List of All 47 Water Type Pals and Where to Find Them
Every Water type Pal in Palworld with its attack, HP, defence, spawn count and map link — plus Water's two weaknesses, the best fighters and sea mounts, all 8 Water alpha markers, the Damp breeding combos, and how to farm Water Radiant Gems.

Water is the second-biggest element in Palworld and the only one the game punishes twice. Forty-seven Pals carry it, beaten only by Dark's seventy — but Water is the single element on the chart with two weaknesses instead of one. This is every Water Pal with its attack, HP, defence and spawn count, plus what Water beats and loses to, the best fighters and mounts, all 8 Water alpha markers, the Damp breeding combos, and how to farm Water Radiant Gems.
All 47 Water Type Pals
Forty-seven of the game's 288 Pals wear Water, and most of them are dual-element: 17 are pure Water against 30 that pair it with something else. The second element matters a lot here, because two of them make things worse — Electric and Grass both counter Water, and eleven Pals on this list carry one of those as their own second type. Dark, Ice and Dragon are the most common partners at five each, Fire and Electric at four, and Grass is the rarest at just two, which is the one piece of luck the element gets. The bottom half of the table is where Water gets its reputation: a long tail of rarity 1–3 starter Pals like Fuack, Teafant and Kelpsea that you will meet in the first hour and never build around.
| # | Pal | Elements | Attack | HP | Defence | Spawns |
|---|---|---|---|---|---|---|
| 5 | Fuack | Water | 80 | 60 | 60 | 1,156 pins — view on map |
| 5B | Fuack Ignis | Water / Fire | 100 | 60 | 60 | 248 pins — view on map |
| 7 | Celaray | Water | 100 | 80 | 80 | 1,734 pins — view on map |
| 7B | Celaray Lux | Water / Electric | 100 | 80 | 80 | 656 pins — view on map |
| 9 | Croajiro | Water | 100 | 80 | 85 | 1,350 pins — view on map |
| 9B | Croajiro Noct | Water / Dark | 110 | 85 | 90 | 1,290 pins — view on map |
| 11 | Teafant | Water | 70 | 70 | 70 | 338 pins — view on map |
| 17 | Pengullet | Water / Ice | 75 | 70 | 70 | 2,260 pins — view on map |
| 17B | Pengullet Lux | Water / Electric | 100 | 70 | 70 | 657 pins — view on map |
| 18 | Penking | Water / Ice | 95 | 95 | 95 | 628 pins — view on map |
| 18B | Penking Lux | Water / Electric | 100 | 100 | 100 | 504 pins — view on map |
| 30 | Killamari | Dark / Water | 100 | 60 | 70 | 562 pins — view on map |
| 30B | Killamari Primo | Neutral / Water | 100 | 70 | 70 | 764 pins — view on map |
| 37 | Turtacle | Water | 100 | 75 | 115 | 2,960 pins — view on map |
| 37B | Turtacle Terra | Water / Ground | 100 | 85 | 125 | 1,554 pins — view on map |
| 41 | Azurobe | Water / Dragon | 100 | 110 | 100 | 422 pins — view on map |
| 43 | Kelpsea | Water | 100 | 70 | 70 | 2,742 pins — view on map |
| 45 | Jelliette | Water | 100 | 75 | 70 | 990 pins — view on map |
| 46 | Jellroy | Water / Dark | 100 | 90 | 75 | 1,206 pins — view on map |
| 47 | Amione | Water | 100 | 65 | 65 | 132 pins — view on map |
| 48 | Gloopie | Water / Dark | 100 | 70 | 70 | 1,018 pins — view on map |
| 48B | Gloopie Primo | Water / Neutral | 100 | 75 | 70 | 442 pins — view on map |
| 55 | Gobfin | Water | 90 | 90 | 75 | 132 pins — view on map |
| 63B | Elphidran Aqua | Dragon / Water | 80 | 115 | 95 | 110 pins — view on map |
| 72 | Polapup | Ice / Water | 105 | 95 | 105 | 484 pins — view on map |
| 75 | Surfent | Water | 90 | 90 | 80 | 598 pins — view on map |
| 86 | Munchill | Ice / Water | 100 | 75 | 85 | 458 pins — view on map |
