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.

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 name | Potential — graded 0 to 100 on each of three lines |
| Stats it covers | HP, 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 it | Ability Glasses — Ancient Technology, level 34, 4 points |
| How you raise it | Life Fruit, Power Fruit, Stout Fruit — +10 each |
| How it passes down | Breeding — offspring can inherit a parent's rolls |
| Pals in the Paldeck | 288, of which 21 sit at 130 base HP or higher |
| Highest line in the game | Astralym 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.
| Pal | Base HP | Max IV HP (Lv 80) | Zero IV HP (Lv 80) | Where to find it |
|---|---|---|---|---|
Panthalus | 180 | 10,260 | 8,100 | No wild spawn |
Mammorest | 150 | 8,700 | 6,900 | 968 wild pins · alpha Lv 38 |
Mammorest Cryst | 150 | 8,700 | 6,900 | 168 wild pins |
Bastigor | 140 | 8,180 | 6,500 | 138 wild pins |
Frostallion | 140 | 8,180 | 6,500 | Fixed alpha, Lv 60 |
Frostallion Noct | 140 | 8,180 | 6,500 | Fixed alpha, Lv 65 |
Shaolong | 140 | 8,180 | 6,500 | 126 wild pins |
Silvance | 140 | 8,180 | 6,500 | No wild spawn |
Wumpo | 140 | 8,180 | 6,500 | 106 wild pins |
Wumpo Botan | 140 | 8,180 | 6,500 | 166 wild pins · alpha Lv 38 |
Hartalis | 135 | 7,920 | 6,300 | Raid summon |
Azurmane | 130 | 7,660 | 6,100 | 224 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.
| Pal | Base Attack | Max IV Attack (Lv 80) | Zero IV Attack (Lv 80) | Where to find it |
|---|---|---|---|---|
Bellanoir | 150 | 1,270 | 1,000 | Raid summon |
Bellanoir Libero | 150 | 1,270 | 1,000 | Raid summon |
Necromus | 145 | 1,231 | 970 | No wild spawn |
Neptilius | 145 | 1,231 | 970 | Fixed alpha, Lv 60 |
Frostallion | 140 | 1,192 | 940 | Fixed alpha, Lv 60 |
Frostallion Noct | 140 | 1,192 | 940 | Fixed alpha, Lv 65 |
Jetragon | 140 | 1,192 | 940 | Fixed alpha, Lv 70 |
Dandilord | 135 | 1,153 | 910 | No wild spawn |
Shaolong | 135 | 1,153 | 910 | 126 wild pins |
Anubis | 130 | 1,114 | 880 | 70 wild pins · alpha Lv 55 |
Bastigor | 130 | 1,114 | 880 | 138 wild pins |
Blazamut Ryu | 130 | 1,114 | 880 | Raid 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.
| Pal | Base Defense | Max IV Defense (Lv 80) | Zero IV Defense (Lv 80) | Where to find it |
|---|---|---|---|---|
Panthalus | 200 | 1,610 | 1,250 | No wild spawn |
Paladius | 145 | 1,181 | 920 | Fixed alpha, Lv 60 |
Aegidron | 140 | 1,142 | 890 | Fixed alpha, Lv 79 |
Shadowbeak | 140 | 1,142 | 890 | 22 wild pins |
Tetroise Primo | 140 | 1,142 | 890 | 80 wild pins · alpha Lv 60 |
Frostallion Noct | 135 | 1,103 | 860 | Fixed alpha, Lv 65 |
Knocklem | 135 | 1,103 | 860 | 66 wild pins · alpha Lv 55 |
Knocklem Ignis | 135 | 1,103 | 860 | 116 wild pins |
Tetroise | 135 | 1,103 | 860 | 650 wild pins · alpha Lv 55 |
Menasting | 130 | 1,064 | 830 | 1,090 wild pins · alpha Lv 44 |
Menasting Terra | 130 | 1,064 | 830 | 22 wild pins · alpha Lv 55 |
Mimog | 130 | 1,064 | 830 | 10,624 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.
| Pal | HP | Attack | Defense | Total | Why it's worth the fruits |
|---|---|---|---|---|---|
Panthalus | 180 | 120 | 200 | 500 | Highest HP and defense in the game; a wall, not a nuke |
Frostallion Noct | 140 | 140 | 135 | 415 | Only Pal in the top twelve of all three stats |
Frostallion | 140 | 140 | 120 | 400 | Same attack and HP, 15 less defense |
Shaolong | 140 | 135 | 120 | 395 | The only top-tier line with a normal wild spawn |
Necromus | 130 | 145 | 120 | 395 | Highest attack of any non-raid Pal |
Paladius | 130 | 120 | 145 | 395 | Defensive half of the Necromus pair |
Bastigor | 140 | 130 | 120 | 390 | Best catchable all-rounder, 138 pins |
Shadowbeak | 120 | 120 | 140 | 380 | 140 defense plus a 130 melee stat |
Hartalis | 135 | 130 | 110 | 375 | Raid summon with the third-highest HP |
Neptilius | 105 | 145 | 125 | 375 | 145 attack on a fixed Lv 60 alpha |
Jetragon | 115 | 140 | 120 | 375 | 140 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.
| Stat | Astralym (Lv 80, max IV) | Best you can actually own | Gap |
|---|---|---|---|
| HP | 11,300 | 10,260 · Panthalus | +1,040 |
| Attack | 1,660 | 1,270 · Bellanoir | +390 |
| Defense | 1,610 | 1,610 · Panthalus | Tied |
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.
| Pal | Stat | Zero IV (Lv 80) | Max IV (Lv 80) | Gain |
|---|---|---|---|---|
Panthalus | HP | 8,100 | 10,260 | +2,160 |
Anubis | HP | 5,700 | 7,140 | +1,440 |
Lamball | HP | 3,700 | 4,540 | +840 |
Jetragon | Attack | 940 | 1,192 | +252 |
Anubis | Attack | 880 | 1,114 | +234 |
Panthalus | Defense | 1,250 | 1,610 | +360 |
Lamball | Attack | 520 | 646 | +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.
| Item | What it does | Weight | Materials |
|---|---|---|---|
| Shows HP, Attack and Defense potential on a 0-100 scale | 1.0 | 30 Refined Ingot · 20 Paldium Fragment · 10 Ancient Civilization Parts · 5 Ancient Civilization Core | |
| Same readout, plus your hits never drop a target below 1 HP | 2.0 | 20 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.
| Fruit | Raises | Per use | Bounty Shop | Arena Shop | Medal Shop |
|---|---|---|---|---|---|
| HP | +10 | 25 Successful Bounty Tokens | 100 Battle Tickets | 200 Dog Coins | |
| Attack | +10 | 25 Successful Bounty Tokens | 100 Battle Tickets | 200 Dog Coins | |
| Defense | +10 | 25 Successful Bounty Tokens | 100 Battle Tickets | 200 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.
Related Guides
Where to go next:
- Palworld Pal Stats Calculator: HP, Attack and Defense by level
- How to Min-Max Pals: IVs, Passives, Souls, and Condensing
- How to Farm IV Fruits and Training Crystals Fast
- Best Pal Builds: Top Passives, Skills, and Loadouts
- List of All Legendary Pals: Locations and How to Get Them
- Lucky Pals in Palworld: Shinies, Stats, and How to Find Them
- How to Rank Up Pals: Condenser, Ripe Starfruit, and Handbooks
- How Breeding Works: Combi Ranks, Unique Combos, and Inheritance
- Palworld Tier List: every Pal ranked for combat, work and mounts
- Compare any two Pals side by side

























