Palworld Guide

Best Pals for Expeditions, Strength, and Rewards

Palworld's 18 expeditions want up to 20 Pals of a single element and up to 2,100,000 party strength. Here are the best Pals to send for every element, the exact gate on all 18 missions, what each run pays out, and how to drag a weak roster over the line.

Updated 13 min read14 data tables
Best Pals for Expeditions, Strength, and Rewards — Palworld Database

Expeditions are the one job where your bench pays rent — you drop Pals off at the Pal Expedition Station, they vanish for 30 minutes to two hours, and they come back carrying Ancient Pal Manuscripts and raid slab fragments you can't pick up off the ground. This guide covers the best Pals to send for every element quota, the party strength each of the 18 missions demands, exactly what they pay, and how to shove an underpowered roster over the gate.

Expeditions at a Glance

Every expedition checks two things before it lets you press go: a total party strength number, and how many Pals of one specific element you're sending. Miss either and the mission stays greyed out. The strength range across the 18 runs is enormous — the opening mission asks for 25,000 and the last one asks for 2,100,000, an 84× jump — while the element quota barely moves at all: almost every mission wants 20 Pals of one type. That second requirement is the one that actually blocks people, because a box full of your six favourite fighters can't fill a 20-slot Fire quota no matter how strong they are.

ExpeditionsWhat you're looking at
Missions in total18 — 2 Easy, 2 Normal, 5 Hard, 9 Very Hard
Run time30, 45, 60 or 120 minutes
Party strength needed25,000 at the bottom, 2,100,000 at the top
Element quota20 Pals of one element on 15 of the 18 runs
Elements asked forGrass, Fire, Ground, Ice, Water, Dark, Dragon, Neutral
Element never asked forElectric — not one mission wants it
Missions with no element rule3 (Verdant Hollow and both World Tree runs)
Unlocked byPal Expedition Station, Technology Lv 22
Signature payoutAncient Pal Manuscript — 5 to 30 per run

The Electric row is the free lunch here. Electric is the only element in the game no expedition ever asks for, so your Grizzbolt and friends can stay on generator duty forever without you feeling guilty about it. At the other end, Dragon is the tightest squeeze — the game only has 25 Dragon Pals to choose from and two separate missions want 20 of them at once, so Dragon is the quota you should start hoarding for first. Full mission-by-mission loot tables live on the list of all expeditions and rewards.

How to Unlock the Pal Expedition Station

The station is a Technology Lv 22 unlock, which puts it comfortably in mid-game reach rather than being an endgame toy. It costs nothing exotic to put down — 100 Stone and 20 Cement are the only two lines that need a real supply chain behind them, and by Lv 22 you'll have both running. Build it somewhere you walk past, because collecting finished runs is a manual trip and forgotten expeditions just sit there.

MaterialQtyNotes
Stone100The bulk of the cost
Cement20Needs a Crusher running
Paldium Fragment20Same stuff your spheres eat
Wooden Board10Cheapest line on the list

Before you commit a party, check you can actually clear the gate: you need the station built, the mission's unlock condition met (most of them want a specific region boss dead), 20 Pals carrying the right element, and enough combined strength. Verdant Hollow at 25,000 strength with no element rule is the one you can attempt basically the moment the station goes down, which makes it the natural first run.

What Makes a Pal Good on an Expedition

Expeditions don't care about work suitability, partner skills, movement speed or anything else you normally pick a Pal for. Pocketpair hasn't published the exact strength formula, so treat the practical version as the real one: level and raw stats do the work, and a high-level Pal with a fat statline contributes far more than a low-level one with the same name. That flips your usual instincts — the Pal you'd never take into a boss fight is fine here, as long as its numbers are big and it's the right colour.

Three things decide whether a Pal earns its slot:

  • Its statline. HP, both Attack values and Defense all count toward the block a Pal contributes, so an all-round monster beats a one-trick glass cannon.
  • Its element — and its second element. Dual-type Pals are the real prize. Astegon is Dark and Dragon, so the same Pal is eligible for the Feybreak runs *and* the Sunreach runs, which is two quotas from one box slot.
  • Whether you can own twenty of it. A quota of 20 is a lot of Pals. Something that spawns out in the world in numbers is often worth more to you than one legendary you'll never duplicate.

