so the ranking is easier to use.
Note: the overall table is an evolution-priority view from public sources. Some lower evolution-tier units can still be valuable in a specific combat role, mode, or account state.
Build reasons
Use this smaller table when you need a decision instead of a full roster scan.
| Tatari | Public rank signal | Best use | Build decision | Verification note |
|---|---|---|---|---|
| Buddi | S+ evolution priority | General progress and first carry planning. | Build if you need one safe long-term target. | Element and detailed role need in-game confirmation. |
| Dewgrub | S+ evolution priority | Campaign and wave pressure shortlist. | Build when you want a low-regret core line. | Exact kit details need in-game confirmation. |
| Punchimp | S+ evolution priority | Damage-focused progress and boss pressure. | Build after you know the team can keep it active. | Likely melee pressure, but role should be verified. |
| Taptail | S+ evolution priority | Flexible teams across early and mid-game content. | Build if you want a practical all-around investment. | Exact element and role need verification. |
| Voltfawn | S+ evolution priority | Lightning-line pressure and possible water-boss counter play. | Build when lightning coverage matters for your roster. | Element is likely lightning, but still verify in-game. |
| Zappur | High combat-kit signal | Hybrid support and damage around grouped allies. | Build if your carry benefits from damage buffs. | Placement matters because the value is support-linked. |
| Gibber | High combat-kit signal | Bosses and difficult waves where shields matter. | Build if your team dies before the carry can work. | Lower damage means it needs a damage partner. |
| Blueflick | Strong kit for waves | Horde and crowded waves with area fire damage. | Build if wave clear is your main bottleneck. | May be less important when single-target boss damage is the issue. |
Beginner value
Beginners should not copy a whale lineup. Build a smaller team that answers the role your account actually lacks.
| Beginner need | Recommended picks | Why it works early | When to replace or pause | F2P note |
|---|---|---|---|---|
| Main carry | Buddi, Dewgrub, Punchimp, Taptail, Voltfawn | They are the most public S+ evolution targets and give beginners a clear spending direction. | Pause only if you lack duplicates or the unit does not solve your current mode. | Fund one first, not all five. |
| Wave clear | Blueflick or another area-damage unit | Area damage and burn-style pressure help when enemies arrive in groups. | Pause if boss damage, not waves, is blocking progress. | High value if it reduces failed daily clears. |
| Survival | Gibber or a durable guardian | Shields and defensive utility protect damage units in hard fights. | Replace only when a stronger tank or shield option is clearly ready. | Useful for players who cannot brute-force stages. |
| Healing and buffs | Sunflower or Helia Bloom-style support | Healing, attack boosts, defense boosts, and aura value make teams more forgiving. | Do not replace too early; support often stays useful longer than raw stats suggest. | Strong F2P value because it supports multiple carries. |
| Control | Cheerling-style buffs or Cosmo Ram-style paralysis | Control and invincibility-style support can stabilize crowded horde attempts. | Pause if your account still lacks a basic damage carry. | Build after your first carry and front line are stable. |
Mode rankings
A single global rank is not enough. Some Tataris shine in waves, others in bosses, and some only become great once your formation can support them.
| Mode | Best roles | Recommended Tataris or lines | Why they work | Player action |
|---|---|---|---|---|
| Campaign and story | Tank, carry DPS, healer, support | Any S+ carry plus a stable front line and support | Story progress rewards a balanced core more than one flashy unit. | Build one carry, then patch the role that keeps failing. |
| Boss Challenge | Element counter, shield, healer, focused DPS | Voltfawn vs water bosses, Gibber for shields, Helia Bloom-style healing | Bosses punish wrong elements and fragile formations. | Check the boss element before spending resources. |
| Horde and waves | Area damage, crowd control, buffs, healing | Blueflick, Cosmo Ram-style control, Cheerling-style buffs, Sunflower support | Wave modes reward control and repeated value over single bursts. | Add control before adding another pure DPS. |
| Events | Flexible core plus event-specific role | Your best evolved carry, one support, one survival option, one event counter | Events change the goal: waves, bosses, speed, survival, or rewards. | Read event rules before evolving a bench unit. |
| Farming and progression | Reliable clear speed | S+ carry with support that prevents failed runs | Consistent wins produce more candies, pinballs, and upgrade materials over time. | Prefer a stable 90 percent clear over a risky peak-damage team. |
Role and element
The public beginner material describes an element wheel and multiple team roles. Use both before judging a Tatari only by rank.
| Decision check | What to look for | Why it changes ranking | Example use |
|---|---|---|---|
| Element counter | Water beats fire, fire beats grass, grass beats rock, rock beats lightning, lightning beats water. | A lower global rank can outperform a higher unit when it counters the boss. | Use lightning pressure into water bosses when available. |
| DPS | Damage that clears waves or burns down a boss. | DPS is mandatory, but too many damage units make the team fragile. | Fund one main carry before adding another. |
| Tank or guardian | Front-line survival, shields, and damage absorption. | A great carry drops in practical value if it dies early. | Add a shield or front line when boss hits end runs. |
| Healer or support | Healing, attack boosts, defense boosts, invincibility, or aura value. | Support units can raise the whole team more than a second damage unit. | Use Helia Bloom-style support in long attempts. |
| Specialist or control | Paralysis, slows, grouping, or mode-specific utility. | Control can solve wave pressure that raw damage cannot. | Use Cosmo Ram-style control in horde attempts. |
Resources
This is the practical part of the tier list. A high-ranked Tatari is only useful if the upgrade changes your current results.
