Palworld Guide

Best Type Combinations: All 87 Dual-Element Pals

Which Palworld type combinations are actually best — all 27 dual-element pairings ranked by what they counter and what counters them, the full roster for every top combo, the 10 pairings that fight themselves, and the 9 combinations that don't exist.

Updated 8 min read9 data tables
Best Type Combinations: All 87 Dual-Element Pals — Palworld Database

87 of Palworld's 288 Pals carry two elements instead of one, and the pairing decides how many matchups they win and how many they hand over for free. This guide ranks all 27 dual-element combinations that exist, lists the full roster behind every good one, and calls out the 10 pairings whose two halves counter each other.

How Dual-Type Pals Work in Combat

Two elements pull in two directions. On defense, a dual-type Pal is checked by everything that beats either half, so it usually eats bonus damage from two or three elements instead of one. On offense the typing does almost nothing directly — the move's element decides the damage, not the Pal's — but it does decide the natural movepool, and dual-types learn attacks in both of their elements as they level. That is the real payoff: one slot that covers two elements without spending a single skill fruit.

SituationResultWhat it means for you
Your move counters both halvesThe bonus applies twiceThe fastest kills in the game — worth building a team around
Your move counters one half onlyNormal super-effective hitThe usual case; still the correct Pal to send
Your move counters one half, matches the otherBonus and resistance trade offFeels like nothing happened — swap elements
Your move matches both halvesHeavily resistedGreyed-out numbers, the worst outcome

The third row is what makes dual-types awkward to fight and awkward to bench. Sending Fire at a Fire/Ice Pal counters the Ice half and gets resisted by the Fire half at the same time, so the damage lands somewhere near neutral and you never see the numbers that tell you it went wrong. The exact multipliers have never been published by Pocketpair, so lean on the direction of each matchup rather than a decimal — the Palworld type chart and super effective rules covers the mechanic in full, and the type chart and counter finder resolves any specific dual-element target for you.

Best Type Combinations Ranked

27 of the 36 possible pairings exist in the game, and the ranking below sorts them by the honest measure: how many elements the pairing counters minus how many elements counter it back. Fire / Dark is the best combination you can actually field — three elements countered, only two vulnerabilities, and the deepest roster in the game at 10 Pals including Incineram at 150 attack. Fire / Grass technically covers more ground than anything else with four elements countered, but exactly one Pal has it. At the bottom, Neutral / Water and Dark / Neutral give up two or three matchups to win one, and Neutral's total lack of offensive coverage is why every Neutral pairing sits low.

CombinationCountersVulnerable toPalsBest attacker
Fire / GrassGrass, Ground, Ice, WaterFire, Water1Petallia Ignis
Dark / FireGrass, Ice, NeutralDragon, Water10Incineram
Grass / GroundElectric, Ground, WaterFire, Grass6Robinquill Terra
Dark / GrassGround, Neutral, WaterDragon, Fire4Dandilord
Dragon / FireDark, Grass, IceIce, Water4Jormuntide Ignis
Dragon / GrassDark, Ground, WaterFire, Ice2Quivern Botan
Fire / GroundElectric, Grass, IceGrass, Water2Moldron
Fire / IceDragon, Grass, IceFire, Water1Whalaska Ignis
Fire / WaterFire, Grass, IceElectric, Grass, Water4Ghangler Ignis
Grass / WaterFire, Ground, WaterElectric, Fire, Grass2Ophydia
Ground / IceDragon, ElectricFire, Grass4Moldron Cryst
Dark / GroundElectric, NeutralDragon, Grass4Gildra
Ground / WaterElectric, FireElectric, Grass3Turtacle Terra
Dragon / ElectricDark, WaterGround, Ice3Orserk
Dark / DragonDark, NeutralDragon, Ice3Astegon
Grass / NeutralGround, WaterDark, Fire2Herbil
Dragon / IceDark, DragonFire, Ice2Azurobe Cryst
Dark / IceDragon, NeutralDragon, Fire2Vanwyrm Cryst
Dark / ElectricNeutral, WaterDragon, Ground2Helzephyr Lux
Electric / GroundElectric, WaterGrass, Ground2Prixter Lux
Dragon / GroundDark, ElectricGrass, Ice1Aegidron
Dark / WaterFire, NeutralDragon, Electric, Grass5Ghangler
Ice / WaterDragon, FireElectric, Fire, Grass5Whalaska
Dragon / WaterDark, FireElectric, Grass, Ice5Jormuntide
Electric / WaterFire, WaterElectric, Grass, Ground4Celaray Lux
Dark / NeutralNeutralDark, Dragon2Solenne
Neutral / WaterFireDark, Electric, Grass2Killamari Primo