That last point is why this page ranks by statline but keeps flagging the ordinary Pals too. You are not building a six-Pal party here, you are building a twenty-Pal warehouse per element, and the last ten slots get filled by whatever you've got.

Best Pals for Expeditions by Element

Eight elements get asked for across the 18 missions, and the pools they draw from are wildly uneven. Dark is the easy quota — 70 species to pick from, more than any other element, and two of the game's absolute statline monsters sit in it. Dragon is the nightmare — 25 species, the joint-smallest pool in the game, and two missions that each want 20 of them. Neutral is the odd one out with a single mission attached, so it's the last quota worth building.

ElementMissionsPals neededSpecies poolStrongest pick
Dark220 each70Frostallion Noct
Water220 each47Panthalus
Grass215 and 2046Silvance
Ground220 each44Anubis
Fire220 each43Jormuntide Ignis
Ice220 each38Frostallion
Neutral12036Paladius
Dragon220 each25Jetragon
Electric025Nothing — no mission wants Electric

Read the last two columns together and the plan writes itself. Grass gets a discount nobody mentions — Secret Realm of the Forest only asks for 15 Grass Pals, the single lowest quota in the game, which makes it the easiest element mission to unlock early. Dragon is the opposite: smallest pool, two missions, both wanting the full 20. Start catching spare Dragons long before you think you need them, and lean on dual-types like Astegon, Aegidron and Shaolong that cover a second quota at the same time.

Best Grass Pals for Expeditions

Grass is the friendliest element to start with because of that 15-Pal discount on Secret Realm of the Forest. Silvance is the pick of the pool — 140 HP behind a 120 Shot Attack is the most complete Grass statline here — but Dandilord hits harder at 135 and drags a Dark typing along with it, which quietly covers your Feybreak quota too. If you're short on bodies, Lyleen and Mammorest both turn up in the wild, so you can farm duplicates instead of breeding them one at a time.

PalHPMelee / ShotDefenseWhy it earns a slot
Silvance140100 / 120110Best all-round Grass block — nothing on its sheet is a weak spot
Dandilord125100 / 135110Hardest-hitting Grass pick here, and Dark on the side
Mammorest150100 / 8590Biggest Grass health bar on the list; also Ground for the Desert runs
Ophydia130100 / 115120Grass and Water, so one Pal is eligible for four different missions
Lyleen120100 / 120110Spawns in the world — the realistic way to stack duplicates
Wumpo Botan140100 / 80110Cheap bulk once your attackers are locked in

Best Fire Pals for Expeditions

Fire is where the melee monsters live. Jormuntide Ignis is the standout because it doesn't compromise anywhere — 150 Melee, 130 Shot and 130 HP — and its Dragon half means it's simultaneously solving your hardest quota. Blazamut matches that 150 Melee, which is the highest melee value any Pal in the game reaches. For the back half of the roster, Faleris is the sensible filler: unremarkable numbers, but it spawns out in the world, and you need twenty bodies rather than twenty legends.

PalHPMelee / ShotDefenseWhy it earns a slot
Jormuntide Ignis130150 / 130100No weak column, and it counts for the Dragon runs too
Blazamut Ryu105150 / 130125The raid version — best Fire block here if you've landed one
Blazamut100150 / 125120Matches the game's top Melee Attack of 150
Knocklem Ignis105100 / 115135Highest Defense of the Fire picks
Eidrolon Ignis115100 / 130120Fire and Dragon — Blazing Cavern and Sunreach Isle from one slot
Faleris105100 / 110115Wild spawn, so it's the one you can actually own several of

Best Water Pals for Expeditions

Water has the single most absurd defensive Pal outside the World Tree. Panthalus carries 180 HP and 200 Defense — the 180 is the second-highest health pool in Palworld and the 200 Defense ties for the highest number any Pal reaches. Neptilius is the offensive answer at 145 Shot Attack. Between them and the two Dragon-typed Water Pals, this is the easiest strong roster to assemble: 47 species to draw from and several of them doing double duty.