| 88 | Finsider | Water | 100 | 75 | 80 | 1,358 pins — view on map |
| 88B | Finsider Ignis | Water / Fire | 100 | 75 | 80 | 828 pins — view on map |
| 94 | Relaxaurus | Dragon / Water | 115 | 120 | 110 | 76 pins — view on map |
| 97 | Ghangler | Dark / Water | 125 | 90 | 105 | 398 pins — view on map |
| 97B | Ghangler Ignis | Fire / Water | 130 | 90 | 105 | 810 pins — view on map |
| 108B | Broncherry Aqua | Grass / Water | 95 | 120 | 100 | 14 pins — view on map |
| 109 | Dumud | Ground / Water | 100 | 100 | 95 | 744 pins — view on map |
| 109B | Dumud Gild | Ground / Water | 100 | 105 | 100 | 632 pins — view on map |
| 121 | Jormuntide | Dragon / Water | 150 | 130 | 100 | No wild spawns |
| 122B | Suzaku Aqua | Water | 105 | 125 | 105 | 100 pins — view on map |
| 128 | Skutlass | Water | 100 | 70 | 80 | 274 pins — view on map |
| 128B | Skutlass Ignis | Water / Fire | 105 | 70 | 80 | 68 pins — view on map |
| 151 | Whalaska | Ice / Water | 115 | 105 | 110 | 194 pins — view on map |
| 169 | Solmora | Water | 100 | 90 | 85 | 234 pins — view on map |
| 169B | Solmora Lux | Water / Electric | 100 | 90 | 85 | 518 pins — view on map |
| 175 | Ophydia | Grass / Water | 115 | 130 | 120 | No wild spawns |
| 188B | Faleris Aqua | Water | 110 | 110 | 115 | 394 pins — view on map |
| 192 | Shaolong | Dragon / Water | 135 | 140 | 120 | 126 pins — view on map |
| 201 | Neptilius | Water | 145 | 105 | 125 | No wild spawns |
| 203 | Panthalus | Water | 120 | 180 | 200 | No wild spawns |
Four of the forty-seven never appear as a normal wild spawn — Jormuntide, Ophydia, Neptilius and Panthalus — and three of those are alpha fights you can walk up to. Panthalus is the odd one out: it has no wild pins and no alpha marker, so it is the one Water Pal you cannot simply go and find. Everything else is on the map somewhere, and there is a lot of it — 32,163 Water spawn points across 43 Pals, second only to Dark's 35,003.
Water Type Strengths and Weaknesses
Here is the thing nobody tells you when you build a Water team. On the Palworld type chart every element is countered by exactly one other element — except Water, which is countered by two. Electric and Grass both hit Water for bonus damage, and between them that is 71 Pals that punish you, against the 43 Fire Pals that Water punishes back. No other element in the game runs that deficit. The upside is that Fire is a real target rather than a token one, and the two tower bosses and several late-game raid phases lean Fire, so the bonus does come up where it counts.
| Situation | Damage | What it means for you |
|---|---|---|
| Your Water move hits a Fire Pal | ~1.5× | Water's only bonus — but it lands on 43 Pals, a genuinely useful pool |
| An Electric move hits your Water Pal | ~1.5× against you | First of Water's two weaknesses; 25 Pals carry Electric |
| A Grass move hits your Water Pal | ~1.5× against you | Second weakness, and the bigger one — 46 Pals carry Grass |
| Your Water move hits another Water Pal | Reduced | Matching elements resist each other, so Water mirrors grind |
Read that table as a deployment rule rather than a stat. Water is the element you send at anything on fire and pull out the moment you see green or yellow — and because eleven Water Pals are themselves part Electric or Grass, check the second type before you commit. Pengullet Lux, Penking Lux and Solmora Lux all take super-effective damage from their own second element's counter and from Water's, which is the worst dual-typing arrangement in the game. If you want the safe pairings, Jormuntide and Shaolong pair Water with Dragon, and Dragon only fears Ice.
