Palworld

Palworld Paldeck Compendium: Every Pal With Stats, Types, Work Skills, and Drops

Palworld·January 24, 2024·409 min read

Palworld throws hundreds of creatures at you, each with its own quirks, combat tricks, and labor traits for your base. Sorting that zoo without help is a fool's errand, which is exactly why the game ships with the Paldeck. Think of it as the local answer to a Pokedex, only with more capitalism and the occasional rocket launcher.

This compendium walks through every Pal currently in the game, including the Sakurajima, Raid, and Feybreak additions. You get elemental types, Partner Skills, drops, base-work proficiencies, and a quick read on where each creature actually shines.

Palworld Paldeck Compendium: Every Pal With Stats, Types, Work Skills, and Drops (Raid, Sakurajima, and Feybreak Updates Included)

The Paldeck does more than count heads. Every entry tells you what a Pal does in combat, what raw materials it produces, and how useful it is when you stuff it inside a Ranch or assign it to a workbench. Some creatures are practically built for production lines. Others exist mostly to look adorable until you weaponize them. Below, the full roster, in roughly the order the in-game index lists them.

No. 001: Lamball

  • Type: Neutral
  • Partner Skill: Fluffy Shield. Equips to the player and acts as a shield. Sometimes drops Wool when stationed at a Ranch.
  • Drops: Wool, Lamball Mutton
  • Work Suitability: Handiwork Lv. 1, Transporting Lv. 1, Farming Lv. 1
  • Paldeck Entry: A walk up a hill usually ends with this Pal rolling back down. The fall leaves it dizzy and easy to grab, which is why it sits firmly at the bottom of the food chain.

Lamball looks like a cotton ball with a face, and the in-game lore basically treats it that way. It is harmless in the wild and frequently captured for Wool production. Pair it with a Ranch and let nature do the rest. As a defensive option, the Pal also doubles as a literal living shield.

No. 002: Cattiva

  • Type: Neutral
  • Partner Skill: Cat Helper. Raises the player's max carry weight while in the active team.
  • Drops: Red Berries
  • Work Suitability: Handiwork Lv. 1, Gathering Lv. 1, Mining Lv. 1, Transporting Lv. 1
  • Paldeck Entry: Looks confident at first glance, but is actually meek and cowardly. Being toyed with by a Cattiva is, in many circles, considered humiliating.

The little cat is more nervous than threatening. Combat is not its strong suit, yet its carrying buff makes it permanent caravan material for newer players who keep hitting the encumbered cap. Park it on your team early and forget about it.

No. 003: Chikipi

  • Type: Neutral
  • Partner Skill: Egg Layer. Occasionally drops an Egg while assigned to a Ranch.
  • Drops: Egg, Chikipi Poultry
  • Work Suitability: Gathering Lv. 1, Farming Lv. 1
  • Paldeck Entry: Pathetically weak and far too tasty. Hunting them does not seem to make any dent in their population.

Chikipi is the staple Ranch hire of nearly every starter base. It will not win you fights, but it will keep your kitchen stocked with eggs while you focus on actual exploration. A dependable supply line on two stubby legs.

No. 004: Lifmunk

  • Type: Grass
  • Partner Skill: Lifmunk Recoil. Jumps onto the player's head and lays down submachine gun fire to back up your attacks.
  • Drops: Berry Seeds, Low-Grade Medical Supplies
  • Work Suitability: Planting Lv. 1, Handiwork Lv. 1, Lumbering Lv. 1, Gathering Lv. 1, Medicine Production Lv. 1
  • Paldeck Entry: Reportedly intelligent at the level of a five to seven year old child. There have been incidents involving them turning their training against their owners.

A monkey-squirrel hybrid that happens to be alarmingly accurate with a firearm. Bring Lifmunk into a fight for follow-up bursts of damage, or stick it at base and let it juggle plantings, gathering, and small medicine batches. Few early-game Pals juggle as many roles.

No. 005: Foxparks

  • Type: Fire
  • Partner Skill: Huggy Fire. Equips to the player and becomes a flamethrower.
  • Drops: Leather, Flame Organ
  • Work Suitability: Kindling Lv. 1
  • Paldeck Entry: It cannot fully control its own fire from birth. The sneezes alone are blamed for a sizable share of forest fires across the region.

Foxparks combines mischievous charm with the practical value of being a weapon attachment. Hold it up and use it to roast enemies, or assign it to a Kindling station to keep your forges and ovens running smoothly. A solid early Fire option before bigger Pals join the lineup.

No. 006: Fuack

  • Type: Water
  • Partner Skill: Surfing Slam. Body surfs toward an enemy and rams them at speed.
  • Drops: Leather, Pal Fluids
  • Work Suitability: Handiwork Lv. 1, Transporting Lv. 1, Watering Lv. 1
  • Paldeck Entry: It creates waves using its own internal water. It body surfs when in a hurry, sometimes with fatal consequences.

Fuack rules the shallows during the opening hours of any save. Hard-hitting Water moves and a tackle Partner Skill mean it can handle Fire-aligned threats. Slot it into a base and it takes care of crops and shuffling crates between stations.

No. 007: Sparkit

  • Type: Electric
  • Partner Skill: Static Electricity. Buffs the attack power of allied Electric Pals while in the team.
  • Drops: Electric Organ
  • Work Suitability: Handiwork Lv. 1, Transporting Lv. 1, Generating Electricity Lv. 1
  • Paldeck Entry: During dry weather it is constantly on edge, ready to discharge at the slightest provocation, including against allies.

If your base needs a small living battery, Sparkit fits the brief. It powers generators, helps with carry duty, and zaps anyone who steps into its arc. Not the strongest Electric Pal in the dex, but a workable one until something larger shows up.

No. 008: Tanzee

  • Type: Grass
  • Partner Skill: Cheery Rifle. Tanzee unloads with an assault rifle on nearby enemies.
  • Drops: Mushroom
  • Work Suitability: Planting Lv. 1, Handiwork Lv. 1, Lumbering Lv. 1, Gathering Lv. 1
  • Paldeck Entry: It once used tree branches as weapons. After meeting humans it noticed something far more practical: firearms.

Tanzee delivers automatic suppressive fire while you scramble for cover. At the base it pulls double duty between the gardens and the workshop. Treat it as a Lifmunk variant with slightly different priorities.

No. 009: Rooby

  • Type: Fire
  • Partner Skill: Tiny Spark. Raises the attack power of allied Fire Pals while in the team.
  • Drops: Flame Organ, Leather
  • Work Suitability: Kindling Lv. 1
  • Paldeck Entry: Wild Rooby never seem to fall ill. Their longevity is rumored to come from a single piece of charcoal eaten daily.

Rooby is more of a buff bot than a frontliner. Pair it with stronger Fire-types to push their damage upward, or station it next to a Cooking Pot and Furnace to keep production running. Its strength shows when it is one of several pieces, not solo.

No. 010: Pengullet

  • Type: Water/Ice
  • Partner Skill: Pengullet Cannon. The player picks up a Rocket Launcher and fires Pengullet as the round. It detonates on contact.
  • Drops: Ice Organ, Pal Fluids
  • Work Suitability: Handiwork Lv. 1, Transporting Lv. 1, Watering Lv. 1, Cooling Lv. 1
  • Paldeck Entry: Its feathers are mostly gone, but its desire to fly never left. It keeps trying, by any means available.

Cute on the outside, slightly unhinged on the inside. The flying-via-rocket-launcher gag is exactly as ridiculous as it sounds, and exactly as effective. Outside of explosive moments, Pengullets are reliable factory floor staff for early bases.

No. 011: Penking

  • Type: Water/Ice
  • Partner Skill: Brave Sailor. Defeated Fire Pals drop more items when this Pal is in the team.
  • Drops: Ice Organ, Penking Plume
  • Work Suitability: Handiwork Lv. 2, Transporting Lv. 2, Watering Lv. 2, Mining Lv. 2, Cooling Lv. 2
  • Paldeck Entry: Despite the resemblance, it is unrelated to Pengullet. It loves attention and will perform for any audience that arrives.

Penking is a full upgrade in terms of base utility. Five different Lv. 2 traits make it one of the most flexible mid-game hires. It also tanks reasonably well in combat, particularly against Fire-aligned bosses, where its drop bonus stacks nicely with farming runs.

No. 012: Jolthog

  • Type: Electric
  • Partner Skill: Jolt Bomb. Equips to the player as a thrown weapon that detonates electrically on impact.
  • Drops: Electric Organ
  • Work Suitability: Generating Electricity Lv. 1
  • Paldeck Entry: Under attack it discharges stored electricity that can exceed ten million volts. As a thrown weapon it can outclass heavy ordnance.

The original portable shock grenade. Jolthog handles small generator duty and works as throwable artillery in a pinch. Not the most efficient long-term electric option, but its bomb mode wins a surprising number of awkward fights.

No. 012B: Jolthog Cryst

  • Type: Ice
  • Partner Skill: Cold Bomb. Same toss-and-detonate dynamic as the original, only the explosion is freezing.
  • Drops: Ice Organ
  • Work Suitability: Cooling Lv. 1
  • Paldeck Entry: It stores cold rather than electricity, and releases it as a burst capable of freezing the surrounding air and piercing attackers.

The frosty cousin of Jolthog. Functionally identical in combat with an elemental swap, plus it fits where you need a Cooling Lv. 1 hire. Good emergency choice if your Ice roster is thin early on.

No. 013: Gumoss

  • Type: Grass/Ground
  • Partner Skill: Logging Assistance. Trees come down faster when this Pal is in the team.
  • Drops: Berry Seeds, Gumoss Leaf
  • Work Suitability: Planting Lv. 1
  • Paldeck Entry: A peculiar creature with a body that resembles tree sap. Without something covering its surface, it weakens and slowly decays.

Gumoss is mostly a starter farmhand. Planting seeds is its specialty, and the team buff to lumbering makes wood runs feel less tedious. It can scrape through combat, though most players phase it out in favor of bigger frontliners.

No. 014: Vixy

  • Type: Neutral
  • Partner Skill: Dig Here! Occasionally digs up items from the ground while assigned to a Ranch.
  • Drops: Leather, Bone
  • Work Suitability: Gathering Lv. 1, Farming Lv. 1
  • Paldeck Entry: The unofficial mascot of Palpagos Island. Mess with one and you may quickly find yourself unpopular with the rest of the world.

Vixy is the closest thing Palworld has to a community pet. Park it at a Ranch and let its passive turn up free loot. The Pal does fine in light combat, but you probably caught it for the puppy eyes more than the DPS.

No. 015: Hoocrates

  • Type: Dark
  • Partner Skill: Dark Knowledge. Boosts the attack power of allied Dark Pals while in the team.
  • Drops: Fiber, High-Grade Technical Manual
  • Work Suitability: Gathering Lv. 1
  • Paldeck Entry: Often lost in thought, occasionally to the point of insomnia. The Pal lives by the motto, "I think, therefore I am."

An owlish philosopher with a soft spot for ranged Dark moves. Hoocrates fits in caster-style Dark squads, and the High-Grade Technical Manual drop alone is worth keeping it around. Combat is decent, but it shines mainly as a buffer for other Dark teammates.

No. 016: Teafant

  • Type: Water
  • Partner Skill: Soothing Shower. Sprays mystery water that heals the player's HP.
  • Drops: Pal Fluids
  • Work Suitability: Watering Lv. 1
  • Paldeck Entry: Large volumes of water pour from what appears to be its nose. Whether it is water or simply snot is, apparently, a serious academic debate.

In a game where healing items can be scarce, Teafant feels like a cheat code. It mists you back to full health on a moderate cooldown, which makes it a quiet MVP during long exploration sessions. Snot debate aside.

No. 017: Depresso

  • Type: Dark
  • Partner Skill: Caffeine Inoculation. Chugs energy drinks and gains a movement speed burst.
  • Drops: Venom Gland
  • Work Suitability: Handiwork Lv. 1, Transporting Lv. 1, Mining Lv. 1
  • Paldeck Entry: Few friends thanks to its constantly grumpy face, but kindhearted underneath. Some have spotted it feeding lost Vixy.

The most relatable Pal in the dex. Depresso scoots around faster after a caffeine spike, dealing dark damage on the way. Off the field it is a steady triple-threat worker, equally happy in a workshop, hauling crates, or breaking ores.

No. 018: Cremis

  • Type: Neutral
  • Partner Skill: Fluffy Wool. Boosts allied Neutral Pal attacks while in the team. Sometimes drops Wool when stationed at a Ranch.
  • Drops: Wool
  • Work Suitability: Gathering Lv. 1, Farming Lv. 1
  • Paldeck Entry: Compared with Lamball, it has finer wool and a softer temperament. It has been kept as a pet historically because cuteness is itself a virtue here.

Cremis is the polite cousin of Lamball. Same Ranch use, gentler personality, plus a small Neutral attack buff for active teams. If you have both, send Cremis to Ranch duty and let Lamball handle defense.

No. 019: Daedream

  • Type: Dark
  • Partner Skill: Dream Chaser. Appears near the player and follows up attacks with magic projectiles.
  • Drops: Venom Gland, Small Pal Soul
  • Work Suitability: Handiwork Lv. 1, Transporting Lv. 1, Gathering Lv. 1
  • Paldeck Entry: Lulls those it likes into endless pleasant dreams. Most never wake up afterward.

Daedream is the original "additional attack" companion. Bring it along and your hits gain a constant peppering of bonus magic shots. The base work it provides is fine, but the real value is the passive follow-up damage that stacks beautifully on prolonged fights.

No. 020: Rushoar

  • Type: Ground
  • Partner Skill: Hard Head. Can be ridden. Boosts efficiency at smashing boulders while mounted.
  • Drops: Rushoar Pork, Leather, Bone
  • Work Suitability: Mining Lv. 1
  • Paldeck Entry: Aggressive enough to start fights without measuring up its opponents. A small body, but with a charge powerful enough to launch boulders.