PalHPMelee / ShotDefenseWhy it earns a slot
Panthalus180100 / 120200Second-highest HP in the game and joint-highest Defense
Neptilius105100 / 145125One of the biggest Shot Attack values in the game
Shaolong140100 / 135120140 HP with 135 Shot — and it's a Dragon
Jormuntide130150 / 120100Top-tier melee, Dragon typing attached
Ophydia130100 / 115120Doubles as your Grass entry
Faleris Aqua110100 / 110115Balanced filler for the tail end of the twenty

Best Ice Pals for Expeditions

Frostallion is the obvious headliner at 140 HP and 140 Shot Attack, but the useful news is how close Bastigor gets to it — 140 HP and 130 Shot — while being a Pal you can find in the world rather than a one-off legendary. The two Cryst variants are the smart picks underneath: Mammorest Cryst brings the biggest Ice health bar at 150, and both it and Moldron Cryst carry Ground as a second type, so every one you catch is also a body for the Desert quota.

PalHPMelee / ShotDefenseWhy it earns a slot
Frostallion140100 / 140120Strongest all-round Ice statline on the list
Bastigor140100 / 130120Nearly matches Frostallion and turns up in the world
Mammorest Cryst150100 / 8590Biggest Ice health bar; Ground typing covers a second quota
Moldron Cryst110100 / 125120Ice and Ground again — two quotas per catch
Cryolinx100140 / 100110140 Melee, and easy to pick up duplicates of
Wumpo140100 / 80100Pure bulk filler at 140 HP

Best Ground Pals for Expeditions

Ground is the most balanced pool on the page. Anubis leads it with 130 in both Attack columns, which no other Ground Pal here manages, and Aegidron backs it up with the highest Defense of the group at 140 plus Dragon typing — genuinely valuable when Dragon is the quota you'll struggle with. The rest of the twenty comes cheap: Gildane and Dualith are unspectacular, which is exactly what you want from slots 10 through 20.

PalHPMelee / ShotDefenseWhy it earns a slot
Anubis120130 / 130100Only Ground pick here with 130 in both attack stats
Aegidron105100 / 125140Highest Ground Defense, and a Dragon body as well
Mammorest150100 / 8590Biggest health bar in the pool; Grass on the side
Cryolinx Terra100140 / 105110140 Melee Attack from a common-tier Pal
Dualith110100 / 105125125 Defense, and it fills a Grass slot too
Gildane120100 / 110110Flat and unspectacular — perfect quota filler

Best Dark Pals for Expeditions

Dark is the quota you'll fill without trying. 70 species is the largest element pool in the game, and it happens to contain two of the best statlines going. Frostallion Noct has no weak column at all — 140 HP, 140 Shot, 135 Defense — while Necromus pushes 145 Shot Attack. Astegon is the one to prioritise catching spares of, because its Dragon half feeds the quota you'll actually run short on.

PalHPMelee / ShotDefenseWhy it earns a slot
Frostallion Noct140100 / 140135140 HP, 140 Shot, 135 Defense — no soft spot anywhere
Necromus130100 / 145120Hardest-hitting Dark Pal on the list
Shadowbeak120130 / 120140140 Defense with 130 Melee behind it
Astegon100100 / 125125Dark and Dragon — worth two quotas, catch every spare
Selyne130100 / 115110Dark and Neutral, covering the Smuggling Warehouse run
Lyleen Noct115100 / 120115Solid numbers and it spawns in the field

Best Dragon Pals for Expeditions

This is the quota that decides whether you ever run Sunreach Isle. 25 Dragon species, two missions, 20 Pals each — start collecting long before you need them. Jetragon leads on 140 Shot Attack and is the fastest mount in the game while it's sitting idle, but the workhorses are the dual-types: Jormuntide Ignis at 150 Melee, Shaolong with the pool's biggest health bar at 140, and Orserk, the only place on this page where an Electric Pal is any use at all.

PalHPMelee / ShotDefenseWhy it earns a slot
Jetragon115100 / 140120Top Dragon Shot Attack, and the fastest mount in the game
Jormuntide Ignis130150 / 130100Biggest melee number in the Dragon pool, plus a Fire slot
Shaolong140100 / 135120Highest HP of the Dragon picks; covers Water too
Orserk120100 / 130115130 Shot — the one job Electric typing has here
Aegidron105100 / 125140Best Dragon Defense, and a Ground body as well
Xenogard110100 / 120130Sturdy filler for a pool that has none to spare

Best Neutral Pals for Expeditions

Only one mission asks for Neutral — the Rayne Syndicate Smuggling Warehouse — so this is the last quota worth building, but it's a Very Hard run with a 1,600,000 strength gate, so the twenty you send need to be good. Paladius is the anchor at 145 Defense, the highest of any Neutral Pal here, and Hartalis out-attacks it if you've beaten it in a raid. Below those two the pool thins out fast, which is why Celesdir makes the list: plain numbers, but it's the sort of Pal you'll genuinely end up owning twenty of.

