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.

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.
| Expeditions | What you're looking at |
|---|---|
| Missions in total | 18 — 2 Easy, 2 Normal, 5 Hard, 9 Very Hard |
| Run time | 30, 45, 60 or 120 minutes |
| Party strength needed | 25,000 at the bottom, 2,100,000 at the top |
| Element quota | 20 Pals of one element on 15 of the 18 runs |
| Elements asked for | Grass, Fire, Ground, Ice, Water, Dark, Dragon, Neutral |
| Element never asked for | Electric — not one mission wants it |
| Missions with no element rule | 3 (Verdant Hollow and both World Tree runs) |
| Unlocked by | Pal Expedition Station, Technology Lv 22 |
| Signature payout | Ancient 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.
| Material | Qty | Notes |
|---|---|---|
Stone | 100 | The bulk of the cost |
Cement | 20 | Needs a Crusher running |
Paldium Fragment | 20 | Same stuff your spheres eat |
Wooden Board | 10 | Cheapest 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.
| Element | Missions | Pals needed | Species pool | Strongest pick |
|---|---|---|---|---|
| Dark | 2 | 20 each | 70 | Frostallion Noct |
| Water | 2 | 20 each | 47 | Panthalus |
| Grass | 2 | 15 and 20 | 46 | Silvance |
| Ground | 2 | 20 each | 44 | Anubis |
| Fire | 2 | 20 each | 43 | Jormuntide Ignis |
| Ice | 2 | 20 each | 38 | Frostallion |
| Neutral | 1 | 20 | 36 | Paladius |
| Dragon | 2 | 20 each | 25 | Jetragon |
| Electric | 0 | — | 25 | Nothing — 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.
| Pal | HP | Melee / Shot | Defense | Why it earns a slot |
|---|---|---|---|---|
Silvance | 140 | 100 / 120 | 110 | Best all-round Grass block — nothing on its sheet is a weak spot |
Dandilord | 125 | 100 / 135 | 110 | Hardest-hitting Grass pick here, and Dark on the side |
Mammorest | 150 | 100 / 85 | 90 | Biggest Grass health bar on the list; also Ground for the Desert runs |
Ophydia | 130 | 100 / 115 | 120 | Grass and Water, so one Pal is eligible for four different missions |
Lyleen | 120 | 100 / 120 | 110 | Spawns in the world — the realistic way to stack duplicates |
Wumpo Botan | 140 | 100 / 80 | 110 | Cheap 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.
| Pal | HP | Melee / Shot | Defense | Why it earns a slot |
|---|---|---|---|---|
Jormuntide Ignis | 130 | 150 / 130 | 100 | No weak column, and it counts for the Dragon runs too |
Blazamut Ryu | 105 | 150 / 130 | 125 | The raid version — best Fire block here if you've landed one |
Blazamut | 100 | 150 / 125 | 120 | Matches the game's top Melee Attack of 150 |
Knocklem Ignis | 105 | 100 / 115 | 135 | Highest Defense of the Fire picks |
Eidrolon Ignis | 115 | 100 / 130 | 120 | Fire and Dragon — Blazing Cavern and Sunreach Isle from one slot |
Faleris | 105 | 100 / 110 | 115 | Wild 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.
| Pal | HP | Melee / Shot | Defense | Why it earns a slot |
|---|---|---|---|---|
Panthalus | 180 | 100 / 120 | 200 | Second-highest HP in the game and joint-highest Defense |
Neptilius | 105 | 100 / 145 | 125 | One of the biggest Shot Attack values in the game |
Shaolong | 140 | 100 / 135 | 120 | 140 HP with 135 Shot — and it's a Dragon |
Jormuntide | 130 | 150 / 120 | 100 | Top-tier melee, Dragon typing attached |
Ophydia | 130 | 100 / 115 | 120 | Doubles as your Grass entry |
Faleris Aqua | 110 | 100 / 110 | 115 | Balanced 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.
