List of All Support Pals and the Buffs They Give
Every support Pal in Palworld that buffs you or your party — element Attack and Defense boosts, damage reduction, weak point damage, status amplifiers, shields, and weapon buffs, with Rank 1 to Rank 5 numbers.

Some Pals earn their party slot without ever throwing a punch — they just sit in the lineup and hand you or your team extra Attack, Defense, weak point damage, or a shield. This is the full list of support Pals that give buffs, grouped by what the buff actually does, with the Rank 1 and Rank 5 values for every one.
How Pal Buffs Work
A buff only counts while the Pal is sitting in your five-slot party. Pals in the Palbox contribute nothing, and the Pal does not have to be the one summoned — being on the roster is enough. That is what makes these Pals so cheap to run: four combat Pals plus one buffer is a perfectly normal team.
Every number below has two values because partner skills rank up from Rank 1 to Rank 5 in the Pal Essence Condenser. Ranking a buffer is usually a better use of duplicates than ranking a damage Pal, since the buff multiplies your whole team. The other rule that matters: most of these skills are flagged as non-stacking, so running two Pals with the same buff does nothing — the stronger one applies and the second slot is wasted. Mixing *different* buff families is where the real gains are.
| Buff Family | What It Does at Rank 5 | Pals |
|---|---|---|
| Element Attack | +30% Attack to party Pals of that element | 10, covering all 9 elements |
| Element Defense | +30% Defense to party Pals of that element | 9, one per element |
| Element damage reduction | 30% less incoming damage of that element, plus status immunity | 9, plus explosions |
| Weak point damage | +40% element damage into weak points | 8, every element except Neutral |
| Status amplifier | +65% damage to enemies under that status | 6 |
| Weapon damage | +35% by weapon class, up to +65% on melee | 7 |
| Player Attack | up to +80% Attack on you | 5 |
| Self-buff and stacking | up to +300% on the Pal itself | 13 |
Element Attack Buffers (+15% to +30%)
This is the cleanest buff family in the game: one Pal per element, all sharing the same 15/17/20/24/30% curve, boosting the Attack of every party Pal that shares its element. Almost all of them are early-game catches you can have at Rank 5 long before the endgame, which makes them the single best value slot on a mono-element team. Neutral is the only element with two options — Ribbuny doubles as a base worker that raises Handiwork for your other base Pals, while Cremis pays you Wool on a Ranch, so pick whichever chore you need covered.
| Element | Pal | Partner Skill | Rank 1 | Rank 5 |
|---|---|---|---|---|
| Fire | Kelpsea Ignis | Lava Spout | +15% | +30% |
| Water | Kelpsea | Aqua Spout | +15% | +30% |
| Electric | Sparkit | Static Electricity | +15% | +30% |
| Ice | Foxcicle | Aurora Guide | +15% | +30% |
| Grass | Bristla | Princess Gaze | +15% | +30% |
| Ground | Dumud | Soil Improver | +15% | +30% |
| Dark | Hoocrates | Dark Knowledge | +15% | +30% |
| Dragon | Quivern | Sky Dragon Affection | +15% | +30% |
| Neutral | Ribbuny | Happy-Go-Lucky Bunny | +15% | +30% |
| Neutral | Cremis | Fluffy Wool | +15% | +30% |
Element Defense Buffers (+15% to +30%)
The defensive mirror of the list above, same 15-to-30% curve, one Pal per element — but this roster leans heavily on subspecies, so several of them take real hunting. Rooby and Dinossom are early grabs; Gloopie Primo, Sibelyx Primo and Nitemary Botan are late variant catches you go get once a mono-element core starts eating damage in raids. Defense buffs matter most on Pals you plan to leave out fighting for long stretches — for a burst team, an Attack buffer is the better slot.
| Element | Pal | Partner Skill | Rank 1 | Rank 5 |
|---|---|---|---|---|
| Fire | Rooby | Tiny Spark | +15% | +30% |
| Water | Gloopie Primo | Cephalo-Princess | +15% | +30% |
| Electric | Dinossom Lux | Thunder Dragon | +15% | +30% |
| Ice | Rayhound Cryst | Snow Shepherd | +15% | +30% |
| Grass | Nitemary Botan | Soul Binder | +15% | +30% |
| Ground | Kikit | Sandball Soccer | +15% | +30% |
| Dark | Wistella | Hidden Dark Energy | +15% | +30% |
| Dragon | Dinossom | Fragrant Dragon | +15% | +30% |
| Neutral | Sibelyx Primo | Gilded Shroud | +15% | +30% |
Element Damage Reduction and Status Immunity
These cut incoming damage of one element for you *and* your party Pals, and most of them throw in permanent immunity to the status that element inflicts. That immunity is the real prize — walking into a Fire boss with Elphidran Aqua means Burn never ticks, and Kitsun makes Freeze lockouts stop existing. Pick the one that matches the fight you keep losing rather than trying to carry all nine.
