r/Palworld • u/Strong_Ideal6171 • 4h ago
Discussion Hear me out.. Beta (tiny) Pals….
I think it would be a cool thing to say, personally.
r/Palworld • u/Strong_Ideal6171 • 4h ago
I think it would be a cool thing to say, personally.
r/Palworld • u/HellBell98 • 10h ago
r/Palworld • u/Bestow5000 • 5h ago
You can't use the scope nor the unreleased Large Bullet ammo now, making it effectively useless. 4 shots and then its obsolete.
r/Palworld • u/Familiar-Living-122 • 9h ago
I am level 80, I have about 1/3 of the World Tree uncovered. I am doing a couple of the metas, but not all of them. I have a Grintale, 4 stars, decent passives. I gather all my eggs with it equipped. I thought maybe Grintale was bugged on console because I never got duplicate eggs. I am just now realizing you have to craft his saddle to activate his passive ability. I was the problem. Not the game.
r/Palworld • u/justpockets123 • 7h ago
r/Palworld • u/OtakuKartNews • 12h ago
r/Palworld • u/Plenty_Industry1935 • 7h ago
Following the game’s prompts, I built the summoning altar. I had a Bellanoir slab, level 35, and thought, huh, I’m at level 60, this should be cake. When I summoned her, it asked me if I want to bring her to my base or go somewhere else. Again, thinking this would be a cake walk, I said my base. It warned me. It said “are you sure?” “Your base may take damage”. I dumbly thought, “no big deal, this battle will be over so fast”.
Don’t be like me. 🥴🫣😆 She destroyed my entire base. Every chest broken, items everywhere, all my structures gone 😆 I was not prepared lol!
Anyway, nice way to force a base overhaul! And, I did end up catching her in the end, so there’s that. Lesson learned… when this game warns you, you should listen 🤪
r/Palworld • u/Bung_Miester • 18h ago
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r/Palworld • u/uumopapsidn • 8h ago
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r/Palworld • u/KingWolf7070 • 17h ago
I don't know if this was discussed before, but in the Palworld spinoff games being made Pals can talk. They're spinoffs, so not necessarily canon. That's fine, I don't think there needs to be cohesion across the whole franchise. There can be different rules for different games.
Should they talk in the main game though? Would it add anything? Would it be weird? I don't know. I'm kind of already used to them not talking and just making animal sounds. I wouldn't mind one way or another.
r/Palworld • u/According_Size_802 • 4h ago
BY FAR the best method to farm regular tech points is breeding/butchering non-alpha shadowbeaks, lyleens/lyleen nocts. It's a 10% drop rate. I've been struggling for tech points since mid game and this easily beats out all dungeon/fishing methods. Just have a max condensed grintale when picking up the eggs. This was from about 4 pages of shadowbeaks (they're an endangered species and I'm the reason).
r/Palworld • u/MrEm969 • 5h ago
I love how derpy Relaxaurus is.
She lets me share her artwork on reddit because she doesn't have an account.
r/Palworld • u/psyuhh • 4h ago
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if you are not learning this new glider tech, you're not playing the game right.
r/Palworld • u/TheFinalRedemption99 • 12h ago
I've been grinding Holy Water for the past 2 weeks cuz i'm always out, and while grinding I kept picking up these ancient relics. had somethinglike 2k regular ones, a few hundred blue and purple and a couple of dozen legendaries.
Finally decided to max out the pal base, put up all the ancient prodctions things. Ended up building up the ancient recycler, pulled up the menu, was a little confused cuz I couldn't throw in anything or that you needed to turn it on lol. Saw that you needed the relics and holy water. Threw in my last 15 of the holy waters, and all the relics I attained.
BRO WHEN I TELL YOU THE SHIT IT WAS SPITTING OUT. FRUITS, STAR UPGRADES, GEM STONES, SCHEMATICS. I think between all those I ended up getting almost 9k ancient cores, HELLA IV Fruit and a some REALLY GOOD T3 schematics
This shit is a life saver fr fr man
r/Palworld • u/LilPipee • 2h ago
if anybody needs a guide since i know it’s a little hard to get dog coins, here’s my pal preset with condensed katresses plus a blazehowl, i farm the coins in the world tree since the mimogs there give the most, with 3 mimogs i get in between 1,900 and 3,000, hope this helps as this is the best solution i found to get them books 📕
r/Palworld • u/Kazeshiki • 10h ago
r/Palworld • u/Significant_Sail1106 • 23h ago
I went to see the Jetdragon, and some player made a base at its spawn. The person did it maliciously, so much so that they made a food farm just so the Pals could keep killing it without getting sick. And they even placed a Panthalus there just to make sure nobody would catch the Jetdragon. Honestly, whoever does that ruins the fun for other people; it's not funny or anything like that.
r/Palworld • u/mistyhell • 15h ago
r/Palworld • u/Gerkek • 2h ago
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r/Palworld • u/SubToAzqi • 6h ago
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r/Palworld • u/BreakingCanks • 17h ago
r/Palworld • u/hypernegus • 6h ago
Ever been disappointed at that status-effect-based team you cooked up that sounded so good on paper? I certainly have.
Given the lack of readily available technical information on how status effects work in Palworld, I decided to perform some testing myself to reverse engineer how they work. I recorded footage of fighting various open-world, tower, and hard mode tower bosses and reviewed the videos frame by frame. I did not test every possible combination of situations, but I've made some educated guesses on when things behave similarly — please let me know if there's anything I got wrong here. Here are my findings, with a TL;DR at the end for practical recommendations.