| Pal | HP | Melee / Shot | Defense | Why it earns a slot |
|---|---|---|---|---|
Frostallion | 140 | 100 / 140 | 120 | Strongest all-round Ice statline on the list |
Bastigor | 140 | 100 / 130 | 120 | Nearly matches Frostallion and turns up in the world |
Mammorest Cryst | 150 | 100 / 85 | 90 | Biggest Ice health bar; Ground typing covers a second quota |
Moldron Cryst | 110 | 100 / 125 | 120 | Ice and Ground again — two quotas per catch |
Cryolinx | 100 | 140 / 100 | 110 | 140 Melee, and easy to pick up duplicates of |
Wumpo | 140 | 100 / 80 | 100 | Pure 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.
| Pal | HP | Melee / Shot | Defense | Why it earns a slot |
|---|---|---|---|---|
Anubis | 120 | 130 / 130 | 100 | Only Ground pick here with 130 in both attack stats |
Aegidron | 105 | 100 / 125 | 140 | Highest Ground Defense, and a Dragon body as well |
Mammorest | 150 | 100 / 85 | 90 | Biggest health bar in the pool; Grass on the side |
Cryolinx Terra | 100 | 140 / 105 | 110 | 140 Melee Attack from a common-tier Pal |
Dualith | 110 | 100 / 105 | 125 | 125 Defense, and it fills a Grass slot too |
Gildane | 120 | 100 / 110 | 110 | Flat 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.
| Pal | HP | Melee / Shot | Defense | Why it earns a slot |
|---|---|---|---|---|
Frostallion Noct | 140 | 100 / 140 | 135 | 140 HP, 140 Shot, 135 Defense — no soft spot anywhere |
Necromus | 130 | 100 / 145 | 120 | Hardest-hitting Dark Pal on the list |
Shadowbeak | 120 | 130 / 120 | 140 | 140 Defense with 130 Melee behind it |
Astegon | 100 | 100 / 125 | 125 | Dark and Dragon — worth two quotas, catch every spare |
Selyne | 130 | 100 / 115 | 110 | Dark and Neutral, covering the Smuggling Warehouse run |
Lyleen Noct | 115 | 100 / 120 | 115 | Solid 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.
| Pal | HP | Melee / Shot | Defense | Why it earns a slot |
|---|---|---|---|---|
Jetragon | 115 | 100 / 140 | 120 | Top Dragon Shot Attack, and the fastest mount in the game |
Jormuntide Ignis | 130 | 150 / 130 | 100 | Biggest melee number in the Dragon pool, plus a Fire slot |
Shaolong | 140 | 100 / 135 | 120 | Highest HP of the Dragon picks; covers Water too |
Orserk | 120 | 100 / 130 | 115 | 130 Shot — the one job Electric typing has here |
Aegidron | 105 | 100 / 125 | 140 | Best Dragon Defense, and a Ground body as well |
Xenogard | 110 | 100 / 120 | 130 | Sturdy 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.
| Pal | HP | Melee / Shot | Defense | Why it earns a slot |
|---|---|---|---|---|
Paladius | 130 | 110 / 120 | 145 | Highest Defense of any Neutral Pal here |
Hartalis | 135 | 100 / 130 | 110 | Best Neutral attacker — but you have to raid it first |
Selyne | 130 | 100 / 115 | 110 | Neutral and Dark, so it never sits idle |
Celesdir | 120 | 100 / 110 | 100 | Ordinary, 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.
| Pal | HP | Melee / Shot | Defense | Why it earns a slot |
|---|---|---|---|---|
Astralym | 200 | 100 / 200 | 200 | Highest HP and Shot Attack in the game, joint-highest Defense |
Panthalus | 180 | 100 / 120 | 200 | The other 200 Defense in the game, on 180 HP |
Frostallion Noct | 140 | 100 / 140 | 135 | Best balanced block when nothing needs a colour |
Necromus | 130 | 100 / 145 | 120 | Pure attack contribution |
Paladius | 130 | 110 / 120 | 145 | 145 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.