Best Water Pals for Combat
Water does something no other mid-table element manages: it puts 2 Pals in the 14 S-tier slots on our Palworld tier list and 3 more in A, despite averaging 7th of nine elements in attack, HP and defence. That gap is the whole story of the element. The averages are dragged into the floor by twenty-five D-tier starters, while the top five are among the strongest Pals in the game outright. There is no gentle middle — you either have one of these or you have a fish.
| Pal | Tier | Class | Attack | HP | Defence | Why Bring It |
|---|---|---|---|---|---|---|
Shaolong | S | Shot | 135 | 140 | 120 | The best Water Pal in the game and it is not close — 135 shot attack, 140 HP and 120 defence in one body, plus the exclusive Celestial Vortex at 700 power. It also carries Watering Lv 8, so it never stops earning its slot. |
Panthalus | S | Shot | 120 | 180 | 200 | 200 defence, tied for the highest in Palworld, on top of 180 HP. It owns the two biggest Water hits in the game, Aqua Tornado at 800 and Grand Breach at 700, and it is the only Water Pal with no Watering rating at all. |
Jormuntide | A | Melee | 150 | 130 | 100 | 150 melee attack — the hardest-hitting Water Pal there is. Its natural Lord of the Sea passive adds another 30% to Water damage, which no other Pal in the element rolls. Defence is only 100, so it trades. |
Neptilius | A | Shot | 145 | 105 | 125 | 145 shot attack behind 125 defence, and the exclusive Thalassonic Laser at 700 power. It rolls Lunker naturally, which stacks +20% Water damage, +20% Ice damage and +20% defence on one line. |
Ophydia | A | Shot | 115 | 130 | 120 | The tankiest Water Pal you can farm — 130 HP and 120 defence off a Lv 69 alpha. Planting Lv 7 makes it the rare fighter that also runs a farm plot. |
Ghangler Ignis | B | Shot | 130 | 90 | 105 | 130 shot attack and 105 defence at rarity 6, and it turns up 810 times on the map. This is the mid-game Water damage dealer that does not need a boss kill. |
Faleris Aqua | B | Shot | 110 | 110 | 115 | 110 shot attack, 115 defence, 110 HP — the most even stat line in the element. Its Tidal Predator partner skill also raises the Fire-type drops you collect while it is out. |
Whalaska | B | Shot | 115 | 105 | 110 | 115 shot attack and 110 defence, plus Cooling Lv 6 — the best refrigeration rating any Water Pal has. A Lv 55 alpha, so it slots in right when you need it. |
If you are levelling exactly one, make it Shaolong. It is the only Pal in the game with Watering Lv 8, it is the third-fastest mount in Palworld, and 135 shot attack behind 140 HP means it fights without a babysitter — one Pal covering combat, travel and your entire water supply. Panthalus is the better raw statline and the better wall at 200 defence, but it has no Watering at all and no wild spawn, so it is a reward rather than a plan. Jormuntide is the pick if you want damage now: 150 melee attack plus its natural Lord of the Sea passive is roughly 195 effective attack on Water moves, the highest number the element produces.
The Strongest Water Attack Skills
29 attack skills carry the Water element, the fewest of any element except Dragon's 23 — but the ceiling is high. Panthalus's Aqua Tornado hits for 800 power, tied with Grass and Dark for the biggest elemental strike in the game behind only Neutral's 1200-power Megaton Implode. The catch is a 40-second cooldown, which drops its sustained output below three 700-power moves that recharge in 30. Power only compares inside a class, so read the melee rows against melee and the shot rows against shot.