A pig with a charging problem and a thing for rocks. Mount Rushoar to plow through boulder fields without a pickaxe, or assign it to a Mining station for early ore farming. Combat with it is direct and somewhat reckless, which is half the fun.

No. 021: Nox

  • Type: Dark
  • Partner Skill: Kuudere. Adds Dark damage to the player's attacks while fighting together.
  • Drops: Leather, Small Pal Soul
  • Work Suitability: Gathering Lv. 1
  • Paldeck Entry: If you find Nox hair in your bedding, leave it and walk away. Picking it up is a one-way trip into endless night.

Nox spreads shadow damage across the battlefield and gives your own attacks a Dark tint. It is a quiet, dependable early Dark option, and the gatherer trait keeps it useful when assigned to base.

No. 022: Fuddler

  • Type: Ground
  • Partner Skill: Ore Detector. Sends out vibrations to pinpoint nearby ore.
  • Drops: Leather
  • Work Suitability: Handiwork Lv. 1, Mining Lv. 1, Transporting Lv. 1
  • Paldeck Entry: Its diamond-hard claws cost it most of its energy to maintain. Some days it does nothing but sharpen them.

Fuddler is the early answer to "where is the ore?" Activate the partner skill and watch the ground respond. At base, the Pal pulls triple duty across handiwork, transport, and mining, making it a solid generalist support pick.

No. 023: Killamari

  • Type: Dark
  • Partner Skill: Fried Squid. Can replace your glider while in the team. Allows floating for long stretches.
  • Drops: Venom Gland
  • Work Suitability: Transporting Lv. 2, Gathering Lv. 1
  • Paldeck Entry: It clamps around an enemy's head and drains them. Many supposed Pal mummies are simply Killamari leftovers.

A horror-movie traversal aid. Killamari replaces the glider with one that drifts for longer, while also dishing out punishing Dark moves in melee range. Transporting Lv. 2 is the cherry on top.

No. 024: Mau

  • Type: Dark
  • Partner Skill: Gold Digger. Passively digs up coins when assigned to a Ranch.
  • Drops: Gold Coin
  • Work Suitability: Farming Lv. 1
  • Paldeck Entry: Its severed tail does not rot. Once prized as a lucky charm, the poaching nearly drove the species out.

Mau is the unofficial mint of every long-running base. Coin generation is constant and quiet, perfect for funding seeds, ammo, and the occasional cosmetic spree at the Traveling Merchant.

No. 024B: Mau Cryst

  • Type: Ice
  • Partner Skill: Gold Digger. Same coin-digging behavior as the original.
  • Drops: Ice Organ, Sapphire
  • Work Suitability: Farming Lv. 1, Cooling Lv. 1
  • Paldeck Entry: Its crystalline tail is gorgeous, but shatters at death. Captive Cryst variants are pampered as a result.

Same Pal, frostier coat. Ice damage replaces Dark, and the extra Cooling trait means your base fridge keeps running while the coin pile grows.

No. 025: Celaray

  • Type: Water
  • Partner Skill: Zephyr Glider. Can be summoned in place of a glider while in the team. Enables quick gliding over long distances.
  • Drops: Pal Fluids
  • Work Suitability: Transporting Lv. 1
  • Paldeck Entry: It drifts with the wind to wherever it pleases. Finding a mate marks the end of its journey.

A flying ray glider that doubles as a wet bruiser. Celaray covers ground quickly, hammers nearby enemies with water moves, and is a workable transport Pal at base. Hard to beat as a stylish early travel option.

No. 026: Direhowl

  • Type: Neutral
  • Partner Skill: Direhowl Rider. Can be ridden. Slightly faster than most mounts.
  • Drops: Leather, Ruby, Gold Coin
  • Work Suitability: Gathering Lv. 1
  • Paldeck Entry: Long ago Direhowls hunted alongside humans. The partnership faded with time.

If you need a quick land mount before flying options open up, Direhowl is the way. It runs harder than most early-game rides, and its Neutral typing means you only really need to fear Dark threats.

No. 027: Tocotoco

  • Type: Neutral
  • Partner Skill: Eggbomb Launcher. Equips to the player and turns into a literal egg launcher.
  • Drops: Gunpowder, Tocotoco Feather
  • Work Suitability: Gathering Lv. 1
  • Paldeck Entry: It produces explosive eggs and launches them from behind. The bird itself detonates when its supply runs out.

A bird shaped like a punchline that still hits hard. Use Tocotoco as a grenade launcher in combat, or just farm Gunpowder by stationing one in your team and letting it lay ammo wherever you go.

No. 028: Flopie

  • Type: Grass
  • Partner Skill: Helper Bunny. Appears near the player and automatically picks up nearby items.
  • Drops: Low Grade Medical Supplies, Wheat Seeds
  • Work Suitability: Planting Lv. 1, Handiwork Lv. 1, Medicine Production Lv. 1, Transporting Lv. 1, Gathering Lv. 1
  • Paldeck Entry: It favors places dense with plants, though it has reportedly developed hay fever as a side effect.

Five separate work proficiencies make Flopie a starter base's dream hire. The pickup buff is the cherry on top, especially during long crafting runs where you do not want to keep mashing the grab button.

No. 029: Mozzarina

  • Type: Neutral
  • Partner Skill: Milk Maker. Occasionally produces Milk while assigned to a Ranch.
  • Drops: Mozzarina Meat, Milk
  • Work Suitability: Farming Lv. 1
  • Paldeck Entry: Milk pours from this Pal regardless of gender. The biology behind it remains a mystery best left alone.

Mozzarina is the dairy backbone of any kitchen-focused base. If you ever want Pancakes, Hot Milk, or any recipe that needs dairy, she is the supplier. Park her at a Ranch and check in occasionally.

No. 030: Bristla

  • Type: Grass
  • Partner Skill: Princess Gaze. The Pal's poisonous thorns relate to its bond with Cinnamoth, whose feeding makes Bristla smile.
  • Drops: Wheat Seeds, Lettuce Seeds
  • Work Suitability: Planting Lv. 1, Handiwork Lv. 1, Medicine Production Lv. 2, Transporting Lv. 1, Gathering Lv. 1
  • Paldeck Entry: Highly poisonous thorns line its body. It is only friendly toward Cinnamoth, who feeds on its nectar.

A prickly plant Pal with a strong supporting build. Medicine Production Lv. 2 is the headline, but Bristla's range of secondary traits makes it equally useful at a farm or a workbench.

No. 031: Gobfin

  • Type: Water
  • Partner Skill: Angry Shark. Hammers a targeted enemy with a powerful Aqua Gun shot, while passively boosting the player's attack.
  • Drops: Pal Fluids
  • Work Suitability: Watering Lv. 2, Handiwork Lv. 1, Transporting Lv. 1
  • Paldeck Entry: It was once a sizable aquatic predator. Scarcity forced it ashore, where walking burned so much energy it eventually shrank.

Looks like a chibi shark and hits like one too. Gobfin is small, mean, and reliable. Combat usage covers Fire-aligned threats, while base work covers crop watering and lighter logistical tasks.

No. 031B: Gobfin Ignis

  • Type: Fire
  • Partner Skill: Angry Shark. Same powerful targeted shot as the Water version, only with Fire flavor. Player attack receives a buff while it is in the team.
  • Drops: Flame Organ
  • Work Suitability: Kindling Lv. 2, Handiwork Lv. 1, Transporting Lv. 1
  • Paldeck Entry: Like its cousin it was once aquatic. The trek inland was so taxing it manifested control over fire instead of water.

The pyromaniac twin. Gobfin Ignis swaps watering for kindling, making it useful at any forge or kitchen. Combat skills carry the same brutal energy as the Water variant.

No. 032: Hangyu

  • Type: Ground
  • Partner Skill: Flying Trapeze. Replaces the glider while in the team and lifts the player higher mid-glide.
  • Drops: Fiber
  • Work Suitability: Gathering Lv. 1, Handiwork Lv. 1, Transporting Lv. 2
  • Paldeck Entry: Its arms are strong enough to tear iron. Historically, public executions were carried out by stringing prisoners up for a Hangyu to strip.

A gruesome backstory paired with one of the better gliding options in the dex. Hangyu lifts you up rather than down, granting access to perches that ordinary gliders cannot reach. Useful for harder-to-find dungeons and mountain runs.

No. 032B: Hangyu Cryst

  • Type: Ice
  • Partner Skill: Winter Trapeze. Same lift-on-glide effect as the original, with icy flavor.
  • Drops: Fiber, Ice Organ
  • Work Suitability: Gathering Lv. 1, Handiwork Lv. 1, Cooling Lv. 1, Transporting Lv. 2
  • Paldeck Entry: Its enormous arms tear through ice blocks. Historical accounts describe public humiliation rituals involving torn-out hair.

The Ice cousin is sharper against Dragons and pulls Cooling duty at base. Otherwise mechanics are identical to Hangyu. Pick the Pal whose typing fits your current biome.

No. 033: Mossanda

  • Type: Grass
  • Partner Skill: Grenadier Panda. Can be ridden. Allows rapid-fire grenade launcher use while mounted.
  • Drops: Mushroom, Leather, Tomato Seeds
  • Work Suitability: Planting Lv. 2, Handiwork Lv. 2, Lumbering Lv. 2, Transporting Lv. 3
  • Paldeck Entry: Its strength is monstrous. In one experiment a single Mossanda tore through 3,000 stacked sheets of paper. Thankfully herbivorous.

Often nicknamed the Forest Guardian for good reason. Mossanda is a tank with a panda face and a grenade launcher strapped to its back. It excels at mid-game transport and crafting, and the mounted artillery effect is unironically excellent crowd control.

No. 033B: Mossanda Lux

  • Type: Electric
  • Partner Skill: Grenadier Panda. Identical mounted launcher access as the Grass variant.
  • Drops: Mushroom, Leather, Tomato Seeds
  • Work Suitability: Handiwork Lv. 2, Lumbering Lv. 2, Transporting Lv. 3, Generating Electricity Lv. 2
  • Paldeck Entry: Its body channels electricity into raw strength. As a result it is one of the few Pals capable of pushing past its normal physical limits.

Electric Mossanda swaps planting for generator duty. If your base eats power and you also enjoy mowing down enemies with mounted grenades, Lux is the answer.

No. 034: Woolipop

  • Type: Neutral
  • Partner Skill: Candy Pop. Sometimes drops Cotton Candy at a Ranch.
  • Drops: Cotton Candy, High-Quality Pal Oil
  • Work Suitability: Farming Lv. 1
  • Paldeck Entry: Its entire body is 18,000 times sweeter than sugar. Carnivores drawn to the smell tend to faint from the sweetness mid-bite.

Woolipop is a niche but unique production Pal. Cotton Candy boosts another Pal's Sanity, which keeps your workforce happier longer. Not your fighter, but worth a slot at a Ranch.

No. 035: Caprity

  • Type: Grass
  • Partner Skill: Berry Picker. Occasionally drops Red Berries from its back while at a Ranch.
  • Drops: Caprity Meat, Red Berries, Horn
  • Work Suitability: Farming Lv. 1, Planting Lv. 2
  • Paldeck Entry: Berries grow on its back as long as it is well fed. The fruit serves as a courtship gift.

Caprity is the berry pipeline you want for keeping food stocked. Plants seeds at Lv. 2 and produces berries passively, so a single Pal covers two slots in your farming chain.

No. 036: Melpaca

  • Type: Neutral
  • Partner Skill: Pacapaca Wool. Can be ridden. Sometimes drops Wool when assigned to a Ranch.
  • Drops: Wool, Leather
  • Work Suitability: Farming Lv. 1
  • Paldeck Entry: Do not let the fluff fool you. A hypersonic kick from one of those legs can send you across the map.

Melpaca is the upgraded Lamball with a saddle. Use it as a fast traversal mount when you do not yet have flyers, and dump it at a Ranch when you need an extra wool node.

No. 037: Eikthyrdeer

  • Type: Neutral
  • Partner Skill: Guardian of the Forest. Can be ridden. Double jump while mounted, plus increased tree-cutting efficiency.
  • Drops: Eikthyrdeer Venison, Leather, Horn
  • Work Suitability: Lumbering Lv. 2
  • Paldeck Entry: The leader of the herd is whichever individual sports the largest antlers. Losing them sends the deer into self-imposed exile.

A regal early-mid mount that doubles as a wood gathering shortcut. Eikthyrdeer's double jump bridges short gaps without needing a glider, and the lumbering bonus pays off every time you build a new station.

No. 037B: Eikthyrdeer Terra

  • Type: Ground
  • Partner Skill: Guardian of the Golden Forest. Same double jump and lumbering boost as the Neutral version.
  • Drops: Eikthyrdeer Venison, Leather, Horn
  • Work Suitability: Lumbering Lv. 2
  • Paldeck Entry: The hardest antlers determine the leader of this variant's herd. Once those antlers shatter, the leader returns to the earth in silence.

A reflavored Eikthyrdeer with Ground typing. Pick this one if your party leans into Earth element coverage, or you are spending time around Electric-aligned threats.

No. 038: Nitewing

  • Type: Neutral
  • Partner Skill: Travel Companion. Can be ridden as a flying mount.
  • Drops: Leather
  • Work Suitability: Gathering Lv. 2
  • Paldeck Entry: It abducts newborn Pals and raises them at its nest. Once they are eating age, it hunts them.

The first proper flying mount that most players will tame. Nitewing covers ground fast, glides between biomes, and pulls solid gathering shifts when grounded. The lore is grim, but the utility is fantastic.

No. 039: Ribbuny

  • Type: Neutral
  • Partner Skill: Skilled Fingers. Boosts allied Neutral Pal attack power, and improves Weapon Workbench efficiency while at base.
  • Drops: Leather, Beautiful Flower
  • Work Suitability: Handiwork Lv. 1, Transporting Lv. 1, Gathering Lv. 1
  • Paldeck Entry: Always smiling, except when its tentacles end up knotted by Cattiva. In those moments the expression turns frankly demonic.

