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Spending Wishboxes Wisely: A Seven-Phase Evolution Plan for Every Element

Updated Oct 25, 2026

Wishboxes are the bottleneck of this game. You will always have more Tatari you want to evolve than wishboxes to evolve them with, so each one you open should answer the question "what does this unlock?". This page is the master plan that the five element guides hang from: the order most long-time players follow, why it works, and where you are free to ignore it. One disclaimer up front. Rankings are advice, not law. If there is a Tatari you love, raise it. A roster you enjoy playing keeps you logging in, and that is worth more than a perfect one.

The trap to avoid: building for this season's Horde

Horde favourites rise and fall every season. A unit that dominates now can be toned down next season, and because many Horde stars do little in story, Gold Rush or Boss Challenge, the wishboxes spent on them stop paying you back. Evolve for units that earn a place across most modes, and let Horde teams come out of that pool. Element Auras do not work in Horde anyway, so a Horde-only T4 gives up the main reason to reach T4 at all.

The seven phases

Phase 1: five T2s in every element. This fills your roster and covers what the Badge Dojo asks for. In each element, the first two T2s should be one tank and one damage dealer; that pair alone carries you through a lot of story stages.

Phase 2: one T3 per element. T3 is where most Tatari get their complete skill, so getting one into every element gives each colour a real centrepiece.

Phase 3: three T3s per element. Continue down each element's priority list.

Phase 4: the strongest T3s, wherever they are. Stop spreading evenly. From here, take the units at the top of each element guide regardless of colour.

Phase 5: six T3s per element. Fill in the rest until every element has six.

Phase 6: one T4 per element. The usual first T4s, in order: Rockwu and Blitzmane first and equal, then Dreadclaw, then Hellhound and Serrabloom.

Phase 7: three T4s per element, ordered by Aura strength (next section).

Whenever you are unsure, open the tier list and filter by element and role.

Things people ask before spending

One Tatari to T3, or five to T2? Five to T2. A single strong unit cannot cover a whole board, and five T2s open up the Badge Dojo and let you keep pushing story stages.

Does T4 give a new skill? Almost never. T4 adds stats and, more importantly, the element Aura. The one exception is Popa's line, whose T4 is the first to change its kit by buffing three allies instead of two.

Do Auras count in Horde? No. Plan Horde around levels and chips instead.

Auras: which element to finish first

Every T4 switches on an Aura for its element that boosts the whole team, not only the unit itself. In the late game this is the main reason to keep evolving.

RankElementWhat the Aura doesWorth it when
1 (tied)RockCuts damage your team takesAlways; also means fewer cans in Gold Rush
1 (tied)ElectricRaises attack speedAlways
3FireRaises damageAfter Rock and Electric
4GrassRaises HPAfter Fire
5, well behindWaterSlow passive healingMainly for Dreadclaw, whose attack rises when healed

Beyond the first T4 in each element, pick freely; by that stage you will know your roster well enough to choose.

  1. RockDamage reduction
  2. =LightningAttack speed
  3. >FireDamage boost
  4. >GrassHP boost
  5. >>WaterPassive healing
  • RockwuRockwuMonkey · Rank 1
  • BlitzmaneBlitzmaneLion · Rank 1
  • DreadclawDreadclawCrab · Rank 2
  • HellhoundHellhoundPuppy · Rank 3
  • SerrabloomSerrabloomMantis · Rank 3

Reading the frames and the jargon

A Tatari's frame colour shows its tier. Tatadex counts tiers from T0 to T4: blue is T0, purple T1, yellow T2, red T3 and rainbow T4.

Effects you will meet in skill text and in the element guides:

  • Weak: the affected Zobo hits for less, by the listed percentage.
  • Fragile: the target takes more damage from your attacks.
  • Atk Speed: shorter time between attacks, so more damage and more debuffs applied.
  • Atk Boost: bigger hits.
  • Atk Range: reach targets further away.
  • Slow: movement drops by a percentage, buying time.
  • Bind: holds a Zobo in place for a moment, somewhere between Slow and Stun.
  • Danger: a low-HP threshold; skills tied to it fire once HP falls below the stated level.
  • Stun: no moving and no attacking for the stated time.
  • Burn: damage over time and nothing else.
  • Poison: damage over time, and the target also takes more damage from everything.
  • Paralysis: damage over time combined with a slow.

Shorthand on this site: GR stands for Gold Rush, a DPS unit is one built to deal damage, AoE means hitting an area, and CC covers crowd control such as slows, stuns and sleep.

  • T0Blue
  • T1Purple
  • T2Yellow
  • T3Red
  • T4Rainbow

Where to go next

Each element has its own breakdown: Fire, Water, Grass, Rock and Electric. Follow the phases with most of your wishboxes, keep a few for favourites, and you will rarely regret an evolution.

Tatadex verdict

If Fox could remind you of just one thing: don't spend wishboxes on whatever is hot in Horde right now. The Horde meta changes every season, and wishboxes don't come back. Get five T2s per element first (with a tank and a DPS in each), then think about T3.

This roadmap isn't a rule either. Fox finds the game lasts longer when you have a few Tatari you enjoy, so if you love one, go ahead and evolve it, as long as most of your wishboxes still follow the order above.

Open the Tier List →Filter by element and role to pick your next Tatari.

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