| Skill | Power | Cooldown | Class | DPS | Who Gets It |
|---|---|---|---|---|---|
| Aqua Tornado | 800 | 40s | Shot | 20.0 | Panthalus only |
| Celestial Vortex | 700 | 30s | Shot | 23.3 | Shaolong only |
| Thalassonic Laser | 700 | 30s | Shot | 23.3 | Neptilius only |
| Grand Breach | 700 | 30s | Melee | 23.3 | Panthalus only |
| Geyser Gush | 600 | 30s | Melee | 20.0 | 36 Pals learn it, and Water Skill Fruit: Geyser Gush adds it to anything |
| Aqua Surge | 500 | 24s | Shot | 20.8 | 10 Pals, plus Water Skill Fruit: Aqua Surge |
| Hydra Charge | 500 | 24s | Melee | 20.8 | Shaolong only |
| Maelstrom | 500 | 24s | Shot | 20.8 | Panthalus only |
| Hydro Laser | 450 | 20s | Shot | 22.5 | 25 Pals, plus Water Skill Fruit: Hydro Laser |
Geyser Gush is the practical answer. At 600 power it sits one rung below the exclusives, 36 Pals learn it naturally, and Water Skill Fruit: Geyser Gush bolts it onto anything with a spare slot — that is the highest-power move any element hands out this freely. If your Pal fights at range instead, Water Skill Fruit: Hydro Laser at 450 power and 22.5 DPS beats the bigger 500-power shots on actual damage over time, because a 20-second cooldown fires more often than a 24-second one. The four 700-and-800 hits are locked to three Pals between them, so treat them as a reason to chase those Pals rather than a build option. The full list lives on our list of Water Skill Fruits.
Best Water Mounts
This is Water's strongest claim on the game. Eight of the nine swimming mounts in Palworld are Water Pals — the element effectively owns the sea, with only Azurobe Cryst crossing over from Ice — and it also holds two of the three fastest mounts of any kind. Panthalus at 3,000 and Shaolong at 2,800 rank #2 and #3 of all 115 rideable Pals, behind only Jetragon. Ten Water Pals take a saddle in total, spread across flying, swimming and ground rides.
| Pal | Rank | Mount Type | Sprint | Stamina | Saddle Tech Lv. | Partner Skill |
|---|---|---|---|---|---|---|
Panthalus | #2 | Flying | 3,000 | 100 | No saddle | Resonant Guardian |
Shaolong | #3 | Flying | 2,800 | 100 | Lv. 77 | Azure Sovereign |
Neptilius | #6 | Swimming | 2,000 | 410 | Lv. 64 | Sentinel of the Great Sea |
Jormuntide | #11 | Swimming | 1,800 | 150 | Lv. 40 | Stormbringer Sea Dragon |
Ophydia | #14 | Ground | 1,500 | 100 | Lv. 72 | Glorious Mist |
Surfent | #15 | Swimming | 1,440 | 100 | Lv. 16 | Swift Swimmer |
Faleris Aqua | #17 | Flying | 1,400 | 230 | Lv. 60 | Tidal Predator |
Ghangler | #18 | Swimming | 1,350 | 320 | Lv. 31 | Master of Darkness |
Solmora | #24 | Swimming | 1,300 | 220 | Lv. 65 | Charming Fish |
Suzaku Aqua | #52 | Flying | 1,100 | 350 | Lv. 44 | Wings of Water |
Panthalus is the strangest ride in the game and worth understanding: it has no saddle to unlock at all. You call it with the Echoing Flute, built at a Primitive Workbench once you have all four Echobones, and its walk, run and sprint values are all 3,000 — it cruises at top speed without ever burning stamina. For anything you can reach earlier, Surfent's saddle unlocks at Tech Lv 16, by far the cheapest sea mount in the game, and 1,440 swim sprint at that point in a run makes the water stop being a wall. Neptilius is the endgame swim pick at 2,000 sprint and a huge 410 stamina, and its Sentinel of the Great Sea skill adds up to another 25% swim speed on top. At the bottom, Polapup is dead last of all 115 mounts at 375 sprint — skip it. Full numbers are on our Palworld mount speed rankings.
Watering Is a Water-Only Job
Here is the fact that makes this element mandatory no matter how you play: no Pal outside the Water element has a Watering rating at all, and 46 of the 47 Water Pals do. Every berry plantation, every wheat plot, every cooling loop in your base runs on a Pal from this list — there is no substitute and no workaround. Panthalus is the single exception, the only Water Pal in the game with zero Watering. The ladder tops out at Lv 8, and exactly one Pal reaches it.
