Active Skills

Every active skill in Palworld with its power, cooldown, damage-per-second and the status ailment it builds up — plus which Pals learn each one and at what level. Tap any skill to see what it does in the field, which fruit teaches it and where that fruit is sold, and its Learned by roster. Sort by any column to find the hardest-hitting or fastest skills for each element, or filter by ailment to build a Freeze, Burn or Stun lock team.

300 skills
SkillElementTypePowerCooldownDPSRangeAilmentTeach itLearned by
Paldium RainSignatureShot5005s1009999Pal only1
Paldium ShotSignatureShot4005s805000Pal only1
Paldium CannonSignatureShot70020s355000Pal only1
Royal StepSignatureNeutralMelee80030s26.73000Pal only1
Spore BurstSignatureGrassShot80030s26.72000Pal only1
Toxic DanceSignatureDarkShot80030s26.72000Pal only1
Sacred RainSignatureNeutralShot80030s26.77500Pal only1
Aqua GunWaterShot502s255000Soak 50Fruit29
Spark BlastElectricShot502s255000Electrify 100Fruit210
Fierce Fang (Ground)GroundMelee502s25250Muddy 50Pal only2
Dark BallDarkShot502s251000Blind 50Pal only28
Fluffy TackleSignatureNeutralMelee502s251500Pal only1
Fierce FangNeutralMelee502s25900Pal only2
Fierce Fang (Electric)ElectricMelee502s25250Electrify 50Pal only2
Fierce Fang (Ice)SignatureIceMelee502s25900Freeze 50Pal only1
Fierce Fang (Fire)SignatureFireMelee502s25900Burn 50Pal only1
Fierce Fang (Dark)DarkMelee502s25900Blind 50Pal only3
Holy BurstNeutralShot70030s23.35000Fruit — in shops162
Absolute FrostIceShot70030s23.33000Freeze 100Fruit — in shops7
Magma LaserSignatureFireShot70030s23.34000Burn 100Pal only1
Ice LaserSignatureIceShot70030s23.34000Freeze 100Pal only1
Silver SteedSignatureNeutralMelee70030s23.32500Pal only1
Magna CrushSignatureDragonMelee70030s23.35000Burn 100Pal only1
MeteorainDragonShot70030s23.35000Burn 100Pal only8
Root CannonSignatureGrassShot70030s23.35000Ivy-Covered 100Pal only1
Dark RootSignatureDarkShot70030s23.35000Pal only1
Holy PressSignatureNeutralShot70030s23.34000Pal only1
Holy NovaSignatureNeutralShot70030s23.32000Pal only1
Radiant BarrageNeutralShot70030s23.35000Pal only3
Dark NovaSignatureDarkShot70030s23.32000Blind 100Pal only1
Flame CutterSignatureFireShot70030s23.33500Burn 100Pal only1
Blazing BeamDragonShot70030s23.32500Burn 100Pal only2
Lotus BloomSignatureGrassMelee70030s23.33000Ivy-Covered 100Pal only1
Trickster ShowSignatureFireShot70030s23.34000Burn 100Pal only1
Missile BurstSignatureGroundShot70030s23.34000Pal only1
Seigetsu FlashSignatureNeutralShot70030s23.33000Pal only1
Double Blizzard SpikeIceShot70030s23.35000Freeze 100Pal only3
Celestial VortexSignatureWaterShot70030s23.31000Soak 100Pal only1
Giant SporeSignatureGrassShot70030s23.34000Pal only1
Poison PromenadeSignatureDarkMelee70030s23.32000Pal only1
Omega LaserSignatureDragonShot70030s23.33500Pal only1
Divine WingSignatureNeutralMelee70030s23.35000Pal only1
Spear ThrustSignatureNeutralMelee70030s23.32500Pal only1
Twin SpearsSignatureDarkMelee70030s23.31000Pal only1
Crystal WingIceMelee70030s23.32500Freeze 100Pal only2
Dark WingSignatureDarkMelee70030s23.32500Blind 100Pal only1
Thalassonic LaserSignatureWaterShot70030s23.35000Soak 100Pal only1
Beam CometSignatureDragonShot70030s23.35000Burn 100Pal only1
Grand BreachSignatureWaterMelee70030s23.36000Soak 100Pal only1
Lethal StepSignatureDarkMelee55024s22.93000Blind 100Pal only1
Sumo StompSignatureGroundMelee55024s22.9700Muddy 100Pal only1
Tail SlashDragonMelee55024s22.93000Pal only2
Flower StompSignatureGrassShot55024s22.92000Pal only1
Heavy Thunder TankSignatureElectricShot55024s22.93000Electrify 100Pal only1
Pal BlastNeutralShot45020s22.51800Fruit224
Solar BlastGrassShot45020s22.51800Ivy-Covered 100Fruit222
Hydro LaserWaterShot45020s22.51800Soak 100Fruit157
Volcanic RainFireShot45020s22.52000Burn 100Fruit — in shops135
Lightning BoltElectricShot45020s22.53000Electrify 100Fruit213
Dark LaserDarkShot45020s22.51800Blind 100Fruit220
Persistent SlashSignatureGroundMelee904s22.53000Pal only1
Blizzard SpikeIceShot45020s22.55000Freeze 100Fruit39
Antler UppercutNeutralMelee904s22.52000Pal only2
Chaotic SpraySignatureIceShot1808s22.52000Freeze 100Pal only1
Lightning DiveSignatureElectricMelee1808s22.51500Electrify 100Pal only1
Lantern SweepSignatureWaterShot45020s22.51000Soak 100Pal only1
Scorching Lantern SweepSignatureFireShot45020s22.51000Burn 100Pal only1
Blast PunchSignatureElectricMelee1808s22.5700Electrify 100Pal only1
Comet StrikeDragonShot1808s22.55000Burn 100Fruit134
Spectral SteedSignatureDarkMelee45020s22.52500Blind 50Pal only1
Wholehearted StanceSignatureNeutralMelee45020s22.55000Pal only1
Firefist BreathstormSignatureDragonShot45020s22.51000Burn 100Pal only1
Ground CutterSignatureGroundShot45020s22.53500Pal only1
Comet BarrageDragonShot45020s22.55000Burn 100Pal only2
Flame WaltzSignatureDarkShot45020s22.53000Burn 100Pal only1
Beam SlashSignatureDragonShot45020s22.53000Pal only1
Hydro SlicerWaterShot35016s21.94000Soak 100Fruit — in shops90
Jumping StingerGroundMelee35016s21.93000Poison 100Pal only2
Beam SlicerDragonShot35016s21.94000Burn 100Fruit — in shops135
Upper SmashSignatureDarkMelee35016s21.93000Poison 100Pal only1
Evil SlashSignatureDarkShot35016s21.93000Blind 30Pal only1
Seigetsu BladeSignatureNeutralShot35016s21.93000Pal only1
Raging Bull RushSignatureGrassMelee65030s21.72000Ivy-Covered 100Pal only1
Raging Snow RushSignatureIceMelee65030s21.72000Freeze 100Pal only1
Lantern FlameSignatureDarkShot65030s21.74000Blind 100Pal only1
Raging Flame WaveSignatureFireShot65030s21.73000Burn 100Pal only1
Glacial ImpactSignatureIceMelee65030s21.73000Freeze 100Pal only1
Spine VineGrassShot25012s20.85000Ivy-Covered 100Fruit19
Flame WallFireShot25012s20.85000Burn 100Fruit136
Torrential BlastWaterShot25012s20.83000Soak 100Fruit91
Konoha FlipSignatureGrassShot25012s20.81000Ivy-Covered 100Pal only1
CrosswindGrassShot50024s20.85000Ivy-Covered 100Fruit — in shops91
Sand TwisterGroundShot50024s20.85000Muddy 100Fruit — in shops136
TriSparkElectricShot25012s20.83000Electrify 100Fruit136
Aqua SurgeWaterShot50024s20.85000Soak 100Fruit — in shops89
Ignis RageFireShot50024s20.81000Burn 100Fruit214
Icicle BulletIceShot25012s20.83000Freeze 100Fruit — in shops7
All Range ThunderElectricShot50024s20.82000Electrify 100Fruit — in shops5
Webstrike ImpactSignatureDarkMelee25012s20.81500Poison 100Pal only1
Bull RushSignatureGrassMelee25012s20.82000Ivy-Covered 100Pal only1
Snow RushSignatureIceMelee25012s20.82000Freeze 100Pal only1
Rapid KickSignatureGrassMelee25012s20.8800Ivy-Covered 100Pal only1
Splash TackleSignatureWaterMelee25012s20.8300Soak 100Pal only1
Daring ShadowstormSignatureDarkMelee25012s20.83500Blind 50Pal only1
Giga HornGroundMelee25012s20.82500Pal only2
Mummy RushSignatureDarkMelee50024s20.81000Blind 100Pal only1
Earth DashSignatureGroundMelee25012s20.83500Pal only1
Ground SmashSignatureGroundMelee50024s20.85000Muddy 100Pal only1
Leaping RoundhouseSignatureGrassMelee25012s20.81200Ivy-Covered 100Pal only1
Grudge BarrageSignatureDarkMelee50024s20.84000Blind 100Pal only1
Crash DashSignatureGroundMelee50024s20.83000Muddy 100Pal only1
Flash ChargeSignatureElectricMelee50024s20.82500Electrify 100Pal only1
Shell ChargeElectricMelee50024s20.8500Electrify 100Pal only2
Black Quilled BalletSignatureDarkShot50024s20.81500Pal only1
KeraunoSignatureElectricShot25012s20.85000Electrify 100Pal only1
Hydra ChargeSignatureWaterMelee50024s20.82500Soak 100Pal only1
Astral RaySignatureDarkShot50024s20.85000Burn 100Pal only1
MaelstromSignatureWaterShot50024s20.86000Soak 100Pal only1
Roly PolySignatureNeutralMelee402s201000Pal only1
Air CannonNeutralShot402s204000Fruit47
Power ShotNeutralShot804s203000Fruit58
Punch FlurrySignatureNeutralMelee402s20500Pal only1
Bog BlastGroundShot402s205000Muddy 50Fruit56
Wind CutterGrassShot402s205000Ivy-Covered 35Fruit37
Seed Machine GunGrassShot804s20300Ivy-Covered 100Fruit28
Wind BurstGrassShot60030s201200Ivy-Covered 100Fruit — in shops96
Hydro JetWaterShot402s205000Soak 35Fruit19
Ice MissileIceShot402s203000Freeze 102Fruit34
Bubble BlastWaterShot804s203500Soak 100Fruit32
Geyser GushWaterMelee60030s205000Soak 100Fruit — in shops36
Ignis BlastFireShot402s205000Burn 50Fruit35
Spirit FireFireShot804s203000Burn 100Fruit32
Ignis BreathFireShot1608s201500Burn 100Fruit — in shops279
Fire BallFireShot60030s205000Burn 100Fruit — in shops41
Thunder SpearElectricShot402s204000Electrify 35Fruit4
ShockwaveElectricShot804s20300Electrify 103Fruit23
Lightning StreakElectricShot1608s202000Electrify 100Fruit17
SplashWaterShot1608s202500Soak 100Fruit138
ThunderstormElectricShot60030s205000Fruit — in shops145
Dark ShotDarkShot402s204000Blind 20Fruit3
Dark WhispDarkShot60030s201500Blind 100Fruit — in shops63
Air BladeNeutralShot1608s205000Fruit — in shops139
Reflect LeafGrassShot40020s204000Ivy-Covered 100Fruit — in shops90
Stone BlastGroundShot804s204000Muddy 100Fruit40
Double Fang (Ground)GroundMelee402s20150Muddy 50Pal only2
Rock LanceGroundShot40020s205000Muddy 100Fruit31
Rocky ImpactGroundMelee60030s205000Muddy 100Fruit — in shops131
Thunder RailElectricShot60030s203000Electrify 100Pal only12
Icicle CutterIceShot804s204000Freeze 50Fruit34
Crystal BreathIceShot1608s201500Freeze 100Fruit33
Diamond RainIceShot60030s205000Freeze 100Fruit153
Shadow BurstDarkShot804s20300Blind 50Fruit35
ThunderslideSignatureElectricShot40020s203000Electrify 100Pal only1
Frozen PressSignatureIceMelee40020s201000Freeze 100Pal only1
Dragon MeteorDragonShot60030s205000Burn 45Fruit — in shops210
Double FangNeutralMelee402s20180Pal only2
MulticutterGrassShot1608s205000Ivy-Covered 35Fruit73
Poison ShowerDarkShot1608s201000Poison 100Fruit — in shops9
Hydro SpinWaterShot1608s202000Soak 100Pal only2
Dragon CannonDragonShot402s204000Burn 35Fruit211
Dragon BurstDragonShot804s20200Burn 50Fruit16
Dragon BreathDragonShot1608s201500Burn 100Fruit278
Charge CannonDragonShot40020s204000Burn 100Fruit — in shops110
Gale ClawSignatureNeutralMelee804s201000Pal only1
ApocalypseDarkShot40020s205000Blind 100Fruit — in shops139
Tornado AttackSignatureNeutralMelee804s202500Pal only1
Megaton ImplodeSignatureNeutralShot120060s201000Burn 100Pal only1
Ice Gale StrikeSignatureIceMelee60030s201200Freeze 100Pal only1
Jumping ClawSignatureDarkMelee804s20500Blind 50Pal only1
Snow ClawSignatureIceMelee1608s20500Freeze 100Pal only1
Blazing HornSignatureFireMelee804s202500Burn 50Pal only1
Double Fang (Electric)ElectricMelee402s20100Electrify 50Pal only2
Spinning StaffSignatureGrassShot1608s20600Ivy-Covered 100Pal only1
Thunder RainElectricShot40020s202000Electrify 100Fruit — in shops135
Botanical SmashGrassShot804s201500Ivy-Covered 100Pal only2
IaigiriFireMelee1608s205000Burn 50Pal only2
Raid CutterSignatureGrassShot40020s205000Ivy-Covered 35Pal only1
Nightmare ClawSignatureDarkMelee40020s201200Blind 100Pal only1
Glacial PlungeSignatureIceMelee60030s201500Freeze 100Pal only1
Double Fang (Ice)SignatureIceMelee402s20180Freeze 50Pal only1
Rocket SlamDragonMelee804s201500Pal only2
Magma SpitSignatureFireShot60030s202500Burn 100Pal only1
Ice SpitSignatureIceShot60030s202500Freeze 100Pal only1
Deep BreathSignatureGrassShot40020s203000Ivy-Covered 50Pal only1
Double Fang (Fire)SignatureFireMelee402s20250Burn 50Pal only1
Double Fang (Dark)DarkMelee402s20250Blind 50Pal only3
Volcanic FangFireMelee40020s205000Burn 50Pal only2
Slither SlamSignatureWaterMelee40020s202000Soak 100Pal only1
Magma SerpentSignatureFireMelee40020s202000Burn 100Pal only1
Frost BurstSignatureIceShot40020s205000Freeze 100Pal only1
Horn BurstSignatureGroundShot60030s201500Muddy 100Pal only1
Ice BurstSignatureIceShot60030s201500Freeze 100Pal only1
Snow BowlingSignatureIceMelee40020s203000Freeze 100Pal only1
Lawn BowlingSignatureGrassMelee40020s203000Ivy-Covered 100Pal only1
Brawn ImpactFireMelee60030s20600Burn 100Pal only2
Rocket ArmGroundShot60030s201500Pal only2
Forceful ChargeSignatureGroundMelee40020s203000Pal only1
Rolling ScratchSignatureGroundMelee40020s203000Pal only1
Thunder UppercutSignatureElectricMelee60030s203000Electrify 100Pal only1
Lethal LaserElectricShot60030s205000Electrify 100Pal only2
Cube PressSignatureGroundShot60030s204000Muddy 100Pal only1
Soul DrainSignatureDarkMelee40020s205000Pal only1
High BreachIceShot60030s204000Freeze 100Pal only2
Aegis ChargeSignatureDragonMelee60030s204000Pal only1
Bolt BlinkSignatureElectricMelee60030s205000Electrify 100Pal only1
Poison ScatterSignatureDarkShot60030s203000Poison 100Pal only1
Star MineNeutralShot40020s205000Pal only4
PolykeraunosSignatureElectricShot60030s205000Electrify 100Pal only1
Phoenix FlareSignatureFireMelee32016s203000Burn 100Pal only1
Phoenix TideSignatureWaterMelee32016s203000Soak 100Pal only1
Divine DisasterSignatureDarkShot40020s202500Pal only1
Divine Disaster IISignatureDarkShot60030s202500Pal only1
Moonlight BeamSignatureNeutralShot60030s203000Burn 100Pal only1
Azure DracoflareSignatureDragonShot60030s203500Burn 100Pal only1
Nightmare RaySignatureDarkShot60030s205000Pal only1
Nightmare BloomSignatureDarkShot60030s205000Pal only1
Satellite BitSignatureDragonShot40020s205000Pal only1
Cosmic MeteorSignatureDragonShot60030s205000Burn 100Pal only1
Tidal ChargeSignatureWaterMelee40020s205000Soak 100Pal only1
Aqua TornadoSignatureWaterShot80040s206000Soak 100Pal only1
ImplodeNeutralShot30016s18.81000Burn 100Fruit — in shops4
Curtain SplashWaterShot30016s18.85000Soak 100Fruit136
Nightmare BallDarkShot30016s18.85000Blind 65Fruit214
Lightning StrikeElectricShot30016s18.8500Electrify 100Fruit12
Flame FunnelFireShot30016s18.85000Burn 100Fruit — in shops136
Circle VineGrassShot30016s18.85000Ivy-Covered 100Fruit137
RockburstGroundShot30016s18.81200Muddy 100Fruit — in shops134
Icicle LineIceShot30016s18.82500Freeze 100Fruit12
Mystic WhirlwindDragonShot1508s18.83000Pal only2
Bee QuietSignatureGrassShot30016s18.81000Burn 100Pal only1
Rumble ComboSignatureGroundMelee30016s18.8500Muddy 100Pal only1
Thunder TempestSignatureElectricMelee30016s18.82000Electrify 100Pal only1
Lightning SmashSignatureElectricShot30016s18.81500Electrify 100Pal only1
Earth ImpactGroundShot30016s18.81500Pal only2
Trigger HappyWaterShot30016s18.84000Soak 100Pal only2
Ignis ChargeSignatureFireMelee30016s18.82500Burn 100Pal only1
Dark ChargeSignatureDarkMelee30016s18.82500Blind 50Pal only1
FrostcallSignatureIceMelee30016s18.81200Freeze 100Pal only1
Dash KickSignatureGrassMelee30016s18.83000Ivy-Covered 100Pal only1
Spirit DashSignatureDarkMelee30016s18.82500Blind 100Pal only1
Volcanic BurstSignatureFireShot30016s18.85000Burn 100Pal only1
Blizzard ClawSignatureIceMelee30016s18.8300Freeze 100Pal only1
Stone ClawSignatureGroundMelee30016s18.8300Muddy 100Pal only1
Spinning RoundhouseSignatureGroundMelee30016s18.8300Pal only1
Somersault ScratchSignatureGroundMelee30016s18.8100Pal only1
Lightning ClawSignatureElectricMelee1508s18.8700Electrify 100Pal only1
Frost TalonSignatureIceMelee30016s18.81200Freeze 100Pal only1
Aqua BladeSignatureWaterShot30016s18.86000Soak 100Pal only1
Emperor SlideSignatureIceShot1408s17.53000Freeze 50Pal only1
Lock-on LaserElectricShot1408s17.55000Electrify 100Fruit — in shops280
Phantom PeckSignatureDarkMelee704s17.55000Blind 50Pal only1
Dark CannonDarkShot704s17.55000Blind 20Fruit20
Grass TornadoGrassShot20012s16.73000Ivy-Covered 65Fruit32
Sand TornadoGroundShot20012s16.73000Muddy 65Fruit — in shops110
Flare StormFireShot20012s16.73000Burn 65Fruit — in shops16
Aqua BurstWaterShot20012s16.75000Soak 100Fruit — in shops280
Tri-LightningElectricShot20012s16.75000Electrify 103Fruit214
Spirit FlameDarkShot20012s16.75000Burn 102Fruit99
Kingly SlamNeutralMelee20012s16.71000Pal only2
Wind EdgeGrassShot20012s16.75000Ivy-Covered 35Pal only6
Freeze WallIceShot20012s16.75000Freeze 100Fruit — in shops89
Flame BreathSignatureFireShot20012s16.71000Burn 100Pal only1
Tempest BlizzardSignatureIceShot20012s16.71000Freeze 100Pal only1
Hellfire ClawFireMelee20012s16.71200Burn 100Pal only2
Rush BeakSignatureFireMelee20012s16.7550Burn 100Pal only1
Daring FlamesSignatureFireMelee20012s16.73500Burn 100Pal only1
Blast CannonDragonShot20012s16.73000Burn 100Fruit4
Bubble RainSignatureWaterShot20012s16.76000Soak 100Pal only1
Creeping BubblesSignatureWaterShot20012s16.75000Soak 100Pal only1
Power BombNeutralShot1208s155000Fruit278
Chicken RushSignatureNeutralMelee302s15500Pal only1
Acid RainWaterShot1208s155000Soak 100Fruit — in shops15
Poison BlastDarkShot302s155000Poison 100Fruit26
Dark ArrowDarkShot1208s155000Blind 102Fruit17
Seed MineGrassShot1208s155000Ivy-Covered 100Fruit — in shops26
Stone CannonGroundShot1208s152500Muddy 35Stun 20Fruit — in shops30
IcebergIceShot1208s155000Freeze 100Fruit283
Plasma FunnelElectricShot1208s155000Electrify 100Fruit4
Flare ArrowFireShot1208s155000Burn 102Fruit27
Reckless ChargeSignatureGroundMelee604s152500Pal only1
Fuddler TunnelerSignatureGroundMelee604s153000Muddy 50Pal only1
Mud HornSignatureGroundMelee1208s152000Muddy 100Pal only1
Umbral SurgeDarkShot604s155000Blind 35Fruit14
Smoke JetWaterShot1208s154000Soak 100Pal only2
Lightning GaleSignatureElectricMelee1208s151200Electrify 100Pal only1
Needle SpearSignatureGrassMelee1208s152000Poison 55Pal only1
Cat PressSignatureNeutralMelee1208s151500Pal only1
Ground PoundNeutralMelee1208s15500Pal only2
Focus ShotGrassShot1208s155000Ivy-Covered 100Pal only2
Cloud TempestSignatureNeutralMelee1208s152000Pal only1
Freezing ChargeSignatureIceMelee1208s152000Freeze 50Pal only1
Crushing PunchSignatureGrassMelee1208s15700Pal only1
Shell SpinSignatureGroundMelee1208s151500Pal only1
Muscle SlamGrassMelee1208s15300Pal only2
Paldium ExplosionSignatureShot80060s13.39999Pal only1
Electric BallElectricShot1008s12.52500Electrify 50Fruit7
Beckon LightningSignatureElectricMelee1008s12.51200Electrify 100Pal only1
Purifying LightSignatureNeutralShot250100s2.53000Pal only1
Poison FogDarkShot30s400Poison 9999Pal only9
Bountiful ProtectionSignatureGrassShot240s9999Pal only1

DPS = power ÷ cooldown (sustained damage per second). An active skill whose element matches the Pal using it deals extra damage. “Egg Move” skills are inherited through breeding, not learned by level-up, and a Signature tag means one Pal alone can bring that skill to a fight. Teach it is the other half of that question: a fruit means the skill goes onto any Pal you like regardless of its level or element, in shops means a merchant sells that fruit outright, and Pal only means the Learned by list is the complete supply. The Ailment number is how much status build-up one hit applies — the higher it is, the fewer hits a target needs to take before Freeze, Burn or Stun actually lands, and targets resistant to that status need more.

Which of these can you actually put on a Pal?

The Learned by list on each row is not a suggestion — for most skills it is the complete answer. A Skill Fruit exists for only 92 of the 300 skills above. For the other 208 there is no item that grants them: the Pals named in the row are the only bodies that will ever bring that skill to a fight, and your choices are to raise one of them or to hatch one. The Teach it column answers this one skill at a time — which fruit hands the move over, and whether a merchant actually sells it — so check it before you plan a team around a skill.

ElementSkillsHave a Skill FruitNo fruit — Pal-onlyTeachable share
Electric33141942%
Water29121741%
Dragon2381535%
Fire30102033%
Grass34112332%
Ice34102429%
Dark45123327%
Ground3382524%
Neutral3572820%
Elementless4040%

The coverage is lopsided in a way that quietly decides how flexible each element is. Electric and Water are the two you can shop for — better than four skills in ten have a fruit — so an Electric or Water Pal with good stats and a bad move list is a fixable problem. Neutral is the opposite: it is the largest pool in the game and the worst served, which is why so many Neutral Pals are stuck with whatever they level into. Ground sits nearly as low. The four elementless Paldium skills have no fruit at all, and they sit at the very top of the DPS sort — those are earned by owning the right Pal, never bought.

The fruit list also skews hard toward the top of the power curve, and the bottom is where it leaves you. Of the fifteen skills that every one of their learners picks up at Lv 1, exactly one has a fruit. The bite family is the clean example: all twelve Double Fang and Fierce Fang variants are fruit-less, and each pair lands on the same Pal one level apart. Puffolt and Rayhound open with Double Fang (Electric) at Lv 1 and replace it at Lv 2 with Fierce Fang (Electric) — identical 2-second cooldown, identical Electrify 50 build-up, but 50 power instead of 40 and 250 range instead of 100. That one is a strict upgrade, and the Ground pair on Gildane and Pupperai behaves the same way. Do not carry the Lv 1 bite past level two on those four.

The other four Fierce Fang variants do not replace anything, and the range column is why. Fierce Fang in its Neutral, Ice, Fire and Dark forms only fires from 800 to 900 out — it is a leap across a gap, not a bite in your face — while the matching Double Fang works from zero. So Direhowl, Yakumo, Kitsun, Kitsun Noct, Smokie, Smokie Cryst and Rayhound Cryst want both in the loadout: the Lv 1 move covers point-blank, the Lv 2 move covers the approach. Dropping Double Fang for its Lv 2 sibling on those Pals leaves a dead zone from 0 to 800 where the AI has nothing to select.

Inside that group the Dark pair is the one worth planning around, for a reason the columns above do not spell out: build-up per second. Twenty-six skills stack Blind, and exactly three of them do it at 25 points a second — Double Fang (Dark), Fierce Fang (Dark) and Dark Ball, all carrying 50 build-up on a 2-second timer. Fourth place is Dark Arrow at 12.8, and the rest of the element is slower again. Of the three at the top rate only Double Fang (Dark) fires from zero — Dark Ball opens at 500, Fierce Fang at 800 — which makes the Lv 1 bite the fastest way anything in the game blinds a target already standing on it, at double the rate of the next skill that reaches contact at all. That is Shadow Burst, at 12.5. Treat it as the element's lock tool rather than a starter move you grow out of. Three bodies carry it, all at Lv 1: Smokie, Smokie Cryst and Kitsun Noct.

How long it stays on the bar is different on all three, and the range column decides it every time. Smokie is the only one with a real replacement: Shadow Burst at Lv 22 covers 0 to 300 and posts the identical 20.0, trading 40 power every 2 seconds for 80 every 4 — the damage is a wash, the reach is 50 better, and what you hand back is the rate. Keep the bite anyway if Blind is the reason the Pal is on your team. Smokie Cryst never learns Shadow Burst; despite being half Ice it opens with the Dark pair and its Ice line does not start until Lv 7, after which every move it picks up has a floor at 500 until Icicle Bullet at Lv 22 drops it to 100 and Icicle Line at Lv 30 finally reaches zero. Kitsun Noct is the extreme case: nothing it learns fires inside 500 until Flame Funnel at Lv 40, and the first Dark move that works at contact is Dark Whisp at Lv 50. On that Pal the Lv 1 bite holds the point-blank slot for thirty-nine levels, and the move that eventually relieves it is Fire.

The Lv 2 half of that pair is the one the range column undersells. Fierce Fang (Dark) posts 25.0 DPS, and 25.0 is where the ordinary game stops: exactly seven skills in the whole table beat it, three of them Paldium entries locked to a single Pal and the other four Lv 40-and-up exclusives at 26.7. Ten skills tie at 25.0, and six of those ten are Fierce Fang variants. So the three bodies that pick the Dark one up at Lv 2Smokie, Smokie Cryst and Kitsun Noct — are carrying the best sustained figure in the game before they have done anything, and not one of them ever levels into a faster one. Kitsun Noct's next best is Daring Shadowstorm at 20.8, twenty levels later; Smokie and Smokie Cryst both top out at 22.5, and not until Lv 40. The Lv 2 bite stays the hardest-hitting thing on the bar for sixty-eight levels.

What you pay for that is the tightest firing window in the game. It works from 800 to 900 and nowhere else — a hundred units of usable ground. Only five other skills are cut that narrow: the Neutral, Ice and Fire fangs share the identical 800-to-900 sliver, and Jumping Claw and Snow Claw run 400 to 500. Every one of the other 117 skills that has a minimum range gets at least 500 units of room. So read the 25.0 as a rate you collect at one specific distance, not as a damage slot, and do not leave it as the only thing on the bar that reaches past 250 — which for one level it is. Each learner patches that at its next pickup: Dark Cannon on Kitsun Noct and Bog Blast on Smokie, both at Lv 3 and both running 500 to 5,000, then Icicle Cutter on Smokie Cryst at Lv 7, 500 to 4,000. All three blanket the fang's band from much further out, at 17.5, 20.0 and 20.0, which is the point: from there the fang is no longer the reach, it is the spike inside it.