Ribbuny is the rare Pal that combines a workshop buff with combat utility. Bring it on weapon crafting sprees, then take it out to soften enemies. Surprisingly violent for a creature this pink.

No. 040: Incineram

  • Type: Fire/Dark
  • Partner Skill: Flameclaw Hunter. Strikes a targeted enemy with a powerful Hellfire Claw.
  • Drops: Horn, Leather
  • Work Suitability: Kindling Lv. 1, Handiwork Lv. 2, Transporting Lv. 2, Mining Lv. 1
  • Paldeck Entry: It snatches prey at night and drags them off to its territory. The aftermath is best left to the imagination.

Incineram covers Fire and Dark in one slot, which is rare. Versatile work proficiencies plus a heavy single-target Partner Skill make it a great mid-game pickup for both base and field.

No. 040B: Incineram Noct

  • Type: Dark
  • Partner Skill: Darkclaw Hunter. Same powerful claw strike as the Fire/Dark version, but pure Dark element.
  • Drops: Horn, Leather
  • Work Suitability: Handiwork Lv. 2, Transporting Lv. 2, Mining Lv. 1
  • Paldeck Entry: It hunts baby Pals specifically, carrying them back to its territory. The despair of the bereaved parent is not difficult to picture.

A nasty edge against Neutral enemies, plus the same toolkit you saw on the Fire variant. Incineram Noct is also a frequent raid headache, so capturing one is a small revenge.

No. 041: Cinnamoth

  • Type: Grass
  • Partner Skill: Mysterious Scales. Hits a targeted enemy with a Poison Fog attack.
  • Drops: Honey, Lettuce Seeds, Wheat Seeds
  • Work Suitability: Planting Lv. 1, Medicine Production Lv. 1
  • Paldeck Entry: Inhaling its scales produces near-overwhelming euphoria. Attempts to regulate the byproduct have been blocked by the Free Pal Alliance.

A delicate moth Pal with a sinister Partner Skill. Cinnamoth deals consistent damage-over-time fog and supports both crops and medicine production. Equally useful in mid-tier farms and offensive lineups.

No. 042: Arsox

  • Type: Fire
  • Partner Skill: Warm Body. Can be ridden. Keeps the rider warm in cold environments.
  • Drops: Horn, Flame Organ
  • Work Suitability: Kindling Lv. 2, Lumbering Lv. 1
  • Paldeck Entry: In ancient times it was constantly hunted by carnivorous Pals. The lingering rage manifested as its fire.

Arsox is your portable furnace. Riding it ignores cold-zone damage, which is a lifesaver during early snowy region expeditions. It also fights well, and stationing one at a forge makes ingot production noticeably faster.

No. 043: Dumud

  • Type: Ground
  • Partner Skill: Soil Improver. Boosts allied Ground Pals' attack power while in the team.
  • Drops: Raw Dumud, High-Quality Pal Oil
  • Work Suitability: Transporting Lv. 1, Watering Lv. 1, Mining Lv. 2
  • Paldeck Entry: When relaxed its reactions go nearly catatonic. Allegedly it could be sliced clean through and not realize until morning.

A buff support for Ground squads, plus a steady miner. Dumud is best deployed in dedicated Ground parties where its team-wide damage bonus actually pays off, otherwise it tends to feel a touch slow.

No. 044: Cawgnito

  • Type: Dark
  • Partner Skill: Telepeck. Hits a targeted enemy with a powerful Phantom Peck strike.
  • Drops: Bone, Venom Gland, Small Pal Soul
  • Work Suitability: Lumbering Lv. 1
  • Paldeck Entry: It once roamed the skies freely. After losing a contest to Galeclaw, it abandoned flight and turned to nocturnal habits.

A scheming crow Pal with teleport-style attacks. Useful for hit-and-run engagements and farming Small Pal Souls. Not a base powerhouse, but its drops alone justify keeping one around.

No. 045: Leezpunk

  • Type: Dark
  • Partner Skill: Sixth Sense. Detects nearby dungeons when activated.
  • Drops: Copper Key, Silver Key
  • Work Suitability: Handiwork Lv. 1, Transporting Lv. 1, Gathering Lv. 1
  • Paldeck Entry: Obsessed with looking cool. Hand one a mirror and it will pose all day without rest.

The dungeon-finder. Leezpunk also drops keys, which is exactly what you need to enter the structures it finds. A self-contained adventuring kit in one Pal, and the work profile keeps it useful at base.

No. 045B: Leezpunk Ignis

  • Type: Fire
  • Partner Skill: Sixth Sense. Same dungeon-locating behavior as the Dark variant.
  • Drops: Flame Organ, Silver Key
  • Work Suitability: Kindling Lv. 1, Handiwork Lv. 1, Transporting Lv. 1, Gathering Lv. 1
  • Paldeck Entry: Its obsession with posture leans into hot, intense stances. The owner of one frequently fields dramatic poses on demand.

A fiery reskin with the added Kindling trait. Functionally the same dungeon-and-loot combo, but with extra kitchen utility. Take whichever variant matches your active team's elemental balance.

No. 046: Loupmoon

  • Type: Dark
  • Partner Skill: Claws Glistening in the Dark. Lands a powerful Jumping Claw on a targeted enemy.
  • Drops: Bone
  • Work Suitability: Handiwork Lv. 2
  • Paldeck Entry: Its head horns grow under moonlight. Sunlight does not damage them, but it does make them itch.

A sleek nocturnal striker. Loupmoon delivers bursty Dark damage and pulls solid crafting hours at base, particularly when you need a Lv. 2 Handiwork hand mid-game.

No. 047: Galeclaw

  • Type: Neutral
  • Partner Skill: Galeclaw Glider. Replaces the glider while in the team and allows firing a gun while gliding.
  • Drops: Galeclaw Poultry, Leather
  • Work Suitability: Gathering Lv. 2
  • Paldeck Entry: It can fly off with a human attached. Unfortunately, it gets tired easily and has been known to drop riders mid-flight.

Galeclaw lets you bring a gun to a glider fight, which is exactly as fun as it sounds. Even without flying mounts you can rain bullets onto distant targets. Worth taming purely for the gameplay flexibility.

No. 048: Robinquill

  • Type: Grass
  • Partner Skill: Hawk Eye. Increases damage dealt to enemy weak points.
  • Drops: Wheat Seeds, Arrow
  • Work Suitability: Planting Lv. 1, Handiwork Lv. 2, Lumbering Lv. 1, Medicine Production Lv. 1, Transporting Lv. 2, Gathering Lv. 2
  • Paldeck Entry: A Pal eerily similar to humans who forage and hunt in forests. It may hold clues to how Pals diverged from human ancestors.

Six different work proficiencies. Robinquill is a Swiss army knife at base, plus the weak-point damage buff makes ranged combat noticeably easier. Easily one of the best mid-game generalists.

No. 048B: Robinquill Terra

  • Type: Ground
  • Partner Skill: Hawk Eye. Same weak-point bonus as the Grass version.
  • Drops: Wheat Seeds, Arrow
  • Work Suitability: Handiwork Lv. 2, Lumbering Lv. 1, Medicine Production Lv. 1, Transporting Lv. 2, Gathering Lv. 2
  • Paldeck Entry: Lives a hunter's life in rocky outcrops and stays close to human dwellings. Robinquill Terra bones are often found near human remains in ancient ruins.

The Ground reskin trades planting for harder elemental coverage. Otherwise identical workhorse profile.

No. 049: Gorirat

  • Type: Neutral
  • Partner Skill: Full-power Gorilla Mode. Unleashes a primal fury that increases Gorirat's attack power.
  • Drops: Leather, Bone
  • Work Suitability: Handiwork Lv. 1, Lumbering Lv. 2, Transporting Lv. 3
  • Paldeck Entry: It thumps the ground rhythmically to communicate with its troop. The meanings of each rhythm differ from troop to troop.

A rage-mode gorilla with Transporting Lv. 3, which is enormous for mid-game logistics chains. Bring it along when you need crates moved fast and faces punched harder.

No. 050: Beegarde

  • Type: Grass
  • Partner Skill: Worker Bee. Sometimes drops Honey while assigned to a Ranch. Elizabee's stats rise while Beegarde is in the team.
  • Drops: Honey
  • Work Suitability: Planting Lv. 1, Handiwork Lv. 1, Lumbering Lv. 1, Medicine Production Lv. 1, Transporting Lv. 2, Gathering Lv. 1, Farming Lv. 1
  • Paldeck Entry: A devoted servant pledged to Elizabee. Any threat to its queen results in immediate banishment from the hive.

Seven work proficiencies and a queen-boosting passive. Beegarde is one of the busiest Pals you can stable, and pairing one with an Elizabee turns the combo into a serious mid-game powerhouse.

No. 051: Elizabee

  • Type: Grass
  • Partner Skill: Queen Bee Command. Stats scale based on how many Beegardes are in the active team.
  • Drops: Honey, Elizabee's Staff
  • Work Suitability: Planting Lv. 2, Handiwork Lv. 2, Lumbering Lv. 1, Medicine Production Lv. 2, Gathering Lv. 2
  • Paldeck Entry: The chosen queen of all Beegarde. A constant stream of devoted attendants is ready to work themselves to death for her.

A boss fight first, an ally second. Pair Elizabee with multiple Beegardes for a stacking damage buff. She also pulls heavy weight at base across crafting, gardening, and medicine.

No. 052: Grintale

  • Type: Neutral
  • Partner Skill: Plump Body. Can be ridden. Boosts Neutral attacks while mounted.
  • Drops: High Quality Pal Oil
  • Work Suitability: Gathering Lv. 2
  • Paldeck Entry: Its eyes literally light up the moment anyone enters its territory. This is not metaphorical.

A storybook-shaped mount that adds elemental punch to Neutral builds. Grintale also drops High Quality Pal Oil, a resource you will hunt for during crafting milestones.

No. 053: Swee

  • Type: Ice
  • Partner Skill: Fluffy. Boosts Sweepa's stats while in the team.
  • Drops: Wool
  • Work Suitability: Gathering Lv. 1, Cooling Lv. 1
  • Paldeck Entry: It crawls along the ground, consuming microscopic matter. Whatever it cannot digest is discharged, leaving it a handy living mop.

A floor-cleaner shaped like a small frosty roll. Swee directly buffs Sweepa, and a stacked team of Swee/Sweepa pairings is one of the more amusing early Ice strategies.

No. 054: Sweepa

  • Type: Ice
  • Partner Skill: Fluffy King of Fluff. Can be ridden. Stats scale based on how many Swee are in the team.
  • Drops: Wool
  • Work Suitability: Gathering Lv. 2, Cooling Lv. 2
  • Paldeck Entry: While hibernating, large numbers of Swee hide inside its fur. The record stands at 101.

The fluffy big sibling. Bring a few Swee along to ramp up Sweepa's combat numbers, and use it as a calm, cuddly cooling station at base.

No. 055: Chillet

  • Type: Ice/Dragon
  • Partner Skill: Wriggling Weasel. Can be ridden. Adds Dragon damage to the player's attacks while mounted.
  • Drops: Leather
  • Work Suitability: Gathering Lv. 1, Cooling Lv. 1
  • Paldeck Entry: It curls into a ball and rolls at terrifying speeds. Olden farms used the spin to churn butter via attached milk pouches.

A central-map mount with a unique Ice/Dragon profile. Chillet handles Dark and Dragon enemies neatly while also pulling minor cooling and gathering duty.

No. 056: Univolt

  • Type: Electric
  • Partner Skill: Swift Deity. Can be ridden. Adds Electric damage to the player's attacks while mounted.
  • Drops: Leather, Horn, Electric Organ
  • Work Suitability: Lumbering Lv. 1, Generating Electricity Lv. 2
  • Paldeck Entry: Once revered as a messenger of the Thunder God, until one was seen dying from a lightning strike. The reverence faded and the species became domesticated labor.

The classic mid-game electric horse. Univolt is fast, reasonably tough, and produces enough current to keep medium-sized factories powered. Riding it also adds reliable shock damage to whatever weapon you are using.

No. 057: Foxcicle

  • Type: Ice
  • Partner Skill: Aurora Guide. Boosts allied Ice Pals' attack power while in the team.
  • Drops: Leather, Ice Organ
  • Work Suitability: Cooling Lv. 2
  • Paldeck Entry: On nights when the aurora appears, it sings to the sky. The trance leaves it open to ambush.

A reliable cooling station hire that doubles as an Ice buffer. Foxcicle pairs nicely with bigger frontline Ice Pals to push their numbers up.

No. 058: Pyrin

  • Type: Fire
  • Partner Skill: Red Hare. Can be ridden. Adds Fire damage to the player's attacks while mounted.
  • Drops: Flame Organ, Leather
  • Work Suitability: Kindling Lv. 2, Lumbering Lv. 1
  • Paldeck Entry: Its body acts as a high-efficiency radiator, granting tremendous stamina. It is mindful not to burn its riders.

Pyrin is the steady fire mount. The stamina lets you cover serious ground without dismounting, and the imbued damage is excellent when fighting Ice or Grass clusters.

No. 058B: Pyrin Noct

  • Type: Dark/Fire
  • Partner Skill: Black Hare. Can be ridden. Adds Dark damage to the player's attacks while mounted.
  • Drops: Flame Organ, Leather
  • Work Suitability: Kindling Lv. 2, Lumbering Lv. 1
  • Paldeck Entry: It burns dark matter as fuel and ejects the unburned residue from its body. Riders should be careful not to gallop into shadow.

The night variant swaps Fire damage for Dark while keeping the same speed and work load. Pick this one for hunting Neutral targets.

