Evomon splits its world into islands you clear one after another, each tuned to a higher level and built around its own dominant Evomon type. Every island ends at a boss, and the type it leans on tells you which team to bring before you set foot on it.
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Verdant Valley
The first open island after the tutorial. Wild Evomon and the boss lean Rock and Ground, so a Grass, Ground or Water starter has the early edge here.
- recommended level
- Start
- dominant type
- Rock / Ground
- island boss
- Pebgolem
- boss level
- Lv 15
- notable feature
- Starter island
- Order
- 1
- notable Evomon
- First wild catches; the opening zone right after the tutorial portal.
Petal Pond
The second island, full of Normal-type Evomon and home to the EXP challenge area that players use to level quickly. The boss Clamspire is Water-type.
- recommended level
- Lv 15+
- dominant type
- Normal / Water
- island boss
- Clamspire
- boss level
- Lv 30
- notable feature
- EXP challenge area
- Order
- 2
- notable Evomon
- Mostly Normal-type wild Evomon; hosts the EXP challenge for fast leveling.
Lava Crag
The third island and the first big difficulty step. It is Fire-themed, so a Water team dominates both the wild Evomon and the boss Empixy King.
- recommended level
- Lv 30+
- dominant type
- Fire
- island boss
- Empixy King
- boss level
- Lv 45
- notable feature
- Water team advantage
- Order
- 3
- notable Evomon
- Fire-themed island where a Water-focused team holds a strong type advantage.
Amber Acres
The fourth island, where the Grass-type wild Evomon and boss Datunymph King punish a pure Water team. Pro Game Guides suggests adding Fire coverage by this point.
- recommended level
- Lv 45+
- dominant type
- Grass
- island boss
- Datunymph King
- boss level
- Lv 60
- notable feature
- Water team falls off
- Order
- 4
- notable Evomon
- Grass-leaning zone where an all-Water team starts to struggle.
Shiver Snows
The fifth island and the start of the mid-game. It is Ice-themed, so Fire and Rock coverage helps against the boss Glacitadel.
- recommended level
- Lv 60+
- dominant type
- Ice
- island boss
- Glacitadel
- boss level
- Lv 75
- notable feature
- Ice zone
- Order
- 5
- notable Evomon
- -
Raven Ridge
A mid-game island whose boss Volcrest King stacks attack buffs each turn, so the fight gets harder the longer it runs. A confirmed in-game zone name.
- recommended level
- Lv 75+
- dominant type
- -
- island boss
- Volcrest King
- boss level
- Lv 90
- notable feature
- Boss stacks attack buffs
- Order
- 6
- notable Evomon
- Bluebird can spawn at a sky spot reached by climbing the vines around the area.
Flying Territory
An aerial zone where beating the boss grants the Sundercrene flying mount. NOTE: 'Flying Territory' may be a descriptive label rather than the real in-game zone name and must be verified before publish.
- recommended level
- Lv 90+
- dominant type
- Flying
- island boss
- Sundercrene
- boss level
- Lv 100
- notable feature
- Flying mount unlock
- Order
- 7
- notable Evomon
- Defeating the boss here ('King of Flying') unlocks Sundercrene as a flying mount for faster travel.
Silent Sands
A desert island known for its Equipment Dungeon, a gear-farming activity that opens earlier (around Lv 40) than the island's boss Gearforged King.
- recommended level
- Lv 100+
- dominant type
- -
- island boss
- Gearforged King
- boss level
- Lv 105
- notable feature
- Equipment Dungeon
- Order
- 8
- notable Evomon
- Home to the Equipment Dungeon, which unlocks around Level 40 for gear farming.
Crystal Cascade
A late-game island gated behind the boss Frostseer King. Clearing it opens access to catches like Frostlet.
- recommended level
- Lv 105+
- dominant type
- -
- island boss
- Frostseer King
- boss level
- Lv 120
- notable feature
- Late-game island
- Order
- 9
- notable Evomon
- Frostlet becomes available once the zone boss is cleared.
Canyon Oasis
A late-game (Level 90+ recommended by some guides) island gated by the boss Chitgladi King.
- recommended level
- Lv 120+
- dominant type
- -
- island boss
- Chitgladi King
- boss level
- Lv 135
- notable feature
- Late-game island
- Order
- 10
- notable Evomon
- -
Murkwood
A late-game island guarded by the boss Viparch King, recommended for high-level teams.