There is no trading up out of that window, either. Dark Ball is the same 25.0 carrying the same Blind 50 every two seconds, on a far kinder 500-to-1,000 band, and 28 Pals learn it — none of them Smokie, Smokie Cryst or Kitsun Noct. No fruit teaches it, since Dark's only three are Dark Laser, Nightmare Ball and Poison Shower, and it appears in none of the three's egg pools. The narrow band is not a phase those Pals grow out of; it is the shape of the best skill they will ever own.

The Fire pair rewards the same reading, and it points at one Pal rather than three. Burn is the widest ailment pool in the game — 53 skills apply it, twice what Blind manages — and four of them run at the ceiling rate of 25 points a second: Spirit Fire, Ignis Blast, and both halves of the Fire bite. Three of those four refuse to fire at contact, and by some distance: Spirit Fire opens at 1000, Fierce Fang (Fire) at 800, Ignis Blast at 500. Double Fang (Fire) works from 0 to 250 — tied with the Dark bite for the longest reach of the six Double Fangs, and more than double the Electric one — and the quickest Burn that reaches zero after it runs at half the rate, 12.5, on Dragon Burst and Comet Strike. Exactly one body learns it, Kitsun, at Lv 1. Its Dark counterpart is the same animal in the other form, which means the two fastest ailment applications in the game sit on the two Kitsun variants and you pick one at the point you pick a form.

Kitsun never gets a second answer at contact. Every Fire move it levels into afterwards is stand-off work — Ignis Blast at Lv 3 wants 500 out, Spirit Fire at Lv 7 wants 1000, Daring Flames at Lv 22 wants 1000 again, Flare Storm at Lv 30 wants 700. The first thing it learns that even starts under 500 is Ignis Rage at Lv 40, and its floor is still 100. The only move on the entire list that reaches zero is Holy Burst at Lv 70, and that one is Neutral, so the Lv 1 bite is also the only Fire skill Kitsun will ever own that can hit something already pressed against it. Sixty-nine levels in one slot. Leave it there, and treat the fangs as the burn engine while the rest of the bar handles range.

The Lv 2 half of the Fire pair is the Pal's ceiling, and it is reached before the tutorial is over. Fierce Fang (Fire) exists on one body in the whole game — Kitsun at Lv 2, no fruit, no egg pool — and its 25.0 DPS is the highest sustained figure that Pal will ever hold. Nothing on the rest of the list gets there: the best Fire number Kitsun levels into is Ignis Rage at Lv 40, at 20.8, and the only thing that beats that is the Neutral Holy Burst at Lv 70, still short at 23.3. Exactly one move ties the fang — Spark Blast, also 25.0 — and it arrives only by breeding and will not fire inside 1,200. From Lv 2 to Lv 70 the bite is the damage slot, and its 800-to-900 sliver is a property of the Pal, not a phase it grows out of.

Carrying both fangs still leaves one seam. Double Fang covers 0 to 250, Fierce Fang covers 800 to 900, and Ignis Blast blankets the fang's band and everything out to 5,000 from Lv 3 — but nothing Kitsun learns fires between 250 and 500 until Ignis Rage at Lv 40 finally drops a floor to 100. That is a step-back range, exactly where something that just ate the Lv 1 bite ends up. Breeding is the fix if you fight on foot beside the Pal: Lock-on Laser and Tri-Lightning both come down as egg moves and both work from zero out to 5,000, which covers the seam and the point-blank slot in one pickup.

The Ice pair is the narrowest of the six, because both halves live on a single body. Rayhound Cryst is the only Pal in the game that learns Double Fang (Ice) at Lv 1 or Fierce Fang (Ice) at Lv 2, neither has a fruit, and neither sits in any egg pool — so there is no second route to either one and no way to move them onto something else. Both stack Freeze 50 on a 2-second timer, which is 25 points a second, and in the whole 34-skill Freeze pool only one thing is faster: Ice Missile, which loads 102 per cast on the same 2-second cycle for 51 a second. Everything else in the element tops out at 12.5. And the Lv 1 half is the one that matters at contact — it works from 0 to 180, while the next-fastest Freeze that fires from literally zero manages 8.33 a second, so the starter bite freezes a target standing on you three times faster than anything else that can reach it.

Read Rayhound Cryst's list top to bottom and the freeze rate runs backwards. Icicle Cutter at Lv 7, Iceberg at Lv 15 and Crystal Breath at Lv 22 all land on 12.5 a second — half the bites. Frostcall at Lv 30 and Icicle Line at Lv 40 drop to 6.25, Blizzard Spike at Lv 50 to 5, and Diamond Rain at Lv 70 to 3.33. Bigger numbers per activation, slower lock. The damage column agrees: the Lv 2 fang's 25.0 is the highest sustained figure this Pal ever holds, and the best it levels into afterwards is Blizzard Spike's 22.5, forty-eight levels later. Keep both bites on the bar for the whole run — they are the freeze engine, and the late moves are the reach.

The reach is where it needs help, and there is a specific window to plan for. Bog Blast at Lv 3 runs 500 to 5,000 and blankets the fang's 800-to-900 sliver from the moment you get it, but it is Ground on a pure-Ice Pal and it leaves a dead band from 180 to 500 that nothing closes until Iceberg at Lv 15 drops a floor to 100. Nothing fires from a true zero again until Icicle Line at Lv 40. Two things patch that early, and both are worth doing: Freeze Wall is on Rayhound Cryst's egg list and covers 0 to 5,000 at 8.33 Freeze a second, and its fruit is 30 Battle Tickets at the Arena Shop, so you can buy the fix outright instead of breeding for it. Do not count on trading up the freeze rate itself: the Ice Missile fruit is the only thing in the game that beats the bite, no merchant carries it and it is not in the relic pool, so it is a chest-and-orchard roll — and its 800 floor would not cover contact anyway.

The one Lv 1 skill that does have a fruit is Thunder Spear, and the reason it lands in that bracket alone is its roster, not its numbers. Every element carries a 40-power, 2-second opener — Air Cannon, Hydro Jet, Ignis Blast, Bog Blast and the rest — and all of them have a fruit, but each of those either picks up learners past Lv 1 or sits in egg pools by the hundred. Thunder Spear reaches exactly four bodies, Celaray Lux, Pengullet Lux, Penking Lux and Slowatt, all of them at Lv 1, and it appears in no Pal's egg-move list at all — where the Dragon twin with the identical stat line, Dragon Cannon, passes down to more than two hundred. Breeding will never move this one. The fruit is the whole supply line off those four, and no merchant stocks it, so it belongs with the orchard-and-chest rolls below rather than the fruits you can go and buy. Its 20.0 DPS is also the same sustained figure Thunderstorm posts at Lv 70 — what the late Electric moves buy is burst per activation and reach, not damage over time.

The range column decides how you use it, exactly as it does for the bites. Thunder Spear runs 500 to 4000, so it is dead weight in a shoving match, and Electric's other Lv 1 opener is worse on that count: Spark Blast hits for 25 DPS but will not fire inside 1200. Celaray Lux and Slowatt patch the hole themselves at Lv 7 with Shockwave, which covers 0 to 300. The two penguins never really do. Pengullet Lux has nothing under 500 until Splash at Lv 22, and no Electric answer at point-blank until Lightning Strike at Lv 50; Penking Lux only closes to 300 with TriSpark at Lv 22 and has nothing at zero range until Aqua Surge at Lv 40. Slot a contact move onto those two from somewhere else, or watch them stand still every time something walks into their face.

A fruit exists. That is not the same as a shop having one.

The column above answers whether a skill can be taught, not whether you can go and get it today. Of the 93 Skill Fruits in the game, a merchant stocks only 35. The other 58 come out of relic recycling, region chests, fishing and the Orchard — routes that hand you a fruit, not the fruit you wanted. So the practical split is not fruit versus no fruit; it is the 35 you can walk in and buy against everything else, which you farm and hope for.

The Arena Shop is the whole ticket economy for skills — 27 fruits, and exactly two price points. Sorted by damage per second bought per ticket spent:

Fruit teachesElementPowerCooldownDPSTicketsDPS per ticket
Volcanic RainFire45020s22.5300.75
Beam SlicerDragon35016s21.9300.73
Hydro SlicerWater35016s21.9300.73
Sand TwisterGround50024s20.8300.69
All Range ThunderElectric50024s20.8300.69
Icicle BulletIce25012s20.8300.69
ApocalypseDark40020s20300.67
Poison ShowerDark1608s20300.67
Charge CannonDragon40020s20300.67
Thunder RainElectric40020s20300.67
Reflect LeafGrass40020s20300.67
Air BladeNeutral1608s20300.67
Flame FunnelFire30016s18.8300.63
RockburstGround30016s18.8300.63
ImplodeNeutral30016s18.8300.63
Freeze WallIce20012s16.7300.56
Absolute FrostIce70030s23.3450.52
Holy BurstNeutral70030s23.3450.52
CrosswindGrass50024s20.8450.46
Aqua SurgeWater50024s20.8450.46
Dark WhispDark60030s20450.44
Dragon MeteorDragon60030s20450.44
ThunderstormElectric60030s20450.44
Fire BallFire60030s20450.44
Wind BurstGrass60030s20450.44
Rocky ImpactGround60030s20450.44
Geyser GushWater60030s20450.44

Price does not follow the stat line, and that is where the value is. All Range Thunder and Sand Twister are both 500 power on a 24-second cooldown for 30 tickets; Aqua Surge and Crosswind carry the identical 500 and 24 and cost 45. Same skill, four elements, half again the price on two of them — if you only need a big cooldown filler and do not care which element carries it, the Electric and Ground versions are the ones to buy. The top of the value column is Volcanic Rain, the only 30-ticket fruit clearing 22 DPS. The two best raw skills on the shelf, Absolute Frost and Holy Burst at 23.3, are 45 tickets for under 4% more sustained damage than Volcanic Rain — buy them for the 700-power hit and the range, not for efficiency.

Nine fruits sit outside the ticket economy entirely, at three fixed merchants for gold. This is the route that matters before you have arena ranks worth farming.

Fruit teachesElementPowerCooldownDPSSold atGold
Stone CannonGround1208s15Desert Shop1,000
Ignis BreathFire1608s20Volcano Shop3,000
ImplodeNeutral30016s18.8Wander Shop3,000
Lock-on LaserElectric1408s17.5Wander Shop3,000
Sand TornadoGround20012s16.7Desert Shop3,000
Flare StormFire20012s16.7Volcano Shop3,000
Aqua BurstWater20012s16.7Volcano Shop3,000
Seed MineGrass1208s15Desert Shop3,000
Acid RainWater1208s15Wander Shop3,000

Stone Cannon carries the lowest price tag on any fruit anywhere, a third of what the other gold counters charge, and it is still the game's only source of Stun — the one entry on this page where the cheapest thing on the shelf is also the unique one. Implode is the only fruit stocked in two currencies, 30 tickets at the arena or 3,000 Gold from the wandering stock, so buy it with whichever you are not short of. Everything else here is a low-power filler; the gold counters exist to give a fresh save something better than a Lv 1 bite, not to compete with the arena.

Electric is the clearest case of the gap between the two lists. All Range Thunder is the strongest Electric skill any merchant will sell you, at 30 tickets. Spark Blast, Lightning Bolt and TriSpark all match or beat its 20.8 and all three have fruits that no shop carries, so the only Electric fruits you can plan around are this one, Thunder Rain at 30, Thunderstorm at 45 and Lock-on Laser for gold. By level it is a late move — Azurmane is the earliest at Lv 30, then Prixter Lux and Snock at 40, Puffolt and Slowatt at 50 — which makes the fruit the only way an Electric Pal carries it through the whole mid-game.

Ice is the opposite case — the arena shelf is deep there, and the cheap fruit is the one to take. Ten Ice fruits exist and the shop stocks three: Freeze Wall and Icicle Bullet at 30 tickets, Absolute Frost at 45. The first two are the same purchase on paper — 12-second cooldown, Freeze 100 on every connect — except Icicle Bullet carries 250 power against 200, so it is a flat quarter more sustained damage for the identical ticket price, 20.8 against 16.7. What Freeze Wall buys back is reach, and only reach: it works from 0 out to 5,000 where Icicle Bullet runs 100 to 3,000. The 100 floor is close enough to contact to ignore. The 3,000 ceiling is not, so buy this one for a Pal that already holds the far band with something else, and leave Freeze Wall on the Pal whose only long option it is.

Absolute Frost is what you are really deciding against, and the range column says the two do not complement each other at all: it fires in the exact same 100-to-3,000 window on flat ground, so a Pal carrying both covers no more of it than a Pal carrying either — the two do separate on height, which the limits below take up. The extra 15 tickets buy 23.3 against 20.8 — twelve percent over time — and change the shape from 250 power every 12 seconds to 700 every 30. Against anything that dies inside one rotation, take the burst. Against a health bar you are grinding, the cheap fruit wins on uptime and puts Freeze on the target two and a half times as often.

By level Icicle Bullet reaches only seven Pals, and four of those are Cryst forms: Beakon Cryst and Smokie Cryst at Lv 22, Loupmoon Cryst, Muffly and Snugloo at Lv 30, Foxparks Cryst and Frostplume at Lv 40. It passes down in no egg pool, so off those seven bodies the fruit is the entire supply — which is exactly the situation Thunder Spear is in, with the one difference that matters: this fruit is stocked. What it is not is a freezing tool. Freeze 100 on a 12-second timer is 8.3 build-up a second, the same rate the 89 Pals with Freeze Wall already produce, while Ice Missile stacks 102 every 2 seconds — 51 a second, six times as fast — and 34 Pals learn it without any purchase at all. Chase Ice Missile if you want the lock; Icicle Bullet is a damage pick that happens to freeze.

Water is the third element with a shelf worth planning around, and it repeats the Ice lesson with the gap widened. Three Water fruits sit at the arena: Hydro Slicer at 30 tickets, Aqua Surge and Geyser Gush at 45. The cheap one is the strongest — 350 power on a 16-second cooldown, 21.9 DPS with Soak 100, against 20.8 and 20.0 on the two dearer ones. What the extra fifteen tickets buy is a thousand units of ceiling and nothing else: the slicer covers 0 to 4,000, both 45-ticket fruits cover 0 to 5,000, and all three fire from contact. Only three fruits on the whole shelf post a higher figure — Volcanic Rain at 30 tickets, Absolute Frost and Holy Burst at 45 — and Volcanic Rain stops at 2,000, which leaves this one and its Dragon twin Beam Slicer as the most sustained damage 30 tickets will buy that still reaches past that mark.

On the Pal side it is the best Water skill nobody has to be born with. Everything above 21.9 in the element either refuses to fire at contact — Aqua Gun and Hydro Laser both open at 500 — or belongs to exactly one body, which is the case for Celestial Vortex, Thalassonic Laser, Grand Breach and Lantern Sweep alike. Hydro Slicer reaches 90 Pals, twelve by level and 78 through egg pools, making it the highest-DPS Water skill with a zero floor that more than one Pal can ever hold. The twelve arrive in three waves: Amione, Skutlass, Skutlass Ignis, Solmora and Gloopie Primo at Lv 30; Turtacle, Jelliette, Jellroy, Lapure, Fuack Ignis and Croajiro Noct at Lv 40; Gloopie last, at Lv 50.

What comes next on the list is a trap on eight of those twelve. Six of them are handed Hydro Laser in the very next slot, Croajiro Noct gets Dark Laser there and Lapure gets Pal Blast — one 450-power, 20-second template in three colours, all of it 22.5 DPS and all of it cut to 500 to 1,800. Six tenths of a point in exchange for everything inside 500 and everything past 1,800 is not an upgrade; slot the laser second and leave the slicer in the damage seat. On the pure Water bodies the levels after that are worse again — Aqua Surge at Lv 50 and Geyser Gush at Lv 70 both post less than the earlier pickup — so for Amione, Skutlass, Solmora, Turtacle and Jelliette this is the hardest-hitting thing they will ever own that works at point-blank, and it holds that slot through Lv 70. On Jellroy and Gloopie it is the ceiling outright: nothing either of them learns beats 21.9 at any distance.

Three learners do eventually get a real answer, and each is a different shape. Lapure and Gloopie Primo both close with Holy Burst at Lv 70 — 23.3 from zero out to 5,000, better in every column — so on those two the slicer is a thirty-level tenant rather than a fixture. Fuack Ignis is a split instead of a swap: Volcanic Rain at Lv 50 carries 22.5 and fires from contact but stops at 2,000, so run both and let the Water move own the band from there to 4,000. Croajiro Noct is the one where the off-element pickup carries the Pal — the only other thing it owns anywhere near contact is Acid Rain at 15.0, so the Lv 40 slot is nearly half again the damage over the same ground, and its Dark line offers nothing at zero range until Lv 70. What none of them should treat it as is a Soak engine: 100 build-up on a 16-second timer is 6.3 a second, while Aqua Gun and Bubble Blast both stack theirs at 25 a second, and 29 and 32 Pals respectively learn those for free. Buy this fruit for damage and reach; the status is already handled by moves the Pal picked up before Lv 15.

Three at the arena is not the whole Water shelf, and what sits off it is stronger than what sits on it. Twelve Water fruits are printed and merchants carry five: the slicer at 30 tickets, Aqua Surge and Geyser Gush at 45, plus Aqua Burst at the volcano counter and Acid Rain from the wandering stock, 3,000 Gold each and both under 17 DPS. The other seven are on nobody's shelf at any price — Aqua Gun, Bubble Blast, Splash, Hydro Jet, Curtain Splash, Torrential Blast and Hydro Laser — and only the last of those changes anything, because it is the one Water fruit above 21.9 that any route will put on a Pal that cannot learn it. 450 power on a 20-second cooldown, 22.5 with Soak 100 across 500 to 1,800: more damage over time than the fruit the arena does stock, paid for with the floor and the ceiling, which is the same trade the level learners walk into above.

Whether that is worth burning relics for turns on how few bodies need it. 157 Pals reach Hydro Laser without spending a thing — 25 by level and 132 through egg pools — so the fruit is the entire supply for the remaining 131, and on most of them the 500 floor makes it the second move rather than the damage seat regardless. It is at least a fruit the recycler can produce: Hydro Laser, Torrential Blast and Curtain Splash are the three unstocked Water fruits sitting in the relic pool, at the rate below. Aqua Gun, Bubble Blast, Splash and Hydro Jet are in neither the pool nor a shop, so for those four the trees, the world chests and the Orchard are the whole list — which bites hardest on Aqua Gun, the only Water fruit in the game whose skill clears 22.5, and the only one you cannot farm for on purpose.

Fire is the fourth shelf worth planning around, and it is the one where the cheap fruit is the weak one. Ten Fire fruits exist and merchants stock five: Volcanic Rain and Flame Funnel at 30 tickets, Fire Ball at 45, and Flare Storm and Ignis Breath for 3,000 Gold apiece at the volcano counter. Ignis Rage, Flame Wall, Ignis Blast, Spirit Fire and Flare Arrow are on nobody's shelf at any price. Against Volcanic Rain at the identical 30 tickets, Flame Funnel is a straight trade of rate for reach — 18.8 DPS against 22.5, over 0 to 5,000 against 0 to 2,000 — and Fire Ball buys that same 5,000 ceiling for fifteen more tickets but will not fire inside 500. Flame Funnel is the only Fire fruit any merchant sells that covers contact and the far band in one slot. That, not the damage column, is what you are paying for.

What the shelf hides is that it is not the best skill of its own shape. Flame Wall is 250 power on a 12-second cooldown against 300 on 16, which is 20.8 against 18.8, across the identical 0-to-5,000 band, carrying the same Burn 100 every twelve seconds instead of every sixteen — 8.3 points of build-up a second against 6.3. Every column ties or wins. And the two learnsets are not merely similar, they are the same 136 Pals down to the last body: anything in the game that can hold one can hold the other, by level or by egg. All Flame Funnel owns is the size of a single activation, 300 in one hit against 250, and one column this table does not print — see the height limits below, where this pair reverses. Flame Wall's fruit is stocked by no merchant at all, so here the buyable half of a matched pair is the worse half — the reverse of how the Ice and Water shelves read.

Eleven of those 136 reach Flame Funnel by level and the other 125 inherit it through egg pools, and on six of the eleven it is a downgrade the Pal walks straight into, because Flame Wall got there first. Dupin and Knocklem Ignis hold it from Lv 15 and are handed Flame Funnel at Lv 22; Flaracle, Renjishi and Tanzee Ignis from Lv 22 to Lv 30; Katress Ignis from Lv 30 to Lv 40. Keep the earlier move on all six and spend the slot elsewhere. The remaining five — Loomen, Sootseer, Petallia Ignis, Finsider Ignis and Kitsun Noct — only reach Flame Wall by breeding, so on those the Lv 30-or-40 pickup is a real addition rather than a sidegrade, and the fruit is worth its 30 tickets on any body that never levels into either.

One Fire Pal owns the template and appears on neither list. Reptyro's Volcanic Burst at Lv 30 is Flame Funnel copied to the decimal — 300 power, 16 seconds, 0 to 5,000, Burn 100, the same 18.8 — with one learner, no egg pool and no fruit behind it, and Reptyro sits in neither roster of 136. It is also the only move Reptyro levels into that fires at contact: Ignis Blast, Stone Blast, Stone Cannon, Ignis Breath and Fire Ball all open at 500, Ignis Rage and Rock Lance at 100. So on the printed columns the 30-ticket fruit is the one purchase to skip on that body, because Lv 30 already handed the skill over under a different name — though the height limits below undo that. Volcanic Rain is the buy instead — same price, 22.5 from contact out to 2,000, no route to it on the Pal otherwise, and the two divide the field cleanly at that mark.

Ground is the fifth shelf, and it is the only one where two fruits at the same price are not a choice at all. Eight Ground fruits exist and merchants stock five: Rockburst and Sand Twister at 30 tickets, Rocky Impact at 45, and Sand Tornado and Stone Cannon for gold at the desert counter. Rock Lance, Bog Blast and Stone Blast are on nobody's shelf at any price. Put the two 30-ticket entries beside each other and one of them stops making sense: both are Shots, both stack Muddy 100, both fire from contact — and Sand Twister posts 20.8 DPS across 0 to 5,000 where Rockburst posts 18.8 and dies at 1,200. Same element, same price, same slot, four times the ceiling. The learnsets do not rescue it either: 133 of the 134 Pals that can hold Rockburst can hold Sand Twister as well, so there is almost no body in the game for which the weaker fruit is the one on offer.

The 45-ticket Ground fruit does not fix that, it repeats it. Rocky Impact covers the identical 0 to 5,000 with the identical Muddy 100, and 600 power on a 30-second cooldown works out to 20.0 against 20.8 — half again the price for less damage over time and a slower status clock, 3.3 points of mud a second against 4.2. What it buys back is the size of one activation, 600 in a hit against 500, and the Category column: it is filed Melee, so on a Pal whose melee attack outweighs its ranged the swing scales off the better stat. On anything else the cheap fruit wins outright. The same reading holds against the rest of the shelf. Sixteen fruits in the game cover 0 to 5,000 and merchants stock ten of them, and Sand Twister is the only one you can buy for less than 45 tickets that posts above 18.8 — Flame Funnel and Freeze Wall are the other two 30-ticket entries with that band, at 18.8 and 16.7. Only Holy Burst beats it over that ground, at 23.3, and Crosswind and Aqua Surge merely tie it; all three cost 45. Its own template settles the last question: of the four 500-power, 24-second fruits, the other 30-ticket half is All Range Thunder, and that one stops at 2,000. This is the cheapest full-field cooldown filler any merchant sells.

On the Pal side 15 learn it by level and 121 more inherit it through egg pools, and on five of the fifteen it is the ceiling outright. Pierdon and Tetroise at Lv 40, Lapiron, Sekhmet and Woolipop Terra at Lv 50 — all five pure Ground — never level into anything that reaches 20.8. Their next best is 20.0, and on every one of them that move opens at 500, so the Lv 40-or-50 pickup is the damage slot and the point-blank answer in the same slot, and the fruit is worth its 30 tickets on any Ground body that is not on that list. Anubis is the one to skip it on. Its Lv 40 exclusive Ground Smash is this skill copied to the decimal — 500 power, 24 seconds, 0 to 5,000, Muddy 100, the same 20.8 — filed Melee instead of Shot, and Anubis's melee and ranged attack are both 130, so the category is a wash and the Lv 55 pickup adds nothing the table prints — one unprinted column aside, covered under the height limits below. What none of them should buy it as is a mud engine: Muddy 100 on a 24-second timer is 4.2 a second, while Bog Blast and Stone Blast both stack theirs at 25, and neither of those two fruits is stocked anywhere.

Electric is the sixth shelf and the strangest, because the dearest fruit on it is the one skill in the element that does nothing. Fourteen Electric fruits exist — more than any other element manages — and merchants stock four: Thunder Rain and All Range Thunder at 30 tickets, Thunderstorm at 45, and Lock-on Laser for gold. Thunderstorm is 600 power on a 30-second cooldown, 20.0 DPS across 0 to 5,000, and its status column is empty. Thirty-four Electric skills are in the game and the other thirty-three all stack Electrify; this one, alone, applies nothing. So the extra fifteen tickets over All Range Thunder buy 3,000 units of extra ceiling and hand back 0.8 DPS and the entire status — Electrify 100 every 24 seconds, 4.2 a second, down to zero. Thunder Rain at the same 30 tickets stacks it faster still, 5.0 a second, over the same 0-to-2,000. And if what you actually want is the full field with the status, the gold fruit already does it: Lock-on Laser covers the identical 0 to 5,000 at 17.5 and puts Electrify 100 on every 8 seconds — 12.5 a second, three times the rate of anything at the arena counter — for 3,000 Gold from the wandering stock.

Held against the rest of its own price band it gets worse. Eleven fruits cost 45 tickets and exactly two attach no status at all: this one and Holy Burst. Holy Burst is 700 power on the same 30-second timer, filed Shot like Thunderstorm, over the identical 0-to-5,000 band, and it posts 23.3. Same price, same shape, same empty status column, seventeen percent more damage over time — and 135 of the 145 Pals that can hold Thunderstorm can hold Holy Burst as well. Only ten cannot: Beakon, Blazehowl, Dazzi, Dinossom Lux, Gobfin Ignis, Jormuntide Ignis, Leezpunk Ignis, Ragnahawk, Rayhound and Quivern Botan by egg. On every other body the only case for the Electric fruit is the element on the tin — what it does to a Water target — and never the numbers. The element does own a better version of the template, three of them in fact: Lethal Laser, Bolt Blink and Polykeraunos are all 600 power, 30 seconds and 0 to 5,000 with Electrify 100, and between them they reach four bodies in the whole game, no fruit and no egg pool behind any of them. The buyable version is the stripped one.

On the Pal side 19 learn it by level and 126 more inherit it through egg pools, and the level list is late and lopsided: fifteen at Lv 70, and four Lux forms — Fenglope Lux, Helzephyr Lux, Penking Lux and Solmora Lux — at Lv 50. Seven of the nineteen carry no Electric at all, so on Blazehowl, Gobfin Ignis, Leezpunk Ignis, Ragnahawk, Jormuntide Ignis, Cryolinx Terra and Neptilius it lands off the body's own element. Four of those should decline it outright, because something earlier already blankets the same ground: Penking Lux and Solmora Lux both hold Aqua Surge from Lv 40 — 20.8 over 0 to 5,000 with Soak 100, better in every column, ten levels sooner; Cryolinx Terra has Rocky Impact at Lv 50, the same 20.0 over the same band plus Muddy 100, and its melee attack of 140 against a shot attack of 105 means that Melee-filed swing scales off the stronger stat too; Neptilius has Thalassonic Laser at Lv 60 at 23.3. Azurmane is the interesting inversion — its Lv 50 exclusive Bolt Blink is this skill plus Electrify 100, but filed Melee, and Azurmane runs 100 melee against 120 shot, so the Lv 70 pickup trades the status for a fifth more scaling. Run both on that one. For the remaining fourteen it is the only thing they ever level into that fires at contact and still reaches 5,000, or near enough: nine have nothing else in that band at all, and Beakon, Dazzi, Dinossom Lux, Dynamoff and Jormuntide Ignis only have Tri-Lightning there, at 16.7. What no one should buy it as is an Electrify engine, since it is not one: Shockwave stacks 103 every 4 seconds — 25.8 a second — on 23 Pals by level, and Spark Blast stacks 100 every 2, 50 a second, on 210.

Dragon is the seventh shelf, and it is the one where the dearest fruit is the one fewest players have any reason to buy. Eight Dragon fruits exist and the arena stocks three: Beam Slicer and Charge Cannon at 30 tickets, Dragon Meteor at 45. Comet Strike, Dragon Cannon, Dragon Breath, Dragon Burst and Blast Cannon are on nobody's shelf at any price. What the extra fifteen tickets buy is 600 power on a 30-second cooldown — 20.0 — over 500 to 5,000 with 5,000 of height, set against Beam Slicer's 350 on 16 for 21.9 over 0 to 4,000. The premium collects a thousand units of ceiling and a thousand of height, and pays for them with rate and with the floor.

The status column is where it stops being a trade at all. Twenty-four of the twenty-seven fruits at the arena counter attach an ailment, and twenty-three of those attach it at 100. This one attaches Burn 45 — the only buildup below 100 anywhere on the ticket shelf. Spread over the cooldown that is 1.5 Burn a second, against 6.25 from Beam Slicer and 5.0 from Charge Cannon, so the fruit that costs half again as much stacks the element's own status at under a quarter of the rate of either cheap one. And the identical line with the burn intact is sitting one element over at the same price: Fire Ball is 600 power on 30 seconds, 20.0, 500 to 5,000, 5,000 of height, filed Shot — every column the same to the decimal, and Burn 100. The 45 tickets buy the same skill twice; only the element and the buildup differ.