| Expedition | Difficulty | Time | Strength | Pals needed | Unlock |
|---|---|---|---|---|---|
| Verdant Hollow | Easy | 30 min | 25,000 | No element rule | Beat the Grass boss |
| Secret Realm of the Forest | Easy | 30 min | 56,000 | 15 Grass | Beat the Forest boss |
| Blazing Cavern | Normal | 45 min | 144,000 | 20 Fire | — |
| Hidden Sanctum of the Desert | Normal | 45 min | 209,000 | 20 Ground | Beat the Desert boss |
| Astral Frost Cavern | Hard | 60 min | 286,000 | 20 Ice | Beat the Snow boss |
| Celestial Sakura Cavern | Hard | 60 min | 375,000 | 20 Water | Beat the Sakurajima boss |
| Dark Cave of Feybreak | Hard | 60 min | 476,000 | 20 Dark | — |
| Sunreach Isle | Hard | 60 min | 589,000 | 20 Dragon | — |
| World Tree Subterrenean City Ruins | Hard | 60 min | 851,000 | 20, any element | Beat the WorldTree boss |
| Rayne Syndicate Smuggling Warehouse | Very Hard | 120 min | 1,600,000 | 20 Neutral | Beat the Grass boss |
| Free Pal Alliance Illicit Trading Post | Very Hard | 120 min | 1,600,000 | 20 Grass | Beat the Forest boss |
| Eternal Pyre's Forbidden Market | Very Hard | 120 min | 1,600,000 | 20 Fire | — |
| PIDF Illegal Factory | Very Hard | 120 min | 1,600,000 | 20 Ground | Beat the Desert boss |
| PAL Genetic Research Laboratory | Very Hard | 120 min | 1,600,000 | 20 Ice | Beat the Snow boss |
| Moonflower's Secret Hideout | Very Hard | 120 min | 1,600,000 | 20 Water | Beat the Sakurajima boss |
| Ancient Feybreak Ruins | Very Hard | 120 min | 1,600,000 | 20 Dark | — |
| Sunreach Dragon Husk | Very Hard | 120 min | 1,600,000 | 20 Dragon | — |
| The World Tree's Forbidden Area | Very Hard | 120 min | 2,100,000 | 20, any element | Beat 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 one | Time | For | Headline haul |
|---|---|---|---|
| Sunreach Isle | 60 min | Soralite | 30–50 Soralite plus 30–50 Coralum Ore — the two tightest endgame ores |
| The World Tree's Forbidden Area | 120 min | Ancient Relics | Gorgeous, Glowing and Glistening relics, 2–5 at a time |
| Celestial Sakura Cavern | 60 min | Slab Fragments | Xenolord, Hartalis and Blazamut Ryu fragments in one pool, plus 50–80 Ore |
| Moonflower's Secret Hideout | 120 min | Large Pal Soul | 7–11 Large and 5–10 Giant Pal Souls per run |
| Ancient Feybreak Ruins | 120 min | Hexolite Quartz | 10–20 Hexolite Quartz and 10–20 Chromite |
| PAL Genetic Research Laboratory | 120 min | Diamond | 6–12 Diamonds and 10–20 Pure Quartz |
| Dark Cave of Feybreak | 60 min | Exotic Sphere | Top-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.
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.
Related Guides
Keep going:
- List of All Expeditions and Rewards
- How to Rank Up Pals: Condenser, Ripe Starfruit, and Handbooks
- Best Research to Rush at the Pal Labor Research Lab
- Best Team Comps: Boss Killer, Explorer, and Farming Teams
- List of All Legendary Pals: Locations and How to Get Them
- Best Base Pals in Palworld: 7 Workers for Every Job
- How Breeding Works: Combi Ranks, Unique Combos, and Inheritance
- Sunreach Skies Guide: Pals, Bosses, and Loot
- How to Get Coralum Ore: Locations and Uses
- How to Get and Use the Ancient Relic Recycler
- Palworld 1.0 Endgame Checklist: What to Do at Level 60+
- Palworld Pal Tier List
- All Research Projects and Costs
- All Raid Bosses and How to Summon Them
- All Palworld Guides










































