Palworld Guide

All Pals by Max IV Stats: Highest HP, Attack, Defense

Every Pal ranked by max IV stats in Palworld — the highest HP, Attack and Defense lines with exact level 80 numbers at a perfect roll, what +30% IVs are actually worth, where each Pal is found, and how to read and top up IVs.

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All Pals by Max IV Stats: Highest HP, Attack, Defense — Palworld Database

Every Pal rolls hidden individual values — IVs — on its HP, Attack and Defense, and a perfect roll is worth up to +30% on that stat's scaling. This page ranks the highest max-IV HP, Attack and Defense lines in the game with their exact level 80 numbers, shows what a perfect roll is actually worth in raw points, and covers how to read IVs and top them up.

Max IV Stats at a Glance

IVs are the reason two Pals of the same species at the same level hit for different numbers. The game calls the hidden roll Potential and grades it 0 to 100 per stat line, and only three lines carry one: HP, Attack and Defense. Work speed, movement speed and capture rate are fixed by species, so no amount of IV hunting changes how fast a Pal runs a workbench. The one number worth memorising is the ceiling — a 100 roll multiplies the level-scaled half of the stat by 1.3, which works out to roughly +23% to +27% of the final number at level 80, with the bigger base stats getting the bigger share.

Detail
In-game namePotential — graded 0 to 100 on each of three lines
Stats it coversHP, Attack and Defense only
What a 100 roll gives×1.3 on the level-scaled portion of that stat
Real gain at Lv 80+23% to +27% of the final number, depending on base stat size
Where you read itAbility Glasses — Ancient Technology, level 34, 4 points
How you raise itLife Fruit, Power Fruit, Stout Fruit+10 each
How it passes downBreeding — offspring can inherit a parent's rolls
Pals in the Paldeck288, of which 21 sit at 130 base HP or higher
Highest line in the gameAstralym at 200/200/200 — a boss, not a keeper

Pocketpair has never published the stat growth curve, so treat the level 80 columns below as very close estimates — the base stats they are built from are exact, and the rankings themselves do not move. If you want a different level, the Palworld Pal Stats Calculator runs the same numbers for any Pal from level 1 to 100 with both ends of the IV range shown.

Pals with the Highest Max IV HP

HP is the stat with the widest gap between the top of the board and the middle of it. The Paldeck average base HP is 95, and Panthalus nearly doubles that at 180 — a maxed one carries 10,260 HP at level 80, about 1,560 more than anything else you can raise. Below that the list bunches up hard: seven Pals tie at 140 base HP, so the tiebreak is entirely about how easy each one is to farm. Mammorest is the practical answer for most players, since 968 wild spawn pins means you can catch a dozen and keep the best roll instead of praying over a single legendary.

PalBase HPMax IV HP (Lv 80)Zero IV HP (Lv 80)Where to find it
Panthalus18010,2608,100No wild spawn
Mammorest1508,7006,900968 wild pins · alpha Lv 38
Mammorest Cryst1508,7006,900168 wild pins
Bastigor1408,1806,500138 wild pins
Frostallion1408,1806,500Fixed alpha, Lv 60
Frostallion Noct1408,1806,500Fixed alpha, Lv 65
Shaolong1408,1806,500126 wild pins
Silvance1408,1806,500No wild spawn
Wumpo1408,1806,500106 wild pins
Wumpo Botan1408,1806,500166 wild pins · alpha Lv 38
Hartalis1357,9206,300Raid summon
Azurmane1307,6606,100224 wild pins · alpha Lv 66

Note how much of the HP bar is species-independent: every Pal in the game gets the same flat floor before its base stat is applied, which is why even a maxed Azurmane lands within 2,600 of the top spot. HP is also the stat where a bad roll hurts least, since the raw point gap between a zero-IV and max-IV Panthalus is 2,160 — huge in isolation, but a single defensive passive can be worth more.

Pals with the Highest Max IV Attack

Attack is the stat worth chasing rolls on, because it multiplies against every skill in the loadout. Bellanoir and Bellanoir Libero share the top slot at 150 base, reaching 1,270 attack at level 80 with a perfect roll, but both are raid summons rather than something you stumble into. Necromus and Neptilius follow at 145, and Jetragon is the most familiar name on the list at 140 — the level 70 alpha that doubles as the fastest mount in the game. Shaolong is the only Pal in the top eight with an ordinary wild spawn, which makes it the realistic pick if you want to farm rolls rather than fight for a single copy.