Read the middle of the table as the practical zone. Dragon / Electric and Dark / Dragon only counter two elements each, but the two they counter — Dark and Water — are the elements the hardest content is built out of, which is why Orserk and Astegon keep showing up on real teams while better-scoring pairings sit in the box. Roster size matters as much as the score, too: Fire / Grass wins on paper and loses in practice because you get one candidate and it caps at 105 attack.

Fire / Dark: The Best Combination in the Game

This is the pairing to build around. It counters Grass, Ice and Neutral, which is three of the four biggest slices of the Paldeck, and only Dragon and Water punish it back. It is also the single largest dual-element group at 10 Pals, spread across every stage of the game — Incineram is catchable early at 150 attack, the highest of any Fire / Dark Pal, and Bushi Noct sits behind it at 130 with by far the widest spawn coverage. The catch is availability: half of this group is night-biased, and Katress Ignis never spawns in the field at all — it only turns up inside Cherry Blossom Cave.

PalAttackHPWhere it spawnsWhy bring it
Incineram15095105 spots, day and nightHighest attack in the group and the easiest of the top three to get
Bushi Noct130801,990 spots, favours nightThe most common strong option — you will trip over these
Sootseer125105649 spots, almost all nightEven 4 Fire / 4 Dark movepool, so it covers both sides properly
Vanwyrm11590545 spots, day and nightFlying mount that doubles as your first Fire / Dark attacker
Blazehowl Noct115105517 spots, favours nightBest HP-plus-attack blend in the group
Majex11511036 spotsHighest HP here, with a clean 4 / 4 move split
Wixen Noct11090184 spots, night onlyDark-leaning movepool at 6 of 8 moves
Pyrin Noct110100411 spots, almost all nightDark-leaning mount for Neutral-heavy areas
Katress Ignis10595No field spawns — Cherry Blossom Cave onlyFire-leaning at 6 of 8 moves
Loomen1009042 spotsCarries Lantern Flame at 650 power, the strongest move in the group

Dragon / Fire: The Highest Attack Ceiling

Four Pals, and two of them tie for the highest attack of any dual-type in the game at 150. Dragon / Fire counters Dark, Grass and Ice — Dark being the answer that matters, since it is the element the endgame bosses are built from — and gives up only Ice and Water in return. Jormuntide Ignis pairs that 150 attack with 130 HP but only shows up at 21 spawn spots, and Blazamut Ryu does not spawn in the wild at all, so neither is a Pal you casually run into. Chillet Ignis is the accessible one at 52 spots if you just want the typing early.

PalAttackHPDefenseStrongest moveWhere it spawns
Jormuntide Ignis150130100Fire Ball (600)21 spots
Blazamut Ryu150105125Magna Crush (700)No wild spawns
Eidrolon Ignis130115120Blazing Beam (700)26 spots
Chillet Ignis1009080Fire Ball (600)52 spots

Grass / Ground: The Combination That Survives

Six Pals, and the group is built entirely out of walls rather than damage — nothing here beats 105 attack, but Mammorest carries 150 HP and Dualith and Warsect both sit at 120-125 defense, the highest numbers of any dual-type outside the Dragon lines. The pairing counters Electric, Ground and Water while only conceding Fire and Grass, so it is the sturdiest thing you can park in front of a Water boss. Watch the quirk in the coverage column: Grass counters Ground, so these Pals hit their own second element hard and take extra Grass damage because of it.