On the Pal side there is barely a market for it, because nearly everything already has it. 22 Pals learn Dragon Meteor by level and 188 more inherit it through egg pools — 210 of the game's 288 bodies, wider reach than any other fruit at the arena counter, where the next-widest is Holy Burst at 162. Those 210 get it for nothing, so the 45 tickets can only ever be spent on the other 78, and exactly one of the 78 is a Dragon body: Relaxaurus Lux. Five of the 22 level learners carry no Dragon either — Wistella and Wixen at Lv 50, Foxparks, Kelpsea Ignis and Kitsun Noct at Lv 70 — so they spend a slot on the Dragon column with nothing on the body to match it.

And on the strongest bodies in the element it is a placeholder. Meteorain is 700 power on the same 30 seconds — 23.3 — from contact out to the same 5,000 with the same 5,000 of height and Burn 100: ahead on rate, on the floor and on the status at once, with nothing handed back. No merchant sells it and no fruit teaches it, but eight Pals level into it and every one of them can hold Dragon Meteor too. Jetragon takes the meteor at Lv 50 and the rain at Lv 60; Eidrolon at Lv 40 and Lv 70. Astralym is the extreme case — Dragon Meteor at Lv 8, Meteorain at Lv 9. One level is the entire working life of the slot.

Two naming traps to know before you shop. The Grass fruit is shelved as Wind Blast, but the skill it teaches shows up as Wind Burst in a Pal's move list and in the table at the top of this page — same 600 power, same 30-second cooldown, one item. The Dragon fruit sold as Comet is the same trick: the move it grants is listed as Comet Strike. Searching the table for the name printed on the fruit will find neither of them.

Recycling relics for a fruit: the number nobody puts on the tin

"Farm and hope" is the honest description of the Ancient Relic Recycler, and it is measurable. A relic is not a container that opens into a fruit. Feed one in and the machine walks a fixed list of numbered draws — wood, ore, awakening material, passive-change tonics, a schematic — and each draw carries its own chance of firing at all. Skill Fruits occupy three of those draws, and when one of them does fire it reaches into a single shared table where all 48 fruits sit at one point each out of 374.92 total weight. So a fruit slot that fires is a 12.8% chance of some fruit and a 0.27% chance of the one you came for. The relic grade moves only how often those three slots fire; the pool behind them is identical across all five.

RelicFruit slots fireAny fruitOne named fruitRelics per named fruit
Decayed Ancient Relic2.5% / 1.25% / 0.625%0.56%0.012%8,570
Dormant Ancient Relic3% / 1.5% / 0.75%0.67%0.014%7,142
Gorgeous Ancient Relic3.6% / 1.8% / 0.9%0.80%0.017%5,951
Glowing Ancient Relic4.32% / 2.16% / 1.08%0.97%0.020%4,960
Glistening Ancient Relic5.184% / 2.592% / 1.296%1.16%0.024%4,133

Read the last column before you start hoarding. The best relic in the game averages 4,133 relics per copy of a fruit you actually named, and the worst averages 8,570 — against 30 arena tickets for something like Reflect Leaf off the shelf. Recycling is a way to end up holding fruits, not a way to obtain one. Where it earns its keep is breadth: 22 of the pool's fruits are stocked by no merchant at all, so for those the relic table is a real route and the only alternative is a tree, a chest or the Orchard.

The pool is also not the whole shelf. Of the 93 fruits in the game the recycler can produce 48; the other 45 never come out of a relic no matter how many you burn. Cross that against the shops and every fruit lands in one of four buckets: 26 you can buy or roll, 9 you can only buy, 22 you can only roll, and 36 that neither a merchant nor a relic will ever hand you. That last group — Dark Shot, Hydro Jet, Wind Cutter, Air Cannon and the rest of the low-power openers, plus Multicutter, Iceberg and Crystal Breath — is the one worth knowing by heart, because for those the only routes left are the fruit trees, the world chests and the Orchard, and no amount of relic farming shortens the wait.

Each ailment, and the element you have to play to inflict it

The Ailment filter above looks like a second axis you can plan on top of element. For most of the list it is not — it is the same axis wearing a different name. Here is every status in the game, counted by which elements carry a skill that builds it.

AilmentSkillsElementsCarried byHave a Skill Fruit
Burn535Fire 30Dragon 16Dark 3Neutral 3Grass 120
Freeze341Ice 3410
Electrify321Electric 3213
Soak291Water 2912
Blind261Dark 269
Ivy-Covered261Grass 2611
Muddy191Ground 198
Poison83Dark 6Ground 1Grass 12
Stun11Ground 11

Six of the nine statuses never leave their home element. Freeze is Ice and nothing else, all 34 skills of it; Electrify is Electric across all 32; Soak is Water across all 29; Blind is Dark and Ivy-Covered is Grass, 26 apiece; Muddy is Ground across all 19. For those six, picking the status picks the element for you, and your lock team inherits that element's matchups whether you wanted them or not — there is no Water skill that freezes, no Ground skill that blinds. Only Burn, Poison and Stun let you separate the two decisions, and each one does it differently.

Burn is the loose one, and the reason is Dragon: 16 Dragon skills build it, against 30 Fire ones. A Dragon Pal applies exactly the same Burn while swinging an element the target may not resist, which is the single cleanest way to keep status pressure on something that shrugs off Fire. Seven more Burn skills sit outside both elements. Spirit Flame is the one to know — Dark, 200 power on a 12-second cooldown, learned by Astegon and Gildra at Lv 7 and by four more at Lv 15, and it is one of the 19 Burn skills with a fruit, so it will go onto almost any body you like. The three Neutral entries are stranger: Selyne's Moonlight Beam at Lv 50, and the Implode pair, where plain Implode reaches Tocotoco at Lv 1, Chikipi and Lamball at 22 and Lovander at 40, while Megaton Implode stays Tocotoco-only and carries 1200 power — the largest single number anywhere in the table — on a 60-second timer.

Poison is the tight one. Eight skills build it and six of those are Dark, which makes the status effectively a Dark subspecialty. The exception worth building around is Jumping Stinger: 350 power, 16-second cooldown, and the only Poison outside Dark that applies the full 100 per hit. It is filed as Melee but the AI will select it from anywhere inside 3000, so it opens as a leap across the gap rather than a step into contact. Menasting Terra picks it up at Lv 30 and Menasting at Lv 35, no Skill Fruit grants it, and it does not pass down as an egg move — that one line is the entire supply. It is also the only Ground skill in the game that inflicts anything other than Muddy; the other 32 either stack mud or leave no status at all. The only other non-Dark route to Poison is Needle Spear, and at 55 build-up on Beegarde alone it needs roughly twice the hits.

The two ends of the table are worth reading as design, not trivia. Poison Fog deals zero damage, which is why it never surfaces in a DPS sort, but its build-up is listed at 9999 — far past any threshold, so the status lands on the first hit instead of accumulating. It only reaches 400 out, making it a cloud you stand inside; six Pals open with it at Lv 1 and Beakon and Hangyu Cryst inherit it by breeding. Stun is the opposite extreme: exactly one skill in the game applies it. Stone Cannon is a 120-power shot that stacks Muddy 35 and Stun 20 together, the only skill in the table carrying two statuses at once, and 20 points on an 8-second cooldown makes Stun a grind rather than a lock. It does have a Skill Fruit, which leaves Stun as the one status with complete fruit coverage even though thirty Pals already learn it by level. Menasting Terra is on both lists — Stone Cannon at Lv 15, Jumping Stinger at Lv 30 — so a single Ground body carries the element's only Stun and its only Poison.

The cooldown column is the one number on this page you can hand back

Every DPS figure in the table is power divided by cooldown, and only one of those two inputs answers to you. Put a Pal away and bring it back and its active-skill timers do not come with it — the party menu's Drop Pal option leaves the sphere at your feet, and the Pal that stands up when you collect it has nothing on cooldown. Do that once in the middle of a fight and the rotation restarts from the top. So for anything you can break away from — a boss you can walk backwards from, a tower floor, a raid target that is not glued to you — the sort at the head of this page stops being the ranking that matters and the Power column becomes it.

That re-sort is not a small one, because the two columns disagree hardest at exactly the top of the power list. 78 of the 300 skills run a cooldown of 30 seconds or longer, and every one of the 7 skills built at 800 power or above is in that group. The 118 skills that beat 20.0 DPS are mostly the 95 cheap ones on eight seconds or less, which were never the problem — what a long timer buys is the size of a single activation, and that is the only thing left on the board once the timer stops counting. The catch is supply: 57 of the 78 long-timer skills belong to exactly one Pal and only 10 have a Skill Fruit behind them, so this rewards bodies you raise far more than moves you buy.

SkillElementPowerCooldownDPSRank by hitRank by DPSRangePalsFruit
Megaton ImplodeNeutral120060s2011191,0001
Paldium Explosion80060s13.322959,9991
Aqua TornadoWater80040s2021196,0001
Sacred RainNeutral80030s26.7247,5001
Royal StepNeutral80030s26.7241,200–3,0001
Spore BurstGrass80030s26.7242,0001
Toxic DanceDark80030s26.7242,0001
Grand BreachWater70030s23.38186,0001
Holy BurstNeutral70030s23.38185,000162yes
Magna CrushDragon70030s23.38185,0001
MeteorainDragon70030s23.38185,0008
Root CannonGrass70030s23.3818200–5,0001

Two rows carry the whole argument. Aqua Tornado is Panthalus's Lv 60 exclusive — 800 power, out to 6,000, tracking what it lands on — and nothing but the Tocotoco bomb hits harder, yet its 40-second timer files it 119th of 300 on rate. Nothing teaches it and no egg pool carries it, so that one whale is the supply, and the reset is what turns it from a once-a-minute flourish into the thing the fight is built around. Paldium Explosion is the same trade at its limit: 800 power with no range ceiling worth naming, 60 seconds, and a DPS figure that puts it 295th — within touching distance of the bottom of a sort it should be leading. The four 800-power moves on 30-second timers are the practical middle, and every one of them is a single Pal's Lv 40 or Lv 70 capstone.

Three things stop this from being free. The largest number in the table is not one of them to begin with: Megaton Implode's own text has the Pal risking its life to fire it, so there is no second activation waiting to be unlocked — it is one shot from a Tocotoco at Lv 22 and a cleared timer gives it nothing. The drop itself is the second cost: while the sphere is lying there it is an object in the world, another player can walk off with it, and if you go down before you pick it up it stays exactly where you left it. And the trick is active-skill-only — Partner Skill timers were closed off in the 1.0 build and do not come back this way, so Grenadier Panda and Eggbomb Launcher still sit out the full wait no matter how often you re-deploy.

If the Pal is one you ride, there is a faster version that never opens a menu. The timer an active skill runs while you are in the saddle is kept separate from the one it runs fighting under its own AI, so calling the big move mounted and then stepping off leaves the on-foot copy untouched and ready to go again. Two full-power activations back to back for the price of a dismount. It is worth planning around on any row above whose owner you were going to be riding anyway, and it stacks with the drop: fire it mounted, step off and fire it again, then reach for the menu when both are spent.

When two skills post the same DPS, reach is the tiebreaker

Sorting the table by damage per second sorts a lot of rows into a pile. The 300 skills above resolve to only 20 distinct DPS figures, because power and cooldown are handed out in matched pairs and reused across elements. One of the biggest is 300 power on a 16-second cooldown26 separate skills carry it, every one of them at the same 18.8 DPS. Nothing in the sort will ever tell them apart. What separates them is the Range column, and inside this one bracket it runs from 6,000 down to 100 — a factor of 60.

SkillElementRangeStatus build-upPals that learn itSkill Fruit
Aqua BladeWater6,000Soak 1001
Nightmare BallDark1,000–5,000Blind 65214yes
Circle VineGrass5,000Ivy-Covered 100137yes
Curtain SplashWater5,000Soak 100136yes
Flame FunnelFire5,000Burn 100136yes
Volcanic BurstFire5,000Burn 1001
Trigger HappyWater4,000Soak 1002
Dash KickGrass3,000Ivy-Covered 1001
Icicle LineIce2,500Freeze 10012yes
Ignis ChargeFire2,500Burn 1001
Dark ChargeDark2,500Blind 501
Spirit DashDark1,000–2,500Blind 1001
Thunder TempestElectric550–2,000Electrify 1001
Earth ImpactGround1,5002
Lightning SmashElectric1,500Electrify 1001
RockburstGround1,200Muddy 100134yes
FrostcallIce500–1,200Freeze 1001
Frost TalonIce1,200Freeze 1001
ImplodeNeutral1,000Burn 1004yes
Bee QuietGrass1,000Burn 1001
Lightning StrikeElectric500Electrify 10012yes
Rumble ComboGround500Muddy 1001
Blizzard ClawIce300Freeze 1001
Stone ClawGround300Muddy 1001
Spinning RoundhouseGround3001
Somersault ScratchGround1001

Read the last two columns together and a pattern falls out that decides a lot of loadouts: the skills almost nobody learns are the short ones. Across the whole table, the 198 skills locked to one or two Pals have a median maximum reach of 2,500, and only 39 of them fire from 5,000 or beyond. The 49 skills that fifty or more Pals learn sit at a median of 5,000, with 26 of them clearing 5,000. A signature move is usually the same numbers as a common one with the distance taken off — it looks special in the description and plays as a close-quarters version. So when a Pal's exclusive skill and a shop-standard skill tie on DPS, assume the exclusive one is the shorter of the two until the range column says otherwise.

Trigger Happy is the clean demonstration. It is Finsider's exclusive skill — twin water pistols, six alternating shots and a combined finisher — learned at Lv 30 by Finsider and Finsider Ignis and by nothing else. No fruit teaches it and it appears in no egg pool, so those two bodies are the entire supply. Its stat line is 300 power, 16 seconds, Soak 100 on every connect, 0 to 4,000. Curtain Splash is that same line with 1,000 more reach and 136 Pals on it — and Finsider itself learns Curtain Splash at Lv 40. Ten levels after the exclusive move unlocks, the generic one replaces it outright with nothing given up. Take the swap.

Finsider Ignis is the exception, and it is worth knowing why. Its Lv 40 slot is Flame Funnel instead — the Fire copy of the identical template, 0 to 5,000 with Burn 100 — so the upgrade lands on the other half of its Water/Fire kit and leaves the Water slot alone. Its own Water line is thin: Splash at Lv 22 reaches 2,500, Trigger Happy at Lv 30 reaches 4,000, and nothing else Water arrives until Geyser Gush at Lv 70. That forty-level stretch is why Trigger Happy stays in the Ignis loadout when it does not stay in the base form's. The fix, if you want it, is breeding rather than leveling — Curtain Splash sits in Finsider Ignis's egg-move pool, and its fruit exists as well, though no merchant stocks it. Base Finsider has neither route; it just waits for Lv 40.

One more trap on this line, and it is the range column again. Finsider's Lv 50 pickup, Hydro Laser, is a genuine damage upgrade at 22.5 DPS — but it only fires between 500 and 1,800. Slotting it over Curtain Splash hands back everything past 1,800 and everything inside 500. Hydro Laser is the second move on that Pal, not the first, and the 300-power template is what keeps the far and point-blank ends covered while it is on cooldown.

That 500-to-1,800 window is not Hydro Laser's alone — it is the shape of the whole template it belongs to. Sixteen skills are built on 450 power and a 20-second cooldown, every one of them at 22.5 DPS, and the four that more than 150 Pals learn — Pal Blast, Dark Laser, Solar Blast and Hydro Laser — are all cut to that same 500-to-1,800 band. They are the reason the template reads as a mid-range bracket. It is not, and the exclusives are where it stops being one.

Ground Cutter is the clearest of those, and it runs the rule above backwards. It belongs to Knocklem alone, learned at Lv 40, with no fruit and no egg pool behind it — one body, one level, the entire supply. Same 450 power and 20 seconds as the four lasers, but it throws the ring off Knocklem's back on a curving arc and covers 0 to 3,500: no minimum, so nothing is lost at contact, and nearly twice the ceiling. The exclusive here is the long one and the mass-learned copies are the short ones. Check the column rather than the label.

On Knocklem itself the decision is unusually simple, because nothing later in its list beats this. Ground Cutter's 22.5 is the highest DPS Knocklem ever reaches — Sand Twister at Lv 50 posts 20.8 and Rocky Impact at Lv 70 posts 20.0, and Rocky Impact is the one Melee entry on a Pal whose ranged attack (110) outweighs its melee (100). Where Trigger Happy gets replaced ten levels after it arrives, this one holds the damage slot for the remaining thirty. Across the whole game only Missile Burst beats it among Ground shots, at 23.3, and that is Aegidron's Lv 70 move — so Ground Cutter is the second-strongest sustained Ground shot in the game and arrives thirty levels earlier than the first.

What it costs is mud. Nineteen of the 33 Ground skills stack Muddy, and Ground Cutter is one of the thirteen that apply nothing at all — a pure damage roll on the element that otherwise defines itself by slowing what it hits. Knocklem's two neighbours in the list both keep it: Rock Lance at Lv 30 runs 100 to 5,000 with Muddy 100, Sand Twister at Lv 50 runs 0 to 5,000 with the same. So do not clear the slate for the exclusive. Pair Ground Cutter with Sand Twister once it unlocks and the two divide the work cleanly — the exclusive takes everything inside 3,500 at the higher rate, Sand Twister owns 3,500 to 5,000 and keeps Muddy on the target while Ground Cutter sits on its twenty seconds. Before Lv 50, Rock Lance is that partner.

The most extreme version of the rule lives one template down, at 200 power on a 12-second cooldown. Tempest Blizzard is Vanwyrm Cryst's exclusive, learned at Lv 26, and it is Freeze Wall's stat line copied out to the decimal — same 200 power, same 12 seconds, same Freeze 100, the same 16.7 DPS. One column differs. Freeze Wall covers 0 to 5,000; Tempest Blizzard stops at 1,000. That is the whole difference between a skill 89 Pals learn and a skill one Pal learns, and inside this template the short band is where the exclusives sit: only three skills of the seventeen built on 200/12 are capped at 1,000, and all three belong to one or two bodies.

Which makes this the cleanest buy on the page. Freeze Wall's fruit is stocked at the arena for 30 tickets, and it hands Vanwyrm Cryst the identical skill with 4,000 more reach and nothing surrendered — no power lost, no build-up lost, no minimum introduced. Vanwyrm Cryst never learns Freeze Wall by level and it is not in its egg pool, so the fruit is the only route, but it is a route you can walk today. Unlike Trigger Happy, you do not wait fourteen levels for the upgrade; unlike Ground Cutter, the exclusive is not worth keeping.

Do not clear the slot without filling it, though, because of what that 0 minimum is covering. Every other move Vanwyrm Cryst picks up opens at 500 or further out — Air Cannon, Icicle Cutter and Dark Laser at 500, Ice Missile at 800, Nightmare Ball and Blizzard Spike at 1,000 — and nothing else with a zero floor arrives until Diamond Rain at Lv 70. For forty-four levels Tempest Blizzard is the only thing on the Pal that fires at contact, and that hole is worse than it looks: the Pal's fast freeze is Ice Missile at 51 build-up a second from Lv 7, and it will not fire inside 800 either. So the swap is Freeze Wall specifically, or one of the other stocked Ice fruits whose 100 floor is close enough to zero to ignore. Leaving the slot empty gives anything that closes the distance a free ride.

The base form is the instructive counter-case. Vanwyrm gets Flame Breath in the exact same Lv 26 slot — same 200 power, same 12 seconds, same 0-to-1,000, Burn 100 in place of Freeze 100 — and its move list has the same contact hole, with nothing under 500 until Dark Whisp at Lv 70. But Fire's copy of the template, Flare Storm, does not fire until 700 out, so there is no drop-in replacement on that side. Same Pal, same level, same skill in a different colour, and the answer flips: on the Cryst form the exclusive is a placeholder for a 30-ticket fruit, and on the base form it stays in the loadout to Lv 70.

One template up from that, at 250 power on a 12-second cooldown, the split stops being about range and starts being about the Category column. Sixteen skills carry that line, all at 20.8 DPS, and nine of them are filed Melee — Webstrike Impact, Bull Rush, Snow Rush, Rapid Kick, Splash Tackle, Daring Shadowstorm, Earth Dash, Leaping Roundhouse and Giga Horn. Not one of those nine reaches more than two Pals, and not one has a Skill Fruit. Every fruit in the bracket sits on a Shot: Flame Wall, TriSpark, Torrential Blast, Spine Vine and Icicle Bullet. At this tier a contact attack is something you own, never something you buy.

Webstrike Impact is the Dark one, and it belongs to Tarantriss alone at Lv 30 — a thread ball to pin the target, then a sprint into three slashes — covering 0 to 1,500 with Poison 100. Dark's other entry in the template shows how narrow that is: Daring Shadowstorm is the same 250 and 12 seconds on Kitsun Noct at Lv 22, but it fires from 1,000 to 3,500 and stacks Blind rather than Poison. Same numbers, opposite halves of the field, and neither Pal can borrow the other's. What makes the spider's version worth planning around is that nothing later on the Pal beats it — Poison Shower at Lv 40, Apocalypse at Lv 50 and Dark Whisp at Lv 70 all post 20.0, so the Lv 30 pickup holds the damage slot for the remaining forty levels. It is also the only Melee roll in a move list that is otherwise eight entries of Shot, on a body whose melee and ranged attack are both 100, so the category costs nothing.

What it fixes is a hole the rest of the list leaves wide open. Tarantriss starts with Poison Fog at Lv 1, which fires from zero and deals no damage whatsoever, and every damaging move it learns before Lv 30 has a floor under it — Poison Blast and Dark Arrow at 500, Umbral Surge at 1,200. Webstrike Impact is the first thing the Pal owns that hurts something already on top of it. If you do not want to wait until Lv 30, the fix is on the arena shelf: only three Dark fruits exist, Dark Laser opens at 500 and Nightmare Ball at 1,000, but the third is Poison Shower at 30 tickets, which runs 0 to 1,000 with the same Poison 100 — the Lv 40 move, bought early, filling the same gap at 20.0.

Do not mistake it for the poison tool, though. Tarantriss learns four of the game's eight Poison skills, matched only by Venusa, and the fast one arrives twenty-three levels earlier: Poison Blast stacks 100 every 2 seconds, fifty a second against Webstrike Impact's 8.3. The two are a pair rather than a choice — Blast will not fire inside 500, the exclusive dies at 1,500, and running both means the Pal poisons at range and finishes in contact. The honest limit is Lv 50. Apocalypse covers 100 to 5,000, which is close enough to contact that the coverage argument mostly dissolves, and what Webstrike Impact keeps after that is 20.8 against 20.0 and a true zero floor. That is still the better number and still the only Melee option on the Pal, but from Lv 50 it is a preference, not the repair it is at Lv 30.

The exclusives that lose to a move the Pal already has

One template up again, at 400 power on a 20-second cooldown, the bracket stops being a mix and becomes the game's exclusives shelf. 23 skills are built on it, all at 20.0 DPS, and 16 of them are held by exactly one Pal — a higher share than any other template on the page. 10 of those 16 are filed Melee, and every entry in the bracket that more than four Pals learn is a Shot: Apocalypse, Charge Cannon, Thunder Rain, Reflect Leaf and Rock Lance. So the mass-market half of this template is ranged and the one-body half is mostly contact work, which is the usual shape. What is not usual is how many of the exclusives here are worse than something their owner already carries.

Thunderslide is the sharpest example in the game. It belongs to Penking Lux alone at Lv 30 — the penguin drops onto its belly, builds a charge and skids into you — and no fruit teaches it, no egg pool carries it, so that one body at that one level is the whole supply. Its line reads 400 power, 20 seconds, 500 to 3,000, Electrify 100. Now put it beside TriSpark, which the same Pal picked up eight levels earlier at Lv 22: 250 power on a 12-second timer is 20.8 against 20.0, it opens at 300 instead of 500, it stops at the same 3,000, and it applies the identical Electrify 100 — at 8.3 points a second against 5.0, because the shorter cooldown lands the same build-up more often. Every column ties or loses. The only thing the exclusive owns is the size of one activation, 400 in a single hit against 250, which matters against something that dies inside one rotation and nothing else.

Nothing later on the Pal fixes it either, and that is worth knowing before you level a Penking Lux for its damage. Aqua Surge at Lv 40 posts the same 20.8 as the Lv 22 move; Thunderstorm at Lv 50 and Geyser Gush at Lv 70 both come in at 20.0. Penking Lux's sustained ceiling is set at Lv 22 and the remaining forty-eight levels buy reach, not rate. The one genuine upgrade is an egg move: Lightning Bolt is 450 power on the same 20-second timer for 22.5, in the exact same 500-to-3,000 window with the same Electrify 100 — strictly better than Thunderslide with nothing surrendered. No merchant stocks its fruit, so breeding is the route, and it is the only route that moves this Pal's numbers. Note also that Thunderslide is not even a distinctive shape: Thunder Rail covers the identical band at the identical 20.0 and twelve Pals learn it.

Read that as a general warning rather than one Pal's bad luck. Of the 166 skills locked to a single Pal, 33 are beaten outright by something that same Pal learned at a lower level — equal or better DPS, no worse at either end of the range, and no weaker on every status they share. Univolt Cryst waits until Lv 70 for Ice Gale Strike and has been carrying its better twin, Diamond Rain, since Lv 40; Beakon Cryst gets Glacial Plunge at Lv 70 with Diamond Rain already on the bar from Lv 50; Orserk's Lv 55 Polykeraunos is a slower, weaker Kerauno, and Kerauno is its Lv 1 move. A skill being exclusive is a statement about supply, not about quality. When one unlocks, put it next to what is already equipped before you clear a slot for it.

Orserk is the one on that list worth following all the way down, because both ends of its move list are exclusives and the game hands them over in the wrong order. Polykeraunos arrives at Lv 55 — 600 power on a 30-second cooldown, Electric, 0 to 5,000, Electrify 100, and no fruit or egg pool behind it. Kerauno is 250 power on 12 seconds in the same 0-to-5,000 band with the same Electrify 100, and Orserk owns it at Lv 1. That is 20.8 DPS against 20.0 and 8.3 points of build-up a second against 3.3 — two and a half times the Electrify rate, because the twelve-second timer lands the same hundred points far more often. Fifty-four levels of progress buy one thing: 600 damage in a single activation instead of 250. Polykeraunos is also the last Electric skill Orserk ever learns, so the element's slot on that Pal is settled before you leave the starting area.

The shape is not even Orserk's own. Three Electric skills are built on 600 power and 30 seconds across 0 to 5,000 with Electrify 100, identical to the decimal and all of them described as one Pal's alone: Polykeraunos, Bolt Blink on Azurmane at Lv 50, and Lethal Laser on Grizzbolt and Prixter Lux at Lv 70. A fourth is the same line with the status stripped out — Thunderstorm, 600 power, 30 seconds, 0 to 5,000, no ailment at all, learned by 145 Pals and sold as a fruit for 45 tickets. So what the exclusive tag is worth here is Electrify 100 over something anyone can buy off the shelf. On Azurmane that is a real edge, since it levels into Thunderstorm at Lv 70 and should keep Bolt Blink for the status. On Orserk it buys nothing, because the status was already on the bar at a higher rate from the first level.

Which leaves the question of what actually goes in that slot. Orserk's highest sustained figure is set at Lv 15 by Spark Blast at 25.0, but it will not fire inside 1,200; Lightning Bolt at Lv 50 posts 22.5 across 500 to 3,000; and the only thing that beats Kerauno at contact is Meteorain at Lv 70 — 23.3 from zero out to 5,000 — which is Dragon and carries Burn, so it changes what the Pal does rather than sharpening it. Nothing Electric ever relieves the Lv 1 move. If contact-range Electrify is the reason you raised an Orserk, the upgrade comes from breeding rather than leveling: Lock-on Laser sits in its egg pool at 140 power on an 8-second timer, 0 to 5,000, Electrify 100 — 12.5 a second, half again Kerauno's rate — and its fruit is 3,000 Gold from the wandering stock, which makes it the one genuine improvement on the bar and it does not ask you to reach Lv 55 for it.

Thunder Tempest runs the same fault with a much shorter fuse. Fenglope Lux picks it up at Lv 22 and nothing else in the game learns it — no fruit, no egg pool, one body at one level — and the line reads 300 power on a 16-second cooldown, Electric, 550 to 2,000, Electrify 100, filed Melee: the deer lowers its head and charges through you inside a thundercloud. Then look at what has been on the bar since Lv 7. Lightning Streak is 160 power on 8 seconds, which is 20.0 DPS against 18.8; it opens at 500 rather than 550; it dies at the same 2,000; and it lands the identical Electrify 100 twice as often, 12.5 points a second against 6.3. Fifteen levels of progress buy a move that ties or loses on every column but one, and that one is the size of a single activation — 300 in a hit against 160.

Usually the Category column pays some of that back, and on this Pal it does the opposite. Fenglope Lux runs 110 melee attack against 115 shot, so the only contact move it ever levels into is also the only one that scales off its weaker stat; Shockwave, Lightning Streak, Acid Rain, Thunder Rain, Lightning Bolt, Thunderstorm and Thunder Rail are Shots to a one. The floor is the other oddity. 550 is the highest minimum anywhere in that list, and it is a number almost nothing else in the game uses: exactly five skills refuse to fire inside it, and they are one move in five colours — Antler Uppercut on Eikthyrdeer and Eikthyrdeer Terra, Mud Horn on the Terra form, Freezing Charge on Reindrix, Cloud Tempest on base Fenglope, and this. All five are Melee, all five cover 550 to 2,000, all five belong to an antlered mount, and the two Eikthyrdeer entries say outright in their own text that you aim the charge yourself while riding. The floor is runway. What it costs when you are not in the saddle is that the Pal will not throw the move at anything already inside 550 — and Thunder Tempest is the slowest of the five by a wide margin, sixteen seconds where the other four sit at four or eight.