| Damage Type | Pal | Partner Skill | Rank 1 | Rank 5 | Immunity |
|---|---|---|---|---|---|
| Fire | Elphidran Aqua | Amicable Water Dragon | -15% | -30% | Burn |
| Water | Snock Lux | Grounding Shell | -15% | -30% | Soak |
| Electric | Bulldosu | Yokozuna's Presence | -15% | -30% | Electrify |
| Ice | Kitsun | Wolf of the Sun | -15% | -30% | Freeze |
| Grass | Petallia Ignis | Passion of the Flower Spirit | -15% | -30% | Ivy-Covered |
| Ground | Wumpo Botan | Guardian of the South | -15% | -30% | Muddy |
| Dark | Kitsun Noct | Gloomhowl | -15% | -30% | Blind |
| Dragon | Pierdon Cryst | Power Crystal | -15% | -30% | None |
| Neutral | Sootseer | Grave Robber | -15% | -30% | None |
| Explosions | Aegidron | Indestructible Fortress | -60% | -80% | Stun |
Aegidron is the outlier and the strongest defensive partner skill in the game — an 80% cut to explosive damage plus Stun immunity, which is exactly the damage profile that kills people in raid fights. Its saddle sits at technology level 79, so it is a genuine endgame unlock. Petallia Ignis is the multi-tasker here: on top of the Grass resistance it is also one of the best healers in the game, restoring 80% of your Health at Rank 1 and 90% at Rank 5.
Weak Point Damage Boosters (+25% to +40%)
Weak point hits are already the highest-damage thing you can do to a boss, and this family multiplies them by element for both you and your party Pals. Eight elements have a booster and Neutral has none, so a Neutral-heavy team simply cannot access this bonus. Univolt is the standout because its saddle unlocks at technology level 14 — an Electric weak point booster you can be riding in the early game, while Blazamut Ryu and Moldron Cryst are endgame mounts at levels 55 and 70.
| Element | Pal | Partner Skill | Rank 1 | Rank 5 |
|---|---|---|---|---|
| Fire | Finsider Ignis | Ember Chamber | +25% | +40% |
| Water | Penking Lux | Unyielding Storm Commander | +25% | +40% |
| Electric | Univolt | Swift Deity | +25% | +40% |
| Ice | Moldron Cryst | Ice Overload | +25% | +40% |
| Grass | Ribbuny Botan | Ground 'n' Pound | +25% | +40% |
| Ground | Turtacle Terra | Shiny Hauler | +25% | +40% |
| Dark | Croajiro Noct | Shadow Stance | +25% | +40% |
| Dragon | Blazamut Ryu | Dragon Kaiser | +25% | +40% |
Three more Pals boost weak point damage regardless of element, which makes them the pick when your team is not built around one type. Vanwyrm Cryst is the best of them at +30% rising to +50%, ahead of base Vanwyrm at +20% to +40% — and both are flying mounts, so the buff rides along with your travel Pal. Cryolinx Terra works differently: land a weak point hit and your *next* one gains 30% power at Rank 1, up to 60% at Rank 5, which rewards deliberate aimed shots over spraying. Two of the weak point boosters also carry haulage perks — Turtacle Terra strips 80% to 100% of the weight from Sulfur and Coal, and Finsider Ignis does the same for weapons, so they double as carry weight Pals.
Status Ailment Amplifiers (+50% to +65%)
Six Pals turn a status effect into a damage multiplier for you and your party — apply the ailment, then everything that hits the target lands 50% harder at Rank 1 and 65% harder at Rank 5. These are the biggest conditional numbers in the whole buff list, and the condition is easy to meet if you pair the amplifier with a weapon or Pal that inflicts the matching status. Check which elements apply what in the status effects guide before you build around one.
| Status | Pal | Partner Skill | Rank 1 | Rank 5 |
|---|---|---|---|---|
| Soak | Jormuntide | Stormbringer Sea Dragon | +50% | +65% |
| Burn | Jormuntide Ignis | Stormbringer Lava Dragon | +50% | +65% |
| Poison | Prixter | Phantom Venom | +50% | +65% |
| Muddy | Pierdon | Power Stone | +50% | +65% |
| Blind | Roujay | Dark-Nester | +50% | +65% |
| Ivy-Covered | Needoll | Hug Me Please | +50% | +65% |
Freeze, Electrify and Stun have no amplifier, so those statuses stay purely about the lockdown. The two Jormuntide forms are the easiest to build around because both are rideable water and land mounts that you would bring anyway, and Jormuntide Ignis additionally cancels lava damage outright. Silvance is the odd sibling of this group — instead of scaling damage against Ivy-Covered enemies, it makes them explode when you attack, for an extra 40% of your attack damage at Rank 1 and 60% at Rank 5.