PalHPMelee / ShotDefenseWhy it earns a slot
Paladius130110 / 120145Highest Defense of any Neutral Pal here
Hartalis135100 / 130110Best Neutral attacker — but you have to raid it first
Selyne130100 / 115110Neutral and Dark, so it never sits idle
Celesdir120100 / 110100Ordinary, common, and that's the point at 20 slots

No Element Required: The Two World Tree Runs

Verdant Hollow and both World Tree missions skip the element check entirely — they just want bodies and raw strength. That makes Astralym the single best expedition Pal in the game and also the strangest: it carries no element type at all, so it can never help you fill a Fire or Ice quota, but it posts 200 HP, 200 Shot Attack and 200 Defense — the highest health pool and the highest Shot Attack of any Pal in Palworld, and a Defense value tied with Panthalus for the game's best. On the two runs that don't check colour, twenty of anything strong beats twenty of anything specific.

PalHPMelee / ShotDefenseWhy it earns a slot
Astralym200100 / 200200Highest HP and Shot Attack in the game, joint-highest Defense
Panthalus180100 / 120200The other 200 Defense in the game, on 180 HP
Frostallion Noct140100 / 140135Best balanced block when nothing needs a colour
Necromus130100 / 145120Pure attack contribution
Paladius130110 / 120145145 Defense on a 130 health bar

All 18 Expeditions: Strength, Element and Time

Here's every mission with its actual gate. The difficulty curve is not smooth — it climbs steadily from 25,000 to 851,000 across the first nine runs, then the entire Very Hard tier jumps to a flat 1,600,000 with the final World Tree run at 2,100,000. That flat wall matters: once you can clear one Very Hard mission, you can clear eight of them, so the effort of getting from 851,000 to 1.6 million unlocks the whole back half of the list at once. The 120-minute runtime on that tier is the trade — you're getting roughly one Very Hard cycle per play session rather than four.

ExpeditionDifficultyTimeStrengthPals neededUnlock
Verdant HollowEasy30 min25,000No element ruleBeat the Grass boss
Secret Realm of the ForestEasy30 min56,00015 GrassBeat the Forest boss
Blazing CavernNormal45 min144,00020 Fire
Hidden Sanctum of the DesertNormal45 min209,00020 GroundBeat the Desert boss
Astral Frost CavernHard60 min286,00020 IceBeat the Snow boss
Celestial Sakura CavernHard60 min375,00020 WaterBeat the Sakurajima boss
Dark Cave of FeybreakHard60 min476,00020 Dark
Sunreach IsleHard60 min589,00020 Dragon
World Tree Subterrenean City RuinsHard60 min851,00020, any elementBeat the WorldTree boss
Rayne Syndicate Smuggling WarehouseVery Hard120 min1,600,00020 NeutralBeat the Grass boss
Free Pal Alliance Illicit Trading PostVery Hard120 min1,600,00020 GrassBeat the Forest boss
Eternal Pyre's Forbidden MarketVery Hard120 min1,600,00020 Fire
PIDF Illegal FactoryVery Hard120 min1,600,00020 GroundBeat the Desert boss
PAL Genetic Research LaboratoryVery Hard120 min1,600,00020 IceBeat the Snow boss
Moonflower's Secret HideoutVery Hard120 min1,600,00020 WaterBeat the Sakurajima boss
Ancient Feybreak RuinsVery Hard120 min1,600,00020 Dark
Sunreach Dragon HuskVery Hard120 min1,600,00020 Dragon
The World Tree's Forbidden AreaVery Hard120 min2,100,00020, any elementBeat the WorldTree boss

Note how many unlocks are region boss kills. Six of the eighteen are gated behind a specific area's boss, so if a mission you want isn't showing up, the fix is usually a fight rather than a stronger party. The expeditions page shows each mission's full loot pool with the exact roll ranges.