| Pal | Watering | All Jobs | Size | Rarity |
|---|---|---|---|---|
Shaolong | Lv. 8 | Watering 8, Gathering 5 | XL | 9 |
Jormuntide | Lv. 7 | Watering 7 | XL | 8 |
Neptilius | Lv. 7 | Watering 7 | XL | 20 |
Suzaku Aqua | Lv. 6 | Watering 6 | XL | 9 |
Faleris Aqua | Lv. 6 | Watering 6, Transporting 5 | L | 9 |
Ophydia | Lv. 5 | Planting 7, Watering 5 | L | 9 |
Whalaska | Lv. 5 | Cooling 6, Watering 5 | XL | 8 |
Ghangler Ignis | Lv. 5 | Kindling 5, Watering 5, Transporting 2 | M | 6 |
Broncherry Aqua | Lv. 5 | Watering 5 | XL | 8 |
Ghangler | Lv. 5 | Watering 5, Transporting 2 | M | 5 |
Shaolong is the ceiling and also the best all-rounder, but it is XL and rarity 9, so most bases will not see one for a long time. The realistic target is Jormuntide at Watering Lv 7 off a Lv 55 alpha, or Faleris Aqua at Lv 6, which is only size L and adds Transporting Lv 5 so it hauls its own output. Ophydia is the specialist worth a slot even at Watering Lv 5, because Planting Lv 7 alongside it means one Pal seeds and waters the same plot. Whalaska pairs Watering Lv 5 with Cooling Lv 6 for a refrigeration-plus-irrigation base. If you are short a rating rather than a Pal, the Applied Watering Handbook I permanently raises a Pal's Watering affinity by +1. Our best Pals for Watering ranking goes deeper on station counts.
Where to Find Water Pals
Water spawns follow the coastline and the wetlands, which sounds obvious until you look at how tightly some of them cluster. Waterlily Gorge is the single densest Water location in the game — four different Water Pals put their largest spawn share there, including Solmora Lux at 64.8% and Gloopie Primo at 61.9%. Celaray is the most common Water Pal on the map at 1,734 pins, but it is scattered — only 9.0% of it sits in its top region, so you will find one by accident rather than on purpose.
| Pal | Main Area | Share | Pins | Map |
|---|---|---|---|---|
Celaray | Grassy Behemoth Hills | 9.0% | 1,734 | Open map |
Turtacle Terra | Thirst's End | 8.2% | 1,554 | Open map |
Finsider | Sand Dunes Entrance | 9.7% | 1,358 | Open map |
Croajiro | Rayne Syndicate Tower Entrance | 10.0% | 1,350 | Open map |
Croajiro Noct | Scarlet Outlook | 15.3% | 1,290 | Open map |
Fuack | Small Cove | 9.5% | 1,156 | Open map |
Gloopie | Crimson Cliffs | 11.3% | 1,018 | Open map |
Jelliette | Grassy Behemoth Hills | 8.3% | 990 | Open map |
Solmora Lux | Waterlily Gorge | 64.8% | 518 | Open map |
Dumud | Anubis Dunes | 20.1% | 744 | Open map |
Plan around the concentration column, not the pin count. Skutlass Ignis puts 100% of its 68 pins on Flamepulse Islet and Suzaku Aqua is 52% at the Azure Covenant Tower Entrance, so those are single trips rather than searches. Croajiro Noct at 15.3% in Scarlet Outlook is the opposite kind of target — 1,290 pins spread wide enough that any walk through the right biome turns one up. Every row deep-links our Palworld interactive map with that Pal's layer already switched on, so you get the exact view rather than the whole island.
All 8 Water Alpha Markers
Water has only 8 alpha markers, one of the smaller counts in the game — Ground carries 20 by comparison. What it lacks in number it makes up in gatekeeping: three of these eight are the only way to own the Pal at all, since Jormuntide, Ophydia and Neptilius have no wild spawns anywhere. The level spread is unusually wide too, from a Lv 14 fight you can clear in your first evening to a Lv 69 wall.
