Every island in Evomon ends with a boss, and each one is built to punish a lazy team. Some are pure stat walls. Others carry mechanics that quietly flip the fight against you if you keep mashing the same move. Knowing a boss’s element and weakness before you walk in is the difference between a two-minute clear and a slow, painful loss.
Quick answer: There are 14 island bosses, from Pebgolem (Level 15, Verdant Valley) to King of Thunder (Level 200, Thunder Cliffs). Bring an Evomon that hits the boss’s listed weakness, stay at or above its level, and never rely on Poison or Paralysis against bosses marked immune to status effects.
Do you need to beat every boss?
No. Teleporters let you hop between islands and catch monsters at any level, so the world is not locked behind these fights. What the bosses gate is your progression quests, and those quests hand out the fastest EXP, coins, and resources in the game. That is why clearing bosses still matters even though you can technically skip past them.
You know a boss counted when the linked quest updates and its reward becomes claimable. If a quest still shows the boss as pending after a win, check that you accepted the quest first, since some clears only register while the objective is active.

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Add to Google Preferences →All 14 island bosses: locations, levels, HP, and weaknesses
The table runs in level order, which is also roughly the order you meet them along the route. Build your team around the “Best types” column and keep the “Avoid” column in mind, because those elements either do reduced damage or feed the boss.
| Boss | Level / HP | Location | Element | Best types | Avoid |
|---|---|---|---|---|---|
![]() Pebgolem | 15 / 142 | Verdant Valley | Rock | Water, Grass, Ground, Steel, Fighting | Fire, Flying, Bug, Ice, Electric |
![]() Clamspire | 30 / 249 | Petal Pond | Water | Grass, Electric | Rock, Fire, Ground |
![]() Empixy | 45 / 335 | Lava Crag | Fire | Water, Rock, Ground | Grass, Bug, Ice, Steel |
![]() Datunymph | 60 / 436 | Amber Acres | Grass | Fire, Flying, Bug, Poison, Ice | Water, Rock, Ground |
![]() Glacitadel | 75 / 516 | Shiver Snows | Ice | Fire, Rock, Steel, Fighting | Grass, Flying, Ground, Dragon |
![]() Volcrest | 90 / 609 | Raven Ridge | Electric / Flying | Rock, Electric, Dark, Ground, Light | Water, Flying, Bug, Fighting, Grass, Steel |
![]() Sundercrene | 100 / 2,000 | Flying Territory | Flying | Electric, Rock, Ice | Grass, Bug, Ground, Fighting |
![]() Tinkore | 105 / 724 | Silent Sands | Rock | Water, Grass, Ground, Steel, Fighting | Fire, Flying, Bug, Ice, Electric |
![]() Frostseer | 120 / 847 | Crystal Cascade | Ice | Fire, Rock, Steel, Fighting | Grass, Flying, Ground, Dragon |
![]() Chitaladin | 135 / 931 | Canyon Oasis | Bug / Poison | Fire, Flying, Ground, Rock | Grass, Fighting, Dragon |
![]() Viparch | 150 / 993 | Murkwood | Poison | Ground, Psychic | Grass, Dragon |
![]() Starmuse | 165 / 1,555 | Nether Land | Psychic | Bug | Poison, Fighting |
![]() Spikumane | 180 / 1,292 | Rocky Ridge | Ground | Water, Grass, Flying, Ice | Fire, Rock, Poison, Electric |
![]() King of Thunder | 200 / 4,120 | Thunder Cliffs | Electric | Rock, Ground | Water, Flying, Steel |
Note: Volcrest sits at Level 90 but appears just before the Level 100 Sundercrene on the route, so don’t be surprised if the level numbers jump around a little as you travel between islands.
Boss mechanics that change how you fight
Type matchups get you most of the way, but several bosses carry an enhancement that punishes autopilot. These are the fights where the right move order matters as much as the right element.

| Boss | Mechanic | How to handle it |
|---|---|---|
| Datunymph | Iron Resolve — gains Defense and Speed each time it takes damage | Open with your strongest super-effective hits and burst it down before the buffs stack |
| Glacitadel | Element Resist — 50% damage reduction if you repeat the same element, immune to status | Rotate Fire and Rock; skip Poison and Paralysis entirely |
| Volcrest | Attack Surge — grows stronger every turn, immune to status | Never stall; end it fast with a strong weakness lane |
| Sundercrene | No gimmick, just 2,000 HP and heavy hits | Come at or above Level 100 and bring sustained damage |
| Tinkore | Repeat Penalty — reused moves deal -50% damage and lower your Speed | Alternate two damaging moves every turn |
| Frostseer | Same Element Resist mechanic as Glacitadel | Switch elements each turn instead of spamming one |
| Chitaladin | Defense Break — your active Evomon loses Defense and Speed the longer it stays in | Close the fight quickly and swap before your carry is exposed |
| Viparch | Poison Curse — stacks poison layers on your turn | Win fast with Ground or Stone and pack healing |
| Starmuse | Takes reduced damage early, powers up after the first three turns | Front-load everything in the opening turns |
| Spikumane | Attack Surge — buffs every turn, immune to status | Hit hard with Water, Grass, Flying, or Ice before it snowballs |
| King of Thunder | Pure Aura — restores PP each turn, immune to status | Bring Rock or Ground and enough damage for a long fight |
The common thread across the late-game fights is simple. Bosses that are immune to status make Poison and Paralysis a wasted turn, and bosses that resist repeated elements reward a team with two clean damage types instead of one big attacker.
Best Evomon to bring into boss fights
A few picks carry boss fights because they punish long battles instead of losing to them.

- Lavarock is one of the best boss killers. Fatal Rebound returns 1.7x the damage it takes, so big boss hits backfire, and Sandstorm Eruption chips the enemy every turn during long fights.
- Tarragon is the tank pick. High defense plus Growth lets it heal mid-battle, and Seed Bomb slowly grinds bosses down while it stays alive.
- Wispuff deals passive damage through Hallucination and poison. The hallucination effect stays active even after you switch, so the boss keeps taking damage while your other Evomon fight.
Beyond individual picks, the strongest habit is balanced elemental coverage. A roster that can answer Fire, Water, Grass, Ground, and Electric lets you swap to a hard counter mid-fight instead of grinding through neutral damage. Pair your damage with at least one support Evomon that can heal or debuff, since mechanics like stacking poison and escalating buffs reward a team that can outlast them.
Why boss runs fail
Most losses trace back to one of three mistakes. The first is treating a boss as a pure level check while ignoring type coverage, so a strong team still does neutral damage. The second is walking in underleveled, because correct typing won’t save a team sitting far below the boss’s level. The third is leaning on status moves against bosses that are immune to them, which wastes turns you can’t spare against high-HP walls like Sundercrene and King of Thunder.
Match the element, keep your level in range, rotate your damage on the Element Resist bosses, and close out the fights that stack buffs before they spiral. Do that, and every island boss from Verdant Valley to Thunder Cliffs becomes a matchup you can plan around rather than a wall you keep bouncing off.



