Which Expeditions Are Actually Worth Running

Nearly every expedition pays Ancient Pal Manuscripts — the two World Tree runs are the exception, handing back ancient relics instead — and that's the real reason to bother with any of this: 157 of the 168 research projects at the Pal Labor Research Lab need manuscripts, and no Pal in the game drops one. Expeditions are the tap. The payout scales cleanly with difficulty too: Verdant Hollow returns 5 to 7 per run, while the Very Hard missions return 25 to 30, so the same slot is worth roughly five times as much once you're through the 1.6 million wall.

Run this oneTimeForHeadline haul
Sunreach Isle60 minSoralite30–50 Soralite plus 30–50 Coralum Ore — the two tightest endgame ores
The World Tree's Forbidden Area120 minAncient RelicsGorgeous, Glowing and Glistening relics, 2–5 at a time
Celestial Sakura Cavern60 minSlab FragmentsXenolord, Hartalis and Blazamut Ryu fragments in one pool, plus 50–80 Ore
Moonflower's Secret Hideout120 minLarge Pal Soul7–11 Large and 5–10 Giant Pal Souls per run
Ancient Feybreak Ruins120 minHexolite Quartz10–20 Hexolite Quartz and 10–20 Chromite
PAL Genetic Research Laboratory120 minDiamond6–12 Diamonds and 10–20 Pure Quartz
Dark Cave of Feybreak60 minExotic SphereTop-tier spheres plus 30–50 Chromite

Two of those rows change how you plan a session. Sunreach Isle is the best Soralite source that doesn't involve flying to Sunreach, which is worth knowing given how few Soralite nodes exist on the map — see how to get Coralum Ore for the ground-level version. And the Pal Soul runs pay for themselves: the Large and Giant Pal Souls you bring back go straight into raising the stats of the Pals you're sending, so the loop compounds.

Expeditions are also a quiet source of raid slab fragments. Bellanoir's, Bellanoir Libero's, Blazamut Ryu's, Xenolord's and Hartalis's fragments all appear in expedition pools, 1 to 2 at a time. If you're stuck summoning a raid, running expeditions in the background is free progress — details on the raid bosses page.

How to Hit the Strength Gates

If a mission is greyed out with the element quota satisfied, you're short on strength, and there are only really three levers. Levelling is the blunt one and it works — the same Pal at level 50 is worth far more than at level 20. After that it's about permanently raising the statlines of the Pals you already own, which is exactly what the Pal Condenser and the Statue of Power exist for.

In rough order of how much work each one is:

  • Level your bench, not just your party. Twenty low-level Pals contribute twenty low-level numbers. Swapping in higher-level duplicates is the fastest fix.
  • Condense the ones you're keeping. Feeding duplicates into the Pal Condenser raises a Pal permanently — full walkthrough in how to rank up Pals.
  • Spend souls at the Statue of Power. The Large and Giant Pal Souls the expeditions themselves hand back are the cheapest source you'll find.
  • Breed for better base stats. If you're building twenty of one element from scratch anyway, breed them properly — see how breeding works and the breeding calculator.
  • Catch duplicates of anything dual-typed. Every Astegon or Shaolong you own is a body for two quotas, which halves how much of this you have to do twice.
TipBuild your Dragon roster first, even though it isn't the first mission you'll unlock. Dragon has the joint-smallest species pool in the game at 25, and two separate missions each want 20 Dragons — it is by far the slowest quota to assemble. Dark, at 70 species, will fill itself while you play. And don't bother benching Electric Pals for expedition duty at all: not one of the 18 missions asks for Electric, so they may as well stay on power duty at your base.

The Short Answer

Build the Pal Expedition Station at Technology Lv 22, then work down the 18 missions in strength order from Verdant Hollow's 25,000 to the World Tree's 2,100,000. Each mission wants 20 Pals of one element — 15 for the Grass starter — so you're building warehouses, not parties. The strongest picks by element are Frostallion Noct for Dark, Panthalus for Water, Jormuntide Ignis for Fire, Frostallion for Ice, Anubis for Ground, Silvance for Grass, Jetragon for Dragon and Paladius for Neutral — with Astralym and its 200/200/200 statline going on the three runs that don't check element at all. Prioritise Dragon, ignore Electric entirely, and remember why you're doing it: 157 of 168 research projects need Ancient Pal Manuscripts, and expeditions are the only place they come from.