- recommended level
- Lv 135+
- dominant type
- -
- island boss
- Viparch King
- boss level
- Lv 150
- notable feature
- Late-game island
- Order
- 11
- notable Evomon
- -
Nether Land
A late-game island whose boss Rosastar King is called out as especially tough, dealing enhanced damage after the fourth turn.
- recommended level
- Lv 150+
- dominant type
- -
- island boss
- Rosastar King
- boss level
- Lv 165
- notable feature
- Hard boss fight
- Order
- 12
- notable Evomon
- -
Rocky Ridge
A high-level island gated behind the boss Spikumane King, near the end of the current progression route.
- recommended level
- Lv 165+
- dominant type
- -
- island boss
- Spikumane King
- boss level
- Lv 180
- notable feature
- Late-game island
- Order
- 13
- notable Evomon
- -
Thunder Cliffs
The final documented progression island, capped by the Level 200 King of Thunder. Its boss drops Arcub, making it a key late-game farm.
- recommended level
- Lv 180+
- dominant type
- Electric
- island boss
- King of Thunder
- boss level
- Lv 200
- notable feature
- Endgame island
- Order
- 14
- notable Evomon
- Thunder Cliffs boss drops Arcub; the highest-level progression island currently documented.
| Name | Description | recommended level | dominant type | island boss | boss level | notable feature | Order | notable Evomon |
|---|---|---|---|---|---|---|---|---|
| Verdant Valley | The first open island after the tutorial. Wild Evomon and the boss lean Rock and Ground, so a Grass, Ground or Water starter has the early edge here. | Start | Rock / Ground | Pebgolem | Lv 15 | Starter island | 1 | First wild catches; the opening zone right after the tutorial portal. |
| Petal Pond | The second island, full of Normal-type Evomon and home to the EXP challenge area that players use to level quickly. The boss Clamspire is Water-type. | Lv 15+ | Normal / Water | Clamspire | Lv 30 | EXP challenge area | 2 | Mostly Normal-type wild Evomon; hosts the EXP challenge for fast leveling. |
| Lava Crag | The third island and the first big difficulty step. It is Fire-themed, so a Water team dominates both the wild Evomon and the boss Empixy King. | Lv 30+ | Fire | Empixy King | Lv 45 | Water team advantage | 3 | Fire-themed island where a Water-focused team holds a strong type advantage. |
| Amber Acres | The fourth island, where the Grass-type wild Evomon and boss Datunymph King punish a pure Water team. Pro Game Guides suggests adding Fire coverage by this point. | Lv 45+ | Grass | Datunymph King | Lv 60 | Water team falls off | 4 | Grass-leaning zone where an all-Water team starts to struggle. |
| Shiver Snows | The fifth island and the start of the mid-game. It is Ice-themed, so Fire and Rock coverage helps against the boss Glacitadel. | Lv 60+ | Ice | Glacitadel | Lv 75 | Ice zone | 5 | - |
| Raven Ridge | A mid-game island whose boss Volcrest King stacks attack buffs each turn, so the fight gets harder the longer it runs. A confirmed in-game zone name. | Lv 75+ | - | Volcrest King | Lv 90 | Boss stacks attack buffs | 6 | Bluebird can spawn at a sky spot reached by climbing the vines around the area. |
| Flying Territory | An aerial zone where beating the boss grants the Sundercrene flying mount. NOTE: 'Flying Territory' may be a descriptive label rather than the real in-game zone name and must be verified before publish. | Lv 90+ | Flying | Sundercrene | Lv 100 | Flying mount unlock | 7 | Defeating the boss here ('King of Flying') unlocks Sundercrene as a flying mount for faster travel. |
| Silent Sands | A desert island known for its Equipment Dungeon, a gear-farming activity that opens earlier (around Lv 40) than the island's boss Gearforged King. | Lv 100+ | - | Gearforged King | Lv 105 | Equipment Dungeon | 8 | Home to the Equipment Dungeon, which unlocks around Level 40 for gear farming. |
| Crystal Cascade | A late-game island gated behind the boss Frostseer King. Clearing it opens access to catches like Frostlet. | Lv 105+ | - | Frostseer King | Lv 120 | Late-game island | 9 | Frostlet becomes available once the zone boss is cleared. |
| Canyon Oasis | A late-game (Level 90+ recommended by some guides) island gated by the boss Chitgladi King. | Lv 120+ | - | Chitgladi King | Lv 135 | Late-game island | 10 | - |
| Murkwood | A late-game island guarded by the boss Viparch King, recommended for high-level teams. | Lv 135+ | - | Viparch King | Lv 150 | Late-game island | 11 | - |
| Nether Land | A late-game island whose boss Rosastar King is called out as especially tough, dealing enhanced damage after the fourth turn. | Lv 150+ | - | Rosastar King | Lv 165 | Hard boss fight | 12 | - |