No. 059: Reindrix

  • Type: Ice
  • Partner Skill: Cool Body. Can be ridden. Keeps the rider cool in hot environments.
  • Drops: Reindrix Venison, Leather, Horn, Ice Organ
  • Work Suitability: Lumbering Lv. 2, Cooling Lv. 2
  • Paldeck Entry: Its translucent antlers radiate cold approaching absolute zero. Bare-handed contact freezes the person solid before they can react.

The opposite half of Arsox. Reindrix nullifies heat damage in volcanic and desert biomes, plus carries a sturdy combat kit and reliable base utility.

No. 060: Rayhound

  • Type: Electric
  • Partner Skill: Jumping Force. Can be ridden. Allows a double jump while mounted.
  • Drops: Electric Organ
  • Work Suitability: Generating Electricity Lv. 2
  • Paldeck Entry: At top speed it could be mistaken for a lightning bolt. Two Rayhounds colliding produces a clap like distant thunder.

A vertical traversal mount with a fierce electric kit. Rayhound makes vertical maps trivial, and parking one at a generator keeps your tech running through the night.

No. 061: Kitsun

  • Type: Fire
  • Partner Skill: Clear Mind. Can be ridden. Riders are unaffected by heat or cold while mounted.
  • Drops: Flame Organ, Leather
  • Work Suitability: Kindling Lv. 2
  • Paldeck Entry: A shy fire fox. Old legends called it an unlucky omen, and indeed it tends to hide whenever something unpleasant happens.

The one mount that handles both extreme biomes. Bring Kitsun on long volcano-to-snow expeditions and forget about thermal protection items entirely.

No. 062: Dazzi

  • Type: Electric
  • Partner Skill: Lady of Lightning. Appears near the player and adds lightning bolt follow-ups to attacks.
  • Drops: Electric Organ
  • Work Suitability: Handiwork Lv. 1, Transporting Lv. 1, Generating Electricity Lv. 1
  • Paldeck Entry: Often kind to lonely Pals, then betrays them with a sudden thunderbolt the moment they relax.

Dazzi is the Daedream of the Electric world. Continuous lightning follow-ups stack with every hit you land, turning average weapons into something noticeably nastier. Bonus points for general base utility.

No. 063: Lunaris

  • Type: Neutral
  • Partner Skill: Antigravity. Raises the player's max carry capacity. Adds 80 weight at Lv. 1 and stacks with multiples.
  • Drops: Paldium Fragment
  • Work Suitability: Handiwork Lv. 3, Transporting Lv. 3, Gathering Lv. 3
  • Paldeck Entry: Anyone careless enough to lock eyes with it can find themselves slowly puppeted. Pals seen accompanying Lunaris are, more often than not, also under its control.

A triple Lv. 3 work profile, plus a stackable carry buff. Lunaris is one of the most efficient mid-game workforce additions, period. Bring multiples on long expeditions to push your inventory limits absurdly high.

No. 064: Dinossom

  • Type: Grass/Dragon
  • Partner Skill: Fragrant Dragon. Can be ridden. Boosts Grass attacks while mounted.
  • Drops: Wheat Seeds
  • Work Suitability: Planting Lv. 2, Lumbering Lv. 2
  • Paldeck Entry: Once angered, Dinossom never calms down. The phrase "step on a Dinossom's tail" has come to mean enraging someone past reason.

A floral dinosaur with a temperament problem. Riding it doubles down on Grass attacks, and the work profile keeps it busy planting and gathering wood between fights.

No. 064B: Dinossom Lux

  • Type: Electric/Dragon
  • Partner Skill: Thunder Dragon. Can be ridden. Boosts Electric attacks while mounted.
  • Drops: Wheat Seeds
  • Work Suitability: Generating Electricity Lv. 2, Lumbering Lv. 2
  • Paldeck Entry: Survived a lightning strike. "Struck by a Dinossom Lux's bolt" means narrowly escaping death.

Same temperament, different element. Lux gives you an Electric/Dragon mount with passive power generation as a side perk. Strong against Water foes and very strong in the dragon-stew variety.

No. 065: Surfent

  • Type: Water
  • Partner Skill: Swift Swimmer. Can be ridden over water. While mounted, stamina does not deplete during water travel.
  • Drops: Pal Fluids
  • Work Suitability: Watering Lv. 2
  • Paldeck Entry: Its streamlined body suits aquatic life. Poachers often take them and use them in place of surfboards.

The reason any open-water trek is bearable. Surfent removes stamina worries entirely, letting you sprint across oceans to islands that would otherwise require flying mounts.

No. 065B: Surfent Terra

  • Type: Ground
  • Partner Skill: Sand Swimmer. Can be ridden.
  • Drops: Pal Fluids
  • Work Suitability: Gathering Lv. 1
  • Paldeck Entry: Its aerodynamic body fits life on sand. Poachers, predictably, use them as boards on dunes.

A desert equivalent of the Water Surfent. Glide across dunes when crossing the northeastern biome on foot would melt your patience.

No. 066: Maraith

  • Type: Dark
  • Partner Skill: Messenger of Death. Can be ridden. Adds Dark damage to the player's attacks while mounted.
  • Drops: Bone, Small Pal Soul
  • Work Suitability: Gathering Lv. 2, Mining Lv. 1
  • Paldeck Entry: It enjoys the particular scent of creatures near death. If a Maraith warms up to you, that is probably why.

A mournful mount specializing in single-target erasure. Combine its mobility with imbued Dark damage to delete weaker Neutral targets in one or two swings.

No. 067: Digtoise

  • Type: Earth
  • Partner Skill: Drill Crusher. Performs Shell Spin and follows the player while spinning, mining ores efficiently along the way.
  • Drops: Ore, High-Quality Pal Oil
  • Work Suitability: Mining Lv. 3
  • Paldeck Entry: Folklore tells of the Digtoise's drill as a paradox embodied: the toughest shell paired with the strongest drill.

Digtoise is the ore farm in turtle form. Send it spinning in any rock-rich biome and watch the inventory fill. Lv. 3 mining at base seals the deal as a long-term mining staple.

No. 068: Tombat

  • Type: Dark
  • Partner Skill: Ultrasonic Sensor. Uses ultrasonic waves to detect nearby Pals when activated.
  • Drops: Leather, Small Pal Oil
  • Work Suitability: Gathering Lv. 2, Mining Lv. 2, Transporting Lv. 2
  • Paldeck Entry: It shows off its prized wings without warning. The motive is unclear, but the creature appears to genuinely enjoy the display.

A Pal-radar that also pulls steady triple-base shifts. Tombat shows you where elusive species lurk, which makes specific Paldeck completion runs much less painful.

No. 069: Lovander

  • Type: Neutral
  • Partner Skill: Heart Drain. Gives both player and Lovander a life-steal effect while fighting together.
  • Drops: Mushroom, Cake, Suspicious Juice, Strange Juice
  • Work Suitability: Handiwork Lv. 2, Medicine Production Lv. 2, Transporting Lv. 2, Mining Lv. 1
  • Paldeck Entry: Always chasing someone for a night of romance. Originally only Pals interested it, but in recent years even humans have drawn its attention.

Lovander is the life-steal Pal you keep around for grueling fights. Damage taken converts back into HP, which makes drawn-out boss battles substantially safer. The drop table is also charmingly weird.

No. 070: Flambelle

  • Type: Fire
  • Partner Skill: Magma Tears. Sometimes produces Flame Organ at a Ranch.
  • Drops: Flame Organ, High-Quality Pal Oil
  • Work Suitability: Kindling Lv. 1, Handiwork Lv. 1, Transporting Lv. 1, Farming Lv. 1
  • Paldeck Entry: Its tears are literal magma, then absorbed back into its body, which only makes it stronger. The more it cries, the deadlier it becomes.

A sad little Pal that doubles as a Flame Organ farm. Park it at a Ranch and let it weep your crafting supply into existence. Versatile work proficiencies make it useful at base outside Ranch duty too.

No. 071: Vanwyrm

  • Type: Dark/Fire
  • Partner Skill: Aerial Marauder. Can be ridden as a flying mount. Increases damage to enemy weak points while mounted.
  • Drops: Bone, Ruby, Gold Coin
  • Work Suitability: Kindling Lv. 1, Transporting Lv. 3
  • Paldeck Entry: Flutes made from a Vanwyrm exoskeleton are said to carry sound across mountain ranges, originally for signaling attacks.

Vanwyrm gives you a flying mount with combat utility and a respectable hauling profile at base. The weak-point modifier scales especially well on ranged loadouts.

No. 071B: Vanwyrm Cryst

  • Type: Ice/Dark
  • Partner Skill: Aerial Marauder. Same flying mount with the weak-point damage modifier as the original.
  • Drops: Bone, Ruby, Gold Coin
  • Work Suitability: Cooling Lv. 2, Transporting Lv. 3
  • Paldeck Entry: Its flutes echo across mountains as well, but the lore around them centers on signaling victory rather than attack.

The Ice cousin trades Kindling for Cooling at base. Same flying potency, slightly different basework, ideal for Cooling-focused stations.

No. 072: Bushi

  • Type: Fire
  • Partner Skill: Brandish Blade. Slams a targeted enemy with a powerful Iaigiri sword draw.
  • Drops: Bone, Ingot
  • Work Suitability: Kindling Lv. 2, Handiwork Lv. 1, Lumbering Lv. 3, Transporting Lv. 2, Gathering Lv. 1
  • Paldeck Entry: Its body turns into a sword at death. Anyone other than another Bushi who wields the blade is tormented until driven mad.

A wandering swordsman Pal with Lv. 3 Lumbering and stage-clearing combat. Bushi excels in long resource runs and against tough single targets alike. Hard to outgrow.

No. 073: Beakon

  • Type: Electric
  • Partner Skill: Thunderous. Can be ridden as a flying mount. Adds Electric damage to the player's attacks while mounted.
  • Drops: Electric Organ
  • Work Suitability: Transporting Lv. 3, Generating Electricity Lv. 2, Gathering Lv. 1
  • Paldeck Entry: Often mistaken for a relative of Ragnahawk despite no actual relation. Its sharp beak descends on prey like a lightning strike.

An Electric flying mount that doubles as a base power generator. Beakon makes the leap from grounded electric Pals like Univolt feel substantial, especially during air raid encounters.

No. 074: Ragnahawk

  • Type: Fire
  • Partner Skill: Flame Wing. Can be ridden as a flying mount. Adds Fire damage to the player's attacks while mounted.
  • Drops: Flame Organ
  • Work Suitability: Kindling Lv. 3, Transporting Lv. 3
  • Paldeck Entry: Frequently confused with Beakon. Its diet of stones has hardened its beak and head over generations.

The Fire counterpart to Beakon and a workhorse forge fueler. Lv. 3 Kindling and Lv. 3 Transporting combine to make Ragnahawk fantastic for any pyromaniac production line.

No. 075: Katress

  • Type: Dark
  • Partner Skill: Grimoire Collector. Defeated Neutral Pals drop more items while it is in the team.
  • Drops: Leather, Katress Hair, High Grade Technical Manual
  • Work Suitability: Medicine Production Lv. 2, Handiwork Lv. 2, Transporting Lv. 2
  • Paldeck Entry: Wields shadow-based magic and prefers raw meat. Holds a bitter rivalry with Wixen.

A spellcaster Pal that boosts farm yields off Neutral kills. Steady Lv. 2 across three different stations makes it a quietly excellent base-side hire.

No. 076: Wixen

  • Type: Fire
  • Partner Skill: Lord Fox. Adds Fire damage to the player's attacks while fighting together.
  • Drops: Flame Organ, High-Grade Technical Manual
  • Work Suitability: Kindling Lv. 2, Handiwork Lv. 3, Transporting Lv. 2
  • Paldeck Entry: Manipulates light to perform arcane phenomena. Prefers food cooked thoroughly and despises Katress.

Wixen is Katress's eternal opposite, complete with rival lore. The Lv. 3 Handiwork sets it apart at workshops, and the imbued Fire damage scales nicely on light weapons.

No. 077: Verdash

  • Type: Grass
  • Partner Skill: Grassland Speedster. Increases the player's movement speed and adds Grass damage to attacks while fighting together.
  • Drops: Leather, Bone
  • Work Suitability: Planting Lv. 2, Handiwork Lv. 3, Lumbering Lv. 2, Transporting Lv. 2, Gathering Lv. 3
  • Paldeck Entry: Anywhere a Verdash sprints across grows lush vegetation soon after. Areas where herbicide has been used are avoided entirely.

Verdash is a green blur that makes everything in your routine faster. Movement speed buffs, Grass damage on attacks, and an enormous five-trait work profile. Few mid-game Pals are this universally valuable.

No. 078: Vaelet

  • Type: Grass
  • Partner Skill: Purification of Gaia. Defeated Ground Pals drop more items while in the team.
  • Drops: Low-Grade Medical Supplies, Tomato Seeds
  • Work Suitability: Planting Lv. 2, Handiwork Lv. 2, Medicine Production Lv. 3, Transporting Lv. 1, Gathering Lv. 2
  • Paldeck Entry: A castle, the king's beloved flowers, a war reaching the gates. From the flames a flower spirit appeared, as told in the fairy tale "The King's Flower."

Vaelet is purpose-built for Ground-type loot runs and medicine grinding. Lv. 3 Medicine Production combined with the loot drop modifier makes it one of the better dual-purpose Pals.

No. 079: Sibelyx

  • Type: Ice
  • Partner Skill: Silk Maker. Hits a targeted enemy with a powerful Blizzard Spike. Sometimes produces High Quality Cloth at a Ranch.
  • Drops: Ice Organ, High Quality Cloth
  • Work Suitability: Medicine Production Lv. 2, Cooling Lv. 2, Farming Lv. 1
  • Paldeck Entry: Adores rainy weather and basks in it for hours. Foxparks reportedly takes shelter beneath it on wet days.

The cloth pipeline of any cold-region base. Sibelyx delivers icy point damage and a steady supply of High Quality Cloth, which becomes essential during late-game armor crafting.