PalBase AttackMax IV Attack (Lv 80)Zero IV Attack (Lv 80)Where to find it
Bellanoir1501,2701,000Raid summon
Bellanoir Libero1501,2701,000Raid summon
Necromus1451,231970No wild spawn
Neptilius1451,231970Fixed alpha, Lv 60
Frostallion1401,192940Fixed alpha, Lv 60
Frostallion Noct1401,192940Fixed alpha, Lv 65
Jetragon1401,192940Fixed alpha, Lv 70
Dandilord1351,153910No wild spawn
Shaolong1351,153910126 wild pins
Anubis1301,11488070 wild pins · alpha Lv 55
Bastigor1301,114880138 wild pins
Blazamut Ryu1301,114880Raid summon

One catch worth knowing before you rank a bruiser too low: the Attack figures above are the shot-attack line, which is what every attack ranking uses. Six Pals carry a separate 150 melee attack value — Incineram, Incineram Noct, Jormuntide, Jormuntide Ignis, Blazamut and Blazamut Ryu — and that number only applies to their close-range moves. Melee numbers compare against other melee users and nothing else, so build those six with melee skills or you throw away the stat you picked them for.

Pals with the Highest Max IV Defense

Defense has the single most lopsided leader on the board. Panthalus is the only Pal in the game with a 200 base defense, and at level 80 with a perfect roll it sits at 1,610 — a full 36% clear of Paladius in second. After that the drop is gentle, and the interesting rows are the common ones. Mimog has 10,624 wild spawn pins, more than any other Pal on this page by an order of magnitude, so it is the one high-defense line you can realistically roll-hunt in an afternoon rather than farm a single fixed alpha for.

PalBase DefenseMax IV Defense (Lv 80)Zero IV Defense (Lv 80)Where to find it
Panthalus2001,6101,250No wild spawn
Paladius1451,181920Fixed alpha, Lv 60
Aegidron1401,142890Fixed alpha, Lv 79
Shadowbeak1401,14289022 wild pins
Tetroise Primo1401,14289080 wild pins · alpha Lv 60
Frostallion Noct1351,103860Fixed alpha, Lv 65
Knocklem1351,10386066 wild pins · alpha Lv 55
Knocklem Ignis1351,103860116 wild pins
Tetroise1351,103860650 wild pins · alpha Lv 55
Menasting1301,0648301,090 wild pins · alpha Lv 44
Menasting Terra1301,06483022 wild pins · alpha Lv 55
Mimog1301,06483010,624 wild pins

Defense scales off the smallest flat floor of the three stats, which is why the max-IV gain looks tiny in raw points — 360 for Panthalus, 234 for Mimog. Percentage-wise it is identical to Attack, and it is applied against every hit you take, so a maxed defense roll on a tank you actually field is worth more than the number suggests. Tetroise at 650 pins and Menasting at 1,090 are the other two you can farm in volume.

Best All-Round Max IV Stat Lines

Adding the three base stats together is the cleanest way to compare whole Pals, and it separates the specialists from the ones worth pouring 30 fruits into. Panthalus wins on raw total at 500, but that total is built from HP and defense with an unremarkable 120 attack, so it is a wall rather than a damage dealer. Frostallion Noct is the one to beat for a combat Pal: 415 total, and it is the only Pal in the game that appears in all three top-twelve tables above. If your box is short on legendaries, Bastigor at 390 is the best line you can walk out and catch.

PalHPAttackDefenseTotalWhy it's worth the fruits
Panthalus180120200500Highest HP and defense in the game; a wall, not a nuke
Frostallion Noct140140135415Only Pal in the top twelve of all three stats
Frostallion140140120400Same attack and HP, 15 less defense
Shaolong140135120395The only top-tier line with a normal wild spawn
Necromus130145120395Highest attack of any non-raid Pal
Paladius130120145395Defensive half of the Necromus pair
Bastigor140130120390Best catchable all-rounder, 138 pins
Shadowbeak120120140380140 defense plus a 130 melee stat
Hartalis135130110375Raid summon with the third-highest HP
Neptilius105145125375145 attack on a fixed Lv 60 alpha
Jetragon115140120375140 attack on the fastest mount in the game

Astralym: the 200/200/200 Line You Can't Keep

Astralym holds the highest stat line in the Paldeck by a mile — 200 HP, 200 attack and 200 defense, which at level 80 with maxed IVs would be 11,300 HP, 1,660 attack and 1,610 defense. It is also the only entry on this page with no partner skill, no work suitability and no ride speed, because it is the World Tree boss you fight alongside Zenara rather than a Pal you add to your party. Treat its numbers as the yardstick the rest of the board is measured against, and read how to beat Zenara and Astralym if you want to see that stat line pointed at you instead.