Fenglope Lux is worth reading to the end, because it plays the same trick twice. The Lv 22 exclusive loses to a Lv 7 move, and the Lv 70 pickup loses to the Lv 40 one: Thunder Rail is 600 power on 30 seconds across 500 to 3,000 with Electrify 100, which is 20.0, and Lightning Bolt covers the identical band with the identical status at 22.5 thirty levels sooner. That Lv 40 slot is the Pal's ceiling and nothing after it moves the number — Thunderstorm at Lv 50 posts 20.0 and drops the status altogether. So the contact slot has to come from breeding: TriSpark sits in the egg pool at 250 power on 12 seconds, 300 to 3,000, Electrify 100 — 20.8 DPS and 8.3 points a second, a lower floor and a thousand more ceiling than the exclusive, beating it in every column at once. Its fruit exists and no merchant stocks it, so the farm is the route. The base form's charge is the useful contrast: Cloud Tempest at Lv 15 is the same 550-to-2,000 Melee shape at 120 power on 8 seconds with no status at all, and the Lux rewrite doubles the cooldown to buy two and a half times the hit plus the Electrify. That trade is a real gain, 15.0 up to 18.8 — it just lands on a Pal that already had something better fifteen levels earlier.

The Lv 70 payoff that 11 of its 12 Pals have already beaten

The Fenglope Lux reading is not that Pal's own bad luck, and the test that caught it is too narrow to have shown you why. Everything counted under the downgrade heading is a one-learner skill, so a move a dozen bodies share is invisible to it no matter how badly it loses. Widen the check — for every learner, does that Pal already hold something, earlier by level or sitting in its egg pool, that ties or wins on DPS, on both ends of the range, on height and on every status — and 70 skills in the game fail it on every single body that learns them. Most are early Neutral filler nobody plans around. Exactly three of the 70 are handed over as a Lv 70 capstone, the last thing a Pal ever levels into, and two of those are the single-owner cases already named above. The third is Thunder Rail, and it does this to 11 Pals at once.

The line looks like a reward: Electric, 600 power on a 30-second cooldown, 500 to 3,000, Electrify 100, the Pal charging the storm to its limit and letting go of several bolts together. Twelve bodies learn it, no fruit exists for it and no egg pool carries it, so those twelve are the entire supply — the kind of scarcity this page usually treats as a reason to care. Then put it next to Lightning Bolt. Same 500 floor, same 3,000 reach, same 3,000 of ceiling, same Electrify 100, and 450 power on a 20-second timer instead of 600 on 30 — 22.5 DPS against 20.0, and 5.0 points of build-up a second against 3.3. Not one printed column goes the capstone's way. And every learner can hold it: nine level into it first — Snock at Lv 30, Puffolt, Slowatt and Fenglope Lux at Lv 40, and Jolthog, Sparkit, Univolt, Mossanda Lux and Relaxaurus Lux at Lv 50 — and the other three carry it in their egg pools. No merchant stocks the fruit, but it is in the relic pool, so there is a route to it that does not involve breeding at all.

Five of the twelve have a second answer that is faster still. TriSpark runs 250 power on a 12-second cooldown across 300 to 3,000 at the same 3,000 ceiling with the same Electrify 100 — 20.8 DPS, a lower floor than the capstone, and 8.3 points a second, two and a half times the rate — and it lands on Snock at Lv 15, on Puffolt and Azurmane at Lv 22, on Slowatt and Helzephyr Lux at Lv 30. Azurmane is the case to read closely, because it is the one Pal in the twelve that does not wait for Lv 70 — it takes Thunder Rail at Lv 40, thirty levels ahead of everyone else, which looks like the horse being handed something early. It is not. The Lv 22 pickup already covers the identical band with a lower floor at a better rate, so the Lv 40 slot changes nothing on that bar, and the two moves after it — Flash Charge at 45 and Bolt Blink at 50 — both come in at 20.8 and 20.0 from a zero floor. Getting a dead skill sooner is not getting it early. TriSpark's fruit is unstocked as well and sits in the same relic pool.

The twelfth learner is the odd one and it is worth its own line, because the capstone is not even the right element there. Warsect Terra is pure Ground, and Thunder Rail is the only Electric move it will ever level into — so the one skill at the top of its list is also the one skill on it that collects no element match, on a body running 100 melee against 105 ranged. Nothing earlier beats it on the strict test only because the statuses differ, and in practice that hardly matters: Bog Blast, its Lv 1 move, is Ground at the same 20.0 from the same 500 floor out to 5,000 with no vertical limit at all against the capstone's 3,000, and Rocky Impact at Lv 50 is Ground from a true zero to 5,000 carrying Muddy 100. The beetle's Lv 70 reward reaches two thousand less than its Lv 1 move, loses the element bonus, and swaps a status its whole kit builds for one it never touches again. Take it only if you specifically want Electrify on a Ground body.

So the honest use is narrow and it is worth naming, because 600 power in one activation is not nothing. Against something that dies inside a single rotation, one 600 hit lands more than one 450, and that is the entire argument — the same burst-over-rate trade the late Electric picks keep offering. There is one column where it genuinely wins, too: Thunderstorm, the 600/30 Electric everyone can buy for 45 Battle Tickets, clears 2,000 overhead and applies no status whatsoever, where Thunder Rail clears 3,000 and stacks the full Electrify 100. Against something hovering, on a Pal that has both, the capstone is the one that fires. Everywhere else the instruction is the same as the rest of this heading: when Lv 70 unlocks, do not clear a slot for it. Keep Lightning Bolt on the bar, and let the twelve-second and twenty-second timers do the work the thirty-second one cannot.

The Lv 70 Grass slot 41 Pals are handed, and the fruit on the same shelf that beats it in every column

Thunder Rail was caught because it is scarce enough to read as a reward. Run the same question at the other end of the supply curve and the answer is worse. Wind Burst is Grass, 600 power on a 30-second cooldown for 20.0 DPS, filed Shot, 0 to 1,200 with 2,000 of ceiling and Ivy-Covered 100 — the Pal winds a vortex up around its own body and lets it go. Nothing about it is rare. 96 Pals can hold it: 46 level into it and 50 more carry it in an egg pool. Of those 46, 41 take it at Lv 70, which makes it the second most widely handed capstone in the game behind Dark Whisp's 50 — for 41 bodies this is the last row the learnset ever prints. It is also the shortest thing in its own power tier. Thirty-one skills are built on 600 power, and only Brawn Impact stops sooner at 600 flat, which is a Melee move and meant to. Among the Shots, 1,200 is the floor of the whole tier.

Then put it beside Crosswind, which is the same element, the same category, the same status and the same true-zero floor. 500 power on a 24-second timer is 20.8 against 20.0. It reaches 5,000 against 1,200 and clears 5,000 overhead against 2,000. It lands the identical Ivy-Covered 100 at 4.2 points a second against 3.3 — Wind Burst sits 20th of the 26 skills in the game that tangle anything. Four columns, all four the same way, and the one that goes the other way is the size of a single activation: 600 in a hit against 500. The part that settles it is the price tag. Both fruits are stocked at Arena Shop 1, both cost 45 Battle Tickets, and they sit on the same shelf — the Crosswind fruit under its own name and the Wind Burst fruit under the label Wind Blast. Identical currency, identical amount, and one of the two is beaten on every printed number.

So why does the check above not flag it? Because that test reads a learnset and an egg pool and nothing else, and on this skill the two routes disagree. Exactly 14 of the 41 can reach Crosswind on the body: Needoll Noct and Tropicaw at Lv 40; nine more at Lv 50, among them Carnibora, Leafan and Herbil; and three by egg pool, Braloha, Hartalis and Petallia Ignis. On those fourteen the Lv 70 reward is a straight step down from something owned twenty or thirty levels earlier. The other 27 have no route to Crosswind on the body at all, which is the only reason the skill survives the count — and it is a technicality, because the shop does not care what a Pal can learn. Widen it once more and there is not much left for the slot to do: 39 of the 41 also hold Solar Blast, 450 on 20 for 22.5 with the same Ivy-Covered 100, covering 500 to 1,800. That is faster everywhere the two overlap and it reaches 600 further out, so on 39 bodies the entire remaining job of the Lv 70 pickup is the strip inside 500 — and 45 tickets buys a skill that covers the same strip at a better rate and then keeps going for another 3,800.

Three of the 41 are not Grass at all, so they collect no element match on the one skill they will never level past: Elphidran is Dragon, Hartalis is Neutral, and Rooby is pure Fire. Rooby is the one worth reading to the end, because it is the only Pal of the 41 that learns neither Crosswind nor Solar Blast, and it is also the only one where the short band nearly justifies itself. Every other attack on its list has a floor — Ignis Blast, Flare Arrow and Fire Ball at 500, Power Shot at 600, Flare Storm at 700, Spirit Fire at 1,000, and Ignis Rage at 100, the shallowest of them — so Wind Burst is the only thing the deer ever levels into that will fire at something standing on it, and its egg pool offers exactly one other zero floor, Lock-on Laser at 17.5 with Electrify rather than Ivy. Two things spoil it anyway. Rooby runs 100 melee attack against 70 shot, and this is a Shot, so it resolves against the worse of the two numbers by a wide margin — the tax running backwards. And the fix is the same 45 tickets it is for everyone else. The instruction generalises cleanly across all 41: reaching Lv 70 is not what gets you the skill, and the skill is not what you want. Buy Crosswind once, and leave the capstone slot filled with whatever was already there.

Seven exclusives on one body, and two of them are the same line typed twice

The Pal that takes this furthest is Panthalus. Seven of the 166 single-learner skills counted above belong to it — more than any other Pal in the game, ahead of Xenolord's five and Astralym's four — and the one entry on its list that is not its alone, Holy Burst at Lv 50, is shared with 162 bodies. Two of those seven are the same skill entered twice. Bubble Rain at Lv 1 and Creeping Bubbles at Lv 7 are both Water, both 200 power on a 12-second cooldown for 16.7 DPS, both filed Shot, both fire from contact, both build Soak 100, and both clear 15,000 of height. One printed number separates them: Bubble Rain reaches 6,000 and Creeping Bubbles stops at 5,000. Put every one-learner skill in the game through the same comparison and this is the only pair that lands this way — one owner, two exclusives, identical to the decimal in every column but reach, with the shorter of the two arriving six levels later. There is nothing to weigh at Lv 7, and nothing to weigh at Lv 15 either: Aqua Blade is 300 power on 16 seconds for 18.8 across the same contact-to-6,000 band with the same Soak, which beats both.

Keep one bubble move on the bar anyway, and the reason is the column the range sort does not print. Panthalus is the only Pal in the game whose entire learnset fires from zero range — eight moves, not one floor among them — so nothing it levels into ever fails for being too close, and the ordering has to be settled on height instead. Bubble Rain, Creeping Bubbles and Aqua Tornado are the only three that clear 15,000. Everything between them is capped: Aqua Blade at 5,000, Tidal Charge and Maelstrom at 3,000, Grand Breach at 8,000, and Holy Burst at 1,000, the lowest ceiling anywhere on the Pal. From Lv 15 until the Lv 60 pickup, the Lv 1 move is the only thing equipped that will select against a target sitting well above it.

The rate ceiling is set at Lv 40 and nothing after it moves the number. Grand Breach — 700 power on 30 seconds, 23.3, contact out to 6,000, Soak 100 — is the best sustained figure Panthalus ever reaches. Holy Burst ties that 23.3 ten levels later and is a Shot on a body running 120 ranged against 100 melee, but it is the only move in the list that is not Water and the only one that applies no status at all, so it buys the better attack stat by giving up the element bonus, the Soak, and all but 1,000 of the vertical. The Lv 60 capstone is a straight step down: Aqua Tornado is 800 power on a 40-second cooldown, which is 20.0 — under the 20.8 Maelstrom has been posting since Lv 30. The egg pool is empty, so those eight are the whole supply. The settled bar is Grand Breach for damage, Aqua Tornado or the Lv 1 opener for anything airborne, and the Lv 7 exclusive left exactly where it was found.

The Ice skill nine Pals need for one stretch and every one of them outgrows

Run the same test on something nobody calls exclusive and it still bites. Icicle Line is Ice, 300 power on a 16-second cooldown for 18.8 DPS, 0 to 2,500, Freeze 100 — pillars of ice that travel outward along the floor in three directions at once. Twelve Pals level into it, no egg pool carries it, and its fruit is stocked by no merchant at any price, so those twelve bodies plus a chest roll are the whole supply. Put the twelve learnsets side by side and the skill turns out to hold exactly one job: on nine of them it is the first thing the Pal owns that fires at contact and still reaches past 300. Moldron Cryst at Lv 15; Pierdon Cryst and Tetroise Primo at Lv 22; Beakon Cryst, Smokie Cryst and Xenogard at Lv 30; Muffly, Rayhound Cryst and Snugloo at Lv 40. The other three already hold a zero floor when it lands — Freeze Wall on Elgrove Cryst and Loupmoon Cryst, and on Polapup a Lv 22 Splash that covers the identical 0-to-2,500 at 20.0. On that seal the pickup adds Freeze in place of Soak and nothing else.

Then note that all twelve level straight past it, and the replacement is nearly always the same one. Diamond Rain — 600 power on 30 seconds, 20.0 across 0 to 5,000 with the same Freeze 100 — arrives on ten of the twelve and wins every printed column: better rate, twice the ceiling, double the hit, same status. Pierdon Cryst and Tetroise Primo get it at Lv 40, Beakon Cryst and Elgrove Cryst at Lv 50, and the remaining six wait until Lv 70. The two exceptions replace it just as cleanly: Moldron Cryst takes Ice Spit at Lv 50, which is the identical 0-to-2,500 band at 20.0, and Xenogard takes Comet Strike at Lv 40 at 22.5 from zero out to 5,000 — Dragon on a pure Dragon body, so it collects the element bonus the Ice move never had there. That gives the skill a shelf life you can put a number on before you build around it: ten levels on Xenogard, eighteen on Pierdon Cryst and Tetroise Primo, and a full thirty on the six that wait for Lv 70. Slot it for the stretch, plan the slot back.

One column decides how much that stretch is actually worth, and it is the one the range sort does not print. Icicle Line clears 350 overhead against 2,500 flat — the lowest ceiling of any Ice skill in the game that fires from a zero floor and reaches past 1,200. The next three up are all 400 and all Melee (Crystal Wing, Snow Rush, Raging Snow Rush), and Freeze Wall sits at 600. So the contact argument above is a ground-floor argument only: against anything hovering more than a body-height above you the move is not selected at all, and on these Pals the pillars are literally floor geometry. The answer is already on the bar and it is the move you were about to level past — Ice Missile carries 9,999, no vertical limit whatever, and sits at Lv 1 on Pierdon Cryst, Beakon Cryst, Loupmoon Cryst, Polapup and Snugloo, while Icicle Cutter's 4,000 covers Smokie Cryst, Muffly and Rayhound Cryst from Lv 7. Keep one of those two alongside it. There is no fruit to buy your way out of this one.

The fastest Poison in the game was built twice, and the copies differ in one column

Only eight skills anywhere build Poison, and the ailment table above named the Ground one as the outlier worth planning a body around. It has a sibling. Upper SmashPrixter's alone at Lv 30 — is Dark, 350 power on a 16-second cooldown for 21.9 DPS, filed Melee, covering 0 to 3,000 with Poison 100. Set it beside Jumping Stinger and the two are not similar, they are the same line to the decimal: same power, same cooldown, same category, same band, same 100 build-up, the same 21.9 that is the highest sustained figure any Poison skill in the game reaches. Two columns separate them. One is the element, Dark against Ground. The other is the one the range sort never prints — Upper Smash clears 1,000 overhead and Jumping Stinger stops at 500, so the Dark copy is the only half of the pair that fires at something standing on a rock above you. Between them the whole supply is three bodies, all of them scorpions: Prixter at Lv 30, Menasting Terra at Lv 30, Menasting at Lv 35. No fruit exists for either one and neither passes down as an egg move.

Two of those three are the same element pair, which turns the twin into the only real choice between them. Prixter and Menasting are both Dark/Ground, and from Lv 40 their lists are identical — Rock Lance at 40, Dark Laser at 50, Dark Whisp at 70, the same three moves at the same three levels. Everything that distinguishes the two as attackers is decided in that one contact slot, and it goes to Prixter twice over: the Dark copy lands five levels earlier and clears twice the height. What Menasting buys back is not on the skill row at all — 130 defense against Prixter's 90, on a body that has to walk into contact to use the thing. Since both are Dark/Ground, both collect the element match whichever colour they were handed; only Menasting Terra, pure Ground, ever needed the Ground version. Read that as the pair being one skill given two coats of paint so three scorpions could each be dealt in, rather than as two designs worth comparing.

On Prixter the pickup is doing a job the rest of the list refuses to touch. Every damaging move it owns before Lv 30 has a floor under it — Poison Blast, Dark Cannon and Stone Blast all open at 500, Sand Tornado at 100 — and nothing else with a true zero floor arrives until Dark Whisp at Lv 70, forty levels later. It is also the only Melee roll in an eight-move list, on a body running 110 ranged against 100 melee, so the one attack that answers something already on top of the Pal is also the one that scales off its weaker stat. Do not clear the slot for the Lv 50 upgrade, either: Dark Laser is Prixter's best rate at 22.5, but it will not fire inside 500 and dies at 1,800, so the two divide the field at those two marks rather than replacing each other. Breeding barely helps — the only zero-floor entry in Prixter's egg pool that beats 21.9 is Holy Burst at 23.3 out to 5,000, and it is Neutral on a Dark/Ground body, paying for the rate with the element match. And the rarer form is not the fix it looks like: Prixter Lux gets the same swing recoloured as Thunder Uppercut twenty levels later, 600 power on 30 seconds over the identical 0-to-3,000 band with the identical 1,000 ceiling, and that works out to 20.0 — under the base form's Lv 30 move, and under its own Lv 40 All Range Thunder at 20.8. The bigger number in the power column is a slower skill.

Two skills named for poison on one Pal, and neither of them poisons anything

Those eight are the entire Poison list, and the two skills in the game that carry the word in their own name are not on it. Both belong to Dandilord. Poison Promenade at Lv 50 is Dark, 700 power on a 30-second cooldown for 23.3 DPS, filed Melee, covering 0 to 2,000, and everything about it reads like a status move — the Pal charges forward sliding along the ground in a spray of corrosive mist, and the cloud hangs in the area after the pass. The status column is empty. So is Toxic Dance's at Lv 70. Read the rest of the learnset and every other entry builds something: Blind 20 on the Lv 1 Dark Cannon, Blind 100 on Dark Laser and Dark Whisp, Ivy-Covered 100 on Seed Mine, Circle Vine and Wind Burst. The two headline attacks are the only moves this Pal owns that inflict nothing at all, and the mist is damage with a name on it. No fruit teaches either one and neither sits in any egg pool, so both are one body at one level.

The Category column then takes the deepest cut it takes anywhere on this page. Poison Promenade is the only Melee entry Dandilord ever levels into — the seven other moves on the list are Shots, and so are 41 of the 42 moves in its egg pool, Rocky Impact being the lone exception. This body runs 135 shot attack against 100 melee. So the printed 23.3, the best rate on the list before Lv 70, is worked out against the Pal's weaker number, and both moves it appears to beat clear it once that 35 percent is applied: Dark Laser at Lv 22 posts 22.5 as a Shot from 500 to 1,800 with Blind 100, and Dark Whisp at Lv 30 posts 20.0 as a Shot from 0 to 1,500 with Blind 100 and 3,000 of height. Per swing it lands the same way — 700 power on the melee stat comes out under Dark Whisp's 600 on the shot stat, twenty levels earlier, with a status attached. The exclusive is the largest number the Pal has yet seen in the power column and the smallest hit on its bar.

Nor does it open a band. Circle Vine has fired from a true zero floor out to 5,000 since Lv 15, and Dark Whisp and Wind Burst both start at zero as well, so there is no contact hole here of the kind the exclusives further up this page exist to fill. Height is the one place it scores: Circle Vine and Seed Mine stop at 300 overhead, which makes the Lv 50 move the widest zero-floor band Dandilord owns with a ceiling worth the name — 1,000, against Dark Whisp's 3,000 over a shorter 1,500 and Wind Burst's 2,000 over 1,200. That is the whole case for the slot, and a purchasable fruit ends it. Holy Burst is the same 700 power on the same 30 seconds for the same 23.3 and the same empty status column, filed Shot so it runs on the 135, over 0 to 5,000 at the identical 1,000 ceiling. It sits in Dandilord's egg pool and the fruit is stocked at 45 Battle Tickets. The only column it hands back is the element — Neutral on a Grass/Dark body, where Poison Promenade collects the match.

Twenty levels is the window either way, because Toxic Dance is the same skill re-filed. Dark, 800 power on the same 30-second timer for 26.7, the identical 0 to 2,000 band, 2,000 of height instead of 1,000, no status either — and filed Shot, so it takes the 135 as well. Every printed column ties or wins and the unprinted one wins twice over. Step back to the bracket and the shape repeats: 32 skills in the game are built on 700 power and a 30-second cooldown, ten of them Melee, and five of those ten inflict nothing — Divine Wing, Silver Steed, Spear Thrust, Twin Spears and this. Twin Spears is the near-copy: also Dark, also Melee, also statusless, also one body at one level, Necromus's at Lv 40, and it dies at 1,000 flat and 400 overhead against Dandilord's 2,000 and 1,000. Of that pair the Lv 50 move is comfortably the better half. It is simply on the Pal that would rather be shooting — how far that goes on Necromus is a section of its own.

Eight skills build Poison and exactly one of them is for sale — here is what the 30 tickets actually buy

Go back through those eight and check the supply column rather than the damage one. Six of them cannot be taught at all: Upper Smash, Jumping Stinger, Webstrike Impact, Poison Scatter, Needle Spear and Poison Fog have no fruit printed anywhere in the item list, so the only way to hold them is to own the Pal. Two do have fruits, and only one of those two is stocked — Poison Shower, on the arena shelf at 30 Battle Tickets, and it is also the single Poison entry sitting in the relic pool the odds table further up measures. Poison Blast's fruit exists and is neither sold nor pooled. So every relic figure on this page applies to this ailment through one item, and if you want Poison on a body that was never dealt it, this is the entire menu. The skill itself is Dark, 160 power on an 8-second cooldown for 20.0 DPS, filed Shot, covering 0 to 1,000 with 600 of height and Poison 100 — the Pal gathers energy into itself and throws toxic orbs outward in every direction at once.

Set it against the other two Poison skills that reach more than one Pal and the three stop competing. Build-up is what applies the ailment, and per second of cooldown Poison Blast lays down 50 to Poison Shower's 12.5 — four times the rate, from 26 Pals, on a band of 500 to 5,000. Poison Fog carries 9,999 build-up on a 30-second timer, which caps the meter the instant it connects, and pays for it with 0 power and a 400 ceiling. The middle entry is the only one of the three that does damage worth the slot and still fires at contact: Poison Blast will not shoot inside 500 and Poison Fog will not shoot past 400, leaving a hole from 400 to 500 that only Poison Shower covers, and above that it is the only one of the three whose damage rate clears 15.0 at all. Read the 12.5 as the price of the 20.0, not as a failure — you are buying a contact attack that happens to poison, not a poison that happens to hurt.

Nine Pals level into it and none of them inherit it as an egg move, so the shop is the only route that skips the roster. What the pickup does on those nine is remarkably consistent. All nine already own Poison Blast by Lv 15 at the latest, so it is never new Poison — it is Poison that works when something is standing on the Pal. On Needoll Noct at Lv 15, Caprity Noct, Jellroy, Mycora and Prunelia at Lv 30 it is the first damaging move the Pal owns with a true zero floor, full stop. On Nyafia, Venusa and Lovander the incumbent is Shadow Burst, which starts at zero and dies at 300, so the pickup is the first thing on the bar that answers contact and still reaches a thousand. Only Tarantriss gets it after something better — Webstrike Impact at Lv 30, ten levels earlier at 20.8 out to 1,500 — which is why its Lv 40 slot is the one place on the roster the skill lands dead.

Then price the shelf life, because it is longer than a 160 in the power column suggests. On Nyafia and Prunelia nothing that fires at contact ever posts a better rate: the Lv 70 replacements are Dark Whisp and Wind Burst, both 20.0, both winning on band alone, so the Lv 30 pickup holds the number for a full forty levels. Lovander waits thirty-five for the same tie, and its Lv 40 Implode covers the identical 0-to-1,000 at 18.8, which is a step down. Venusa and Mycora get twenty levels, Jellroy ten before Hydro Slicer genuinely beats it at 21.9 out to 4,000, and Needoll Noct only seven — though its Lv 22 Circle Vine trades 20.0 for 18.8 to buy 5,000 of reach, so even there the older move keeps the damage slot. The one column to plan around is the ceiling. Twelve skills in the game are built on 160 power and an 8-second cooldown, and the one that shows what this template can carry is Splash — same power, same timer, same 20.0, same zero floor, Soak 100 instead of Poison, and 0 to 2,500 at 1,200 of height. Poison Shower gets 1,000 and 600. Against anything hovering more than a body-height up, the shorter of the two simply is not selected. Buy the fruit for the floor, keep something with height on the same bar.

One line typed twice, handed to two Pals at Lv 40 — and only one of them can reach you

Dark runs the same trick, except here both copies really are locked to a single body. Grudge Barrage belongs to Splatterina at Lv 40 and Mummy Rush to Gildra at the same Lv 40, and the two rows are one line entered twice: Dark, 500 power on a 24-second cooldown for 20.8 DPS, filed Melee, Blind 100. No fruit exists for either, neither sits in any egg pool, and neither owner has an element variant to inherit it — so the whole supply of both skills is one Pal at one level, twice over. Everything that separates them lives in the range block. Grudge Barrage covers 0 to 4,000 and clears 4,000 overhead; Mummy Rush covers 200 to 1,000 and clears 600. Identical damage, identical timer, identical status, and one of the two reaches four times as far and nearly seven times as high.

On Splatterina that band is the entire reason to take the slot. Seven of its eight moves are Shots, so this is the only contact roll the Pal ever levels into — it blinks in for a slash, then blinks again above the target and drives the blade down through it in a burst of dark energy. It is also the only entry anywhere on the list that fires at zero range and still reaches past 1,500: Shadow Burst dies at 300, Dark Whisp at 1,500, Nightmare Ball refuses to fire inside 1,000, and Dark Cannon and Umbral Surge sit behind floors of 500 and 1,200. Nothing after Lv 40 improves the rate, either. Dark Whisp at Lv 50 posts 20.0 across 0 to 1,500; Fire Ball at Lv 70 posts the same 20.0, opens at 500, and is Fire on a pure Dark body, so it hands the element match back as well. Lv 40 settles this Pal's damage slot for the remaining thirty levels.

Two things qualify that, and they pull opposite ways. The first is the Category column taking its usual cut: Splatterina runs 115 shot attack against 100 melee, so the one attack that answers something already on top of it is also the one that scales off its weaker stat — the same tax Prixter pays on Upper Smash. The second is the column that argues back. 4,000 of height is the second-highest figure among the game's 18 Dark contact skills, behind only Phantom Peck's 5,000, and across every element only six Melee skills combine a zero floor with 4,000-plus reach and 4,000-plus height at once: Grand Breach, Magna Crush, Divine Wing, Wholehearted Stance, Phantom Peck and this. Splatterina's Lv 1 Dark Ball posts a higher 25.0 but works a 500-to-1,000 sliver at 1,000 overhead. Nothing else the Pal owns answers a target hovering above it at contact range, and the weaker attack stat is what that coverage costs.

On Gildra the identical line is dead the moment it lands, and what kills it arrived ten levels earlier. Sand Twister at Lv 30 is also 500 power on a 24-second cooldown for the same 20.8, but it runs 0 to 5,000 instead of 200 to 1,000, it is filed Shot on a body carrying 120 ranged against 100 melee, and it clears the identical 600 overhead. Gildra is Dark/Ground, so it collects the element bonus whichever of the two it swings. Every printed column ties or loses, and the only thing Mummy Rush holds is Blind 100 where the earlier move lands Muddy 100 — a question of what you want the target to stop doing, not an upgrade. The contact slot on that Pal does not really open until Rocky Impact at Lv 70, and that is 20.0 with a 2,000 ceiling of height. Put the pair side by side and the page's recurring lesson lands hardest here: exclusive is a claim about supply. The same five numbers went to two Pals, and the range block alone decided that one of them received a keystone and the other a slot filler.

Which leaves what to run beside it. Splatterina's egg pool is 36 moves deep and exactly three of them are Dark — Nightmare Ball, which it already levels into, plus Apocalypse and Dark Laser. Dark Laser is the best rate of the three at 22.5 and it is a Shot, so it does scale off the 115, but it will not fire inside 500, it stops at 1,800, and its height ceiling is 1,800 as well. Apocalypse reaches 5,000 flat at 20.0 carrying the same Blind 100, then caps at 600 of height behind a 100 floor. Neither replaces the exclusive; both divide the field with it. Run Grudge Barrage with Dark Laser and the split is clean — the beam owns 500 to 1,800 on the better stat, the exclusive keeps everything inside 500, everything past 1,800, and everything more than a body-height off the ground. Its fruit exists and no merchant stocks it at any price, so the farm is the only route to that half.

Near the bottom of the power column, the same trade goes to two Ground Pals — and the mole gets the better half

Three skills in the game are built on 60 power and a 4-second cooldown, and all three post 15.0 DPS. One is Umbral Surge, a Dark shot that will not fire inside 1,200. The other two are Ground, filed Melee, locked to one body each, and share the identical 300 floor — a distance nothing else at this tier uses. Reckless Charge is Rushoar's at Lv 1; Fuddler Tunneler is Fuddler's at Lv 5, the mole dropping under the ground and bursting up beneath whatever it was aimed at. No fruit teaches either one and neither appears in any egg pool, so each is one body at one level. Three columns separate them and all three fall the same way: the mole's copy reaches 3,000 against 2,500, clears 400 overhead against 350, and stacks Muddy 50 where the charge applies nothing at all.