| Tatari or group | Spend resources? | Best timing | Reason | Risk |
|---|---|---|---|---|
| S+ evolution lines | Yes, first priority | When you have duplicates and the unit fits your team | Best public long-term evolution signal. | Low, unless the unit duplicates are unavailable. |
| Zappur-style support damage | Yes, when your carry is ready | After one main damage unit is funded | Buffing a strong carry can beat building a second weak DPS. | Medium if placement or team fit is poor. |
| Gibber-style shield support | Yes, if survival is the problem | When bosses or waves kill your team too early | Defensive utility keeps carries active longer. | Medium if your team already survives but lacks damage. |
| Blueflick-style area damage | Yes, for wave bottlenecks | When horde or crowded stages are blocking progress | Area damage and burn effects scale well into groups. | Medium if your main problem is single-target boss damage. |
| Drilleroo-style trial units | Cautious | Only after checking food and trial requirements | Evolution trials can require specific items and lock choices for 24 hours. | High if you start a trial without the right materials. |
| Low-tier favorites | Optional | After one strong core team is stable | Fun matters, but difficult content needs reliable power. | High if they consume your only candies and duplicates. |
Mistakes
Most waste happens when players read a rank but ignore cost, role, or current mode.
| Mistake | Why it hurts | Better action | Related guide |
|---|---|---|---|
| Leveling too many Tataris at once | Candies and duplicates get spread thin, so no unit becomes strong enough to carry. | Pick 3 or 4 core units and finish the current role plan. | Beginner guide |
| Ignoring element counters | Bosses can punish a team that looks strong but uses the wrong element. | Check the element wheel before judging the tier list. | Team builds |
| Starting a trial without food | Evolution trials can need specific food and can lock you into a wait. | Check materials before starting the trial. | Evolution guide |
| Skipping healer or support | All-damage teams often fail once enemies hit harder or waves stack up. | Add shields, healing, buffs, or control before more DPS. | Critters database |
| Copying a whale team | Highly evolved teams can hide the real cost of the lineup. | Use the F2P priority and mode tables instead. | Codes and rewards |
| Using one tier for every mode | A wave unit may not solve a boss, and a boss unit may not clear horde pressure. | Use the mode tier list before spending. | Events guide |
This page uses English public sources as a starting point, then turns them into player decisions. The strongest confirmed public pattern is the S+ evolution group of Buddi, Dewgrub, Punchimp, Taptail, and Voltfawn. The most useful kit notes from other sources are Blueflick for area fire damage and burn, Zappur for support damage, Gibber for shields, and Helia Bloom or Cosmo Ram-style evolutions for support and control.
Some details still need in-game verification. Exact element, role, acquisition route, stat scaling, cooldowns, and trial costs are not fully documented for every Tatari in English sources. When a table says a detail needs verification, treat that as a warning instead of a missing feature: it prevents the guide from turning guesses into facts.
Recheck this Clash of Critters tier list after new events, new Tataris, balance changes, or major mode updates. A unit can move up when a new mode rewards its role, and it can move down when a cheaper unit fills the same job.
Sources checked
Use these links when you want to compare public rankings, kit notes, and beginner system advice.
Full S+ to D evolution-priority ranking.
Kit notes for Blueflick, Zappur, Gibber, and other combat picks.
Public confirmation of the S+ and S tier shortlist.
Beginner team and resource planning guidance.
Role and element framework for team decisions.
Trial and resource friction that affects investment priority.
FAQ
Public tier lists most often place Buddi, Dewgrub, Punchimp, Taptail, and Voltfawn in the highest evolution priority group. Use them as safe build targets, then check your team role and duplicate supply before spending.
Beginners should start with one strong carry, one durable front line, one healer or support, and one flex slot. S+ evolution lines are good long-term targets, while Blueflick, Zappur, Gibber, and Sunflower-style support can solve specific early problems.
F2P players can use the same ranking, but they should treat it as an investment guide rather than a collection checklist. Spend candies, duplicates, and event rewards on a small core team before building every high-ranked Tatari.
Boss Challenge usually rewards the correct element counter, steady damage, shields, and healing. Voltfawn can matter when lightning counters a water boss, while Gibber-style shielding and Helia Bloom-style healing help a damage carry stay alive.
Wave content rewards area damage, crowd control, healing, and buffs. Blueflick is useful when burn and area damage matter, while Cosmo Ram-style control, Cheerling-style buffs, and Sunflower or Helia Bloom support help teams survive crowded waves.
Evolution cost changes practical value. A strong Tatari can still be a future plan if it needs duplicates or trial food you do not have, while a slightly lower-ranked unit may be the better current build if it is ready to evolve now.
A stable team usually needs a front-line tank or guardian, one or two damage dealers, and at least one support or healer. Specialists and crowd control become more important when waves stack up or bosses punish fragile teams.
Yes. Low-tier favorites can still be built for fun, especially if they are already evolved. Just keep one stronger S or S+ line funded so difficult bosses, events, and wave stages do not stall your whole account.
The tier list should be reviewed after new Tataris, events, major balance changes, or new modes. A unit can rise when a mode rewards its role, and fall when another unit performs the same job for less cost.
The biggest mistake is copying the highest rank without checking your own roster. Always ask what your team lacks first: damage, survival, element coverage, healing, control, or evolution materials.