| Rocky Ridge | A high-level island gated behind the boss Spikumane King, near the end of the current progression route. | Lv 165+ | - | Spikumane King | Lv 180 | Late-game island | 13 | - |
| Thunder Cliffs | The final documented progression island, capped by the Level 200 King of Thunder. Its boss drops Arcub, making it a key late-game farm. | Lv 180+ | Electric | King of Thunder | Lv 200 | Endgame island | 14 | Thunder Cliffs boss drops Arcub; the highest-level progression island currently documented. |
How the route works
Islands open up roughly in level order. You start on the grassy opener, beat its wild Evomon and boss, then move on to the next zone where everything hits a little harder. Each new island raises the recommended level, so the boss level on a card is a good read on whether you are ready to be there yet.
The dominant type is the part that actually decides fights. A Fire island punishes a Grass team and rewards Water; the next one can flip that on its head. The early islands telegraph their type clearly, so the smart move is to build a small team with answers to more than one element instead of leaning on a single starter the whole way.
Building a team that travels well
The first stretch is forgiving enough that one strong starter carries you. The trouble starts when back-to-back islands counter the same element. A Water carry that walks through the Fire island starts whiffing the moment the route turns Grass.
- Keep at least two damage types on your team so one bad matchup does not stall you.
- Read the next island's type before you travel, then slot in coverage for it rather than grinding the wrong attacker.
- Use the early EXP zone to close any level gap before a boss instead of throwing an underleveled team at it.
Bosses and what they ask of you
Each island boss sits a few levels above the wild Evomon around it, so beating the zone's regular catches is not the same as being ready for its boss. Some bosses fight dirty: a few of the mid-route kings stack attack buffs or ramp their damage the longer the fight drags, which means a quick, focused team beats a slow, defensive one.
The later islands climb steeply in level and difficulty, so progress there leans more on having the right types and enough levels than on any single trick. Treat the boss level as the bar to clear, gear and level up to meet it, then move on.
A note on the late route
The opening islands are well understood by the community and behave predictably. The deeper into the route you go, the more the exact names, levels, and themes are still being pinned down by players, and some can shift as the game updates. Use the late-island details as a planning guide, and confirm a tough boss in-game before you commit a team to it.
These are the zones you move through as you level up, listed in travel order. Earlier islands ask for low levels and basic teams; later ones raise the bar on both, so use the recommended level and boss level together to judge whether a zone is your next stop or still a few sessions away.
FAQ
What order do you unlock Evomon islands in?
Islands open roughly in level order. You clear one island's wild Evomon and boss, then move to the next zone, which expects a higher level. Reading the islands in travel order follows that same path, with each step raising the recommended level.
Do I have to beat every island boss to keep going?
Bosses gate the island's progression quests and are the real check on whether your team is leveled and built correctly. Some can be skipped for a while, but they ramp up fast, so it is usually better to beat each one before pushing deeper.
How do I pick a team for each island?
Go by the island's dominant type. The early islands lean clearly into one element, so bring an attacker that counters it. Carrying two damage types keeps one bad matchup from stalling your run when back-to-back islands counter the same element.
Why do later islands feel less certain?
The opening islands are well documented and behave predictably. Deeper into the route, the exact names, levels, and themes are still being confirmed by players and can change with updates, so the late-island details are best treated as a planning guide and checked in-game.
Is the flying zone's name confirmed?
Not fully. It is best known as the King of Flying encounter, and beating that boss grants a flying mount for faster travel. The boss is the reliable anchor; the exact in-game zone name is still being pinned down.