Player Attack Buffs
These buff *you*, not your Pals, which means they apply to every gun, bow and melee swing you own. Solenne is the ceiling of the entire category at +80%, and its condition — every Pal in the party being a different species — is one you meet by accident on most teams. Hoodle doubles your damage against anything that has not entered combat yet, which is the single best opener in the game for alpha hunting, and Celesdir Noct is the greedy pick: a huge Attack boost on your fighting Pal that slowly drains its Health, so it only pays off in fights you finish fast.
| Pal | What It Buffs | Rank 1 | Rank 5 |
|---|---|---|---|
Solenne | Your Attack, if every party Pal is a different species | +30% | +80% |
Celesdir Noct | Your fighting Pal's Attack, draining its Health | +40% | +80% |
Hoodle | Your damage to enemies not yet in combat | +50% | +100% |
Croajiro | Your Attack while airborne after its launch | +50% | +86% |
Gobfin | Your Attack, no conditions | +10% | +20% |
Gobfin Ignis | Your Attack, no conditions | +10% | +20% |
Gobfin looks small next to the others, but it is unconditional and available very early, which is why it stays in a lot of teams well past the point you could replace it. Dupin is the emergency option: drop below half Health and it detonates a Fire explosion around you and raises your Attack for as long as you stay in that range — great on a dodge-heavy playstyle, useless if you play safe.
Activated Attack Element Converters (+30% to +50%)
Seven Pals convert your attack element on command and hand you a flat Attack boost while it lasts — and they all share the same 30/35/40/45/50% curve, so the choice comes down purely to which element you need. That is a bigger raw Attack number than anything except Solenne, and it stacks on top of hitting an enemy's elemental weakness, which is where the damage really comes from. There are also 15 rideable converters that swap your element while mounted for a smaller +5% to +20%; the full breakdown of how conversion interacts with weapons lives in the attack element guide.
| Element | Pal | Partner Skill | Rank 1 | Rank 5 |
|---|---|---|---|---|
| Fire | Wixen | Lord Fox | +30% | +50% |
| Water | Finsider | Water Gun | +30% | +50% |
| Electric | Prixter Lux | Scorpion Longwave | +30% | +50% |
| Ice | Icelyn | Witch's Icy Veil | +30% | +50% |
| Grass | Elgrove | Mother Nature's Menace | +30% | +50% |
| Ground | Anubis | Guardian of the Desert | +30% | +50% |
| Dark | Wixen Noct | Black Fox Lord | +30% | +50% |
Weapon-Type Damage Buffs
If you fight with a specific weapon class, one of these Pals is worth a permanent slot. Most sit on the same +10% to +35% curve, but Bushi Noct nearly doubles that for melee at +30% to +65% — with the catch that the bonus only applies while you are out of combat, so it is an opening-strike buff, not a sustained one. Xenovader is the strangest entry on the list: the final bullet of a full-auto burst hits for an extra 100% at Rank 1 and 160% at Rank 5, which rewards emptying a magazine rather than tapping.
| Weapon | Pal | Partner Skill | Rank 1 | Rank 5 |
|---|---|---|---|---|
| Bows | Robinquill | Grounded Archer | +10% | +35% |
| Melee weapons | Pupperai | Best Boy | +10% | +35% |
| Melee, out of combat | Bushi Noct | Void Blade | +30% | +65% |
| Shotguns | Nyafia | Shot-Nyan Mode | +10% | +35% |
| Energy weapons | Xenogard | Unknown Intruder | +10% | +35% |
| Full-auto last bullet | Xenovader | Unknown Invader | +100% | +160% |
| Exploding arrows | Loomen | Lantern Enchantment | +15% | +30% |
Loomen's entry is bonus damage equal to a percentage of your attack damage rather than a multiplier on the shot, so it pairs with Robinquill rather than competing with it — an archery team can run both. One more that does not fit the table: Xenolord boosts the damage of partner skills used by weapon-wielding Pals by 20% at Rank 1 and 50% at Rank 5, which is the buff you want if your team leans on Pals like Nyafia that shoot for themselves. Match your buffer to what you actually shoot using the weapon database.