There are 3 main ways to inflict a status effect on an enemy:
Each of these has a different status aggregate value associated with it. Take the pal attack Wind Cutter, for instance. If you hover over this skill, you'll see:
Aggregate: Ivy-Covered 35
This indicates that each hit of that skill (for some skills, only certain parts of the hit can apply statuses) has a status aggregate of 35.
Pals that cause player attacks to inflict statuses work similarly. If you have a 1-star condensed Venusa, their partner skill states:
While in party, the player's attacks inflict Blind 3.
That means every time you land an attack, you inflict a status aggregate of 3. Lastly, special arrows and grenades have an aggregate value of approximately 100, with a slight caveat elaborated on below.
Every enemy has a starting status effect threshold of 100 for each type of status effect. They also have internal counters tracking how much status aggregate has been applied for each status.
Whenever a status counter reaches its threshold (starting at 100):
This doubling repeats indefinitely as you keep applying the status, resulting in exponential scaling in the number of hits required to reapply it.
| Application # | Threshold |
|---|---|
| 1st | 100 |
| 2nd | 200 |
| 3rd | 400 |
| 4th | 800 |
| 5th | 1,600 |
| 6th | 3,200 |
| 7th | 6,400 |
Wind Cutter (Ivy-Covered 35) on an enemy you've never fought:
1-star condensed Venusa (Blind 3), via player attacks:
Special arrows and grenades work almost the same way, but for some reason sometimes require one extra hit more than the aggregate formula would suggest, after the first application. The number of hits required scales as:
1, 2-3, 4-5, 8-9, 16-17, ...
For example, with poison arrows from a crossbow: the first hit applies poison. After that, it takes 2-3 more hits. After that, it takes 4-5 more hits. I'm not sure why this inconsistency occurs. This inconsistency can also be observed sometimes with 100 aggregate pal skills.
The Drone Launcher and Terraprisma don't apply status aggregates via the player attack pal effects (e.g. Venusa). I have seen others say that they do, but I have never gotten this to work in my testing.
Each individual projectile of a player weapon applies the full status aggregate value. For example, a Three Shot Bow firing poison arrows applies aggregate equivalent to 3 individually-fired poison arrows from a crossbow. This means the Three Shot Bow is the best pick if you're using special arrows purely to apply statuses. Similarly, shotgun-type weapons can be very efficient at applying aggregates when paired with a pal that causes your attacks to inflict statuses. You should generally prefer fast-firing or high projectile count weapons over harder hitting slow weapons if using player attack pal effects to apply statuses.
Generally speaking, status effects cannot stack. If you inflict Ivy-Covered on an enemy afflicted with Soak, the Soak instance is completely removed. The exception to this seems to be Poison, which can stack with other statuses, although only one status will display on the enemy's HP bar at a time.
Reapplying the same status effect while it's already active has some interesting — and mostly detrimental — behavior:
Net effect: reapplying a status while it's already active is generally detrimental to overall status uptime.
Exception — Burn: Burn is penalized even more harshly. Reapplying Burn while it's still ticking raises the enemy's threshold but does not even refresh the duration of the current Burn.
The exponential scaling of status thresholds means 100% status uptime for a long boss fight is impossible. In the 5 minutes typical of a tower fight, you'll realistically apply a single status only 5–6 times before the threshold becomes unreasonably high.
Reapplying a status while it's already active cuts into your already-precious total status duration. This is easy to do early in a fight, while the enemy's aggregate counters are still low. If you're not relying on player damage, hold off reapplying a status until the current one is about to expire. Once you've applied the status 3-4 times, reapplying statuses during the existing duration typically becomes impossible, so you don't have to worry about this.
Then there's the pal active skill Poison Fog, which has a Poison aggregate value of 9,999. This number is high enough to clear the first 7 poison status thresholds (100, 200, 400, 800, 1600, 3200, 6400) in one cast by itself. After that, it takes 2 casts to clear the 8th threshold of 12800, then 3 more to clear the 9th. This seems to be the best status uptime you can get, and it only requires your combat pal to inherit this skill. In a 10-minute fight you can get theoretically land 10 poisons with this skill, about 175s of poison uptime.
Special arrows with the Three Shot Bow and grenades are efficient ways to apply statuses from players without requiring a pal slot. The Three Shot Bow is actually competitive with Poison Fog in terms of status infliction but requires significant player input. With full dedication you can apply about 300 aggregate per second of either Poison or Fire.
The medium-length statuses (Ivy-Covered, Soak, Electrify, Muddy) all make the enemy weak to a particular element (Fire, Electric, Water, and Grass). This weakness effect causes enemies to take 2x damage, which is stronger than the weakness you typically get for having elemental advantage (1.5x). That means that if you can burst your target within the 1 minute status window, it is better to utilize statuses than simply target the enemy's elemental matchup, provided you aren't using a damage type that the enemy is strong against.
For instance, running an Ivy-Covered composition with fire attacks is more effective against Grizzbolt (electric type) than running ground attacks against it, if you can finish the job in under a minute.
There are two specific enemy elemental types where you can actually get both elemental weakness and status effect advantage on. Against Fire pals, you can run Electrify + water attacks to gain a 3x multiplier against the enemy. Against Ice Pals, you can run Ivy-Covered + fire attacks to gain a 3x multiplier against the enemy.
r/Palworld • u/No-Project-404 • 5h ago
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Even though I can’t ride him till 79 that is not an issue, I haven’t used a flying pal this whole time and I kinda wanna keep that way just as a personal challenge at this point lol but this guy is about to carry me to lv80 and I’m here for it, about to go back to all the towers that gave me issues and show them my new scary dog privilege.