That is worth more than the usual twin comparison, because the two owners are near-copies of each other. Both are pure Ground, both run 100 melee attack, both carry the same nine-move egg pool down to the last entry, and their level lists share Bog Blast, Power Shot, Stone Blast, Power Bomb, Rock Lance and a Lv 70 Rocky Impact. Fuddler reaches three of those first — Bog Blast at Lv 1 where Rushoar waits until Lv 7, Power Shot at 7 against 15, Stone Blast at 15 against 22 — and picks up Stone Cannon and Sand Tornado besides, where the boar's spare slot is a Lv 50 Pal Blast. What Rushoar gets back is off the skill rows entirely: 70 defense against 50, 80 HP against 65, and Rock Lance ten levels sooner. On the attack side the exclusive is close to the only thing dividing the two, and the better half of a matched pair went to the mole.

On Fuddler that Lv 5 slot is covering ground nothing else on the list touches for thirty-five levels. Every other move it owns sits behind a floor — Bog Blast, Stone Blast and Stone Cannon at 500, Power Shot at 600, Power Bomb at 1,000 — so the exclusive's 300 is the closest thing on the bar until Sand Tornado at Lv 40 drops to 100, and nothing fires at a true zero until Rocky Impact at Lv 70. Sand Tornado does beat it on every printed column when it lands — 16.7 against 15.0, the same 3,000 ceiling, Muddy 65 against 50 — and two things are missing from that print. The first is the Category column, which taxes nearly every Pal on this page and pays out here: Sand Tornado is a Shot, the Lv 5 move is the only Melee roll Fuddler owns before Lv 70, and this body runs its 100 melee against 80 shot. The second is the mud clock. Muddy 50 on a four-second timer is 12.5 points a second against Sand Tornado's 5.4, and only four skills in the game build mud faster — Bog Blast and Stone Blast at 25 a second but both behind a 500 floor, and the two Ground fangs, which reach two bodies apiece and neither of them this one. The only skill that ties the tunneler's rate is Mud Horn, which will not fire inside 550. Run both, and let the Lv 40 pickup own everything past 3,000.

What it will not do is answer anything off the ground. 400 of height is the lowest ceiling on Fuddler's whole list — Bog Blast carries 9,999, Power Bomb 5,000, Stone Blast 4,000, and even the Lv 70 melee finisher clears 2,000 — which is exactly what an attack that travels through the floor should read like. Reckless Charge's 350 is the lowest on Rushoar's list for the same reason. So on both Pals the exclusive is a ground-floor tool with a narrow job: it answers something standing just outside arm's reach, and the Lv 1 opener is what stays on the bar for anything overhead. The height limits below take that column up properly.

One power tier up from the tunnellers, and the whole game only built the skill twice

Take that template up one step and the copies stop. Exactly two skills anywhere are built on 90 power and a 4-second cooldown, both filed Melee, both posting 22.5 DPS, and neither applies a status. One is Antler Uppercut, the 550-floor charge Eikthyrdeer and Eikthyrdeer Terra both take at Lv 7. The other is Persistent Slash, Pupperai's alone at Lv 15 — the dog sprinting in at full speed and cutting twice with the wooden stick it carries in its mouth — covering 300 to 3,000. No fruit teaches it and no egg pool carries it, so one body at one level is the whole supply. Set it beside the two tunnellers above and it is the same design with one number moved: same element, same category, same 4-second timer, the same 300 floor, and against Fuddler Tunneler the same 3,000 ceiling. Fifty per cent more power on an unchanged clock takes the rate from 15.0 to 22.5. Widen the filter to every skill in the game that uses a 300 floor and there are twelve; four of those are Ground contact rolls, and this is the fastest of the four, ahead of Dazemu's Earth Dash at 20.8 and both 60-power charges at 15.0.

What it hands back is the column the mole's version keeps. Persistent Slash inflicts nothing, and it is the only move in Pupperai's nine-entry learnset that inflicts nothing — the two bites carry Muddy 50, Stone Blast, Rock Lance, Sand Twister and Rocky Impact all carry Muddy 100, Stone Cannon 35 and Sand Tornado 65. Every status route this Pal has is mud, and the exclusive is the single hole in it. That costs less than it reads, because the fastest mud in the game went on the bar eight levels earlier: Stone Blast at Lv 7 lands Muddy 100 every four seconds, 25 points a second, a rate only three other skills in the game reach — and two of those three are the Ground fangs this Pal opens with, neither of which works past 250. So the Lv 7 and Lv 15 pickups divide the job rather than compete for the slot. The shot lays mud from 500 out to 4,000, the slash does the damage from 300 to 3,000, and since they share a cooldown to the second they come back up together.

Then check what the remaining fifty-five levels buy, because the answer is nothing. Pupperai's rate ladder tops out at Lv 15 and never moves again: Stone Cannon at Lv 22 posts 15.0, Sand Tornado at Lv 30 16.7, Rock Lance at Lv 40 20.0, Sand Twister at Lv 50 20.8, and the Lv 70 capstone Rocky Impact comes in at 20.0. The one thing on the Pal that beats it is the Lv 2 bite — Fierce Fang at 25.0 — and that dies at 250, which is inside the slash's own floor, so the two never contest the same target. Breeding does not answer it either: all nine entries in the egg pool are Shots and the best of them stop at 20.0 (Dragon Breath, Ignis Breath, Multicutter). Here the Category column finally pays out instead of taxing. Pupperai runs 100 melee attack against 80 shot, five of its nine moves are Shots, and this is the only contact roll it owns between Lv 2 and Lv 70 that reaches past 250 — so the best rate on the list is also the one worked out against the better stat, and every 20.0 Shot it beats on paper is running on a number a fifth lower.

The limit is overhead, and it is the tightest on the list. 300 of vertical is the lowest ceiling Pupperai owns — the bites clear 350, Rock Lance 500, Sand Tornado and Sand Twister 600, Rocky Impact 2,000, and Stone Blast 4,000 — and across the whole game only sixteen skills reach 2,000 or further on a ceiling that low. Against anything hovering more than a body-height up the slash is not selected at all, and the Lv 7 shot is the entire answer. The floor is the other thing to plan around. Between 250, where Fierce Fang stops, and 300, where the exclusive opens, sits a strip neither move covers, and nothing else on the list works that band at all — Stone Blast and Stone Cannon both refuse to fire inside 500 — until Sand Tornado drops the floor to 100 at Lv 30. Read the Lv 15 slot as two things at once, then: a band repair with a fifteen-level window, and a rate nothing the Pal ever learns or inherits gets past. The settled bar is the slash for 300 to 3,000 on the ground, Stone Blast for everything beyond it and everything airborne, and the Lv 2 bite for the last stride in front of the dog's nose.

The Lv 70 exclusive that is the Lv 22 exclusive with one number changed

The 250-power contact bracket further up named nine Melee skills, none reaching more than two Pals. Two of the nine get a second edition thirty-eight levels later, and both go to the same Paldex slot. Elgrove holds Bull Rush at Lv 22 and Raging Bull Rush at Lv 70 — the second one a frenzy that drives four charges through the target back to back. Set the two rows side by side and only one column has moved. Both are Grass, both filed Melee, both cover 0 to 2,000, both stop at 400 of height, both apply Ivy-Covered 100. The power goes 250 to 650 and the cooldown goes 12 to 30. Nothing else on the line changes, and no fruit or egg pool carries either one, so Elgrove is the entire supply of both. Every other upgrade this page has walked through bought reach, or altitude, or a better attack stat. This one buys a bigger number and hands back the timer.

Which makes the arithmetic the whole decision. 2.6 times the power for 2.5 times the wait works out to 21.7 DPS against 20.8 — a four per cent sustained gain, and the smallest step between a Pal's own two exclusives anywhere on this page. What you actually get is burst: one cast lands more than two and a half times the hit, which matters against something with a punish window you have to fit inside and matters not at all against something you are grinding down. The column that moves hardest is the one nobody prints. Ivy-Covered 100 on a twelve-second timer is 8.3 points a second; on thirty seconds it is 3.3. So the Lv 22 skill keeps the target tangled roughly two and a half times as often as its own upgrade does. Since the two share a band to the metre, they cannot divide the field the way a floor-and-ceiling pair does — running both is one bar slot spent on the same 0-to-2,000 arc twice. Pick by what the fight rewards, not by the level number.

The variant does not inherit this one, which is the rarer outcome. Elgrove Cryst was handed the same pair recoloured — Snow Rush at Lv 22, Raging Snow Rush at Lv 70, identical to the decimal down to the 400 ceiling, with Freeze 100 where the Grass line lands Ivy-Covered. Four exclusives, two bodies, one design. The Ice half plays it better for a reason that never touches the skill row: Elgrove runs 105 shot attack against 100 melee, so its contact finisher scales off the weaker stat and the four per cent rate edge over the Lv 22 version is roughly the size of the gap running the other way, while Elgrove Cryst posts 100 in both and pays no such tax. The Cryst also splits the bar cleanly — its Lv 40 Blizzard Spike is the better rate at 22.5 but will not fire inside 1,000, so the exclusive owns everything nearer than that. On the Grass body the comparison is closer: Crosswind at Lv 40 posts 20.8 as a Grass Shot on the better stat, and it reaches 5,000 flat and 5,000 overhead against 2,000 and 400.

That height figure is the standing limit on both. 400 is what an attack that charges along the floor should read, and on Elgrove's list only Bog Blast at 9,999 and Crosswind at 5,000 answer anything at real altitude — so the Lv 70 slot never becomes the whole answer, it becomes the ground half of one. The best partner comes out of the egg pool: Solar Blast is Grass, 22.5, and works 500 to 1,800, which leaves the exclusive everything inside 500, everything past 1,800 and every hit that has to be a contact roll. For scale, the 650-power, 30-second template exists five times in the game and all five post 21.7 — this pair, Raging Flame Wave on Faleris at Lv 55, Glacial Impact on Bastigor at Lv 55, and Lantern Flame on Loomen at Lv 70. Every one is locked to a single body, and the two on this Paldex slot are the shortest-reaching and lowest-flying of the five — Bastigor's clears 3,000 in both columns, Loomen's 4,000 in both. Raging Bull Rush is also not the best Grass contact move in the game; Lotus Bloom on Ophydia at Lv 50 is 700 power on the same 30 seconds for 23.3 across 0 to 3,000. It is, though, the best rate Elgrove ever levels into, which is the number that actually decides the slot.

7 Pals level into the same contact roll twice — and on one of them the second copy is a third slower

Two Melee skills on one learnset can cover exactly the same slice of ground: same floor, same ceiling, same limit overhead. When that happens the pair cannot divide the field the way a short move and a long one do, so the later pickup is the game telling you to drop the earlier one. It happens 7 times in the whole roster. In 5 of them the second copy is the faster skill and in 1 the two are identical to the decimal. Exactly 1 goes the other way.

PalBoth fire fromFirst pickupSecond pickupRate change
Eikthyrdeer Terra5502,000
500 up
Lv 7 · Antler Uppercut
22.5 DPS · Neutral · no status
Lv 18 · Mud Horn
15.0 DPS · Ground · Muddy 100
-7.5
Frostallion Noct02,500
400 up
Lv 30 · Crystal Wing
23.3 DPS · Ice · Freeze 100
Lv 45 · Dark Wing
23.3 DPS · Dark · Blind 100
0.0
Elgrove02,000
400 up
Lv 22 · Bull Rush
20.8 DPS · Grass · Ivy-Covered 100
Lv 70 · Raging Bull Rush
21.7 DPS · Grass · Ivy-Covered 100
+0.9
Elgrove Cryst02,000
400 up
Lv 22 · Snow Rush
20.8 DPS · Ice · Freeze 100
Lv 70 · Raging Snow Rush
21.7 DPS · Ice · Freeze 100
+0.9
Kingpaca Cryst01,000
1,000 up
Lv 22 · Kingly Slam
16.7 DPS · Neutral · no status
Lv 45 · Frozen Press
20.0 DPS · Ice · Freeze 100
+3.3
Incineram Noct6001,200
500 up
Lv 22 · Hellfire Claw
16.7 DPS · Fire · Burn 100
Lv 35 · Nightmare Claw
20.0 DPS · Dark · Blind 100
+3.3
Gorirat Terra0500
300 up
Lv 30 · Ground Pound
15.0 DPS · Neutral · no status
Lv 35 · Rumble Combo
18.8 DPS · Ground · Muddy 100
+3.8

The row at the top is Eikthyrdeer Terra. It takes Antler Uppercut at Lv 7 and Mud Horn at Lv 18 — both Melee, both running 550 to 2,000 with 500 of height, both members of the five-move 550-floor group picked apart further up. Eleven levels of progress take the rate from 22.5 down to 15.0. Nothing about the shape of the attack changes; the deer lowers the same antlers and covers the same ground, on a timer twice as long.

What the eleven levels buy is a status and an element badge. Antler Uppercut inflicts nothing and is Neutral on a body that is pure Ground — one of the mismatches the variant table below collects — while Mud Horn is Ground and stacks Muddy 100. Terra is also the only Pal in the game that finishes holding both of the two skills whose own descriptions say the direction of the charge is yours while you are riding; every other entry on its bar is a Shot the Pal throws from wherever the AI has parked it.

The mud is the half that does not survive a second look, because the Pal already had it. Stone Blast goes on the bar at Lv 15, three levels earlier, carrying the identical Muddy 100 on a four-second timer instead of eight — 25 points a second against 12.5. It also posts 20.0 DPS against 15.0, opens at 500 instead of 550, reaches 4,000 instead of 2,000, and clears 4,000 of height instead of 500. Five columns, and the Lv 15 shot takes all five. The Category column usually pays some of that back and here it does the reverse: Eikthyrdeer Terra runs 70 melee attack against 80 shot, so both charges are worked out against the weaker of its two stats and Stone Blast against the better one.

So the Lv 18 slot is a riding argument and nothing else, and as a riding argument it holds. It is the only Ground contact roll Terra owns before Rocky Impact at Lv 70, and the only aimed one that lays mud: in the saddle, Antler Uppercut is the damage pass and Mud Horn is the same pass with a debuff attached, so a pair of charges through a target leaves it slowed and you back where you started. Fighting on foot with the Pal out, give the slot back — Antler Uppercut for the charge, Stone Blast for the mud, and nothing is lost. No fruit teaches Mud Horn; the Ground shelf carries eight and this is not one of them, and it sits in no egg pool, so one body at one level is the whole supply.

The base form never has the argument at all. Antler Uppercut is the only Melee roll Eikthyrdeer will ever own — its other seven level-up moves are Shots and so are all nine entries in its egg pool — so on that body the 550 floor is not a choice between two charges, it is the only contact roll the Pal has. It is also the best rate on its list for forty-three levels: nothing ties the 22.5 until Pal Blast at Lv 50, and nothing beats it until Holy Burst at Lv 70, at 23.3. Terra trades that clean line for a second charge it did not need and a Lv 70 finisher that finally reaches zero.

The downgrade test only looks backwards. This exclusive is undone by the Pal's own Lv 70 slot

Every check the downgrade section runs points at moves the Pal already had. Turn it round and one exclusive comes apart faster than anything the backward test catches. Thunder Uppercut is Prixter Lux's alone at Lv 50 — the scorpion riding its own current in at speed and driving both pincers up through the target — 600 power on a 30-second cooldown, Electric, filed Melee, 0 to 3,000, Electrify 100, 20.0 DPS, with no fruit and no egg pool behind it. Looking backwards it survives, and only just. TriSpark at Lv 30 ties or beats it on every column but one — 20.8, the same 3,000 reach, the same Electrify 100, and 3,000 of ceiling against 1,000 — and it is the 300 floor alone that stops it being a clean replacement. All Range Thunder at Lv 40 fails from the other side: 20.8 from a true zero with the same status, short by stopping at 2,000 where the Lv 50 swing reaches 3,000. Two predecessors, one surviving column each. The scorpion pair above covers how it reads against the base form.

Look forwards and there is no column left. Lethal Laser lands at Lv 70 on the same body and it is the identical template — Electric, 600 power, 30 seconds, Electrify 100, the same 20.0 — with the range block opened to 0 to 5,000 and the ceiling raised from 1,000 to 5,000. Then the column nobody prints settles the rest: the laser is filed Shot, and this body runs 115 shot attack against 100 melee, so the later move lands about a seventh harder per activation as well. Nothing ties, nothing is handed back, and the exclusive's shelf life is exactly twenty levels. That is the shape the backward-only test cannot see, and it is worth checking on any Pal whose Lv 70 pickup shares a template with something it learned earlier.

Twenty is the ceiling on that window rather than the expectation, because the egg pool closes it sooner. Prixter Lux inherits 42 moves and exactly one of them fires at contact: Rocky Impact, also 600 power on 30 seconds, also 20.0, also filed Melee so it runs on the same 100 — across 0 to 5,000 with 2,000 of height, and Ground on an Electric/Ground body, so the element match holds either way. Every printed column ties or wins, the category tax is the same, and the only thing surrendered is which ailment goes on: Muddy 100 in place of Electrify 100. It is also the half of the pair you can simply buy — its fruit sits at the arena counter for 45 Battle Tickets, while nothing sells Thunder Uppercut at any price. Breed it or buy it and the Lv 50 slot never has to be taken at all.

What the swing does own is height, and it owns it across the whole element. Twelve Electric skills in the game fire at contact and 1,000 is the highest ceiling of the twelve by a factor of two — Bolt Blink, Shell Charge and Lightning Claw share second place at 500 and the rest sit at 450 or below. Which makes Bolt Blink the twin to set beside it: Azurmane's at the same Lv 50, the same Electric contact roll built on 600 and 30 from a zero floor with the same Electrify 100 and the same 20.0, and the only other copy of that shape anywhere. Two columns split them and they split opposite ways — the horse reaches 5,000 flat against 3,000, the scorpion clears twice the altitude. On Azurmane the slot survives Lv 70 because Thunderstorm arrives with the status column emptied out; here the Lv 70 pickup keeps it, which is exactly why the same defence does not carry over.

Nor is it an Electrify engine on its own Pal — it is the slowest one the list has. A hundred points on a thirty-second timer is 3.3 a second, against All Range Thunder's 4.2, TriSpark's 8.3, Lightning Streak's 12.5 and the 25.8 Shockwave has been stacking since Lv 7. And the ladder underneath does not rescue the body either: Prixter Lux's sustained ceiling is set at Lv 30 and never moves again — 20.8 at Lv 30 and Lv 40, then 20.0 for both of the last two pickups — while the commoner base form climbs to 22.5 with Dark Laser at Lv 50. The rarer scorpion has the lower rate ceiling. One route goes past it and no shop stocks it: Lightning Bolt out of the egg pool, 22.5 from 500 to 3,000 at 3,000 of height with Electrify 100, the best Electric rate this Pal can hold and the natural partner for whichever contact roll ends up in the other slot.

The 45-ticket fruit was copied three times as somebody's exclusive, and all three copies are narrower

The 700-power, 30-second line is the widest template near the top of the DPS sort — 32 skills, every one of them at 23.3. One of the 32 is Holy Burst, which 162 Pals can hold — 44 by level and 118 more through egg pools — and whose fruit is stocked at 45 Battle Tickets. Three others on the same line are also Neutral, also filed Shot, also carry no status at all, and belong to exactly one Pal each — and every one of the three lands on a body that already owns Holy Burst. Celesdir gets Holy Nova at Lv 50 having held Holy Burst since Lv 30; Selyne gets Seigetsu Flash at Lv 70 having held it since Lv 22; Tetroise Primo gets Holy Press at Lv 70 — the turtle throws its bulk into the air and drops it on you, and the landing kicks up a ring of light pillars — having held Holy Burst since Lv 50. Not one of the three moves the rate: all four read 23.3 to the decimal. What each one changes is the range block, and always in the same direction. Holy Burst works 0 to 5,000; Holy Nova stops dead at 2,000, Seigetsu Flash covers 300 to 3,000, Holy Press 500 to 4,000.

What the three buy back is the column the range sort does not print. Holy Burst's ceiling is 1,000, and each copy raises it: Holy Nova to 1,600, Holy Press to 2,000, Seigetsu Flash to 3,000. That would be a genuine division of the field if any of the three owners were short of altitude, and none of them is. Celesdir has Power Bomb from Lv 7, Air Blade from Lv 15 and Comet Strike from Lv 22, all three clearing 5,000. Selyne opens with Dark Cannon at 5,000 on Lv 1 and adds Air Blade, Comet Strike and Star Mine at the same figure. Tetroise Primo has Power Bomb at Lv 7, Air Blade at Lv 15 and Diamond Rain at Lv 40, again 5,000 apiece. So the single column each exclusive wins is one its owner had answered several times over before the unlock arrived, and the columns it loses — floor and ceiling — are the two that decide whether the move fires at all.

Tetroise Primo is the worst of the three, because for that Pal the copy is the last thing it ever learns. Its sustained ceiling is set at Lv 50 by the version anyone can buy off the arena counter, and the remaining twenty levels hand back 1,000 of reach and add a 500 floor where there was none. The two columns that sometimes rescue a trade like this both come out flat here: the turtle runs 100 melee against 100 shot, so the Category makes no difference, and both moves are Neutral on a pure Neutral body, so the element match is identical either way. Supply does not argue for it either — Holy Press has no fruit and sits in no egg pool, one body at one level, while Holy Burst is in Tetroise Primo's own 42-move egg pool and on the shelf. A bred one can arrive already holding the better half. Leave the Lv 50 move equipped and treat Lv 70 as a cosmetic.

The other two decay differently, and both are worth knowing before you level for them. Selyne runs the trick twice: Seigetsu Blade at Lv 30 covers the identical 300 to 3,000 at the identical 3,000 ceiling for 21.9, so the Lv 70 exclusive is that move with 1.4 DPS added and forty levels of waiting attached. Celesdir is the one where the window shuts on its own — Radiant Barrage at Lv 70 is the same 23.3 across a full 0 to 5,000 at 5,000 of ceiling, which beats Holy Nova on every printed column and gives it a shelf life of exactly twenty levels. And the Ice edition drops the pretence altogether: Pierdon Cryst's Ice Burst at Lv 50 is 600 power on 30 seconds for 20.0 with Freeze 100 across 0 to 1,500 at 3,000 of height, and Diamond Rain has been on that same body since Lv 40 at the same 20.0 with the same Freeze 100 across 0 to 5,000 at 5,000 — beaten in every column, height included, with nothing handed back. Put every one-Pal skill in the game through that test — same element, power, cooldown and category as something its owner learned earlier, over a strictly narrower band — and it returns five: these four, and Panthalus's bubble pair. Four of the five are a Lv 50 or Lv 70 reward.

The best sustained rate in the game is a Melee skill that will not fire at melee range

Sort all 300 skills by DPS and the first three rows are Astralym's Paldium moves, handed over at Lv 1, 2 and 3 and held by nothing else. The fourth is Royal Step: Neutral, 800 power on a 30-second cooldown for 26.7, filed Melee, 1,200 to 3,000 with 3,000 of ceiling and an empty status column — the horse walks a slow showy line that holds the eye, then puts the horn through whatever was watching it. Starryon Primo learns it at Lv 70, no fruit sells it and no egg pool carries it. Of the 116 skills in the game filed Melee it is the only one above 25.0, and the seven that tie at 25.0 are all 50-power nips on a 2-second timer — Fluffy Tackle and six flavours of Fierce Fang. Per activation there is nothing in the melee column within 100 power of it. It is the heaviest contact roll the game has, on the fastest sustained figure the game has, and it is the fourth of the four skills built at 800 on 30.

Then read the floor, because it undoes half of that. 123 of the 300 skills carry one at all, nearly all of them 500 or shallower, and only eight in the whole game sit at 1,200 or deeperthe four at 1,500, plus Spark Blast, Umbral Surge, Lethal Step and this. Seven of those eight are chip shots or run-ups; Royal Step is 800 power. Inside twelve metres the Pal does not pick it, so a Melee skill that reads as the game's best swing is dead weight in the exact position the word Melee describes. The repair is already on the bar and thirty levels older: Silver Steed at Lv 40 is Neutral, 700 on 30 for 23.3, also Melee, and it covers 0 to 2,500. It is not the move Royal Step replaces — it is the move that fires in the band Royal Step refuses. Keep both slotted and the two of them tile the whole floor, 0 to 3,000, at no worse than 23.3 anywhere in it.

What the pair still cannot do is look up. Silver Steed clears 350 overhead against Royal Step's 3,000, so inside 1,200 the horse has 350 of vertical and nothing else, and anything hovering at close range is answered by neither. That is the slot the Lv 50 pickup takes: Holy Burst, 23.3 across 0 to 5,000 at 1,000 of height and filed Shot, which on this body runs on 105 shot attack rather than 100 melee. So the Lv 70 capstone pays a five-point category tax and still wins by 3.4 DPS, which is more than most capstones on this page manage in either direction — read the whole ladder and it climbs 20.0, 20.0, 15.0, 20.0, 22.5, 23.3, 23.3, 26.7, with the last rung genuinely the best thing the Pal ever owns. It is also the only rung you must level for. Holy Burst sits in Starryon Primo's own 42-move egg pool and on the arena shelf at 45 Battle Tickets, and the fastest thing anywhere in that egg pool is Spark Blast at 25.0 — 50 power, and walled off to the same 1,200. Nothing bred and nothing bought reaches 26.7.

Two footnotes decide whether the level grind is worth it to you. The first is that a wider copy of the same number exists thirty levels earlier: Sacred Rain is Hartalis's at Lv 40, also Neutral, also 800 on 30 for 26.7, but filed Shot from a true zero out to 7,500 with 7,500 of ceiling, on a body running 130 shot attack. It beats Royal Step on every range column that exists and never has to close. If the 26.7 is what you came for, the deer hands it over sooner and asks nothing. Royal Step's single argument against it is the Category column, and its owner is the body least suited to making that argument. The second is status: every attack Starryon Primo levels into after Lv 1 has an empty effect column, so the only build-up it will ever learn is Muddy 50 off a 40-power opener, and the egg pool is the only place a status skill can come from.

The Dark original is the same skeleton with the outcome reversed, and it is worth knowing before you raise one. Starryon's Lethal Step at Lv 50 is 550 power on 24 seconds for 22.9, over the identical 1,200 to 3,000 band at the identical 3,000 of height, and unlike the Primo edition it carries Blind 100. That is this Pal's ceiling and it never moves: the Lv 70 slot is Dark Whisp, the mass pickup 63 Pals share, at 600 on 30 for 20.0 from zero out to only 1,500. So the Dark horse peaks twenty levels early and its capstone is a step down on rate — though not a wasted one, because Dark Whisp opens at a true zero and covers precisely the hole Lethal Step leaves, the same way Silver Steed does on the other form. Both horses want two skills on the bar for what is really one attack. One of them gets the game's hardest swing at the top of it and the other gets Blind 100 twenty levels sooner.

Eight moves, every one of them Grass and every one of them Ivy — and the only kick is on the wrong stat

Rapid Kick is Leafan's at Lv 22: Grass, 250 power on a 12-second cooldown for 20.8 DPS, filed Melee, 0 to 800 with 400 of ceiling and Ivy-Covered 100 — a run of roundhouses thrown into the same spot, the last one carrying enough behind it to burst. No other body learns it, no fruit hands it over and no egg pool carries it. The learnset around it is the tidiest on this page: all eight attacks Leafan levels into are Grass, and all eight build Ivy-Covered, so element match and status are settled before you pick anything. What is left to decide is rate, and the ladder reads 20.0, 20.0, 16.7, 20.8, 20.0, 20.0, 20.8, 20.0. The Lv 22 exclusive is the joint-fastest thing this Pal will ever hold, tied only at Lv 50 — and the Lv 70 capstone, Wind Burst, is slower than it.

Then read the Category column and the whole ladder re-sorts. Seven of the eight are Shots and this is the one Melee, on a body running 100 melee attack against 115 shot — so the exclusive is the single row resolved against the weaker of the two numbers, on the Pal whose entire kit is built for the other one. Price that and Multicutter, learned fifteen levels earlier at Lv 7, is already about a tenth ahead per second: 20.0 on the 115 beats 20.8 on the 100, and it reaches 5,000 against 800. Lv 50 finishes the job outright. Crosswind is 500 on 24 for the identical 20.8, filed Shot, the same Ivy-Covered 100, from a true zero out to 5,000 with 5,000 of ceiling — every printed column ties or wins, and the category hands it another fifteen per cent on top. You do not even have to reach Lv 50 for it: Crosswind sits in Leafan's own 42-move egg pool and on the arena shelf as a fruit at 45 Battle Tickets, which is a rare thing for the move that obsoletes an exclusive.

Two things survive that, and both are reasons to keep the kick equipped rather than reasons to level for it. The first is a hole in the band. Seed Machine Gun dies at 300, and every other move Leafan levels into before Lv 50 has a 500 floor or deeper — Multicutter, Raid Cutter and Reflect Leaf at 500, Wind Edge at 1,500 — so from Lv 22 until Crosswind arrives, Rapid Kick is the only attack on the bar that will select a target between 300 and 500. Before Lv 22 that strip is simply dead. The second is build-up, and the attack stat never touches it: 100 points on a 12-second timer is 8.3 a second, joint-seventh of the 26 skills that build Ivy-Covered, and on this Pal nothing beyond 300 range comes close — Reflect Leaf manages 5.0, Crosswind 4.2, the Lv 70 pickup 3.3. The Lv 1 opener is the fastest tangler in the game at 25 a second and it is welded to that 300-range leash. Run the two together and you have the Pal's whole close game: the opener inside 300, the kick out to 800, and everything past 500 answered by whichever Shot you slotted.