No. 080: Elphidran

  • Type: Dragon
  • Partner Skill: Amicable Holy Dragon. Can be ridden as a flying mount. Defeated Dark Pals drop more items while in the team.
  • Drops: High Quality Pal Oil
  • Work Suitability: Lumbering Lv. 2
  • Paldeck Entry: Its demeanor is as pure as it looks. The downside is a tendency to fall for scammers and unsavory actors.

Often a player's first Dragon flying mount. The Dark-target loot bonus makes Elphidran ideal for hunting Dark-type bosses, and its high mobility helps cover huge stretches of map quickly.

No. 080B: Elphidran Aqua

  • Type: Dragon/Water
  • Partner Skill: Amicable Holy Dragon. Same flying mount and Dark drop bonus as the original.
  • Drops: High Quality Pal Oil
  • Work Suitability: Lumbering Lv. 2, Watering Lv. 3
  • Paldeck Entry: Equally pure-hearted as its dragon-only cousin, and equally vulnerable to the same dishonest characters.

A Water reskin with added Watering Lv. 3. Pick this one if your farm needs irrigation help while still flying you around to dragon-hunt.

No. 081: Kelpsea

  • Type: Water
  • Partner Skill: Aqua Spout. Boosts allied Water Pals' attack power while in the team.
  • Drops: Raw Kelpsea, Pal Fluids
  • Work Suitability: Watering Lv. 1
  • Paldeck Entry: Its personality reflects the water it was born in. Polluted births produce surly individuals prone to delinquency.

Kelpsea functions as a Water team booster. Not a fighter on its own, but inside a Water lineup it pushes everyone else's damage up. Bonus Watering Lv. 1 at base.

No. 081B: Kelpsea Ignis

  • Type: Fire
  • Partner Skill: Lava Spout. Boosts allied Fire Pals' attack power while in the team.
  • Drops: Raw Kelpsea, Flame Organ
  • Work Suitability: Kindling Lv. 1
  • Paldeck Entry: Its personality reflects the temperature of the water in which it was born. Warm-water individuals tend toward fiery, motivated dispositions.

Same buffer role but for Fire teams. Fits into Fire-heavy raid prep lineups particularly well.

No. 082: Azurobe

  • Type: Dragon/Water
  • Partner Skill: Waterwing Dance. Can be ridden over water. Adds Water damage to the player's attacks while mounted.
  • Drops: Cloth
  • Work Suitability: Watering Lv. 3
  • Paldeck Entry: Its white ribbon turns black in impure water. Its history of being hunted for that property left the species with a deep resentment of humans.

A radiant water-traveling Dragon. Azurobe is excellent for crossing flooded zones quickly while keeping firepower up. Watering Lv. 3 sets it apart at base, particularly at large farms.

No. 083: Cryolinx

  • Type: Ice
  • Partner Skill: Dragon Hunter. Defeated Dragon Pals drop more items while in the team.
  • Drops: Ice Organ
  • Work Suitability: Handiwork Lv. 1, Lumbering Lv. 2, Cooling Lv. 3
  • Paldeck Entry: Its hardened claws let it climb steep mountains with ease. Climbing down, however, is painful, leaving many Cryolinx stranded on peaks.

The premier dragon-loot specialist. Cryolinx racks up materials during dragon hunts and pulls Lv. 3 Cooling shifts at base, making it a clear double-duty pick.

No. 084: Blazehowl

  • Type: Fire
  • Partner Skill: Hellflame Lion. Can be ridden. Defeated Grass Pals drop more items while in the team.
  • Drops: Flame Organ
  • Work Suitability: Kindling Lv. 3, Lumbering Lv. 2
  • Paldeck Entry: It prefers raw meat but routinely ends up with well-done meat. Its burning claws sear the prey before it even realizes.

A burning lion mount built for Grass farming runs. Pair Blazehowl with cooking stations and you basically have a self-contained kitchen on legs.

No. 084B: Blazehowl Noct

  • Type: Dark/Fire
  • Partner Skill: Darkflame Lion. Can be ridden. Defeated Neutral Pals drop more items while in the team.
  • Drops: Flame Organ
  • Work Suitability: Kindling Lv. 3, Lumbering Lv. 2
  • Paldeck Entry: It prefers raw meat but always ends up with tainted meat. Its dark claws curse rather than sear the prey.

The Dark variant swaps the loot bonus from Grass to Neutral targets. Otherwise the same kitchen-on-legs setup with extra elemental coverage.

No. 085: Relaxaurus

  • Type: Dragon/Water
  • Partner Skill: Hungry Missile. Can be ridden. Allows rapid fire from a missile launcher while mounted.
  • Drops: High-quality Pal Oil, Ruby
  • Work Suitability: Transporting Lv. 1, Watering Lv. 2
  • Paldeck Entry: Despite its laid-back posture it is fiercely predatory. Everything it sees becomes prey to be hunted down.

The Relaxaurus is the chillest war crime in the dex. Mounted missile launchers wreck waves of enemies during raids, and the dragon-water typing nails several common weaknesses.

No. 085B: Relaxaurus Lux

  • Type: Electric
  • Partner Skill: Missile Party. Can be ridden. Allows rapid-fire missile launcher use while mounted.
  • Drops: High Quality Pal Oil, Electric Organ, Sapphire
  • Work Suitability: Generating Electricity Lv. 3, Transporting Lv. 1
  • Paldeck Entry: Relaxaurus reportedly had a change of heart one day. An electric shock then surged through its body, and the rest was history.

An Electric reskin with vastly improved power generation. Use this version if your base draws heavy current, and the artillery duty is identical.

No. 086: Broncherry

  • Type: Grass
  • Partner Skill: Overaffectionate. Can be ridden. Increases the player's max carry capacity while in the team.
  • Drops: Broncherry Meat, Tomato Seeds
  • Work Suitability: Planting Lv. 3
  • Paldeck Entry: Its scent shifts dramatically before and after pairing. The post-pairing aroma is famously called the "fragrance of first love."

Broncherry is a planting powerhouse with a passive carry buff. Bring it on long expeditions for the inventory boost and station it in the largest plantation when you return.

No. 086B: Broncherry Aqua

  • Type: Grass/Water
  • Partner Skill: Overaffectionate. Same carry buff and ride access as the Grass variant.
  • Drops: Broncherry Meat, Lettuce Seeds
  • Work Suitability: Watering Lv. 3
  • Paldeck Entry: Its scent shifts before pairing too, called the "perfume of purity" in older texts.

The hybrid swap turns planting into watering, which makes it a better partner for hydroponic farm layouts.

No. 087: Petallia

  • Type: Grass
  • Partner Skill: Blessing of the Flower Spirit. Restores the player's HP when activated.
  • Drops: Bone, Large Pal Soul, Innovative Technical Manual
  • Work Suitability: Planting Lv. 3, Handiwork Lv. 2, Gathering Lv. 2, Medicine Production Lv. 2, Transporting Lv. 1
  • Paldeck Entry: A Pal that becomes an enormous plant at the end of its life cycle. Every decade, a beautiful flower blooms and a new Petallia is born.

A potent healer with a five-trait work profile. Petallia is the Grass parallel to Lyleen and Lyleen Noct, and the Innovative Technical Manual drop is itself a major prize.

No. 088: Reptyro

  • Type: Ground/Fire
  • Partner Skill: Ore-Loving Beast. Can be ridden. Mining efficiency increases while mounted.
  • Drops: Flame Organ
  • Work Suitability: Kindling Lv. 3, Mining Lv. 3
  • Paldeck Entry: Magma-like blood circulates throughout its body. A heavy water dousing produces a violent vapor explosion.

The Magma Juggernaut hits a sweet spot of high damage and high mining throughput. Riding Reptyro through an ore field is the closest thing the game has to a mobile quarry.

No. 088B: Ice Reptyro

  • Type: Ice/Ground
  • Partner Skill: Ice-Loving Beast. Can be ridden. Mining efficiency increases while mounted.
  • Drops: Ice Organ
  • Work Suitability: Cooling Lv. 3, Mining Lv. 3
  • Paldeck Entry: Sub-zero blood courses through its body. Rapid heating causes the same kind of vapor explosion as in the Fire variant.

Same mining juggernaut, swapped to Ice/Ground. The Cooling Lv. 3 is genuinely useful in any base needing serious refrigeration.

No. 089: Kingpaca

  • Type: Neutral
  • Partner Skill: King of Muscles. Increases the player's max carry capacity while in the team.
  • Drops: Wool
  • Work Suitability: Gathering Lv. 1
  • Paldeck Entry: Melpaca serves this Pal. Contests between Kingpacas wager their vassals as prizes. Solitary individuals are losers of past contests.

A massive Pal with a massive carry buff. Kingpaca looks fluffy but happily steamrolls enemies in the field. Pair multiple buff-stackers for stupidly high inventory cap during expeditions.

No. 089B: Ice Kingpaca

  • Type: Ice
  • Partner Skill: King of Muscles. Same carry buff while in the team.
  • Drops: Wool, Ice Organ
  • Work Suitability: Gathering Lv. 1, Cooling Lv. 3
  • Paldeck Entry: A heart of ice and an inability to express feelings. Considered pitiable by the local Melpaca, who view it as too socially clumsy.

A frosted Kingpaca with added Cooling. Pick this one for cold biome bases or when you want extra weak-point coverage on Dragons.

No. 090: Mammorest

  • Type: Grass
  • Partner Skill: Gaia Crusher. Can be ridden. Cutting trees and mining ores becomes more efficient while mounted.
  • Drops: High Quality Pal Oil, Leather, Mammorest Meat
  • Work Suitability: Planting Lv. 2, Lumbering Lv. 2, Mining Lv. 2
  • Paldeck Entry: The vegetation on its back varies between individuals. Some scholars specialize in pruning the unique gardens carried by these Pals.

A peaceful giant until provoked. Mammorest is enormous, slow, and capable of crushing obstacles. Use it for long lumbering expeditions and let its size handle anything dumb enough to get close.

No. 090B: Mammorest Cryst

  • Type: Ice
  • Partner Skill: Ice Crusher. Can be ridden. Same lumbering and mining bonuses as the Grass variant.
  • Drops: High Quality Pal Oil, Leather, Mammorest Meat
  • Work Suitability: Cooling Lv. 2, Lumbering Lv. 2, Mining Lv. 2
  • Paldeck Entry: Vegetation patterns vary just like the Grass variant. Researchers have found long-frozen seeds of supposedly extinct plants on some of these Pals.

A frosty Mammorest with the same wood-and-ore productivity. Massive HP makes it a natural tank during prolonged fights.

No. 091: Wumpo

  • Type: Ice
  • Partner Skill: Guardian of the Snowy Mountain. Can be ridden. Increases the player's max carry capacity while in the team.
  • Drops: Ice Organ, Beautiful Flower
  • Work Suitability: Handiwork Lv. 2, Lumbering Lv. 3, Transporting Lv. 4, Cooling Lv. 2
  • Paldeck Entry: Researchers tried to shave away its hair to find the body underneath, but only hair remained, as if there was nothing else.

Transporting Lv. 4 makes Wumpo one of the all-time best logistics Pals. The carry buff stacks on top, and the cooling trait keeps your base fridge humming.

No. 091B: Wumpo Botan

  • Type: Grass
  • Partner Skill: Guardian of the Grassy Fields. Same carry buff and ride access as the Ice variant.
  • Drops: Lettuce Seeds, Tomato Seeds, Beautiful Flower
  • Work Suitability: Planting Lv. 1, Handiwork Lv. 2, Lumbering Lv. 3, Transporting Lv. 4
  • Paldeck Entry: Researchers also tried trimming away its grass to reveal the body underneath. Same result: just grass.

Botan trades cooling for planting and keeps the same monstrous Transporting score. Perfect for greenhouse-style bases.

No. 092: Warsect

  • Type: Grass/Ground
  • Partner Skill: Hard Armor. Boosts the player's defense and adds Fire damage to attacks while in the team.
  • Drops: Honey
  • Work Suitability: Planting Lv. 1, Handiwork Lv. 1, Lumbering Lv. 3, Transporting Lv. 3
  • Paldeck Entry: Its ultra-tough armor resists nearly any heat source. Even napalm rounds are reportedly ineffective.

A spiked tank that buffs your survivability and lights up enemies in the process. Warsect handles tough boss fights and pulls Lv. 3 work shifts at base.

No. 093: Fenglope

  • Type: Neutral
  • Partner Skill: Wind and Clouds. Can be ridden. Double jump while mounted.
  • Drops: Leather, Horn
  • Work Suitability: Lumbering Lv. 2
  • Paldeck Entry: Frequently painted in ancient art for its majestic appearance. It is now hunted near to extinction for fur and horns.

A graceful Neutral mount with a clean double-jump kit. Fenglope handles vertical traversal nicely and gathers wood at a respectable clip.

No. 094: Felbat

  • Type: Dark
  • Partner Skill: Life Steal. Adds life steal to both the player and Felbat while fighting together.
  • Drops: Cloth, Small Pal Soul
  • Work Suitability: Medicine Production Lv. 3
  • Paldeck Entry: Strikes from the shadows and traps prey inside its cloak-like wings. The red stains inside are not asked about politely.

A Dark-flavored Lovander with Lv. 3 Medicine Production. Felbat is genuinely scary and incredibly useful during long fights where attrition matters.

No. 095: Quivern

  • Type: Dragon
  • Partner Skill: Sky Dragon's Affection. Can be ridden as a flying mount. Boosts Dragon attacks while mounted.
  • Drops: High Quality Pal Oil
  • Work Suitability: Handiwork Lv. 1, Transporting Lv. 3, Gathering Lv. 2, Mining Lv. 2
  • Paldeck Entry: Cuddling Quivern is said to be heavenly. Less heavenly: Quiverns who toss in their sleep have crushed people.