| Alpha | Level | Elements | Attack | Defence | Location |
|---|---|---|---|---|---|
Ophydia | Lv. 69 | Grass / Water | 115 | 120 | Alpha location |
Faleris Aqua | Lv. 66 | Water | 110 | 115 | Alpha location |
Neptilius | Lv. 60 | Water | 145 | 125 | Alpha location |
Whalaska | Lv. 55 | Ice / Water | 115 | 110 | Alpha location |
Jormuntide | Lv. 55 | Dragon / Water | 150 | 100 | Alpha location |
Azurobe | Lv. 40 | Water / Dragon | 100 | 100 | Alpha location |
Penking | Lv. 15 | Water / Ice | 95 | 95 | Alpha location |
Dumud | Lv. 14 | Ground / Water | 100 | 95 | Alpha location |
Dumud at Lv 14 and Penking at Lv 15 are the two you can take almost immediately, and Penking is genuinely useful early — Watering Lv 2 and a glide partner skill from a fight most players win by level 20. The Lv 55 pair is the real checkpoint: Jormuntide and Whalaska on the same evening gets you Watering Lv 7 and Cooling Lv 6 in one trip. Save Ophydia at Lv 69 for last; it is the highest-level Water alpha and it hits for 115 behind 120 defence. Bring Electric or Grass Pals to all eight of these and the fights get considerably shorter — see our alpha Pal hunting route for the full order.
Damp Eggs and Breeding
Eggs are colour-coded by element, so a Damp Egg always hatches something off this list. The bad news is at the top end: the Huge Damp Egg pool is only only four Pals deep, beaten for thinness only by the single-Pal Electric and Ominous pools, and just one of those four — Faleris Aqua — will ever come out of a wild nest, at 2.31% in World Tree grade 1. Treat Huge Damp Eggs as a curiosity. Where Water actually rewards breeding is variants: 17 exclusive combos produce a Water Pal, joint-fourth most of any element, and they are the only way to get most of the game's Lux, Ignis and Primo forms.
| Parent A | Parent B | Child | Child Element |
|---|---|---|---|
Elphidran | Surfent | Elphidran Aqua | Dragon / Water |
Broncherry | Fuack | Broncherry Aqua | Grass / Water |
Suzaku | Jormuntide | Suzaku Aqua | Water |
Faleris | Jormuntide | Faleris Aqua | Water |
Turtacle | Digtoise | Turtacle Terra | Water / Ground |
Croajiro | Bushi Noct | Croajiro Noct | Water / Dark |
Ghangler | Sootseer | Ghangler Ignis | Fire / Water |
Dumud | Eikthyrdeer Terra | Dumud Gild | Ground / Water |
Solmora | Slowatt | Solmora Lux | Water / Electric |
Pengullet | Sparkit | Pengullet Lux | Water / Electric |
Penking | Rayhound | Penking Lux | Water / Electric |
Celaray | Univolt | Celaray Lux | Water / Electric |
Fuack | Flambelle | Fuack Ignis | Water / Fire |
Finsider | Gobfin Ignis | Finsider Ignis | Water / Fire |
Skutlass | Gobfin Ignis | Skutlass Ignis | Water / Fire |
Gloopie | Valentail | Gloopie Primo | Water / Neutral |
Killamari | Ribbuny | Killamari Primo | Neutral / Water |
Every pairing above is an exclusive combo, meaning it overrides the normal breeding maths and produces that child and nothing else. Two are worth going out of your way for: Jormuntide is the shared parent for both Suzaku Aqua and Faleris Aqua, so one alpha kill at Lv 55 unlocks two rarity 9 Pals you would otherwise have to hunt. Gobfin Ignis is the other repeat parent, feeding both Finsider Ignis and Skutlass Ignis. Note that every Water variant on this list also breeds true — pair two of the same variant and you get another one — which is how you farm passives once you own a single copy. Run the numbers on our Palworld breeding calculator.
How to Farm Water Radiant Gems
Water Radiant Gem is what awakening a Water Pal costs, and the price is steep: 50 gems plus 10 World Tree Holy Water make one Water Awakening Crystal. Only three Pals drop the gem in useful quantity — 10 to 20 per kill at a guaranteed rate — and the rest hand over 1 to 3, which is not a farm. The three that matter are all rarity 7 or higher, so this is a late-game loop by design.