The line was built three times and all three copies went to the wrong kind of body. Bull Rush belongs to Elgrove at the same Lv 22 and Leaping Roundhouse to Verdash at Lv 35 — Grass, 250 on 12, 20.8, Melee, Ivy-Covered 100, one learner apiece, no fruit and no egg route on either. The only column that separates the three is reach, and Rapid Kick has the least of it: 800 against Bull Rush's 2,000 and the Roundhouse's 1,200. Every one of the three sits on a Pal whose shot attack beats its melee — Elgrove at 100 against 105, Verdash at the identical 100 against 115 — so the game printed the same contact roll three times and never once put it on a body that wanted it. If you want a second swing on Leafan that actually earns the slot, it comes from the egg pool rather than the level list: Rocky Impact is Melee from zero to 5,000 at 2,000 of height with Muddy 100, and its fruit is the same 45 tickets — though it is Ground on a pure Grass body, so it trades the element match away. Circle Vine is the on-element answer in that pool, 18.8 from a true zero out to 5,000 with the same Ivy 100.

Five exclusives on one body, the power column climbing 400 to 700 — and 0.8 DPS between the first and the last

Xenolord is the runner-up to Panthalus on the exclusive count: five of the eight attacks it levels into belong to no other body in the game, and only Astralym, with four, comes near. The last of the five is Omega Laser at Lv 50 — Dragon, 700 power on a 30-second cooldown for 23.3 DPS, filed Shot, 0 to 3,500 with 3,500 of ceiling, and the status column is empty. The machine opens a seam into somewhere else and lets the light through it in every direction at once. No fruit, no egg pool, one body at one level.

Read the five in level order and the power column is doing all the advertising. 400 at Lv 15, 450 at Lv 22, 500 at Lv 30, 600 at Lv 40, 700 here — but the cooldowns climb underneath them, 20, 20, 24, 30, 30, and the sustained figures come out 20.0, 22.5, 20.8, 20.0, 23.3. Beam Slash at Lv 22 holds the best rate on the Pal for the next twenty-eight levels, and both pickups after it are slower than it is. So the Lv 50 exclusive, three power tiers up the list, is worth 0.8 DPS over a Lv 22 move. Against what you were actually holding at Lv 40 it is a genuine seventeen per cent, and that is the honest way to read it. The reason the downgrade test never flags the two slow ones is height: Beam Slash clears only 400 overhead where Astral Ray and Cosmic Meteor both reach 5,000.

Which is the same column Omega Laser hands back. Cosmic Meteor at Lv 40 works 0 to 5,000 with 5,000 of ceiling and stacks Burn 100; the Lv 50 slot gives up 1,500 of reach and 1,500 of altitude and inflicts nothing at all. On a body that flies, that is not a trade to make blind — keep the Lv 40 move in the second slot and let the exclusive own everything inside 3,500. The Burn is the part you can stop worrying about, though: the Lv 1 opener Dragon Cannon puts on Burn 35 every two seconds, 17.5 a second, five times Cosmic Meteor's 3.3 and four times the Lv 30 Astral Ray's 4.2. What the opener will not do is fire inside 500, and Umbral Surge at Lv 7 will not fire inside 1,200, so contact range is the one place the burn stops — and Omega Laser, like every exclusive on this list from Lv 15 on, has a true zero floor.

Then Lv 70 takes it back. Meteorain is the same template to the decimal — Dragon, 700 power, 30 seconds, 23.3, filed Shot on the same 120 shot attack — with the band opened to 0 to 5,000, the ceiling raised to 5,000, and Burn 100 where this one carries nothing. Every printed column ties or wins, so the shelf life is exactly twenty levels, the same shape the scorpion above has. One difference matters and it cuts the other way: the skill that ends this one is not exclusive — eight Pals level into Meteorain — and there is still no shortcut to it, because no fruit exists, no merchant sells one and it sits in nobody's egg pool. The Lv 50 slot has to be taken and it has to be held for twenty levels.

The template it belongs to is the largest in the game: 32 skills are built on 700 power and 30 seconds, more than any other pairing manages, and every one of them posts 23.3 — so the range block and the ailment are the whole of what separates them. Five are Dragon — Magna Crush, Meteorain, Beam Comet, Blazing Beam and this one — and the other four all carry Burn 100. Set it instead beside the three other exclusive lasers cut from the same line and the reading is sharper still: Magma Laser on Moldron and Ice Laser on Moldron Cryst both run 0 to 4,000 with Burn 100 and Freeze 100, and Thalassonic Laser on Neptilius runs 0 to 5,000 with Soak 100. Omega Laser is the shortest-reaching of the four and the only one that leaves nothing on the target.

What goes in the other slots has to come from breeding, and the reason is that Xenolord's own list has no weak spot to exploit. All eight level-up moves are Dragon or Dark on a Dark/Dragon body, so every one of them collects the element match, and all eight are Shots on a body running 120 shot against 100 melee, so the Category column never taxes anything. The egg pool is 36 moves deep and the obvious pick out of it is a trap: Holy Burst ties the rate at 23.3 and reaches 5,000 flat, but it is Neutral, so the match goes, and its ceiling is 1,000 against the exclusive's 3,500 — worse in the air, which is the one place this Pal spends its time. Breed for the status instead. Lock-on Laser is contact to 5,000 at 5,000 of ceiling with Electrify 100 every eight seconds — 12.5 points a second of an ailment nothing on the level list can apply at all — and its fruit is 3,000 Gold from the wandering stock, which makes it the one genuine addition you can buy rather than roll for.

“Exclusive” skills that two Pals learn, at two different levels

The claim itself is in the description text, and the game makes it 177 times across the 300 skills above — a named owner, and the word exclusive. The learnset backs it 153 times. The remaining 24 fail in the same way every time: the named owner has an element variant, and the variant inherits the line, so the supply is two bodies rather than one. Both of the filters this page has already run over exclusives miss them. The Signature tag on the table keys on a single learner, and so does the 166-skill downgrade count above. These 24 pass through untouched — and 6 of them are strictly beaten on at least one of their two bodies by the same test, 8 bodies in total. What follows is the shelf neither section can see.

Start with the column that decides which body to raise. 8 of the 24 hand the skill over at different levels, and the spread is wide enough to change a plan: Chillet has Rocket Slam at Lv 11 while Chillet Ignis waits until Lv 30, and Gorirat holds Ground Pound fifteen levels before Gorirat Terra does. The base form is not automatically the early one, though — in 3 of the 8 the variant gets there first, and the sharpest is Giga Horn: Warsect Terra learns it at Lv 15 and Warsect not until Lv 30, the same 250-power contact move fifteen levels apart on two bodies you would otherwise call interchangeable.

The second column is the element badge. A skill whose element matches the Pal carrying it hits harder, and in 6 of these pairs the variant has changed element out from under the skill it inherited. Frostallion Noct is pure Dark and still learns the Ice Crystal Wing at Lv 30; Incineram Noct drops Fire entirely and still gets Hellfire Claw; Kingpaca Cryst, Eikthyrdeer Terra and Gorirat Terra all trade Neutral away and keep a Neutral exclusive, and Dinossom Lux keeps the Grass Botanical Smash on an Electric/Dragon body. Identical stat line, identical description, and one of the two bodies is not getting the bonus.

SkillElementLearns it firstAnd alsoLevel gapOff-element onAlready outclassed on
Rocket SlamDragonChillet Lv 11Chillet Ignis Lv 3019
Giga HornGroundWarsect Terra Lv 15Warsect Lv 3015
Ground PoundNeutralGorirat Lv 15Gorirat Terra Lv 3015Gorirat Terra
High BreachIceWhalaska Lv 40Whalaska Ignis Lv 5010
Botanical SmashGrassDinossom Lv 7Dinossom Lux Lv 158Dinossom Lux
Jumping StingerGroundMenasting Terra Lv 30Menasting Lv 355
Brawn ImpactFireBlazamut Lv 35Blazamut Ryu Lv 405Blazamut Ryu
IaigiriFireBushi Noct Lv 18Bushi Lv 224Bushi
Antler UppercutNeutralEikthyrdeer Lv 7Eikthyrdeer Terra Lv 7Eikthyrdeer Terra
Hydro SpinWaterTurtacle Lv 15Turtacle Terra Lv 15Turtacle, Turtacle Terra
Smoke JetWaterGloopie Lv 15Gloopie Primo Lv 15
Focus ShotGrassRobinquill Lv 15Robinquill Terra Lv 15
Muscle SlamGrassBroncherry Lv 15Broncherry Aqua Lv 15
Mystic WhirlwindDragonElphidran Lv 22Elphidran Aqua Lv 22
Kingly SlamNeutralKingpaca Lv 22Kingpaca Cryst Lv 22Kingpaca Cryst
Hellfire ClawFireIncineram Lv 22Incineram Noct Lv 22Incineram Noct
Crystal WingIceFrostallion Lv 30Frostallion Noct Lv 30Frostallion Noct
Tail SlashDragonEidrolon Lv 30Eidrolon Ignis Lv 30
Earth ImpactGroundMammorest Lv 30Mammorest Cryst Lv 30
Trigger HappyWaterFinsider Lv 30Finsider Ignis Lv 30
Volcanic FangFireBlazehowl Lv 35Blazehowl Noct Lv 35Blazehowl
Rocket ArmGroundDualith Lv 40Dualith Noct Lv 40Dualith, Dualith Noct
Blazing BeamDragonEidrolon Lv 50Eidrolon Ignis Lv 50
Shell ChargeElectricSnock Lv 50Snock Lux Lv 50Snock

Brawn Impact is the pair where every one of those columns pays out, so work it through. Fire, 600 power on a 30-second cooldown for 20.0 DPS, 0 to 600, Burn 100 — the Pal inflates its arms and claps them together into a blast at its own feet. Blazamut takes it at Lv 35, Blazamut Ryu at Lv 40, no fruit teaches it and no egg pool carries it, and both bodies keep Fire so the element bonus survives on each. Everything past that diverges.

On the base Blazamut the case for it is one column wide. Ignis Rage, five levels earlier at Lv 30, is 500 power on 24 seconds for 20.8 against 20.0, reaches 1,000 against 600, and applies the same Burn 100 — so the exclusive is behind on rate and behind on reach, and what it owns is the floor: Ignis Rage will not fire inside 100 and Brawn Impact fires at contact. Nothing else on the Pal is close. Rock Lance opens at 100 too, Ignis Blast, Ignis Breath, Stone Blast and Fire Ball all open at 500, Power Shot at 600, and the next true zero floor is Rocky Impact at Lv 70. Then note what lands at Lv 40: Fire Ball is Brawn Impact's stat line copied out — 600 power, 30 seconds, Burn 100 — pushed to 500-to-5,000. The two are a pair rather than a choice, one covering everything past 500 and the other everything under it, and that split holds for thirty-five levels.

On Blazamut Ryu it is dead the moment it unlocks, and the Lv 40 slot is the tell. Flame Wall arrived at Lv 15: 250 power on 12 seconds is 20.8, it is Fire, it carries the same Burn 100, and it runs 0 to 5,000. Every column ties or wins, twenty-five levels early. Above it, Comet Strike at Lv 22 posts 22.5 from zero out to 5,000, Beam Slicer at Lv 30 posts 21.9 to 4,000, and Magna Crush at Lv 50 is a Melee 700 on the same 30 seconds for 23.3 across 0 to 5,000. There is no contact hole for the exclusive to fill either — Dragon Burst fires from zero at Lv 1. The Ryu is the stronger Pal and the worse home for the skill, which is the general lesson in these 24 rows: when a description names one owner, check whether the variant is in the learnset, then check which of the two bodies the skill is actually worth a slot on.

Smoke Jet is the row where those two checks come out the other way, and it is the one worth copying down. Water, 120 power on 8 seconds — 15.0 DPS, near the bottom of the table — 0 to 4,000, Soak 100, and Gloopie and Gloopie Primo both take it at Lv 15: no level gap to exploit, both bodies Water so the element bonus lands on each, and nothing either of them learns earlier touches it. The damage column is the wrong column here. Read the build-up instead — 100 every 8 seconds is 12.5 Soak a second, and of the 29 skills in the game that soak, only three are faster: Bubble Blast and Aqua Gun at 25.0, Hydro Jet at 17.5. Every one of the three has a floor — 1,000, 500 and 500 — so not one of them fires at contact. From zero, 12.5 is the ceiling, and exactly one other skill reaches it: Splash, which stops at 2,500. Smoke Jet is the fastest Soak in the game that works point-blank and it carries that rate 1,500 further out than the only thing that ties it.

How long the slot holds is where the two bodies finally split. Gloopie gets Splash at Lv 22 — same Soak 100, same 8-second timer, 20.0 DPS — which is more damage at the identical soak rate but 1,500 less reach, so it is a partner rather than a replacement: run Splash inside 2,500 and keep the exclusive for everything past it. The move that genuinely retires it is Hydro Slicer, 21.9 DPS across the same 0-to-4,000 with the same Soak 100, and on Gloopie that is Lv 50 — thirty-five levels of holding the slot. Gloopie Primo learns the same Hydro Slicer at Lv 30 instead, so its exclusive is a fifteen-level tool, and those fifteen levels matter more than the base form's thirty-five: Primo's other pickups are Hydro Jet at 500, Power Shot at 600 and Air Blade at 1,500, which makes Smoke Jet the only move it owns that fires inside 500 until Lv 30. Drop it there and the Pal stands still whenever something closes. Gloopie has no such hole — Shadow Burst covers 0 to 300 from Lv 7 — and if you want Primo covered without waiting, Splash sits in its egg pool even though its learnset never offers it.

The shortest firing window in the game that is not a bite — and four moves already on the bar cover all of it

Rocket Arm is the row in that table with no level gap to weigh: Dualith and Dualith Noct both take it at Lv 40, so the form you raise changes nothing about when it arrives. Ground, 600 power on a 30-second cooldown for 20.0 DPS, filed Shot, 1,000 to 1,500 with 1,500 of ceiling and an empty status column — the armour throws its left arm out in a sweep across the ground ahead of it, then fires the right one after it. No fruit teaches it, no egg pool carries it, and those two bodies at that one level are the whole supply.

Read the two range figures as a subtraction and it is the shortest strip of usable ground anywhere on this page. 500 units, and of the 123 skills that carry a floor at all only six are cut narrower — the four Fierce Fang variants at 800 to 900, and Jumping Claw and Snow Claw at 400 to 500 — every one of which is a contact bite where that number is the length of a lunge, not a hole you have to stand in. Two skills tie the 500, Dark Ball and Konoha Flip, and both of them open at 500 rather than 1,000. Set it against the deep-floor group instead and it stands alone: 24 skills in the game refuse to fire inside 1,000, and this is the only one of them that stops before 2,000. The next shortest, Hydro Spin, still covers twice the ground.

Ten levels earlier both bodies were already handed something that beats it, and the two pickups are the same skill in different paint. Dualith's Solar Blast at Lv 30 is 450 power on 20 seconds for 22.5, filed Shot, 500 to 1,800 with 1,800 of ceiling and Ivy-Covered 100; Dualith Noct's Dark Laser at the same Lv 30 is the identical 450 on 20 for 22.5, the identical 500 to 1,800 and 1,800 of ceiling, carrying Blind 100. Each opens 500 further in, closes 300 further out, runs faster per second and leaves an ailment behind. Every column the exclusive is printed with, the Lv 30 move ties or wins. Nor is it the only thing covering that strip: by Lv 40 the Grass form is also holding Bog Blast (500 to 5,000), Stone Blast (500 to 4,000) and Seed Mine (800 to 5,000), and the Dark form Dark Cannon and Dark Arrow, both 500 to 5,000. Four moves on one bar and four on the other already blanket the window. The exclusive is not filling a hole, it is queueing behind the things that fill it. What it owns is the size of one activation — 600 in a hit against 450 — and that is the entire case for the slot.

Lv 50 then closes it on the Dark form outright. Dark Whisp is the same 600 on 30 for the same 20.0, also Shot, running 0 to 1,500 — the identical outer edge with the floor taken away — at 3,000 of height against 1,500, and it applies Blind 100 where the exclusive applies nothing. Every printed column ties or wins, and for once you need not wait for the level at all: its fruit is 45 Battle Tickets on the arena shelf. The Grass form's Lv 50 is Wind Burst, the same 600 on 30 at 20.0 across 0 to 1,200 with 2,000 of ceiling and Ivy-Covered 100, and also 45 tickets — it hands back the 1,200-to-1,500 sliver, which Solar Blast was covering anyway. Dualith's outright replacement is Root Cannon at Lv 70: 700 on 30 for 23.3, 200 out to 5,000 with 5,000 of ceiling, same Ivy 100.

The row was written a second time and the better copy went elsewhere. Horn Burst is Ground, 600 power on 30 seconds, 20.0, filed Shot — every number Rocket Arm is built on — but it fires from a true zero to the same 1,500, clears 3,000 overhead instead of 1,500, and stacks Muddy 100. One Pal levels into it, Pierdon at Lv 50, and no fruit exists, so neither Dualith will ever hold it. What they can hold is the third Ground skill on that template. Rocky Impact covers 0 to 5,000 at 2,000 of ceiling with Muddy 100, it sits in both forms' 42-move egg pool, and its fruit is 45 Battle Tickets. The one column it loses is Category — it is filed Melee, and these two run 100 melee against 105 on Dualith and 110 on Noct, so it pays the tax every other move on their lists avoids. Buy it anyway if you want Ground damage at contact, because Rockburst at Lv 22 is otherwise the only Ground skill either body ever learns that fires at zero, and the Lv 40 exclusive's 1,000 floor does nothing to relieve it.

One line printed in two elements, given to two forms of the same Pal — and only the Ice half earns its slot

Magma Spit belongs to Moldron at Lv 50: Fire, 600 power on a 30-second cooldown for 20.0 DPS, filed Shot, 0 to 2,500 with 2,500 of ceiling and Burn 100 — the drake brings up a slug of what it carries on its back and leaves the ground burning where it lands. One learner, no fruit, no egg pool: the body and the level are the whole supply. It is also only half of what this Pal holds alone. Magma Laser at Lv 70 is the same skill with every number raised — 700 on the same 30 for 23.3, out to 4,000 at 4,000 of ceiling, the same Burn 100 — so Moldron is one of the 27 Pals that level into two skills nobody else can hold, and the earlier of its two is a twenty-level tool by construction, beaten outright by its own successor on every printed column with nothing handed back.

Inside those twenty levels it is beaten from behind as well, and the downgrade check catches it on a single move: Flame Wall, which Moldron takes at Lv 15, is 250 power on 12 seconds for 20.8, Fire, Burn 100, and runs 0 to 5,000 — faster per second and twice the reach, thirty-five levels early. The one column the Lv 15 move loses is height, 400 against 2,500, and that column is the entire case for the exclusive. It does not survive being priced. Spirit Fire has been on the bar since Lv 1 at the same 20.0, the same Burn 100, 1,000 to 3,000 with 3,000 of ceiling; Volcanic Rain arrives at Lv 30 at 22.5, 0 to 2,000 with 5,000 of ceiling. Lay the two over the exclusive's footprint and there is no point left in it: from contact to 2,000 the Lv 30 move is faster and higher, and from 2,000 to 2,500 the Lv 1 move ties the rate and clears 500 more overhead. Not one metre of the band, at any altitude the skill can reach, is somewhere Moldron was not already shooting.

The build-up column votes the same way and by a wider margin. Burn 100 on a 30-second timer is 3.33 a second, which places it 46th of the 53 skills in the game that burn anything. Spirit Fire puts up 25.0 a second — 100 every four seconds, the joint-fastest burn rate that exists — so the Lv 1 pickup applies the ailment seven and a half times faster than the Lv 50 reward for it. Nor is the geometry scarce enough to argue from. Only 30 of the 300 skills in the game are Fire at all, six of those fire from a true zero with 2,500 or more of ceiling, and Magma Spit is the slowest of the six. Two of the other five are open to anyone: Volcanic Rain, which 135 Pals learn, and Flame Funnel at 18.8 across 0 to 5,000 with 5,000 of ceiling, which 136 learn. Both sit in Moldron's own 42-move egg pool, and both are 30 Battle Tickets on the arena shelf — the Volcanic Rain fruit and the Flame Funnel fruit are the cheapest tier the shop sells. Leave Flame Wall and Volcanic Rain equipped and skip the Lv 50 slot; the level that matters on this Pal is 70.

Now run the identical row on the other body, because the game wrote it twice. Moldron Cryst's learnset is the same skeleton element-swapped from Lv 1 to Lv 70, and its Lv 50 is Ice Spit: 600 on 30 for 20.0, Shot, 0 to 2,500 at 2,500 of ceiling, Freeze 100. Same power, same timer, same band, same height, same 100 build-up, one learner and no fruit — a perfect copy with the element changed. The verdict flips completely, and one row is responsible. Where the Fire form's Lv 30 is Volcanic Rain from a true zero, the Ice form's Lv 30 is Blizzard Spike, the same 22.5 at the same 5,000 of ceiling but 1,000 to 5,000 — it will not fire inside twelve metres. Everything else the Cryst owns is flat: Iceberg at Lv 1 runs 100 to 5,000 at 400 of height, Icicle Line at Lv 15 covers 0 to 2,500 at 350, Crystal Breath at Lv 7 adds 1,500 of ceiling but only from 500 out. So above roughly 400 of altitude and inside 1,000 of ground, Ice Spit is the only Ice attack the Pal will ever learn that reaches at all. The one thing that covers the same box is Rocky Impact at Lv 40, and it is Ground and filed Melee on a body running 100 melee against 125 shot, so it pays the category tax and drops the element match on top of it.

That is the general shape worth taking away from these two rows: an exclusive is priced by what its owner already had, not by the numbers printed beside it, and two forms of one Pal can be handed the same line to opposite effect. The height column is where the difference hides, because the table sorts on flat range and never shows it. Four skills in the game are built on this exact geometry — 0 to 2,500 at 2,500 of ceiling for 20.0 — and the other two both belong to Shadowbeak: Divine Disaster at Lv 40 is 400 on 20, Divine Disaster II at Lv 55 is 600 on 30, and every column except the size of one activation is identical between them. Dark, and neither carries a status at all. Of the four copies of this line, one is a Fire slot you should never equip, one is the only vertical answer its owner has, and two are the same Pal being sold its own move a second time with a bigger number on the front.

The 500-to-1,200 charge: one template, four exclusives, four very different deals

Sort the table by Range and a tiny band falls out that belongs to nobody but its owners. Four skills fire between 500 and 1,200 and nothing else in the game uses that window. All four are filed Melee, all four have exactly one learner, and all four are the same attack rebuilt: the Pal raises a row of bolts or ice pillars ahead of itself and sprints through the gaps. None of them has a Skill Fruit and none appears in an egg pool, so the only way to hold one is to own the body and reach the level.

SkillElementPowerCooldownDPSStatusBuild-up per secondLearned byLevel
Ice Gale StrikeIce60030s20.0Freeze 1003.3Univolt Cryst70
FrostcallIce30016s18.8Freeze 1006.3Rayhound Cryst30
Lightning GaleElectric1208s15.0Electrify 10012.5Univolt11
Beckon LightningElectric1008s12.5Electrify 10012.5Rayhound26

The template is not scaled to the level it arrives at, and that is the whole story. Univolt gets the better Electric copy fifteen levels earlier than Rayhound gets the worse one. Worse still for Rayhound, the Ice version of its own body — same skeleton, same charge animation — is handed three times the power four levels later. Read down the DPS column and the two Ice entries buy their damage by slowing the cooldown, which quietly inverts the status question: Beckon Lightning and Lightning Gale stack a hundred points of Electrify every eight seconds, four times the rate Ice Gale Strike puts Freeze on anything. If you want the lock, the weak-looking Electric pair are the better tools; if you want the hit, the Ice pair are.

Beckon Lightning is the one that needs a warning label. Its 12.5 is the third-lowest damage-per-second of the 166 skills locked to a single Pal, and the only two beneath it — Lyleen's 240-second healing field and Hartalis's 100-second light — are moves designed to fire once a fight. Beckon Lightning is an ordinary 8-second attack that simply hits for very little. Rayhound already carries Spark Blast from Lv 15 at twice the DPS, and Shockwave from Lv 7 at 20.0. Neither of those is a replacement, because Spark Blast will not fire inside 1,200 and Shockwave dies at 300 — the exclusive exists to cover the hole between them, and that is the only reason to slot it.

Which means it has a shelf life you can put a number on. At Lv 30 Rayhound picks up Electric Ball: identical 100 power on an identical 8 seconds, so identical DPS, but it reaches 2,500 instead of 1,200 and builds only Electrify 50. That is a straight trade of half your build-up rate for double the ceiling, and it is worth taking on a Rayhound you are riding rather than one you are parking in a fight. At Lv 40 the argument ends: Lightning Streak is 160 power on the same 8-second timer with the same Electrify 100, opening at the same 500 and running to 2,000. Nothing is given up. Beckon Lightning comes off the bar the level Lightning Streak goes on it, and the fourteen levels in between are the entire window in which Rayhound's exclusive is the right pick. Note also that nothing on the Pal covers 300 to 500 at any level — the charge starts too far out to answer something already chewing on you, and the Lv 2 bite is still what does that job at Lv 70.

The deepest floor in the game is on a 30-ticket fruit, and nothing on the label says so

Every range figure argued over above is a ceiling. The table prints a floor as well, and the two do not behave alike: under the ceiling a skill still fires, but inside the floor the Pal does not pick it at all — it stands there and waits for something else on the bar. 177 of the 300 skills open at a true zero and 123 have a floor, and nearly all of those floors are 500 or less, which is close enough to contact to forget about. Exactly 4 skills in the game are walled off to 1,500, and that is fifteen metres of ground in front of the Pal where the move does not exist.

SkillElementDPSRangeHeightStatus build-upLevels into itEgg poolsSkill Fruit
Air BladeNeutral20.01,5005,0005,00020 Pals (Lv 1, Lv 15, Lv 22, Lv 30)119yes
Wind EdgeGrass16.71,5005,0005,000Ivy-Covered 356 Pals (Lv 15, Lv 22, Lv 30)
Volcanic FangFire20.01,5005,000500Burn 502 Pals (Lv 35)
Forceful ChargeGround20.01,5003,0003001 Pal (Lv 30)

Two of the four are melee run-ups on bodies that cannot hand them out — Anubis at Lv 30, Blazehowl and Blazehowl Noct at Lv 35 — and there the 1,500 is the length of the pounce, not a hole. The Pal crosses that ground as part of the attack. The two Shot entries are the ones that cost you something, and they are the same attack written out twice: Air Blade and Wind Edge both fan sharpened air outward, both run 1,500 to 5,000 flat with 5,000 of height, and both are filed Shot. Only the numbers hung on them differ. Wind Edge is Grass, 200 power on 12 seconds for 16.7, carrying Ivy-Covered 35 — 2.9 points a second, the third-slowest ivy build in the game — and six Pals reach it: Leafan at Lv 15, Mycora, Palumba and Tropicaw at 22, Ribbuny Botan and Warsect Terra at 30. No fruit exists for it, so those six are the entire supply. Air Blade is the Neutral rewrite — 160 on 8 for 20.0, status column empty — and it is everywhere.

Count how everywhere. 20 Pals level into Air Blade, another 119 carry it in an egg pool, and its fruit is stocked at 30 Battle Tickets in the Arena Shop on top of sitting in the relic pool. Wind Edge is a skill you have to go and earn; Air Blade is one you end up holding. And the shelf it is sold on is exactly where the floor turns into a purchase you regret: 16 fruits sit at 30 tickets, and the deepest floor among the other fifteen is 500 — Reflect Leaf. Two more open at 100, and the remaining twelve fire from a true zero. Air Blade is three times further out than anything else at the price, and it is also the only one of the 16 with nothing in the status column.

What the ticket does buy is an envelope almost nothing else on that shelf has: 20.0 sustained across a full 5,000 flat and 5,000 of height. Only Flame Funnel matches both at the price, from a true zero and with Burn 100, for 18.8 — so against that one, 1.2 DPS is what the entire inner 1,500 is worth. The comparison that actually decides it is the element. Air Blade and Implode are the only Neutral fruits at 30 tickets, and Implode dies at 1,000. Step up to 45 and Holy Burst is Neutral at 23.3 from contact out to the same 5,000. Fifteen extra tickets buy 3.3 more DPS and remove the floor entirely; what Air Blade keeps against it is the ceiling overhead, 5,000 against 1,000. That is the whole decision. Buy Air Blade for a Pal you park at range and point at things above or below it — and never as the answer to something that closes, because height is the only column it wins.

On the learnset side it is the last rung of the generic Neutral ladder, and the floor climbs at every step: Air Cannon covers 500 to 4,000, Power Shot 600 to 3,000, Power Bomb 1,000 to 5,000, Air Blade 1,500 to 5,000. Nine of the 20 learners already own Power Bomb when it arrives — Celesdir and Tetroise Primo from Lv 7, Lapure, Sibelyx Primo and Starryon Primo from Lv 15, Dogen, Mimog, Valentail and Yakumo from Lv 22 — and for those nine the pickup is Power Bomb with a third more power on the identical 8-second timer, the same 5,000 of reach and the same 5,000 of ceiling. 15.0 to 20.0 for 500 more standoff is a straight take. Keep the older move on the bar if there is a slot, because it is the only thing separating them.

One Pal gets it as an opener, and that one deserves a warning. Silvance learns Air Blade at Lv 1, which is the deepest floor any Lv 1 move in the game carries — the next two, Spark Blast and Umbral Surge, sit at 1,200. It is also the only attack Silvance owns until Reflect Leaf at Lv 7, and that opens at 500. Nothing on the list fires at a true zero until Crosswind at Lv 22. So a Silvance in the field for its first twenty-one levels has no answer at all to something standing on it, and no level will fix that — a zero-floor fruit is the repair. The consolations are real but small: the Shot category runs on the Pal's 120 shot attack rather than its 100 melee, and 20.0 is the fastest rate on the bar until Blizzard Spike at Lv 15 — which is walled off to 1,000 itself. The element is not one of them — Air Blade is Neutral on a Grass body, so the match bonus is gone from Lv 1 to Lv 6 as well.