An aerial Dragon mount with one of the better transport profiles in the dex. Quivern is a long-term keeper for both combat and supply chains.

No. 096: Blazamut

  • Type: Fire
  • Partner Skill: Magma Kaiser. Can be ridden. Boosts Fire attacks while mounted.
  • Drops: Coal, Flame Organ
  • Work Suitability: Kindling Lv. 3, Mining Lv. 4
  • Paldeck Entry: Said to have been born during a volcanic eruption. A fringe theory claims the continent itself rests on the back of an enormous Blazamut.

Mining Lv. 4 is rare. Blazamut grinds through massive rock formations at base, and the Fire-damage mount mode brutalizes Ice and Grass clusters in the field.

No. 097: Helzephyr

  • Type: Dark
  • Partner Skill: Wings of Death. Can be ridden as a flying mount. Adds Dark damage to the player's attacks while mounted.
  • Drops: Medium Pal Soul, Venom Gland
  • Work Suitability: Transporting Lv. 3
  • Paldeck Entry: It summons lightning out of the underworld itself. Death by Helzephyr is said to send the victim straight to the bottom.

A nightmare flying mount that dominates Neutral fights. Lv. 3 Transporting plus reliable Medium Pal Soul drops make it both useful and lucrative.

No. 098: Astegon

  • Type: Dragon/Dark
  • Partner Skill: Black Ankylosaur. Can be ridden as a flying mount. Damage to ores is increased while mounted.
  • Drops: Pal Metal Ingot, Pure Quartz
  • Work Suitability: Handiwork Lv. 1, Mining Lv. 4
  • Paldeck Entry: A savage beast born of the abyss. Stand neither before it nor in honor of it, by the older texts.

Mining Lv. 4 plus the mounted ore bonus is the late-game ore-farming meta. Astegon also drops Pal Metal Ingot, which is fantastic for high-tier crafting.

No. 099: Menasting

  • Type: Dark/Ground
  • Partner Skill: Steel Scorpion. Boosts the player's defense and drops more items from defeated Electric Pals.
  • Drops: Coal, Venom Gland
  • Work Suitability: Lumbering Lv. 2, Mining Lv. 3
  • Paldeck Entry: Internally hollow, with pure energy filling the gaps. It traps living prey inside its body and absorbs them while they scream.

A heavyweight bruiser that bumps your defense and farms Electric mobs for extra drops. Mining Lv. 3 puts it on serious ore-runs duty.

No. 100: Anubis

  • Type: Ground
  • Partner Skill: Guardian God of the Desert. Adds Ground damage to the player's attacks and gives Anubis a chance to dodge during combat.
  • Drops: Bone, Large Pal Soul, Innovative Technical Manual
  • Work Suitability: Handiwork Lv. 4, Mining Lv. 3, Transporting Lv. 2
  • Paldeck Entry: Once a symbol of nobility revered by those who shunned wealth. Over time it became more closely associated with death.

Handiwork Lv. 4 is one of the highest single proficiencies in the game. Anubis builds bases faster than nearly anything else, dodges in combat, and drops endgame crafting mats. Probably top three Pals in the dex.

No. 101: Jormuntide

  • Type: Dragon/Water
  • Partner Skill: Stormbringer Sea Dragon. Can be ridden over water. While mounted, stamina does not deplete during water travel.
  • Drops: Pal Fluids
  • Work Suitability: Watering Lv. 4
  • Paldeck Entry: Said to have been a wise man wrongly convicted and cast into a whirlpool. He returned as Jormuntide to settle scores.

An Emperor of the Sea with Watering Lv. 4 and unbreakable water stamina. Long-distance ocean travel is a non-issue with Jormuntide on the team.

No. 101B: Jormuntide Ignis

  • Type: Dragon/Fire
  • Partner Skill: Stormbringer Lava Dragon. Can be ridden. Boosts Fire attacks while mounted.
  • Drops: High-Quality Pal Oil, Flame Organ
  • Work Suitability: Kindling Lv. 4
  • Paldeck Entry: A warrior wrongly convicted and cast into a volcano, returned as Jormuntide Ignis to make things right.

Kindling Lv. 4 sets the kitchens of any base on serious overdrive. The dual Dragon and Fire pressure makes it a brutal late-game frontliner too.

No. 102: Suzaku

  • Type: Fire
  • Partner Skill: Wings of Flame. Can be ridden as a flying mount. Boosts Fire attacks while mounted.
  • Drops: Flame Organ
  • Work Suitability: Kindling Lv. 3
  • Paldeck Entry: Once thought to bring on dry seasons. Following droughts, large hunts were organized in the hope that the next year would be plentiful.

A graceful firebird with strong mounted bombardment. Suzaku also runs forges and ovens at full tilt.

No. 102B: Suzaku Aqua

  • Type: Water
  • Partner Skill: Wings of Water. Can be ridden as a flying mount. Boosts Water attacks while mounted.
  • Drops: Pal Fluids
  • Work Suitability: Watering Lv. 3
  • Paldeck Entry: Once associated with bringing the rainy season. Following floods it was hunted aggressively to prevent further disasters.

The Water variant gives you an aerial irrigation system that doubles as a powerful Water nuke. Pair with crop-heavy bases.

No. 103: Grizzbolt

  • Type: Electric
  • Partner Skill: Yellow Tank. Can be ridden. Allows rapid fire from a minigun while mounted.
  • Drops: Electric Organ, Leather
  • Work Suitability: Generating Electricity Lv. 3, Handiwork Lv. 2, Transporting Lv. 3, Lumbering Lv. 2
  • Paldeck Entry: Friendly toward partners it recognizes, but its personality flips dramatically the moment it picks up a minigun.

The yellow ogre-rodent with a minigun. Grizzbolt is exactly as terrifying as that sentence implies. Four solid base proficiencies make it a fantastic mid-to-late stage all-rounder.

No. 104: Lyleen

  • Type: Grass
  • Partner Skill: Harvest Goddess. Greatly restores the player's HP when activated.
  • Drops: Low-Grade Medicine, Beautiful Flower, Innovative Technical Manual
  • Work Suitability: Planting Lv. 4, Handiwork Lv. 3, Gathering Lv. 2, Medicine Production Lv. 3
  • Paldeck Entry: A docile Pal full of love that looks after orphaned smaller Pals. Naughty Pals are disciplined with a full-power Solar Blast.

Lyleen is a top-tier healer and a Planting Lv. 4 garden boss. Few late-game Pals contribute as broadly to both expedition survival and farm production.

No. 104B: Lyleen Noct

  • Type: Dark
  • Partner Skill: Goddess of the Tranquil Light. Greatly restores the player's HP when activated.
  • Drops: Low-Grade Medicine, Beautiful Flower, Innovative Technical Manual
  • Work Suitability: Handiwork Lv. 3, Gathering Lv. 2, Medicine Production Lv. 3
  • Paldeck Entry: An elegant Pal who admonishes the disrespectful with a stinging slap. Some Pals reportedly seek out the punishment.

The Dark twin loses Planting in exchange for tighter craft-and-medicine output. Same emergency-heal access, different garden plans.

No. 105: Faleris

  • Type: Fire
  • Partner Skill: Scorching Predator. Can be ridden as a flying mount. Defeated Ice Pals drop more items while in the team.
  • Drops: Flame Organ
  • Work Suitability: Kindling Lv. 3, Transporting Lv. 3
  • Paldeck Entry: Razes whole areas with whirlwind flames when it spots herds of prey. Its breath is said to smell pleasant.

A late-game Fire flyer optimized for tearing through Ice biomes. Faleris also hauls cargo and stokes the forges back at base, making it a dual-use star.

No. 106: Orserk

  • Type: Dragon/Electric
  • Partner Skill: Ferocious Thunder Dragon. Defeated Water Pals drop more items while in the team.
  • Drops: Electric Organ
  • Work Suitability: Generating Electricity Lv. 4, Handiwork Lv. 2, Transporting Lv. 3
  • Paldeck Entry: It pushes electricity into wounds and roasts prey from the inside out. Fights between Orserks end almost instantly.

Generating Electricity Lv. 4 is huge. Orserk powers entire factories solo, and pairs that with hellish Dragon/Electric DPS. A late-game endgame staple.

No. 107: Shadowbeak

  • Type: Dark
  • Partner Skill: Genetic modification. Can be ridden as a flying mount. Dark attacks gain strength while mounted.
  • Drops: Pal Metal Ingot, Carbon Fiber, Innovative Technical Manual
  • Work Suitability: Gathering Lv. 1
  • Paldeck Entry: A forbidden creature born of madness. Genetic ties to other Pals have been severed.

A nocturnal terror with one of the better Dark imbue options in the dex. The drop table contains seriously valuable late-game materials.

No. 108: Paladius

  • Type: Neutral
  • Partner Skill: Holy Winged Knight. Allows summoning Paladius and triple-jumping while mounted.
  • Drops: Pal Metal Ingot, Diamond
  • Work Suitability: Lumbering Lv. 2, Mining Lv. 2
  • Paldeck Entry: Once one being with Necromus. Its radiant form is purified of negative emotions, though a faint hint of hatred remains.

Paladius offers a unique triple-jump traversal kit unmatched by other mounts. Pair it with Necromus lore-runs for the full storyline.

No. 109: Necromus

  • Type: Dark
  • Partner Skill: Black Knight of the Abyss. Can be ridden. Allows double jump while mounted.
  • Drops: Pal Metal Ingot, Diamond
  • Work Suitability: Lumbering Lv. 2, Mining Lv. 2
  • Paldeck Entry: Once one being with Paladius. Its shadowed form embodies negative feelings, with a faint compassion still buried within.

The Dark mirror of Paladius. Necromus shines in heavy Dark squads, and its area-of-effect kit clears mid-density encounters quickly.

No. 110: Frostallion

  • Type: Ice
  • Partner Skill: Ice Steed. Can be ridden as a flying mount. Changes the player's attack type to Ice and boosts Ice attacks while mounted.
  • Drops: Ice Organ, Diamond
  • Work Suitability: Cooling Lv. 4
  • Paldeck Entry: Guardian deity of Palpagos Island, known as the Winter Caller. In ages past it sealed a great calamity by casting the island into perpetual winter.

The Frostallion is a legendary flying mount and one of the strongest Cooling assets at base. The Ice-imbue mount mode is the closest thing the game has to a Dragon-shredder button.

No. 111: Jetragon

  • Type: Dragon
  • Partner Skill: Aerial missile. Can be ridden as a flying mount. Allows continuous rocket launcher fire while mounted.
  • Drops: Pure Quartz, Polymer, Carbon Fiber, Diamond
  • Work Suitability: Gathering Lv. 3
  • Paldeck Entry: It watches over the island from the sky. If the calamity returns to split the earth, it will destroy it with a single glance.

A legendary speed-class Dragon with a mounted rocket launcher kit. Jetragon is the fastest flyer in the game and one of the toughest captures. Worth every minute spent farming it.

No. 112: Bellanoir

  • Type: Dark
  • Partner Skill: Nightmare Iris. Hits a targeted enemy with a powerful Nightmare Ray.
  • Drops: Ancient Civilization Core, Training Manual (XL), Training Crystal, Multiclimate Undershirt +1, Huge Dark Egg
  • Work Suitability: Handiwork Lv. 2, Medicine Lv. 4, Transporting Lv. 2
  • Paldeck Entry: She watched the world from beyond existence until a longing to be seen overtook her. The Eclipsed Siren was born from that resentment.

Palworld's first Raid Boss. Bellanoir cannot be captured normally but provides outrageously generous loot in the meantime. Once obtained, Medicine Lv. 4 makes her a powerhouse at base.

No. 112B: Bellanoir Libero

  • Type: Dark
  • Partner Skill: Nightmare Stare. Hits a targeted enemy with a powerful Nightmare Bloom.
  • Drops: Ancient Civilization Core, Bellanoir Libero (Ultra) Slab, Huge Dark Egg, Power Fruit, Stout Fruit, Life Fruit, Multiclimate Undershirt +2
  • Work Suitability: Handiwork Lv. 2, Medicine Lv. 4, Transporting Lv. 2
  • Paldeck Entry: With her desires freed she was quickly overwhelmed. She sought a self to gaze upon herself, and the resentful sisters closed their eyes at last.

An upgraded raid boss with even better rewards. Bellanoir Libero is summoned via slab and offers a peerless drop table for late-game progression.

No. 113: Selyne

  • Type: Dark/Neutral
  • Partner Skill: Celestial Darkness. Can be ridden as a flying mount. Boosts Fire and Dark attacks while mounted.
  • Drops: Cloth, Precious Claw, Sapphire
  • Work Suitability: Handiwork Lv. 4, Medicine Lv. 3, Transporting Lv. 3
  • Paldeck Entry: The crescent shape orbiting behind it grows fuller with each generation. No one knows what happens when it finally completes the circle.

A Sakurajima native with crescent moon flair. Handiwork Lv. 4 is exceptional, and the dual-element boost while flying is genuinely rare in this part of the dex.

No. 114: Croajiro

  • Type: Water
  • Partner Skill: Leap Stance. Croajiro swells its abdomen and builds energy that propels the player high into the air.
  • Drops: Cloth, Pal Fluids
  • Work Suitability: Handiwork Lv. 1, Transporting Lv. 1, Watering Lv. 1, Gathering Lv. 1
  • Paldeck Entry: Those who disgrace the herd are forced to take their own lives by inflating their vocal sacs until they burst into the atmosphere.

A frog with a strange definition of honor and a launch ramp built into its body. Croajiro doubles as a versatile base hire.

No. 114B: Croajiro Noct

  • Type: Water/Dark
  • Partner Skill: Shadow Stance. Same launch behavior as the original, plus boosts allied Dark Pals' attack power while in the team.
  • Drops: Cloth, Pal Fluids, Venom Gland
  • Work Suitability: Handiwork Lv. 1, Transporting Lv. 1, Watering Lv. 1, Gathering Lv. 1
  • Paldeck Entry: Disgraced Croajiro band together into splinter groups, willing to use any underhanded tactic on a chosen target.