Player Defense and Shield Support
The survivability crew, and the family most people ignore until a raid boss starts one-shotting them. Silvegis is the best of them by a distance because it attacks the shield from both ends — your shield eats 65% to 80% less of the damage it absorbs, and it starts regenerating 30% to 60% sooner. Lapiron posts the biggest raw Defense number here at +65%, but only while you are sprinting, which suits kiting far more than standing and trading.
| Pal | What It Does | Rank 1 | Rank 5 |
|---|---|---|---|
Silvegis | Cuts damage taken by your shield | -65% | -80% |
Silvegis | Shortens shield regeneration delay | -30% | -60% |
Lapiron | Your Defense while sprinting | +50% | +65% |
Aegidron | Explosive damage taken, plus Stun immunity | -60% | -80% |
Warsect | Barrier strength after 5 melee hits | 5 | 9 |
Warsect Terra | Barrier strength after 5 melee hits | 5 | 9 |
Tropicaw | Dodge roll invincibility window | +5% | +9% |
The two Warsect forms reward an aggressive melee build — land five hits in a short window and you get a barrier, so they suit players who close distance rather than snipe. Tropicaw's number looks tiny, but a longer invincibility window on dodge rolls is the difference between clipping a boss AoE and walking through it. Hartalis deserves a mention too: while mounted it generates a barrier that blocks attacks outright and lets you triple jump, which is as much a traversal tool as a defensive one — see how to beat Hartalis for getting one. For flat Defense with a farming bonus attached, Menasting and Menasting Terra give a small permanent Defense boost and make defeated Electric Pals drop 40% more items at Rank 1, rising to 80% at Rank 5.
Self-Buff and Stacking Pals
This group buffs the Pal rather than you, and it produces the largest percentages in the game by a wide margin. Gorirat tops the chart at +300% Attack on an activated timer, with Knocklem Ignis right behind at +210% to both Attack and Defense — burst windows you activate and then dump damage inside. The stacking skills work the opposite way: Orserk adds only 5% per bullet hit at Rank 5, but it stacks up to 30 times, and Blazamut adds 10% per kill up to five stacks, so both reward long fights and steady uptime rather than a single window.
| Pal | What It Buffs | Rank 1 | Rank 5 |
|---|---|---|---|
Gorirat | Own Attack, activated burst | +75% | +300% |
Knocklem Ignis | Own Attack and Defense, activated | +60% | +210% |
Knocklem | Own Attack and Defense, activated | +50% | +200% |
Elizabee | Own Attack and Defense per Beegarde in party | +12% | +24% |
Sweepa | Own Attack and Defense per Swee in party | +12% | +24% |
Blazamut | Your fighting Pal per kill, stacks 5 times | +5% | +10% |
Shaolong | Own Attack per other Dragon Pal | +4% | +8% |
Moldron | Own Attack per other Fire or Ground Pal | +4% | +8% |
Leafan | Own Attack and Defense per other Grass Pal | +2% | +6% |
Eidrolon | Own Attack and Speed per other Dragon or Dark Pal | +2% | +6% |
Eidrolon Ignis | Own Attack and Speed per other Dragon or Fire Pal | +2% | +6% |
Celesdir | Own Attack and Speed per other Neutral Pal | +2% | +6% |
Orserk | Your fighting Pal per bullet hit, stacks 30 times | +1% | +5% |
The per-Pal stackers are the reason mono-element teams exist. Fill four slots with Dragon Pals and Shaolong is running at +32% Attack for free; the same trick works for Moldron on a Fire or Ground team and Leafan on a Grass one. Elizabee and Sweepa need specific partners rather than an element — Beegarde and Swee respectively — and each copy in the party adds another instance of the bonus, so a full support squad of them turns the queen into a monster. Celesdir is the best all-rounder of the group because it also regenerates your and your party's Health continuously, making it a buffer and a healer in one slot.
Which Buffers to Actually Run
If you only ever rank up three of these, make them Solenne for raw player Attack, the weak point booster matching your main element, and the damage-reduction Pal for whatever keeps killing you. Everything else is situational: element Attack and Defense buffers are for teams built around one type, status amplifiers only pay off if you can reliably apply the status, and the self-buff Pals are for the Pal you actually send out to fight. For the curated shortlist with healers and loot boosters included, read the best support Pals guide, and browse every skill and its rank scaling on the partner skills database.
Related Guides
Keep building the team:
- Best Support Pals: Healers, Party Buffs, and Drop Rate Boosters
- Best Partner Skills and Their Effects
- All Pals That Change Your Attack Element
- Best Team Comps: Boss Killer, Explorer, and Farming Teams
- All Status Effects and Which Elements Inflict Them
- How to Rank Up Pals: Condenser, Ripe Starfruit, and Handbooks
- List of All Partner Skills and Effects
- Palworld Team Builder
- Palworld Pal Tier List





































































