Type Matchups


| Attacking type | Strong against | Weak against |
|---|---|---|
| 🔥 Fire | Grass, Ice | Water |
| 💧 Water | Fire, Ground | Electric, Grass |
| 🌿 Grass | Water, Ground | Fire, Ice |
| ⚡ Electric | Water | Ground |
| ❄️ Ice | Grass, Dragon | Fire |
| 🐉 Dragon | Dragon | Ice, Dragon |
| ⛰️ Ground | Electric | Water, Grass |
| 🌑 Dark | Neutral (no hard counter) | Neutral |
⚠️ Palworld's type chart is simplified vs. Pokémon — check the in-game "Type effectiveness" screen before a hard boss.
Tower Bosses — Full Breakdown
| Tower | Boss | Type | Recommended level | Counter team |
|---|---|---|---|---|
| 1 · Rayne Syndicate | Zoe & Grizzbolt | Electric | 12-15 | Fire + Ground pals, bow |
| 2 · Free Pal Alliance | Lily & Lyleen | Grass | 22-25 | Fire pals (Foxparks, Katress) |
| 3 · PIDF | Axel & Grizzbolt | Electric | 32-35 | Ground pals + ranged |
| 4 · Vaelet Alliance | Marcus & Fenglope | Neutral/Ice | 42-45 | Fire pals, high mobility |
| 5 · Pal Genetic Research | Victor & Shadowbeak | Dark/Dragon | 50+ | Ice + Dragon pals, full team |
1) Weaken the boss with your player weapon, 2) deploy your strongest counter pal, 3) keep your pal alive with healing items, 4) dodge the big telegraphed attacks. Bring 3+ strong pals — towers allow team rotation.
World Bosses & Raid Bosses
| Type | Examples | Respawn | Strategy |
|---|---|---|---|
| Alpha (world) | Alpha Anubis, Alpha Jetragon, Alpha Frostallion | ~1 in-game day | High-tier sphere after weaken; bring counter element + ranged |
| Legendary field bosses | Paladius, Necromus, Jetragon, Frostallion | Respawn on schedule | Level 50 team, best weapons, stock spheres |
| Raid bosses | Event bosses (e.g. Bellanoir in updates) | Event-based | Group up; coordinated teams; check current event guide |
Team Loadout Templates
| Template | Composition | Use case |
|---|---|---|
| Farming team | 2 gatherers + 1 miner + 2 fighters | Exploration & resource runs |
| Tower team | 5 counter-type fighters | Max DPS vs a single boss |
| Base defense team | 3 strong fighters with AoE | Raid defense perch |
| Mount + support | 1 flyer + 1 water + 3 fighters | All-purpose daily driver |
PVP Considerations
PvP is available via server settings (or community arenas). Meta shifts fast with patches — the safe pick is a bulky legendary (Paladius/Necromus) with Ferocious + Musclehead + Lucky + Legend, plus a fast mount for positioning. Check the current update log before investing in a PvP build.
FAQ
PVP and the meta caveats
PVP layers player skill and Pal speed onto the same elemental chart, which reshuffles the tier list: fast neutral attackers and status-focused lines punch above their boss-fight weight because players, unlike tower bosses, do not stand still. Treat PVP tiers as a separate ladder from the boss content — a raid-ready team is not automatically a duel-winning one.
Team loadout templates
The working template is two damage Pals with complementary elements, one tank or healer line, and two work Pals who earn their slot at base between fights. Boss-specific loadouts swap the damage pair for super-effective types and let the coverage panel on the team builder verify the roster before you fast-travel to the tower.
The matchup chart in one read
Ten elements, each with two strengths and two weaknesses: Fire burns Grass and Ice, Water drowns Fire, Electric shocks Water, Ground grounds Electric, and Dark, Dragon, Neutral and Grass close the web. The chart matters because boss damage is elemental both ways — the same table that tells you what to throw tells you what will get your team killed.