A shadier Croajiro with a Dark team buff. Combine multiple Noct variants on a Dark team for stacking offensive pressure.

No. 115: Lullu

  • Type: Grass
  • Partner Skill: Floral Boost. While at base, Lullu energizes the farm and increases crop growth rate.
  • Drops: Beautiful Flower, Red Berries
  • Work Suitability: Planting Lv. 2, Handiwork Lv. 2, Medicine Lv. 2, Gathering Lv. 1
  • Paldeck Entry: In early spring, pollen blankets the island. Flopie's chronic hay fever is reportedly Lullu's fault.

A Sakurajima farm booster with multiple Lv. 2 trades. Lullu is one of the better growth-speed Pals in the dex, particularly for large-scale crop runs.

No. 116: Shroomer

  • Type: Grass
  • Partner Skill: Swooshy Spores. While at base, the spores reduce how quickly allies' SAN value drops.
  • Drops: Mushroom, Red Berries
  • Work Suitability: Planting Lv. 2, Handiwork Lv. 1, Lumbering Lv. 2, Gathering Lv. 2
  • Paldeck Entry: Inhaling its spores produces a trance. Motionless Shroomers are usually high on their own product rather than mimicking mushrooms.

Sanity preservation is critical in long sessions. Shroomer's spores keep your workforce stable, which preserves productivity at scale.

No. 116B: Shroomer Noct

  • Type: Grass/Dark
  • Partner Skill: Swooshy Spores. Same sanity-preserving effect as the Grass variant.
  • Drops: Mysterious Mushroom, Venom Gland
  • Work Suitability: Planting Lv. 2, Handiwork Lv. 1, Lumbering Lv. 2, Gathering Lv. 2
  • Paldeck Entry: Its dense spore clouds blot out the sun. Motionless Shroomer Noct are sometimes simply unable to see in their own fog.

The Dark variant adds elemental coverage while keeping the productivity perks. A favored mid-tier base-keeper in dark-themed setups.

No. 117: Kikit

  • Type: Ground
  • Partner Skill: Rollin' Full Oil. Helps carry supplies, lowering the weight of Crude Oil in inventory.
  • Drops: Bone, Crude Oil, Leather
  • Work Suitability: Mining Lv. 1
  • Paldeck Entry: A decade ago, Kikit soccer was wildly popular. The Free Pal Alliance shut it down, though the Kikits themselves did not seem to mind.

If you mass-produce Plasteel or Missile Ammo, Kikit is non-negotiable. The Crude Oil weight reduction means more loops per expedition, which compounds over time.

No. 118: Sootseer

  • Type: Fire/Dark
  • Partner Skill: Grave Robber. Sometimes digs up Bone while assigned to a Ranch.
  • Drops: Bone, Crude Oil, Medium Pal Soul
  • Work Suitability: Kindling Lv. 3, Handiwork Lv. 2, Gathering Lv. 1, Mining Lv. 2, Farming Lv. 1
  • Paldeck Entry: Said in old prophecies to dim its flame as the world ended. Doomsayers cheer every time the flame weakens, but it is usually just a prank.

A reliable Bone supplier with broad work skills. Sootseer covers five different stations and helps stockpile materials used in late-tier crafting.

No. 119: Prixter

  • Type: Ground/Dark
  • Partner Skill: Scorpion Sonar. Analyzes airborne particles to locate a dungeon's exit when activated.
  • Drops: Venom Gland
  • Work Suitability: Lumbering Lv. 3, Medicine Lv. 1, Gathering Lv. 1
  • Paldeck Entry: It produces around 5,000 types of poison. Several are theoretically lethal, but all of them remain too weak to actually work.

The dungeon-exit Pal. Prixter is invaluable in twisty dungeons where getting out matters as much as getting in. Lumbering Lv. 3 secures its base value too.

No. 120: Knocklem

  • Type: Ground
  • Partner Skill: Steel Guardian Mode. Increases Knocklem's attack and defense.
  • Drops: Ore
  • Work Suitability: Transporting Lv. 4, Gathering Lv. 3, Mining Lv. 4
  • Paldeck Entry: Built from 215 parts. Even scattered, it reassembles and resumes operation. Parts from different individuals tend to misfire as the body confuses the matches.

Knocklem is one of the best Ground Pals in the dex. Transporting Lv. 4, Mining Lv. 4, and Gathering Lv. 3 add up to a base titan that handles logistics, ore farming, and resource collection all on its own.

No. 121: Yakumo

  • Type: Neutral
  • Partner Skill: Birds of a Feather. Can be ridden. Increases the encounter rate for Pals carrying the same passive skill.
  • Drops: Leather
  • Work Suitability: Gathering Lv. 2
  • Paldeck Entry: Holds a strict sense of justice and hates evil. Once the islanders' loyal companion, now hostile to humans on sight.

A passive-skill hunter's dream. Yakumo helps you target Pals with specific traits for breeding, which is a small but devastating optimization for serious min-maxers.

No. 122: Dogen

  • Type: Neutral
  • Partner Skill: Homeward Prayer. Teleports the player to the closest base when activated. Cannot be used inside dungeons.
  • Drops: Bone
  • Work Suitability: Handiwork Lv. 3, Lumbering Lv. 2, Medicine Lv. 1, Transporting Lv. 2, Gathering Lv. 2
  • Paldeck Entry: Endlessly meditates for selflessness. After confronting worldly desires it sits down for a meal and reflects. It ate too much today.

An instant-teleport home button shaped like a monk. Dogen also covers five base proficiencies. Few Pals offer such broad late-game convenience.

No. 123: Dazemu

  • Type: Ground
  • Partner Skill: Sand Sprint. Can be ridden. Moves faster across sand.
  • Drops: Bone
  • Work Suitability: Gathering Lv. 2
  • Paldeck Entry: Take a step, forget your worry. Take another, forget your fear. Face the enemy regardless.

A specialty desert mount that crosses sand far faster than alternatives. Dazemu is a quality-of-life Pal for anyone spending serious time in the dunes.

No. 124: Mimog

  • Type: Neutral
  • Partner Skill: Master of Unlocking. Opens treasure chests without a key. The chest tier depends on skill level.
  • Drops: Dog Coin, Gold Coin, Training Manual (XL)
  • Work Suitability: Gathering Lv. 1
  • Paldeck Entry: An award once existed for the most foolish way to die. The first went to someone who opened a chest unaware that it was actually a Mimog.

A walking lockpick. Mimog circumvents key requirements, which makes it the ultimate loot enabler in dungeon runs. The Training Manual drop is another lovely bonus.

No. 125: Xenovader

  • Type: Dark
  • Partner Skill: Meteor Mania. Increases damage to ores and makes Meteorite Fragment easier to obtain.
  • Drops: Meteorite Fragment
  • Work Suitability: Lumbering Lv. 2, Transporting Lv. 2
  • Paldeck Entry: Sends information by forgetting it. Reports regularly to an unknown recipient. Target located. Proceed to immediate destruction.

The first Pal you want for Meteorite Fragment farming. Pair Xenovader with mining Pals and watch the rare materials pile up.

No. 126: Xenogard

  • Type: Dragon
  • Partner Skill: Crater Enthusiast. Can be ridden. Increases Meteorite Fragment and Pure Quartz acquisition while in the team.
  • Drops: High Quality Pal Oil, Meteorite Fragment
  • Work Suitability: Mining Lv. 3
  • Paldeck Entry: Consumes information and converts it into energy. Sends data regularly to an unknown recipient. The message? Already consumed before review.

Pure Quartz farming gets significantly faster with Xenogard. The Dragon typing also helps with elemental coverage in the late game.

No. 127: Xenolord

  • Type: Dark/Dragon
  • Partner Skill: Meteor Wings. Can be ridden as a flying mount. Greatly boosts flight movement speed.
  • Drops: Meteorite Fragment
  • Work Suitability: Gathering Lv. 1
  • Paldeck Entry: Destination reached. Locate the Supersonic Dragon. Conquest deadline exceeded. No traces found. Initiate elimination protocol.

A Raid Boss in mecha form. Xenolord's speed during flight is unmatched by most mounts, and the drops fund late-game crafting chains for ages.

No. 128: Nitemary

  • Type: Dark
  • Partner Skill: Soul Collector. Pals drop more Pal Souls when defeated.
  • Drops: Small Pal Soul
  • Work Suitability: Handiwork Lv. 3, Transporting Lv. 2
  • Paldeck Entry: It carries its own soul. When fixated on someone it forcibly extracts theirs and merges them into one.

Pal Soul farming becomes much easier with Nitemary on the field. The unsettling lore is a bonus.

No. 129: Starryon

  • Type: Dark
  • Partner Skill: Night Dancer. Can be ridden. Movement speed increases at night while mounted.
  • Drops: Dark Fragment, Leather
  • Work Suitability: Gathering Lv. 2
  • Paldeck Entry: Obsessively proud of its mane. Static electricity wrecks the look, which is why it goes out of its way to avoid Azurmane.

A nocturnal speedster mount. Starryon is at its peak during night raids and stealth-heavy missions when its bonus speed activates.

No. 130: Silvegis

  • Type: Dragon
  • Partner Skill: Aegis Shield. Can be ridden. Extends the duration of Aegis Charge while mounted.
  • Drops: Chromite
  • Work Suitability: Lumbering Lv. 3
  • Paldeck Entry: The metallic components around its neck have magnetic properties. Adjacent leg parts cling stubbornly until cleaned off.

A defensive Dragon mount with a unique shield-extension skill. Silvegis is also a strong Lv. 3 Lumberer, making it a quiet base contributor.

No. 131: Smokie

  • Type: Dark
  • Partner Skill: Dig, Dog! Dig! Uses its sharp nose to detect nearby Chromite. Increases Chromite haul while fighting together.
  • Drops: Bone, Crude Oil
  • Work Suitability: Gathering Lv. 2
  • Paldeck Entry: Its black flames are merely warm to the touch, yet they slowly cook whatever stays in contact. Cheese held above them turns gourmet.

A cub-shaped Chromite radar. Smokie also gathers at a respectable Lv. 2, so it pulls double duty between scouting and base operations.

No. 132: Celesdir

  • Type: Neutral
  • Partner Skill: Blessing of Purification. Can be ridden. Increases the player's auto recovery speed while mounted.
  • Drops: Hexolite Quartz, Horn, Leather
  • Work Suitability: Lumbering Lv. 4, Gathering Lv. 1
  • Paldeck Entry: Ancient texts call it the Beast of Salvation. The light it emits purifies, sometimes by erasing matter from existence outright.

Lumbering Lv. 4 is rare and valuable. Celesdir is a peaceful-looking Pal that quietly dominates wood production while passively healing its rider in the field.

No. 133: Omascul

  • Type: Dark
  • Partner Skill: Masquerade Dance. The party gains additional experience points while it is in the team.
  • Drops: Dark Fragment
  • Work Suitability: Gathering Lv. 1
  • Paldeck Entry: Its mask is not its face, they say. It seems present in front but never quite there. Look away, and it draws closer.

An XP booster wrapped in eerie aesthetics. Omascul accelerates Pal leveling across the team, which adds up substantially over long sessions.

No. 134: Splatterina

  • Type: Dark
  • Partner Skill: Blade of Uncontrolled Passion. Increases items obtained when using a Meat Cleaver while in the team.
  • Drops: Dark Fragment
  • Work Suitability: Handiwork Lv. 4, Lumbering Lv. 1, Medicine Lv. 3, Transporting Lv. 2
  • Paldeck Entry: It possesses an uncontrollable urge to tear prey apart. Each individual has its own preferred order for the process.

A Feybreak Dark Pal with Handiwork Lv. 4 and a Meat Cleaver loot bonus. The drop boost is unusually generous when butchering captured creatures.

No. 135: Tarantriss

  • Type: Dark
  • Partner Skill: Tarantriss's Web. Can be ridden. Fires spider silk to grapple for rapid movement while mounted.
  • Drops: Fiber, Venom Gland
  • Work Suitability: Handiwork Lv. 2, Medicine Lv. 2, Transporting Lv. 2, Gathering Lv. 2
  • Paldeck Entry: Extremely clingy and sticky. The more you resist, the more it pursues you. That is the personality.

A grapple-traversal Pal. Tarantriss reshapes how you cross vertical biomes with its silk-and-grapple kit. Mid-tier work proficiencies make it useful at base too.

No. 136: Azurmane

  • Type: Electric
  • Partner Skill: Plasma Dash. Can be ridden. Allows air-dashing at high speed.
  • Drops: Electric Organ
  • Work Suitability: Generating Electricity Lv. 4, Gathering Lv. 1
  • Paldeck Entry: Believed alongside Univolt to be connected to the Thunder God. Both now share the unglamorous status of common workhorse.

Generating Electricity Lv. 4 and air-dash mobility. Azurmane is one of the fastest mounts in the dex and a critical hire if your base eats serious power.

No. 137: Bastigor

  • Type: Ice
  • Partner Skill: Blizzard Crash. Can be ridden. Strikes powerful blows with an Ice-forged hammer while mounted.
  • Drops: Ice Organ, Leather
  • Work Suitability: Lumbering Lv. 3, Mining Lv. 3, Cooling Lv. 4
  • Paldeck Entry: Any spherical object triggers an uncontrollable urge to punch it. The toughest challenge after just living is building a snowman.

A massive Ice mount with Cooling Lv. 4 and tri-trait base utility. Bastigor leaves a serious dent in late-game raids and tough Dragon hunts.