Rockburst loses every column it is sorted on, and 14 Pals should still take it

Work down from the deepest floors to no floor at all and you land on the skill that makes the clearest case for reading this column before the DPS one. Rockburst is Ground, 300 power on a 16-second cooldown for 18.8, stacking Muddy 100 across 0 to 1,200 — the ground heaves and a slab of stone goes out in every direction. 24 Pals level into it, from Lv 15 to Lv 50, and another 110 can inherit it from an egg. On the sort it is a downgrade nearly every time: 23 of the 24 learners are already holding something at 18.8 or better on the day it unlocks, and the sole exception is Dualith Noct. What it actually adds is the zero. For 14 of them, nothing they own fires at contact until this arrives.

PalLearns it atAlready fired at contactFaster mud already on the barSlot taken back byLevels it holds
AegidronLv 15Blast Cannon (3,000)Stone BlastCharge Cannon Lv 227
ElgroveLv 15nothingBog BlastBull Rush Lv 227
Snock LuxLv 15Shockwave (300)Sand Twister Lv 4025
BulldosuLv 22nothingBog Blast, Stone BlastSand Twister Lv 4018
DualithLv 22nothingBog Blast, Stone BlastWind Burst Lv 5028
Dualith NoctLv 22nothingDark Whisp Lv 5028
KnocklemLv 22nothingStone BlastGround Cutter Lv 4018
MoldronLv 22Flame Wall (5,000)Volcanic Rain Lv 308
Moldron CrystLv 22Icicle Line (2,500)Rocky Impact Lv 4018
PierdonLv 22nothingBog Blast, Stone BlastSand Twister Lv 4018
Polapup TerraLv 22nothingStone BlastSand Twister Lv 4018
TetroiseLv 22nothingStone BlastSand Twister Lv 4018
BastigorLv 30Frost Talon (1,200)Rocky Impact Lv 4010
GildaneLv 30Fierce Fang (Ground) (250), Double Fang (Ground) (150)Double Fang (Ground), Fierce Fang (Ground), Bog Blast, Stone BlastRocky Impact Lv 5020
LapironLv 30nothingBog Blast, Stone BlastSand Twister Lv 5020
Turtacle TerraLv 30nothingBog BlastRocky Impact Lv 5020
Woolipop TerraLv 30nothingBog Blast, Stone BlastSand Twister Lv 5020
Cryolinx TerraLv 35Stone Claw (300)Stone BlastRocky Impact Lv 5015
DazemuLv 40nothingBog Blast, Stone BlastSand Twister Lv 5010
Dumud GildLv 40nothingBog Blast, Stone BlastSand Twister Lv 5010
Gorirat TerraLv 40Ground Pound (500), Rumble Combo (500)Bog Blast, Stone BlastRocky Impact Lv 7030
KikitLv 40nothingBog Blast, Stone BlastRocky Impact Lv 7030
Warsect TerraLv 40Giga Horn (2,500), Seed Machine Gun (300)Bog BlastRocky Impact Lv 5010
Menasting TerraLv 50Jumping Stinger (3,000)Bog Blast, Stone BlastRocky Impact Lv 7020

So do not slot it for the mud, because the mud is the part it is worst at. Build-up is a rate, and 100 points spread over a 16-second cooldown is 6.25 a second, a quarter of what the fast end of the nineteen Ground skills that stack Muddy manages. Bog Blast carries 50 on a 2-second timer and Stone Blast 100 on a 4-second one, which is 25 a second apiece, four times the rate, and 19 of the 24 learners already have one or both of them from Lv 1 or Lv 7. If you want something slowed, the early move was always doing that job better. What the early move cannot do is fire inside 500 — both of them are walled off there — and that is the hole, exactly and only.

Read the last two columns as a countdown, because the slot is on loan. Ground's two mass-learned zero-floor skills are strictly better and both arrive later: Sand Twister covers 0 to 5,000 at 20.8 with the same Muddy 100, and Rocky Impact covers 0 to 5,000 at 20.0. Once either lands, Rockburst has nothing left to argue — same floor, four times the ceiling, more damage. The window that matters is how long you wait. Kikit and Gorirat Terra hold it longest at 30 levels, both picking it up at Lv 40 with no relief until Rocky Impact at Lv 70 — and on Kikit that is thirty levels with no other contact answer at all, where Gorirat Terra at least has Rumble Combo out to 500. Dualith and Dualith Noct wait 28. At the other end, Dazemu and Dumud Gild get ten levels out of it before Sand Twister. Ten levels is still ten levels of not standing there doing nothing, but it is not worth planning a build around.

One limit belongs on the label. Rockburst reaches 1,200 flat and only 400 above or below, so it is a skill for things standing on the same dirt you are. Of the 177 skills in the game that fire from a true zero, 59 are capped at 400 or less overhead, and Rockburst is the third most widely held of that group — the two above it, Circle Vine and Flame Wall, at least run out to 5,000 flat in exchange. Against anything airborne, or anything on a ledge, it is simply not selected, and its replacements are the fix there too: Sand Twister clears 600 and Rocky Impact 2,000. Keep a second skill for the vertical, and see the height column for how common that trap is.

The breeding route reads the same way, which is the tidiest proof of the point. Of the 110 Pals that carry Rockburst in an egg pool, 22 do not level into anything with a zero floor until Lv 40, and 5Foxparks Cryst, Killamari Primo, Roujay, Valentail and Xenovader — wait until Lv 70. Every one of those 22 has Sand Twister in the same egg pool. So when the game gives you a choice of skill it never chooses this one, and hatching for Rockburst instead of Sand Twister is a mistake you make with the identical amount of effort. The arena shelf tells the same story at the same price. The level-up slot on those 14 Pals is the one place the game hands you Rockburst and no alternative, and there it is worth taking.

The move that patches the hole the last section described — on 27 of the 31 Pals that get it, and on none of them by breeding

The complaint against Rockburst was that Ground writes its bar in two halves that never meet: the long shots refuse to fire inside 500, and everything that answers a target in your face dies a long way short of the field. Rock Lance is the element's one mass-issued move that spans both. Ground, 400 power on a 20-second cooldown for 20 DPS, filed Shot, 100 to 5,000 with Muddy 100 — a stone spike drives up out of the dirt directly beneath whatever it is aimed at. 31 Pals level into it and that is the entire roster: 0 egg pools carry it, so it will never arrive by hatching and that list is complete. Take the envelope as the test — opens at 100 or closer, still reaches 5,000 — and only 55 of the 300 skills in the game pass it. On 27 of the 31 learners this is the first one they own.

PalLearns it atAlready covered 100–5,000Next one by levelLevels it holdsHighest ceiling already on the bar
BulldosuLv 30nothingSand Twister Lv 4010Bog Blast 9,999 up, 500 floor
KnocklemLv 30nothingSand Twister Lv 5020Stone Blast 4,000 up, 500 floor
NecromusLv 30nothingApocalypse Lv 5525Spirit Flame 5,000 up, 500 floor
PierdonLv 30nothingSand Twister Lv 4010Bog Blast 9,999 up, 500 floor
Snock LuxLv 30nothingSand Twister Lv 4010TriSpark 3,000 up, 300 floor
TetroiseLv 30nothingSand Twister Lv 4010Stone Blast 4,000 up, 500 floor
Cryolinx TerraLv 40nothingRocky Impact Lv 5010Stone Blast 4,000 up, 500 floor
DumudLv 40nothingGeyser Gush Lv 7030Bog Blast 9,999 up, 500 floor
EikthyrdeerLv 40nothingHoly Burst Lv 7030Power Bomb 5,000 up, 1000 floor
KingpacaLv 40Tri-Lightning Lv 30Holy Burst Lv 70Bog Blast 9,999 up, 500 floor
LapironLv 40nothingSand Twister Lv 5010Bog Blast 9,999 up, 500 floor
MenastingLv 40nothingneverlifeBog Blast 9,999 up, 500 floor
Menasting TerraLv 40nothingRocky Impact Lv 7030Bog Blast 9,999 up, 500 floor
PrixterLv 40nothingneverlifePoison Blast 5,000 up, 500 floor
PupperaiLv 40nothingSand Twister Lv 5010Stone Blast 4,000 up, 500 floor
RushoarLv 40nothingRocky Impact Lv 7030Bog Blast 9,999 up, 500 floor
Turtacle TerraLv 40nothingRocky Impact Lv 5010Bog Blast 9,999 up, 500 floor
WarsectLv 40nothingneverlifeWind Cutter 9,999 up, 500 floor
Woolipop TerraLv 40nothingSand Twister Lv 5010Bog Blast 9,999 up, 500 floor
AnubisLv 50Ground Smash Lv 40Sand Twister Lv 55Power Bomb 5,000 up, 1000 floor
BlazamutLv 50nothingRocky Impact Lv 7020Ignis Blast 9,999 up, 500 floor
DigtoiseLv 50nothingRocky Impact Lv 7020Aqua Gun 5,000 up, 500 floor
Eikthyrdeer TerraLv 50nothingRocky Impact Lv 7020Power Bomb 5,000 up, 1000 floor
FuddlerLv 50nothingRocky Impact Lv 7020Bog Blast 9,999 up, 500 floor
Gorirat TerraLv 50nothingRocky Impact Lv 7020Bog Blast 9,999 up, 500 floor
HangyuLv 50nothingRocky Impact Lv 7020Bog Blast 9,999 up, 500 floor
KikitLv 50nothingRocky Impact Lv 7020Bog Blast 9,999 up, 500 floor
ReptyroLv 50Volcanic Burst Lv 30neverIgnis Blast 9,999 up, 500 floor
Reptyro CrystLv 50Iceberg Lv 15Diamond Rain Lv 70Ice Missile 9,999 up, 800 floor
Robinquill TerraLv 50nothingRocky Impact Lv 7020Bog Blast 9,999 up, 500 floor
Surfent TerraLv 50nothingRocky Impact Lv 7020Bog Blast 9,999 up, 500 floor

Read the fifth column before you decide whether the slot is worth defending, because the wait is long on most of the list. 13 of the 27 get no second answer until Lv 70 — on eleven of those it is Rocky Impact, and Dumud and Eikthyrdeer wait on Geyser Gush and Holy Burst instead — which is a twenty- or thirty-level stretch where dropping this move leaves the Pal with nothing that works both bands. Three never get one at all. Menasting, Prixter and Warsect level into no other skill that opens at 100 and reaches 5,000, ever, so on those three the Lv 40 pickup is the permanent answer to that band and the only thing that would replace it is a hatch — all three carry in-band options in their egg pools, Lock-on Laser among them, which is the trade to weigh if you are breeding one anyway.

The 4 rows carrying something in the third column already are the ones to weigh, and not one of them is a clean skip. Anubis holds Ground Smash from Lv 40 — 0 to 5,000, Muddy 100, 20.8, filed Melee on a body running 130 melee against 130 shot, so the category is a wash and the Lv 50 pickup is slower across a floor 100 further out. What it buys back is the one column the height section flagged: Ground Smash clears 200 overhead, the lowest ceiling in the game on anything reaching 5,000 flat, and this clears 500. Small, and it is the entire case for the slot. The two Reptyro forms are Fire/Ground and Ice/Ground, so both copies collect an element bonus and the comparison is purely rate against status: Reptyro Cryst already posts the identical 20.0 from a true zero with Frost Burst at Lv 30, which makes the Lv 50 slot a choice between Freeze and Muddy rather than an upgrade, while Reptyro's Volcanic Burst posts 18.8, so there it is a real gain in rate for 400 of ceiling. Kingpaca is the unambiguous yes: pure Neutral, so nothing it carries matches anything, and Tri-Lightning at 16.7 was the only thing it had in the band.

Then put the ceiling on the label, because it is the reason this does not simply replace the long shots. Rock Lance stops at 500 overhead — of the 55 skills that clear the envelope, only 5 stop lower — so everything above says “on flat ground” and nothing more. That turns out to be a clean division of labour rather than a flaw, because every one of the 31 learners already carries a shot clearing 2,000 or better by the day this lands, and on 20 of them it is Bog Blast or Stone Blast — the two skills whose 500 floor is the hole this fills. The pair never contests the same target: the spike takes the ground from 100 out to 5,000, the blaster takes anything with air under it. Slot them together and the Ground bar is finally whole, which is exactly what neither half manages alone. See the height column for how often that trap catches skills sorted only on reach.

Supply is the last thing to settle and it is the tightest on the element. The fruit exists but no merchant carries it in either currency, and with no egg pool behind the skill either, the level list above is the whole free route — which leaves 257 of the game's 288 bodies with a relic roll, a tree, a chest or the Orchard as their only way to it. It is at least in the recycling pool, at the rate above, which puts it ahead of Bog Blast and Stone Blast — the other two unstocked Ground fruits — where neither of those can be farmed for on purpose at all. The practical reading: if the Pal is on the table, the skill is free and you should plan the twenty or thirty levels around it. If it is not, buy Sand Twister for 30 tickets instead and stop, because that fruit covers the same band from a true zero at a better rate, and you can walk in and get it today.

Wumpo Botan can hold 24 different attacks, and exactly one of them is filed Melee

Everything above weighs skills against each other on printed numbers. There is a column those numbers are worked out before, and it is the one marked Category: a Shot is resolved against the Pal's shot attack and a Melee roll against its melee attack, so two skills posting the same DPS on two different rows of the same Pal are not landing the same hit. Lawn Bowling is where that gets decided permanently. Grass, 400 power on a 20-second cooldown for 20.0 DPS, filed Melee, 0 to 3,000 with 3,000 of height and Ivy-Covered 100 — the Pal shoves a clump of turf along the ground ahead of itself until it is big enough to throw, and the throw detonates. Wumpo Botan takes it at Lv 35, no other body learns it, no fruit teaches it and no egg pool carries it. Then look at what surrounds it: the Pal levels into nine attacks and inherits fifteen more, twenty-four in all, and twenty-three of the twenty-four are Shots. This body runs 100 melee attack against 80.

Which turns the sort upside down on its own list. Solar Blast at Lv 50 prints 22.5 and it is a Shot, so it is worked out against the 80; the Lv 35 swing prints 20.0 against the 100. Eleven per cent less rate, twenty-five per cent more attack — the exclusive lands harder per second than the Pal's best-looking number, fifteen levels earlier, and it keeps that for the rest of the Pal's life. Exactly one entry ties it, and it is not a damage move: Aqua Gun at Lv 7 posts 25.0 on the 80, which comes out level, from a 50-power chip shot behind a 500 floor that is Water on a pure Grass body and collects no element match. Lawn Bowling is Grass on Grass and does. So the honest reading of this Pal's bar is that its heaviest sustained attack arrives at Lv 35 and is never beaten, and the table above will never show you that, because the table cannot know whose arms it is attached to.

The band says the same thing from the other side. Every other move Wumpo Botan levels into before Lv 70 has a floor — Wind Cutter, Aqua Gun and Spine Vine at 500, Grass Tornado at 700, Seed Mine at 800, Aqua Burst at 1,000 — so from Lv 35 the exclusive is the only thing on the list that answers something already standing on the Pal, and the Lv 70 pickup does not take that back either: Wind Burst starts at zero but dies at 1,200 against the swing's 3,000, posts the same 20.0, and is filed Shot, so it hands back reach and the attack stat at once. The height column is the last surprise. Lawn Bowling clears 3,000 overhead, and among the Pal's heavy hitters only Aqua Burst's 5,000 beats that — behind a 1,000 floor. Seed Mine stops at 300, Spine Vine at 500, Grass Tornado at 600. Widen that to the element and it is not close: all ten Grass skills in the game filed Melee fire from a true zero, and Lawn Bowling's ceiling is more than four times the next best, Lotus Bloom at 700. The Lotus is the only Grass contact roll that matches its 3,000 of reach and it beats it on rate at 23.3, and it belongs to Ophydia alone.

Run the Melee count over every Pal in the game and 30 land in the same position: one contact roll in the whole supply, nothing in the egg pool to add a second, and the one they have is a skill no other body learns. For these the exclusive is not a slot decision, it is the only route the game ever offers to the melee stat. On 15 of the 30 that stat is the higher of the two and the lone swing is quietly the Pal's best hit; on 6 the two are level; on the remaining 9 the tax runs the other way and the one attack that answers contact is also the one on the weaker number.

PalIts only Melee skillLearns it atMeleeShotCategory columnShots it can hold
GaleclawGale ClawLv 112085pays 41%15
CryolinxBlizzard ClawLv 35140100pays 40%23
LoupmoonJumping ClawLv 7130100pays 30%15
GrintaleCat PressLv 1510080pays 25%15
WumpoSnow BowlingLv 3510080pays 25%23
Wumpo BotanLawn BowlingLv 3510080pays 25%23
MelpacaFluffy TackleLv 79075pays 20%15
ChikipiChicken RushLv 17060pays 17%15
Pyrin NoctDark ChargeLv 3011095pays 16%21
Jormuntide IgnisMagma SerpentLv 35150130pays 15%19
GrizzboltLightning ClawLv 15120105pays 14%23
BeegardeNeedle SpearLv 1110090pays 11%17
MossandaCrushing PunchLv 2210090pays 11%23
NitewingTornado AttackLv 710095pays 5%14
UnivoltLightning GaleLv 11110105pays 5%22
CattivaPunch FlurryLv 17070neutral16
DogenWholehearted StanceLv 40100100neutral37
FenglopeCloud TempestLv 15110110neutral22
LamballRoly PolyLv 17070neutral15
Mossanda LuxBlast PunchLv 22100100neutral21
TarantrissWebstrike ImpactLv 30100100neutral16
RagnahawkRush BeakLv 26100105costs 5%24
ReindrixFreezing ChargeLv 228085costs 6%22
PaladiusSpear ThrustLv 40110120costs 8%23
FalerisPhoenix FlareLv 30100110costs 9%23
PrixterUpper SmashLv 30100110costs 9%33
BeakonLightning DiveLv 26100115costs 13%22
VerdashLeaping RoundhouseLv 35100115costs 13%24
CawgnitoPhantom PeckLv 158095costs 16%22
MaraithSpirit DashLv 3550105costs 52%23

There is one way out of that column and it is nearly empty. Of the 116 Melee skills in the game, a Skill Fruit exists for 2Rocky Impact and Geyser Gush — and both sit on the arena shelf at 45 Battle Tickets. That is the entire market in contact damage. Both are 20.0 from a zero floor out to 5,000, Rocky Impact clearing 2,000 of height with Muddy 100 and Geyser Gush 1,600 with Soak 100. On Wumpo Botan the Ground one is a real second swing — same rate on the same 100, two thousand more reach — and it costs a thousand of ceiling and the element match, so buy it to widen the bar rather than to replace the Lv 35 slot. On any of the 30 Pals below where the category column costs rather than pays, those 45 tickets are the only thing that will ever put a second contact answer on the list.

What the skill is not is an Ivy engine, and the fix was on the bar from Lv 1. Twenty-six skills build Ivy-Covered, and 100 points over a 20-second cooldown is 5 a second, which puts Lawn Bowling seventeenth of the twenty-six. Wind Cutter, the Lv 1 opener, stacks 35 every two seconds — 17.5 a second, three and a half times the rate — and Seed Mine manages 12.5 and Spine Vine 8.3. The status on this row is a rider, not a reason. Slot it for the contact band and the melee stat, keep the Lv 1 shot on the bar for the tangle, and note that the two never contest a target anyway: the opener will not fire inside 500 and the swing owns everything under it.

The twin closes it, because the game built this skill twice and only one of the two copies matters. Wumpo holds Snow Bowling at the same Lv 35 — Ice, the same 400 power on the same 20 seconds, the same 20.0, the same Melee filing, the same 0-to-3,000 band, the same 3,000 ceiling, with Freeze 100 where the Grass line lands Ivy-Covered — on a body running the identical 100 melee against 80 shot, with the identical fifteen-move egg pool of pure Shots. One design, two coats of paint, and everything that separates them happens after Lv 35. The Ice half gets relief: Blizzard Spike at Lv 40 is Ice on an Ice body at 22.5, and Diamond Rain at Lv 70 is 20.0 from a true zero out to 5,000 at 5,000 of height carrying the same Freeze, which takes the whole band back even though it is a Shot on the weaker stat. The Grass half gets nothing of the kind — Lv 40 is Aqua Burst at 16.7, Water on Grass so the match is gone too, and Lv 70 is the 1,200-range Wind Burst. The element tax even swaps sides: Wumpo pays it at Lv 50, where Solar Blast is Grass on an Ice body, and Wumpo Botan collects the match on that exact same pickup. Identical skill, identical level, identical stat line — and it is a thirty-five-level stopgap on one Pal and a permanent fixture on the other.

Twenty-one attacks, the joint-highest melee attack in the game, and only two rows that spend it

Turn the case above upside down and you get Jormuntide. This body runs 150 melee attack against 120 shot — 150 is the highest melee figure in the game and only six Pals reach it — so the Category column pays here rather than taxing, and it almost never gets the chance. Nine attacks arrive by level and twelve more through the egg pool, twenty-one in all, and exactly two of the twenty-one are filed Melee. One of them is the Lv 70 capstone. The other is Slither Slam at Lv 35: Water, 400 power on a 20-second cooldown for 20.0 DPS, 0 to 2,000, Soak 100, the serpent roaring and driving its water-sheathed length forward through whatever is in front of it. One learner, no egg route and no fruit anywhere.

Which means the DPS sort at the top of this page puts the Pal's skills in the wrong order. Hydro Laser lands five levels later and prints 22.5, comfortably ahead — but it is a Shot resolved against 120 where the swing is resolved against 150, and 20.0 on the better stat comes out roughly a ninth ahead per second of 22.5 on the worse one. Dragon Meteor at Lv 50 is a Shot at the same 20.0, so it loses that comparison outright by a fifth. The floor settles the rest. Every Water attack Jormuntide levels into before Lv 70 has a dead zone in front of it — Aqua Gun and Hydro Laser will not fire inside 500, Aqua Burst inside 1,000 — and this is the only one of them that works from a true zero. The single earlier move that also covers contact is Tri-Lightning at Lv 30, which is Electric on a Dragon/Water body at 16.7. From Lv 35 the exclusive is both the damage seat and the whole answer to anything standing on top of you.

Two things end it, and only one of them requires levelling. Geyser Gush at Lv 70 is the same 20.0, also filed Melee so also worked out on the 150, the same Soak 100, from the same zero out to 5,000 with 1,600 of ceiling against 300 — every printed column ties or wins, which makes it one of the cleanest forward downgrades on the page. But this is the rare exclusive whose successor sits on a shelf: Geyser Gush is one of the two Melee fruits in the entire game, and its fruit is 45 Battle Tickets at the arena counter. Buy it the moment the Pal can hold it and the Lv 35 slot never has to be taken at all. Height is the reason to care rather than wait: 300 is the joint-lowest ceiling of the 29 Water skills in the game, level with Smoke Jet and Splash Tackle, so a target on a ledge is simply not selected. The game built this Water template twice and the other copy proves the point — Tidal Charge on Panthalus at Lv 22 is the same 400 and 20 with the same Soak across 0 to 5,000 at 3,000 of height, on a body running 100 melee against 120 shot. The better version of the skill went to the body least equipped to fire it.

The twin is on the same Paldex slot. Jormuntide Ignis takes Magma Serpent at the same Lv 35 — Fire, 400 power, 20 seconds, 20.0, Melee, the same 0 to 2,000, the same 300 of ceiling, with Burn 100 where the Water line lands Soak. One element changed and not another number. What separates them is everything after. The base form's Lv 70 is a straight upgrade in the same category; the Ignis's Lv 70 is Thunderstorm — Electric, filed Shot, and no status at all — and nothing in its egg pool is Melee either. So Magma Serpent is the only contact roll that Pal will ever level into, and it stays on the bar permanently rather than for thirty-five levels. The margin it collects is narrower, mind: the Ignis runs 130 shot against the same 150 melee, so the Category column is worth about a sixth there instead of a quarter. Both halves want the same 45 tickets spent, and on the Fire body the fruit is off-element — which on that pair is the one purchase that is about the scaling stat and nothing else.

The bottom row of that table, and the worst attack stat in the game to spend a contact roll on

Read the lone-Melee table from the other end and one row falls off a cliff. The Category column pays or taxes by a modest amount almost everywhere on it — Galeclaw at the top collects 41% and the deepest discount among the other twenty-nine bodies is 16%, Cawgnito's. Then there is Maraith, running 50 melee attack against 105 shot. That is 52% off, more than three times anything else in the table, and no other body on the list comes within thirty percentage points of it. The skill it lands on is Spirit Dash at Lv 35: Dark, 300 power on a 16-second cooldown for 18.8 DPS, filed Melee, 1,000 to 2,500 with 2,500 of ceiling and Blind 100 — the Pal drops to a deliberate trot and keeps shedding pale fire at whatever it is walking down. One learner, no fruit, no egg pool.

The shape is Wumpo Botan's to the number and the stat column points the other way. Maraith levels into nine attacks and inherits fifteen more, twenty-four in all, and twenty-three of the twenty-four are Shots — the identical count, on a body where the one contact roll is resolved against less than half the stat every other row uses. Nor is there a purchase out of it. The entire market in contact damage is two fruits, Rocky Impact and Geyser Gush, and on a pure Dark body both are off-element and still worked out on the 50. Spending 45 tickets here buys a second attack that is taxed exactly as hard as the first.

Five levels later the game hands over the settlement. Nightmare Ball at Lv 40 is the same template — 300 power, 16 seconds, the same 18.8, Dark on a Dark body so the same element match, and the same 1,000 floor — with 5,000 of reach against 2,500 and 5,000 of ceiling against 2,500, filed Shot so it resolves against the 105. Every printed column ties or wins except one, and that one is the build-up: Blind 100 against 65, which is 6.3 points a second against 4.1. Status build-up is a flat figure per connect and the attack stat never touches it, so this is the rare case where the taxed skill keeps something real. Beyond 1,000 out, Spirit Dash is the fastest Blind Maraith owns — Dark Laser at Lv 50 manages 5.0 and dies at 1,800, the Lv 70 Dark Whisp only 3.3. Slot it as the status tool it actually is, run Nightmare Ball as the damage in the same band, and stop reading the 18.8 as if it were 18.8.

What it is emphatically not is the answer to something on top of you, and the name is the trap. A skill filed Melee that refuses to fire inside 1,000 is rare — nine of the game's 116 contact rolls have a floor that deep — and on this Pal it joins a list with a hole in it. Shadow Burst at Lv 22 covers 0 to 300; everything else Maraith levels into opens at 500 or further out, and nothing with a true zero arrives again until Dark Whisp at Lv 70. So for sixty-nine levels there is a band from 300 to 500 where no move on the bar will select at all, and Spirit Dash sits three times further out than the edge of it. Keep Shadow Burst equipped permanently — it is also the second-fastest Blind on the Pal at 12.5 a second, behind only the Lv 7 Dark Ball at 25 — and if you want the 300-to-500 gap genuinely closed, it comes out of the egg pool: Tri-Lightning and Lock-on Laser both fire from contact to 5,000, and the Lock-on Laser fruit is 3,000 Gold from the wandering stock.

The Legendary pair were handed the same Lv 40 skill, and on the black horse it is the weakest Dark move on the bar

Both halves of the split horse get the same slot at the same level, and the game did not copy it evenly. Twin Spears is Dark, 700 power on a 30-second cooldown for 23.3 DPS, filed Melee, 0 to 1,000 with 400 of height and no status column at all — the Pal sheathes both spearheads in wind and drives them home one behind the other. Necromus takes it at Lv 40 and nothing else in the game reaches it: no egg pool carries it, no fruit exists. Paladius is handed Spear Thrust at the identical Lv 40 — Neutral, the same 700 on the same 30, the same 23.3, also Melee, also statusless — across 0 to 2,500. Same template, same level, two bodies off one Paldex pair, and the white half reaches two and a half times as far. Of the ten skills built on 700 and 30 that are filed Melee, the black half has the shortest reach of the lot.

Then read the Category column, because on this body it settles everything. Necromus runs 100 melee attack against 145 shot — a 31% discount on every contact roll, and only nine other Pals in the game sit that far the wrong way round. Twenty-six attacks reach it, ten by level and sixteen through the egg pool, and twenty-four of the twenty-six are Shots; the two that are not are this and Rocky Impact at Lv 60. So the highest printed rate on the Pal's entire list is the one entry resolved against the worse of its two numbers, while every Dark skill it owns is resolved against the better one. Put them on the same element, where the match cancels, and the sort turns over completely: Dark Laser at Lv 50 posts 22.5 on the 145 and lands about two fifths more per second, the Lv 1 opener Shadow Burst posts 20.0 on the 145 and is a quarter ahead, and even Spirit Flame at Lv 15 — the slowest printed rate on the Dark list, 16.7 — edges past it. Twin Spears is the best DPS Necromus will ever hold and the least damage per second of the seven Dark moves it learns.

That leaves the range column as the only place it could still earn the slot, and it barely finds one. At Lv 40 the Pal's Dark list runs Shadow Burst over 0 to 300, Spirit Flame from 500 and Nightmare Ball from 1,000, so the strip the spears genuinely own is 300 to 500 — two hundred units wide — and it lasts fifteen levels, until Apocalypse arrives at Lv 55 firing from 100 out to 5,000 at 20.0 on the 145. One other column holds out longer. Seven hundred power on a single connect, even off the 100, is the largest one hit Necromus can land, a little ahead of Dark Laser's 450 off the 145, so against anything that dies inside one activation the spears have an argument — and Lv 70 takes that back too, because Dark Whisp is 600 power on the better stat from a true zero out to 1,500, with 3,000 of ceiling and Blind 100 on top. Leave the Lv 1 opener equipped instead: same element, harder per second inside 300, and 12.5 points of Blind a second where the spears build nothing. And this is a body to skip the Rocky Impact fruit on — Necromus levels into it at Lv 60 for free, and the same 31% comes off it when it does.