| Pal | Gems per Kill | Rate | Spawn Pins | Best Area | Map |
|---|---|---|---|---|---|
Azurobe | 10–20 | 100% | 422 | Sealed Realm of the Swift · 18.1% | Open map |
Faleris Aqua | 10–20 | 100% | 394 | Silent Lake · 30.7% | Open map |
Suzaku Aqua | 10–20 | 100% | 100 | Azure Covenant Tower Entrance · 52.0% | Open map |
Skutlass Ignis | 1–3 | 50% (100% as alpha) | 68 | Flamepulse Islet · 100% | Open map |
Univolt Cryst | 1–3 | 100% as alpha | 138 | — | Open map |
Beakon Cryst | 1–3 | 50% (100% as alpha) | 138 | — | Open map |
Rayhound Cryst | 1–3 | 50% (100% as alpha) | 290 | — | Open map |
Azurobe is the farm. 422 pins is the largest wild pool of any 10–20 gem dropper, it is only rarity 7, and it spawns as a normal Pal rather than an alpha, so you can clear it on repeat. Faleris Aqua at 394 pins is the close second and the better route if you are already in Silent Lake, where 30.7% of it sits. Suzaku Aqua has the tightest cluster at 52% around the Azure Covenant Tower Entrance but only 100 pins total, so it empties fast. Everything in the 1–3 band is a rounding error — you would need roughly twenty kills to match one Azurobe. Bring Electric or Grass Pals and pack Water Skill Fruit: Hydro Slicer on nothing, because Water moves resist Water targets. Our Radiant Gem farming guide covers the other eight colours.
Gear and Passives That Boost Water Damage
Three of Water's accessories go on the Pal fighting beside you and raise the Water damage it deals; one goes on you and cuts the Water damage you take. Every single one of them wants 30 Aquatic Pal Fluids, which is the real gate here — you farm those off the same Water Pals you are trying to buff, so start collecting before you need them.
| Item | Slot | Effect | Materials |
|---|---|---|---|
| Pal accessory | Raises the Pal's attack and significantly boosts its Water damage | Refined Ingot ×20, Horn ×30, Aquatic Pal Fluids ×30, Ancient Civilization Core ×5 | |
| Pal accessory | Raises the Pal's defence and significantly boosts its Water damage | Refined Ingot ×20, Carbon Fiber ×15, Aquatic Pal Fluids ×30, Ancient Civilization Parts ×10 | |
| Pal accessory | Greatly cuts the Fire damage your Pal takes and boosts its Water damage | Refined Ingot ×20, Paldium Fragment ×30, Aquatic Pal Fluids ×30, Ancient Civilization Parts ×5 | |
Water Support Whistle | Pal accessory | A smaller Water damage bonus, unlocked earlier | Ingot ×20, Horn ×20, Aquatic Pal Fluids ×30, Ancient Civilization Parts ×2 |
Ring of Water Resistance | Player accessory | Cuts the Water damage you take by 30% | Ingot ×20, Bone ×20, Aquatic Pal Fluids ×30, Paldium Fragment ×30 |
Lord of the Sea's Baton is the one to build if you are running a Water attacker, since it stacks a flat attack bonus on top of the +20% element bonus in a single slot. Faleris Aqua Ring is the sharper choice for a specific job: the same Water damage boost plus heavy Fire resistance, which is exactly the fight you take a Water Pal into. On the passive side, Lord of the Sea gives +30% Water damage and only Jormuntide rolls it naturally, while Lunker on Neptilius stacks +20% Water, +20% Ice and +20% defence on one line — those two Pals start ahead of the rest of the element before you equip anything. Hydromaniac at +10% is the common version worth breeding onto anything else. The full list is on our Palworld passive skills database.
Summary
Forty-seven Pals carry Water, second only to Dark, and the element is a study in extremes: 7th of nine in average attack, HP and defence, yet holding two of the game's fourteen S-tier slots, the only Watering ratings in existence, eight of nine sea mounts, and the #2 and #3 fastest rides overall. It also carries the only double weakness on the type chart. Shaolong is the best single pick — S-tier combat, Watering Lv 8, mount rank #3 in one Pal. Jormuntide is the best you can realistically farm at Lv 55, Surfent is the earliest sea mount at Tech Lv 16, and Azurobe is the Radiant Gem route. Skip the twenty-five D-tier starters entirely.
Related Guides
Databases and tools:
Other element lists:
Water deep dives:




























