No. 138: Prunelia

  • Type: Grass/Dark
  • Partner Skill: Prayer of Abundant Harvest. While at base, Prunelia's prayers boost crop yields.
  • Drops: Beautiful Flower, Carrot Seeds, Low Grade Medical Supplies
  • Work Suitability: Planting Lv. 3, Handiwork Lv. 1, Medicine Lv. 3, Transporting Lv. 1, Gathering Lv. 2
  • Paldeck Entry: Polite, refined, frequently employed as an attendant by nobility. The downside is its disturbing face at night, which eventually drove employers away.

An exceptional Grass/Dark Pal for any base farm. Prunelia stacks harvest yield bonuses on top of strong Planting and Medicine production, which adds up enormously over time.

No. 139: Nyafia

  • Type: Dark
  • Partner Skill: Shot-Nyan Mode. Fires a shotgun at nearby enemies for a limited time.
  • Drops: Leather
  • Work Suitability: Handiwork Lv. 3, Lumbering Lv. 2, Transporting Lv. 2, Gathering Lv. 2
  • Paldeck Entry: Strongly dislikes anyone seeing its hidden eye. Attempts to peek at it result in sulking that lasts two weeks.

A surprisingly volatile Dark Pal with a shotgun mode. Nyafia covers four base proficiencies, making it both a powerful field option and a steady worker.

No. 140: Gildane

  • Type: Ground
  • Partner Skill: Sandstorm's Blessing. Can be ridden. Adds Ground damage to the player's attacks while mounted.
  • Drops: Leather
  • Work Suitability: Gathering Lv. 2
  • Paldeck Entry: During the alchemical age, its glowing golden fur was prized as a catalyst for transmutation. Later, alchemists discovered they could produce the same hue from a simple mane processing.

A Ground mount with an imbue buff to your attacks, ideal for fights against Electric Pals. Gildane stays solid throughout midgame.

No. 141: Herbil

  • Type: Grass/Neutral
  • Partner Skill: Herbil Pulse. Herbil's healing power revives the player when incapacitated while in the team.
  • Drops: Leather, Red Berries
  • Work Suitability: Planting Lv. 2, Transporting Lv. 1, Gathering Lv. 1
  • Paldeck Entry: When in doubt, punch it. That is Herbil's troubleshooting philosophy. The punches are calibrated for humans, sometimes precisely enough to restart a stopped heart.

A revive button shaped like an herbal punching bag. Herbil keeps you alive in late-game raids where one mistake usually ends the run.

No. 142: Icelyn

  • Type: Ice
  • Partner Skill: Witch's Icy Veil. Changes the player's attack type to Ice while fighting together.
  • Drops: Ice Organ, Precious Plume
  • Work Suitability: Handiwork Lv. 2, Medicine Lv. 2, Transporting Lv. 1, Cooling Lv. 3
  • Paldeck Entry: Its body melts in heat, yet it cannot resist sunbathing and hot springs. If it must melt, it would prefer to do so somewhere scenic.

An Ice imbue that beats Dragons into submission. Icelyn also pulls steady Cooling Lv. 3 and broad base utility, making it well worth a roster slot.

No. 143: Frostplume

  • Type: Ice
  • Partner Skill: Peacock Pounce. Frostplume's icy aura sharpens focus and improves reload speed while fighting together.
  • Drops: Ice Organ
  • Work Suitability: Gathering Lv. 1, Cooling Lv. 2
  • Paldeck Entry: Its sense of timing is so precise it wakes at the same hour daily. Local legend even attributes the 24-hour day to the pattern its tail feathers reveal.

Reload speed plus icy regalia. Frostplume turns sluggish weapons into something that actually keeps pace with skirmishes. Niche but excellent in the right hands.

No. 144: Palumba

  • Type: Grass
  • Partner Skill: Samba Step. Can be ridden. Moves faster across grass.
  • Drops: Bone
  • Work Suitability: Planting Lv. 2, Gathering Lv. 2, Mining Lv. 3
  • Paldeck Entry: Disrupts enemies with signature dance moves. Turf battles end the moment one falls out of rhythm. Courtship, boredom, war: all expressed through dance.

A speedy grass mount with surprising mining utility at Lv. 3. Palumba also makes meadow runs noticeably faster, which compounds during seed-gathering expeditions.

No. 145: Braloha

  • Type: Grass/Ground
  • Partner Skill: Balmy Weather. Can be ridden. While at base, shortens the time Pals assigned to a Breeding Farm need to produce eggs.
  • Drops: Leather, Lettuce Seeds, Red Berries, Tomato Seeds
  • Work Suitability: Planting Lv. 4, Gathering Lv. 4, Mining Lv. 2
  • Paldeck Entry: Its breath carries a pollen-like substance that pollinates whatever it touches. Plant-based Pals find proximity to it understandably complicated.

A breeding farm accelerator with double Lv. 4 in Planting and Gathering. Braloha is essential for any breeding-focused playthrough.

No. 146: Munchill

  • Type: Water/Ice
  • Partner Skill: Icy Maw. Cools ingredients inside its mouth, reducing spoilage of food in the player's inventory.
  • Drops: Munchill Meat, Pal Fluids
  • Work Suitability: Transporting Lv. 1, Watering Lv. 1, Cooling Lv. 2
  • Paldeck Entry: Its mouth stays cold even when shut, and its saliva contains preservative enzymes. Whether this counts as sanitary is left to the eater's discretion.

Munchill is a portable cooler made of teeth. Food spoilage is a constant minor annoyance, and this Pal removes it from long expeditions.

No. 147: Polapup

  • Type: Water/Ice
  • Partner Skill: Rider of the Snowy Mountain. Can be ridden. Slides quickly down slopes.
  • Drops: Ice Organ
  • Work Suitability: Watering Lv. 2, Cooling Lv. 3
  • Paldeck Entry: Polapups respect the fastest slider above all else. Overzealous leaps occasionally send one flying into the sky during territorial season.

A niche traversal mount with serious Cooling utility. Park Polapup at any cold-storage station for substantial preservation gains.

No. 148: Turtacle

  • Type: Water
  • Partner Skill: Spikey Carrier. Helps carry supplies, lowering the weight of armor in the player's inventory.
  • Drops: Bone, Pal Fluids
  • Work Suitability: Transporting Lv. 1, Watering Lv. 2, Mining Lv. 1
  • Paldeck Entry: Built an extreme spiked shell to protect a fragile body. Underneath the shell, even a tickle can knock it unconscious.

Armor weight reduction is a quietly powerful effect during raids when you swap gear loadouts often. Turtacle keeps your bag lighter without skipping protection.

No. 148B: Turtacle Terra

  • Type: Water/Ground
  • Partner Skill: Shiny Hauler. Lowers the weight of armor in inventory and boosts allied Ground Pals' attack power.
  • Drops: Bone, Pal Fluids
  • Work Suitability: Planting Lv. 4, Transporting Lv. 1, Mining Lv. 1
  • Paldeck Entry: Same protective shell strategy as the Water variant. Most of its senses live in the shell and limbs, so quiet contact with its body goes unnoticed.

Adds a Ground attack buff plus Planting Lv. 4, which is a substantial upgrade for combined farms and combat squads.

No. 149: Jellroy

  • Type: Water/Dark
  • Partner Skill: Jellroy Drop. Increases salvage rewards while in the team. While both Jellroy and Jelliette are at base, Jellroy's watering speed increases.
  • Drops: Jellroy Bell Flesh, Pal Fluids
  • Work Suitability: Handiwork Lv. 1, Medicine Lv. 1, Transporting Lv. 1, Watering Lv. 2
  • Paldeck Entry: A near-perfect substitute for Jelliette. When Jelliette is unavailable, no one ever notices the swap, that is how convincing the acting is.

A salvage booster Pal that pairs naturally with Jelliette for synergy. Drop both in the same base and watch the watering speed climb.

No. 150: Jelliette

  • Type: Water
  • Partner Skill: Jelliette Drop. Increases fishing rewards while in the team. While both Pals are at base, Jelliette's watering speed increases.
  • Drops: Jelliette Bell Flesh, Pal Fluids
  • Work Suitability: Handiwork Lv. 1, Transporting Lv. 1, Watering Lv. 2
  • Paldeck Entry: Closely resembles Jellroy. Highly social, so when plans overlap it asks Jellroy to fill in. As thanks, one date.

The fishing counterpart to Jellroy. Pair the two for maximum farm bonuses and a unique twin-effect at base.

No. 151: Gloopie

  • Type: Water/Dark
  • Partner Skill: Sticky Princess. Slows the decay of the capture gauge during fishing when the bars do not overlap.
  • Drops: Gloopie Tentacle, Pal Fluids
  • Work Suitability: Handiwork Lv. 2, Transporting Lv. 2, Watering Lv. 2
  • Paldeck Entry: Check tomorrow's plans before sleeping near it. Its suction cups leave marks that look suspiciously like hickeys, and one cuddle session can ruin a morning meeting.

A surprisingly skilled fishing buddy. Gloopie keeps the catch window favorable longer, which matters more on tougher fishing minigames.

No. 152: Finsider

  • Type: Water
  • Partner Skill: Echo Chamber. Lowers the weight of weapons in the player's inventory while in the team.
  • Drops: Leather, Pal Fluids, Small Pal Soul
  • Work Suitability: Transporting Lv. 1, Watering Lv. 2
  • Paldeck Entry: Something appears to be peeking out from inside a costume, but reaching in finds nothing. Keep reaching, and the void simply continues.

A weight-reduction Pal aimed at heavy-weapon loadouts. Finsider lightens your kit substantially when you carry several rifles, launchers, and a couple of melee options.

No. 152B: Finsider Ignis

  • Type: Fire/Water
  • Partner Skill: Ember Chamber. Lowers the weight of weapons in inventory and boosts allied Fire Pals' attack power.
  • Drops: Flame Organ, Leather, Small Pal Soul
  • Work Suitability: Kindling Lv. 2, Transporting Lv. 1, Watering Lv. 2
  • Paldeck Entry: Reaching into its mouth confirms there is nothing there, just an endless interior. One researcher climbed in like a sleeping bag, until the creature's reflex made the experiment short.

A Fire-buff variant of Finsider. Carries the same inventory perk plus damage support for Fire-aligned teams.

No. 153: Ghangler

  • Type: Water/Dark
  • Partner Skill: Master Night Angler. Can be ridden over water. Reduces the bite delay for Pals during night fishing while in the team.
  • Drops: Bone, Venom Gland
  • Work Suitability: Transporting Lv. 2, Watering Lv. 4
  • Paldeck Entry: Its glowing lure illuminates the darkness. Wandering Pals lured in stand no chance of escape. It guides them home safe in its own way.

A water-traveling Pal with Watering Lv. 4 and a fishing speed perk. Ideal for late-game fishing optimization runs.

No. 153B: Ghangler Ignis

  • Type: Fire/Water
  • Partner Skill: Flame Lantern. Same water travel and night fishing perk as the Water/Dark variant.
  • Drops: Bone, Flame Organ
  • Work Suitability: Kindling Lv. 3, Transporting Lv. 2, Watering Lv. 4
  • Paldeck Entry: Its blazing lure doubles as a grill. The aroma draws prey in, and they get treated to a generous meal before the end.

The Fire counterpart adds Kindling Lv. 3 on top of the same fishing utility. A specialized late-game choice for cooking-heavy bases.

No. 154: Whalaska

  • Type: Water/Ice
  • Partner Skill: Chilled Whale Cruiser. Can be ridden. Starts fishing minigames with the capture gauge more filled than usual, and the gauge climbs faster when the bars overlap.
  • Drops: Coralum Ore, Ice Organ, Large Pal Soul, Pal Fluids
  • Work Suitability: Watering Lv. 3, Cooling Lv. 4
  • Paldeck Entry: Asleep, it is often mistaken for drifting ice and used as a rest stop by other Pals. It tolerates the visits while quietly stressed about its personal space.

A late-game fishing mount with Watering Lv. 3 and Cooling Lv. 4. Whalaska is one of the better Coralum Ore farms available.

No. 154B: Whalaska Ignis

  • Type: Fire/Ice
  • Partner Skill: Cozy Whale Cruiser. Same fishing minigame bonuses as the Water/Ice variant.
  • Drops: Coralum Ore, Flame Organ, Large Pal Soul, Pal Fluids
  • Work Suitability: Kindling Lv. 3, Cooling Lv. 4
  • Paldeck Entry: Determined never to be mistaken for drift ice again, it turned bright red through sheer willpower. Unfortunately, some Pals are colorblind, and the personal space situation continues.

A Fire/Ice cousin that adds Kindling Lv. 3. Excellent for hybrid kitchens that also need consistent fishing pressure.

No. 155: Neptilius

  • Type: Water
  • Partner Skill: Sentinel of the Great Sea. Follows up the player's attacks with spear strikes. Can be ridden quickly across water and leaps high into the air while mounted over water.
  • Drops: Carbon Fiber, Diamond, Large Pal Soul, Polymer, Pure Quartz
  • Work Suitability: Watering Lv. 4
  • Paldeck Entry: After the calamity was sealed, a champion emerged from Feybreak. It now watches the horizon, awaiting one it deems worthy. Such encounters are never coincidence, they say.

A Feybreak finale Pal with Watering Lv. 4 and a follow-up strike kit. Neptilius drops a stacked late-game material table and works as the centerpiece of any oceanic team.

Final Notes on Building Your Paldeck

The Paldeck never feels truly "done" because every patch adds entries, recolors, and new raid bosses. The above lineup covers everything available through Raid, Sakurajima, and Feybreak content, including elemental variants like Cryst, Ignis, Aqua, Noct, Terra, and Botan.

When choosing whom to invest in, weight three things equally: the active Partner Skill, work proficiencies for your current base setup, and how the Pal's typing fits the biomes you plan to explore next. The flashiest Pal in the dex is often less useful than one with three or four Lv. 3 work traits sitting quietly at the workshop.

Whatever your path through Palpagos Island, Sakurajima, or the Feybreak region, this compendium should help you decide which Pals deserve a permanent slot on your team, and which ones can stay in the box until the next time you need a portable rocket launcher.

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