The white half is where the identical template works, which is the cleanest proof that the skill was never the problem. Paladius runs 110 melee against 120 shot, so the Category column costs it 8% rather than 31%, and it is one of the rows in the lone-Melee table above — Spear Thrust is the only contact roll that Pal will ever hold, by level or by egg. It is also the only move on the list that fires from a true zero before Lv 60, and the only Neutral one that selects inside 600 at all: Power Shot opens at 600, Pal Blast at 500, Power Bomb at 1,000. So at Lv 40 the same 700-power swing is a genuine addition on one horse and a rounding error on the other. What ends it is tidy and it arrives twice — Holy Burst at Lv 60 and Radiant Barrage at Lv 70, both 23.3, both Neutral on a Neutral body, both filed Shot so both worked out on the 120, both from a true zero out to 5,000, the second clearing 5,000 overhead against the spear's 300. Every column ties or wins. Holy Burst even has a fruit at 45 Battle Tickets, so the twenty-level tenancy can be cut short the moment the arena is affordable. One design, two horses: a temporary fixture on the one that can swing it, and never the right pick on the one that would rather be shooting.

The widest attack in the game that clears 22 DPS, and no counter anywhere sells the fruit

Seven skills sit on more bodies than Solar Blast and six of them top out at 20.0 — the openers and the breath attacks. The seventh is Pal Blast, the same 450-power, 20-second line printed in Neutral with an empty status column. Which leaves this as the widest attack in the game that clears 22 and still leaves an ailment behind: Grass, 450 power on a 20-second cooldown for 22.5 DPS, filed Shot, 500 to 1,800 with 1,800 of height and Ivy-Covered 100 — the Pal draws light in for a moment and lets it back out as one beam. 222 of the game's 288 bodies can hold it, 34 by level and 188 through egg pools, and nothing else in the element is near that: Circle Vine is next at 137, then Wind Burst at 96 and Crosswind at 91. It is the quickest Grass skill more than one Pal can hold, too — every Grass entry above 22.5 belongs to exactly one body, and the next-fastest shared ones are Crosswind and Spine Vine at 20.8. Then read the shelf. Eleven Grass fruits are printed and merchants stock four: Reflect Leaf at 30 tickets, Crosswind and Wind Blast at 45, and Seed Mine for 3,000 Gold at the desert counter. The fruit for the element's best skill is not one of the four. No counter carries it in either currency, so the routes are the relic pool — it is in that, at the rate above — and the trees, the world chests and the Orchard. 66 bodies have no route to it at all, and exactly one of those is Grass: Herbil.

The level list is short and late, and on nearly all of it the skill is the end of the road. Dualith takes it at Lv 30, eight Pals at Lv 40, the remaining 25 at Lv 50 — and 30 of the 34 never level into anything that posts a higher figure for the rest of the Pal's life. Lifmunk, Mossanda, Lyleen, Mammorest and twenty-six others arrive at 22.5 and stop there. Four break the run and only two of those matter. Dualith is handed Root Cannon at Lv 70 — 700 on 30 for 23.3, 200 out to 5,000 — so on the one Pal that gets the skill earliest it is also the one that eventually outgrows it. Lullu is the opposite and the more useful case: it holds Holy Burst from Lv 30, the same 23.3 from a true zero out to 5,000, twenty levels before the Grass move turns up and with a 45-ticket fruit behind it, so that Lv 50 slot is spoken for the day it opens. Petallia and Wumpo Botan are the other two and only on the printed figure — the 25.0 above them is Aqua Gun at Lv 7, a 50-power chip shot behind a 500 floor. Wumpo ties rather than beats it, with Blizzard Spike at Lv 40.

What none of the 34 should slot it as is the answer to something standing on them. The 500 floor is the column it loses outright, and on 29 of the 34 that is already covered by something the Pal picked up earlier. On five it is not. Robinquill, Robinquill Terra, Caprity, Cinnamoth and Vaelet level into nothing whatever that fires at contact until Lv 70 — Wind Burst on four of them, Rocky Impact on the Terra form. Cinnamoth and Vaelet look like exceptions and are not: their Poison Fog does cover 0 to 400, and it carries 0 power, a status move with no damage in it. Two of the five at least get near the mark by another element — Sand Tornado opens at 100 and reaches Cinnamoth at Lv 22 and Robinquill Terra at Lv 30. The other three do not: Robinquill, Caprity and Vaelet own nothing under 500 that does any damage at all before that Lv 70 slot, which is sixty-nine levels of a bar with no reply to whatever is chewing on them. The egg pools hand all five the same single fix and it is off-element on every one of them — Lock-on Laser, 0 to 5,000 at 17.5 with Electrify 100, whose fruit is 3,000 Gold from the wandering stock. Vaelet alone gets a second, Tri-Lightning. Breed one in before Lv 40 on those five and the Lv 50 pickup becomes a damage seat rather than the only thing on the bar.

And the Grass fruit you can buy beats it in every column but one. Reflect Leaf is 400 power on the same 20-second cooldown, the same 500 floor, the same Shot filing and the same Ivy-Covered 100 — the build-up clock is identical, 5.0 a second on both — for 20.0 DPS against 22.5, and it works 500 to 4,000 with 4,000 of height where the headline dies at 1,800 in both columns. Eleven per cent of the rate buys back more than twice the reach and more than twice the ceiling, at the cheapest price any Grass fruit carries. It is not a replacement everywhere, because only 90 Pals can hold it against 222 — but where both are available it is the one to keep when a slot is tight, and three of the eight Lv 40 learners have owned it since Lv 30: Needoll, Nitemary Botan and Souffline. On those three the Lv 40 pickup opens no ground the Pal was not already covering — the 500-to-1,800 strip sits wholly inside the earlier move — and what it adds is 50 power in a single hit. Herbil, the one Grass body the beam will never reach, levels into Reflect Leaf at Lv 40 and needs nothing bought at all. One last thing to be clear about on all 222: this is not an Ivy engine. 100 build-up every 20 seconds is 5.0 a second, Circle Vine manages 6.25 on 137 Pals for free, and Seed Machine Gun stacks 25.

Six Pals in the game inherit nothing at all, and on one of them this Lv 22 leap is the whole melee bar for life

Kingly Slam is Neutral, 200 power on a 12-second cooldown for 16.7 DPS, filed Melee, 0 to 1,000 with 1,000 of ceiling and an empty status column — the Pal hauls its bulk straight up and puts the whole of it back down on whatever was standing underneath. Two bodies learn it and both at the same Lv 22, so unlike most of the shared exclusives there is no level gap to weigh, and no fruit exists. Five skills in the game work Melee from a true zero out to exactly 1,000 and this is the slowest of the five — only 31 of the 300 skills post a lower figure at all — but it is also one of only two of the five that clear 1,000 overhead, and both of those belong to this one pair of bodies. Which is where the real column is. Kingpaca and Kingpaca Cryst are two of the six Pals in the game whose egg-move list is completely empty — Panthalus above is a third, and Penking, Needoll and Astralym are the rest. Breeding will never add a move to either of them. The level list and the fruit shelf are the entire supply.

Now run the Category column over the base form. Kingpaca is 100 melee attack against 85 shot, so a contact roll on this body is resolved against a stat 18% higher than every other entry it owns — and exactly one of its eight level-up moves is filed Melee. That is precisely the position the lone-Melee table above exists to catch, and the filter walks straight past it, because that test wants the single swing to have one learner and this one has two. Kingpaca is the row that falls through the gap between the two sections: one contact roll, nothing in the egg pool to add a second, and the melee stat is the better of its two. No other Pal in the game lands all three at once. Of the other five empty pools, Penking runs 70 melee against 95 and does not reach a contact roll until Lv 70, Astralym runs 100 against 200, Panthalus has two swings and a shot stat that beats its melee anyway, and Needoll never levels into a Melee skill at all — that body will not land a contact hit for the whole of its life unless you buy it one, and the market for that is two fruits wide.

So on the white form the slot is uncontested for forty-eight levels, and the floors are the reason. Bog Blast opens at 500, Power Shot at 600, Power Bomb at 1,000 — twenty-one levels with nothing on the bar that will fire inside 500 — and Lv 22 is where that ends. The only thing that ever shares the band is the skill's own twin, eight levels later: Tri-Lightning at Lv 30 is the identical 200 power on the identical 12 seconds for the identical 16.7, but it is a Shot worked out against the 85, it is Electric on a Neutral body so the match is gone, and it reaches 5,000. Those two are a pair rather than a choice — the leap owns everything under 1,000, the lightning everything past it — and the lightning is also the only Electrify this Pal will ever apply, 103 every twelve seconds for 8.6 a second. Nothing in between comes down to the floor: Rock Lance at Lv 40 opens at 100 and carries the lowest ceiling on the list at 500, Pal Blast at Lv 50 opens at 500 again. What finally beats it is Holy Burst at Lv 70 — 700 on 30 for 23.3, Neutral so the match survives, contact out to 5,000 at the same 1,000 of height — and even as a Shot on the weaker stat it comes out roughly a fifth ahead per second. Because this body inherits nothing, the arena is its only shortcut, and it is a real one: the Holy Burst fruit is 45 Battle Tickets, so the Lv 22 slot can be retired at whatever level you can afford it rather than at 70.

The Cryst is handed the same line at the same level and it is worth less in every direction. It is an Ice body, so the Neutral leap is one of only two entries on its nine-move list that collect no element bonus — Aqua Burst at Lv 40 is the other — where on the white form it is one of the five that do. Its contact hole is smaller as well: Iceberg has covered 100 out to 5,000 since Lv 15, so what Lv 22 actually opens is the strip inside 100, not a bar with nothing on it. Then read the extra row, because the variant levels into nine attacks against the base form's eight and the ninth is built for exactly this. Frozen Press at Lv 45 is Ice, 400 power on a 20-second cooldown for 20.0, filed Melee, the same 0 to 1,000, the same 1,000 of ceiling, with Freeze 100 on top — the same leap into the same box, twice the hit, on-element, faster per second and leaving a status behind. Every printed column ties or wins, so the shared exclusive is a twenty-three-level tenancy on the blue form and a permanent fixture on the white one. That is the inversion worth keeping: the body with the better element coverage and the spare slot is the one that grows out of the skill, and the body that holds it forever is the one the game gave nothing else to hold.

Reptyro's Lv 30 was written twice, and on the Ice body the egg pool and the arena shelf are both shut

Frost Burst is the half of that row this page has only ever read from the Fire side. Ice, 400 power on a 20-second cooldown for 20.0 DPS, filed Shot, 0 to 5,000 with 900 of ceiling and Freeze 100 — the lizard rears back, drives both forelegs into the ground so the ice comes up underneath whatever is standing on it, and drops snow on the same spot from overhead. One learner, Reptyro Cryst at Lv 30, no fruit printed for it and no egg pool that carries it. Put it beside Reptyro's Volcanic Burst at the same Lv 30 — 300 on 16 for 18.8, the identical 0 to 5,000 band, the identical 900 overhead, one learner and no fruit either — and the two forms were handed the same slot with one column moved. The Ice half buys a little over a point of rate and a bigger single hit; the Fire half keeps the faster status clock, 6.3 points of Burn a second against 5.0 of Freeze. Four skills in the game are built on 900 of ceiling and three of them are this same full-field line in three elements — these two and Curtain Splash, Water at 18.8 — with Frost Burst the quickest of the three. Only three Ice skills anywhere fire from a true zero and still reach 5,000, and the third is Freeze Wall at 16.7.

What it is worth on the body is narrower than the range block suggests, because two rows already cover most of that ground at the same rate. Stone Blast has run 500 to 4,000 at 20.0 since Lv 7 — Ground on a Ground body, so the element bonus is intact there too — and Ice Missile has posted the same 20.0 from 800 to 3,000 since Lv 1. So what Lv 30 actually adds at full rate is the strip inside 500 and the last thousand out to 5,000, and inside 500 the only competition is Iceberg's 15.0 from a 100 floor. That is still the useful half: this is the first thing the Pal owns that fires at a true zero, and it holds that job for forty levels. The Category column costs nothing here — all eight rows on the list are Shots and the body runs 105 shot against 100 melee — so the only column that goes against it is the one the table does not print.

900 of ceiling against 5,000 of flat range is the mismatch below in miniature, and the move that bombards from above will not select on anything nine metres up. Two rows answer that and both are already on the bar. Ice Missile carries 9,999 — no vertical limit whatever — from Lv 1, though it dies at 3,000 flat and will not fire inside 800, and it stacks Freeze at 51.0 a second where this manages 5.0. Stone Blast clears 4,000. Then Lv 40 brings Blizzard Spike: 450 on 20 for 22.5, the same Freeze 100, 5,000 of ceiling, and a 1,000 floor. Faster, higher and blind inside ten metres — which makes the two a pair rather than a choice, the exclusive owning everything close and grounded and the spike everything far or high. Nothing at Lv 50 changes it: Rock Lance clears 500 and is Ground.

Then check what can be bought or bred in, because on this Pal the answer is nothing. Ten Ice fruits are printed and merchants stock three — Freeze Wall and Icicle Bullet at 30 Battle Tickets, Absolute Frost at 45 — and Reptyro Cryst is on none of those three learn lists, so the arena shelf is closed to it outright. The five Ice fruits it can hold are Ice Missile, Iceberg, Crystal Breath, Blizzard Spike and Diamond Rain, and every one of the five arrives free on the level list — the last two are relic-pool rolls at the odds above, so all a fruit ever buys this body is the wait. The egg pool shuts the other door. Sixteen moves — four Electric, three Dragon, two each of Water, Dark, Fire and Neutral, one Grass — and not one Ice or Ground entry in it: the pool covers seven elements and skips exactly the two the Pal is, so every inherited move it can hold arrives without an element bonus. The Fire form is built the same way and the two swapped what they got, its pool carrying Iceberg where the Cryst's carries Ignis Breath and Ignis Rage. Those eight level-up rows are the entire Ice supply for this body.

Which is why the Lv 70 slot does not end it, and that is the unusual part. Diamond Rain is 600 on 30 for 20.0 across the identical 0 to 5,000 with the identical Freeze 100 — it ties the rate to the decimal, wins the height column 5,000 against 900 and lands half again as much in one hit — but the build-up figure runs the other way: 100 points every thirty seconds is 3.3 a second against 5.0. Everywhere else on this page that capstone is a clean replacement, retiring Icicle Line on ten of its twelve owners. Here it is a straight division of labour: take the capstone the moment something is airborne or armoured enough that the single hit matters, and keep the Lv 30 slot for as long as the plan is to freeze the target, because forty levels later it is still the faster of the two at doing it.

The range column is flat ground. There is a second one for height

Everything this page has said about reach is horizontal distance, and that is only half of the check the game runs. Each skill carries its own limit on how far above or below the target may sit, and the two numbers are set independently: 132 of the 300 skills have a ceiling lower than their own maximum range, and 124 of them stop at 600 or less overhead. Past that gap the skill is not selected at all. So a Pal standing under something airborne can be holding a 5,000-range attack and doing nothing with it, and the fix is never the move you would guess from the sort. Here are the worst mismatches among skills that at least twenty Pals can hold.

SkillElementFlat rangeHeight limitDPSPals that learn itFruit
Circle VineGrass5,00030018.8137not stocked
Seed MineGrass800–5,00030015263,000 Gold
IcebergIce100–5,00040015283not stocked
Flame WallFire5,00040020.8136not stocked
Rock LanceGround100–5,0005002031not stocked
ApocalypseDark100–5,0006002013930 Battle Ticket
Sand TwisterGround5,00060020.813630 Battle Ticket
Freeze WallIce5,00060016.78930 Battle Ticket
Curtain SplashWater5,00090018.8136not stocked
Holy BurstNeutral5,0001,00023.316245 Battle Ticket
Aqua SurgeWater5,0001,10020.88945 Battle Ticket
Tri-LightningElectric5,0001,20016.7214not stocked
Geyser GushWater5,0001,600203645 Battle Ticket
ThunderstormElectric5,0002,0002014545 Battle Ticket

The 500-power, 24-second template is where this column earns its keep, because it settles a price the shop list above could not explain. Four fruits carry that line and two of them cost 30 tickets while two cost 45, for what looked like the same purchase in different colours. It is not the same purchase. Sand Twister tops out 600 above the caster and All Range Thunder at 800; Aqua Surge reaches 1,100; and Crosswind — one of the two dear ones — reaches the full 5,000, matching its own flat range. The extra fifteen tickets buy the air. If your Pal fights anything that leaves the ground, Crosswind is the only member of that family worth the slot, and the cheapest full-field filler on the shelf is cheap because it is a ground-floor skill.

Three calls made earlier on this page turn over once the column is in front of you, and all three go the same way: the mass-learned skill owns the sky and the exclusive does not. Flame Wall against Flame Funnel was the clearest ranged case above — same 136 Pals, same 0-to-5,000 band, better rate and faster Burn, so the stocked half of the pair looked like the worse half. The height column is the one it loses: Flame Wall stops at 400 and Flame Funnel goes to 5,000, twelve times as far. Against grounded targets the reading stands and the free skill wins; against anything hovering, the 30-ticket fruit is the only one of the two that fires at all. Carry both if the Pal can, and do not read the earlier paragraph as a reason to skip the purchase.

Reptyro flips for the same reason and more sharply, because it was named above as the one body that should skip that fruit. Volcanic Burst at Lv 30 matches Flame Funnel on every printed figure — 300 power, 16 seconds, 0 to 5,000, Burn 100 — and clears only 900 overhead against the fruit's 5,000. The exclusive is a ground attack wearing a full-field stat line. On a Pal whose whole list opens at 500 or further out, that 30-ticket fruit is now the purchase that answers the one target type nothing else on the body can reach. The third is Anubis: Ground Smash is the game's lowest ceiling of anything reaching 5,000 flat, 200, and the Lv 55 Sand Twister that looked like a pure duplicate triples it. Small, but it is not nothing, and it is the only column in which those two differ.

The Ice shelf needs the same correction. Absolute Frost and Icicle Bullet were described above as firing in the identical 100-to-3,000 window, so that a Pal carrying both covers no more ground than a Pal carrying either. Flat, yes — vertically they are five times apart, 600 against 3,000. The 45-ticket fruit is the one that gives up the height, which is an odd way round and worth knowing before you spend: buy Absolute Frost for the 700-power hit against something standing on the floor with you, and keep the cheap fruit for everything else. Freeze Wall sits at 600 as well, so the Vanwyrm Cryst swap earlier survives intact — Tempest Blizzard clears only 400, so the fruit still wins on both axes at once.

The inversion at the top of the shelf is worth reading last. Holy Burst is the best raw number 45 tickets buys and the page has leaned on it repeatedly, and its ceiling is 1,000 — where Thunderstorm, the fruit it beats on every other line, reaches 2,000. That is the single column in which the stripped Electric skill is the better buy. And the true unlimited entries are the ones nobody plans around: the cheap 40-power, 2-second openers — Air Cannon, Bog Blast, Wind Cutter, Hydro Jet, Ignis Blast, Dark Shot, Thunder Spear, Dragon Cannon and Ice Missile — all carry 9,999, which is no vertical limit at all. Only 15 skills sit at 9,999 or beyond, and those nine 40-power, 2-second openers are most of the list. The move you level past at Lv 3 is the move that can hit a flyer directly overhead, so leave one on the bar rather than filling all four slots with cooldowns.

Every column here prices a skill in seconds. 4 of them bill the Pal as well

Sort the table any way you like and the only cost it charges is the cooldown. For 4 skills out of 300 that reading is short, because their own text hands a second bill to the Pal that fired them — and there is no column for it, here or in the game. Three of the 4 are the same idea written three times: the Pal detonates and does not get up. The fourth costs seconds instead of a body, which makes it the only one on this list you can use twice in a fight.

SkillElementPowerCooldownRangeDPSLearned byWhat it costs the user
Roly PolyNeutral402s1,00020Lamball Lv 1Left dizzy and rooted once the roll stops
ImplodeNeutral30016s1,00018.8Tocotoco Lv 1, Chikipi Lv 22, Lamball Lv 22, Lovander Lv 40Detonates itself; the Pal is out for the rest of the fight
Bee QuietGrass30016s1,00018.8Beegarde Lv 15Detonates itself; the Pal is out for the rest of the fight
Megaton ImplodeNeutral1,20060s1,00020Tocotoco Lv 22Detonates itself; the Pal is out for the rest of the fight

The explosion line is easy to price once you stop reading the rate. 18.8, 18.8 and 20.0 are figures for a skill you press over and over, and none of these is that — one detonation is the entire transaction, so what you are actually buying is 300, 300 or 1,200 power delivered once, plus Burn 100, plus a Pal removed from the field. Bee Quiet is the Grass edition on Beegarde at Lv 15 and Megaton Implode is Tocotoco's alone, carrying the largest single power figure in the game on a 60-second timer it will never see the end of. Plain Implode is the one that spreads: Tocotoco from Lv 1, then Chikipi and Lamball at Lv 22 and Lovander at Lv 40 — and it is the only one of the 4 with a fruit, stocked at 30 Battle Tickets or 3,000 Gold. That makes it the one entry on the whole shelf that can cost you a Pal by accident: teach it to a body you meant to keep alive and the AI will eventually decide to spend it.

Roly Poly is the odd entry and the only one worth building around, because its bill is paid in time. Lamball curls up and rolls through whatever stands in the line, then cannot move until the dizziness clears — so the 2-second cooldown is not the real gap between two rolls, and the 20.0 in the DPS column is a ceiling the skill cannot actually reach. It is the only skill in the table whose printed rate is optimistic for a reason the table does not record. Everything else about it is thin on purpose: Neutral, 40 power, 0 to 1,000, learned at Lv 1 and by nothing else. No fruit sells it, no egg pool carries it, and it is the only one of the 4 filed Melee — which also makes it the only Melee entry among the 16 attacks Lamball can hold, 8 by level and 8 more through breeding. Every other option on that body is a Shot.

Which is exactly why it does not die at Lv 7. Air Cannon arrives then and ties it column for column — Neutral, the same 40 power on the same 2 seconds, the same 20.0 — while reaching 4,000 instead of 1,000 and costing nothing. It also refuses to fire inside 500, and Power Shot at Lv 15 sets its floor at 600. Only 3 of Lamball's 8 level-up skills open at a true zero, and two of the 3 are on the table above: the roll at Lv 1, Implode at Lv 22. The third is Holy Burst at Lv 70 — 0 to 5,000 at 23.3 — which beats the roll on every printed column at once. So for sixty-nine levels anything that closes to point-blank on a Lamball is answered either by a move that immobilises it or by one that kills it, and the category column offers no consolation either way: this Pal runs 70 melee against 70 shot, so filing the roll as contact neither costs nor gains a thing.

Two practical readings come out of that. First, the roll is a finisher, not an opener — it ends with a stationary Pal inside the reach of whatever it just rolled into, so it is worth pressing on something already nearly down and worth skipping on anything that hits back hard. Second, do not aim it upwards: its ceiling is 250, one of only 9 figures that low in the whole table, against the 9,999 — no vertical limit at all — that the Lv 7 replacement carries. The clean fix is the egg pool. Lock-on Laser is the one inherited move on this body that opens at zero, and it covers 0 to 5,000 at 17.5 with 5,000 of height, so a bred Lamball holds the whole field from contact outward and never has to take a slot that charges it. Raise one out of the wild and the Lv 1 roll is the entire answer to close range until the Lv 70 capstone lands.

Skills the table can't show: the Sealed Realm of Terraria

The creatures inside the Sealed Realm of Terraria are not Paldex entries — you never register them, never breed them, and never carry their skills out. That also keeps them out of the sortable list above, which is built from the Paldex roster. You still have to fight them, so here is what they hit you with. Every one of these is locked to its owner: no Skill Fruit, no egg move, no capture route.

SkillElementPowerCooldownDPSRangeAilmentWhat it doesUsed by
Slime Press (Neutral)Neutral501s50600Jumps at you and lands on youIlluminant Slime
Slime Press (Grass)Grass501s50600Ivy-Covered 50Jumps at you and lands on youGreen Slime
Slime Press (Water)Water501s50600Soak 50Jumps at you and lands on youBlue Slime
Slime Press (Fire)Fire501s50600Burn 50Jumps at you and lands on youRed Slime
Slime Press (Dark)Dark501s50600Blind 50Jumps at you and lands on youPurple Slime
Slime Press (Rainbow)Neutral1001s100600Jumps at you and lands on youRainbow Slime
Sword ChargeNeutral801s801200Drives forward point-first in a straight lineEnchanted Sword
Winged AssaultNeutral701s70500Body-slams, then rebounds off whatever it hitsCave Bat, Illuminant Bat
Ocular RushDark601s60600Blind 50Rams you, then rebounds off whatever it hitsDemon Eye
Servant CallDark30010s301000Spawns four Servants that charge; each pops on any damage or expires on its ownEye of Cthulhu
Lock-On LungeDark30015s201500–3000Charges you over and overEye of Cthulhu
Frenzied ChargeDark30015s201500–3000Charges you over and over, but noticeably fasterEye of Cthulhu

Two things stand out against the main list. The first is the cadence: every rank-and-file Realm skill recycles in 1 second, while the fastest Paldex skill sits at 2. A plain Slime Press therefore sustains 50 DPS — only Paldium Rain and Paldium Shot beat that in the table above — and Rainbow Slime's version matches Paldium Rain outright at 100. The second is ailment pressure: the coloured slimes each stack 50 points of a different status on that same 1-second timer, so a pack of three Red Slimes builds Burn faster than any single skill in the game, and Purple Slimes will Blind you before you finish a reload. The Neutral press that Illuminant Slime uses is the exception — it carries no ailment at all, which makes the pink slimes the least dangerous thing in their spawn pool despite hitting for the same 50.

The third thing is that not one of these twelve skills throws anything at you. Every single Realm attack moves the body that owns it — a leap, a lunge, a charge, or in Eye of Cthulhu's case a squad of bodies. Nothing in the Realm shoots, so cover is worth nothing here and shields nothing: there is no projectile to break line of sight against, and a wall between you and a slime only delays the jump. What does work is spacing, because every one of these has to physically arrive. Two of them punish the obvious response to that. Winged Assault and Ocular Rush both bounce off the surface they connect with, so backing yourself against a rock face turns a single dive into a second pass from the rebound — bats and Demon Eyes are far cheaper to fight in the open than in a corridor.

The three Eye of Cthulhu skills split by distance. Servant Call is the close-range one — it works up to 1000 and pumps out four chargers — while Lock-On Lunge and Frenzied Charge are only selected from 1500 to 3000 out. Fighting from inside that inner ring cuts the boss down to one skill instead of three. Its Servants are not health bars to grind down either: a Servant vanishes the moment it takes any damage at all, so a single pistol round or one swing clears one, and they time out by themselves if you simply keep moving. The two long-range charges are worth telling apart even though the numbers are identical — same 300 power, same 15-second timer, same 1500–3000 window. The difference is entirely travel speed, and Frenzied Charge is the fast one, which is the roll you will miss if you time your dodge off the slower animation.

The one Skill Fruit whose skill has no row

The Realm problem has a second, quieter case, and it sits on the shelf you can buy from. There are 93 Skill Fruits in the item list and 92 of them name a skill the sortable table above can find. The odd one out is Dark Skill Fruit: Psycho Gravity. The skill behind it is not a placeholder — it is Dark, filed Shot, 700 power on a 30-second cooldown for 23.3 DPS, selectable from contact out to 5,000, clearing 1,000 of height, with no status attached: gravity pins the target in place and then drops it out of the sky. It is missing from the list for the same reason the Realm creatures are. Nothing with a Paldex number uses it. The only body in the game that does is the hard-mode form of Astralym at the top of its tower, and that form is a separate entity from the Astralym you register.

Which makes this the sharpest reading of any hard-mode tower fight in the game. Nine bosses have a second, harder version, and eight of them are rebuilt from scratch: every one of the eight carries more slots than its normal form and swaps in whole elements the first fight never showed you — hard Shadowbeak starts throwing Ice, hard Bastigor adds Water and Dark, hard Lyleen the same pair. Astralym is the exception, and it is not close. Both forms run the same eight skills in the same order, and exactly one entry differs. Slot eight drops Dragon Meteor and picks up Psycho Gravity. That single substitution is the entire difference between the two movesets.

So the fight is worth re-reading around one slot rather than relearning. Dragon Meteor is Dragon, 600 power on the same 30 seconds for 20.0, and it will not select inside 500 — closing the gap takes it off the board. Psycho Gravity has no floor at all, so the standing answer to slot eight stops working; that is the real change, not the damage. Everything else trades your way. The ceiling collapses from 5,000 to 1,000, so anything fighting from well above the boss now sits outside the one skill hard mode added. The Burn goes with it — hard mode's slot eight applies nothing. And the bonus-damage target moves from Dark to Neutral: a Dark Pal that was being punished here is not any more, while a Neutral one that was safe now is. Only for that slot, though — Meteorain is still sitting in slot nine as Dragon in both versions.

Getting it onto something of your own is fruit or nothing. No Paldex Pal levels into Psycho Gravity, no egg pool carries it, and the skill is flagged to never pass down as a random inherit, so no amount of breeding will produce a Pal holding it — the Astralym you catch keeps Dragon Meteor at that slot like the ordinary tower form does. The fruit is also outside every route the rest of this page measures: no merchant family stocks it at any price in either currency, and it is not one of the ids in the relic pool, so neither the shop shelf nor the recycling odds apply to it. If one does reach you, plant it before you feed it to anything: the Skillfruit Orchard is a 3-point unlock at Lv 71, and it is the only thing that turns a single copy of a fruit nobody sells into more than one.

Where you meet them: the forest layer holds Green Slimes, Blue Slimes and Demon Eyes at Lv 33–35; the cavern layer moves to Red Slimes, Purple Slimes and Cave Bats at Lv 36–38, repeated at Lv 39–41 in the mushroom layer; the hallow layer at Lv 42–44 is the only place Illuminant Slime, Rainbow Slime, Illuminant Bat and Enchanted Sword appear. Eye of Cthulhu waits at Lv 45.