StatAstralym (Lv 80, max IV)Best you can actually ownGap
HP11,30010,260 · Panthalus+1,040
Attack1,6601,270 · Bellanoir+390
Defense1,6101,610 · PanthalusTied

What a Max IV Roll Is Actually Worth

The percentage is fixed but the raw payoff is not — IVs multiply the part of the stat that scales with level and base stat, and both ends of the game feel very different. On Jetragon, a perfect attack roll is worth +63 attack at level 20, +157 at level 50 and +252 at level 80. That is the whole argument for not obsessing over rolls on a low-level catch: an IV advantage you can barely see at level 20 becomes a quarter of the stat by the time the Pal is endgame.

PalStatZero IV (Lv 80)Max IV (Lv 80)Gain
PanthalusHP8,10010,260+2,160
AnubisHP5,7007,140+1,440
LamballHP3,7004,540+840
JetragonAttack9401,192+252
AnubisAttack8801,114+234
PanthalusDefense1,2501,610+360
LamballAttack520646+126

The pattern in that table is the useful part: the bigger the base stat, the more a perfect roll pays. Lamball gains 840 HP from a max roll while Panthalus gains 2,160 from the same 100 rating, because IVs scale the species line rather than adding a flat bonus. Spend your fruits on the Pal you intend to finish, not the one currently in your party.

How to Check a Pal's IVs

You cannot see IVs at all without eyewear, which is why so many people grind duplicates blind. The Ability Glasses unlock at Technology level 34 for 4 points on the Ancient side of the tree and put HP, Attack and Defense on the 0-to-100 scale the moment you equip them and look at a Pal. The Pal Tamer's Glasses do the same job and add a damage floor — your attacks will not take a target below 1 HP — so they are the ones to wear while you are still catching, at the cost of an extra kilogram of weight.

ItemWhat it doesWeightMaterials
Ability GlassesShows HP, Attack and Defense potential on a 0-100 scale1.030 Refined Ingot · 20 Paldium Fragment · 10 Ancient Civilization Parts · 5 Ancient Civilization Core
Pal Tamer's GlassesSame readout, plus your hits never drop a target below 1 HP2.020 Refined Ingot · 30 Paldium Fragment · 10 Ancient Civilization Parts · 15 Ancient Bark

How to Get Max IV Pals

There are exactly three levers: breed for the rolls, catch enough copies that one of them rolls well, or buy the difference in fruit form. Most finished Pals use all three — a bred base, a decent roll, and fruits to close whatever the roll missed.

Breed for the Rolls

Offspring can inherit their parents' IVs, so a pair with strong rolls is a machine that prints more of them. Same-species pairs keep the species fixed while you re-roll the stat lines, which is the standard way to build a legendary worth finishing — and it is the only way to move an exclusive passive onto a different Pal at the same time. The Palworld Breeding Calculator works out which pair produces a given species, and how breeding works covers combi ranks and inheritance in full.

Catch in Volume Instead of Praying

For anything with a real wild population, the fastest route to a good roll is simply more attempts. Mimog leads the whole page with 10,624 spawn pins — open Mimog's spawn locations on the interactive map and you will not walk far between them. Menasting sits at 1,090 pins, Mammorest at 968 and Tetroise at 650, all with fixed alphas as a bonus. Fixed-alpha legendaries like Jetragon and Frostallion are the opposite problem: one copy per respawn, so those get bred rather than farmed. Sphere tiers and capture bonuses are covered in how to catch Pals.

Top Up the Gap with Fruits

Each fruit adds a flat +10 to one line, so a Pal reading 60 Attack needs four Power Fruits to cap it, and taking all three lines from zero costs 30 fruits. All three are sold at three different counters for three different currencies, and the price gap between them is enormous — the Bounty Shop charges a quarter of what the Arena Shop does for the identical item. Work the bounty board first and keep your Battle Tickets for skill fruits instead.

FruitRaisesPer useBounty ShopArena ShopMedal Shop
Life FruitHP+1025 Successful Bounty Tokens100 Battle Tickets200 Dog Coins
Power FruitAttack+1025 Successful Bounty Tokens100 Battle Tickets200 Dog Coins
Stout FruitDefense+1025 Successful Bounty Tokens100 Battle Tickets200 Dog Coins

All three can also be crafted out of stat lotuses if you would rather spend field time than currency, and they turn up in treasure map digs at every tier. Farming IV fruits and Training Crystals ranks every source by what one clear actually pays.

TipCatch for passives, fix the IVs later. A weak roll costs at most 30 fruits to repair, but a bad passive set can only be fixed by hatching a fresh Pal — which throws away every fruit, star and soul you already poured in. Check the passive slots first, and only start spending once all four are ones you want to keep.