PalAttackHPDefenseWhere it spawnsWhy bring it
Mammorest10015090484 spotsHighest HP of any Grass / Ground Pal
Dualith10511012575 spotsBest defense in the group, plus a 700-power Root Cannon
Braloha100130120247 spotsHP and defense together, and easy to find
Warsect10012012010 spotsSame wall stats as Braloha with an even 4 / 4 move split
Robinquill Terra1059080545 spotsTop attack here and the most common of the six
Gumoss1007070113 spotsThe starter-tier entry — useful as a base worker, not a fighter

Dark / Grass: Three Matchups for Two

A quieter pairing that scores the same as Grass / Ground — it counters Ground, Neutral and Water and only loses to Dragon and Fire. Dandilord is the reason to care, at 135 attack with 125 HP and an 800-power Toxic Dance, the highest move power of any Pal named on this page; the cost is that it has no wild spawn points, so you will not find it by walking around. Everything else in the group caps at 100 attack, though Prunelia is genuinely easy to get at 638 spots and Shroomer Noct is not far behind.

PalAttackHPStrongest moveWhere it spawns
Dandilord135125Toxic Dance (800)No wild spawns
Prunelia100105Wind Burst (600)638 spots
Shroomer Noct100110Dark Whisp (600)189 spots
Needoll Noct10075Dark Whisp (600)325 spots, night only

Fire / Grass and Fire / Ice: One Pal Each

Two combinations, one Pal apiece, and both are worth knowing about even though you cannot build a theme team out of them. Petallia Ignis holds the widest coverage in the game — Grass, Ground, Ice and Water all take extra damage from it — because Fire and Grass counter two elements each and their targets barely overlap. Whalaska Ignis is the more usable of the pair at 120 attack and 110 defense, covering Dragon, Grass and Ice, and at 112 spawn spots it is roughly five times easier to run into than Petallia Ignis at 22. Both pairings are self-countering, which is the trade for that reach.

The 10 Combinations That Fight Themselves

Ten of the 27 pairings put two elements together where one already counters the other. The practical effect is that the Pal is weak to one of the elements it is made of — Fire / Water Pals take extra Water damage, Grass / Ground Pals take extra Grass damage — and it also means the Pal counters an element it shares, so Ghangler Ignis hits other Fire Pals hard while being half Fire itself. It is not automatically bad, and Grass / Ground is proof, but it is why Fire / Water and Electric / Water end up with three vulnerabilities each.

CombinationWhich half beats the otherPals
Grass / GroundGrass counters Ground6
Fire / WaterWater counters Fire4
Electric / WaterElectric counters Water4
Dark / DragonDragon counters Dark3
Dragon / IceIce counters Dragon2
Grass / WaterGrass counters Water2
Electric / GroundGround counters Electric2
Dark / NeutralDark counters Neutral2
Fire / GrassFire counters Grass1
Fire / IceFire counters Ice1

The 9 Type Combinations That Don't Exist

Nine of the 36 possible pairings have no Pal at all, and the pattern behind them is easy to read: Neutral is missing from five of them and Electric from four. Neutral only shows up in three pairings total, with Dark, Grass and Water, and Electric is the rarest element among dual-types at just 11 appearances across all 87 Pals — against Dark's 32 and Water's 30. If you have been hunting for an Electric / Ice or Fire / Neutral Pal, stop; the combinations below are not in the game.

Missing combinationMissing combinationMissing combination
Dragon / NeutralElectric / FireElectric / Grass
Electric / IceElectric / NeutralFire / Neutral
Grass / IceGround / NeutralIce / Neutral

Two Elements Without Spending a Skill Fruit

The best argument for a dual-type is the movepool. 86 of the 87 dual-element Pals learn attacks in both of their elements naturally as they level, so one team slot answers two matchups before you touch a skill fruit — and the Pals below split their eight learned moves four and four, which is as even as it gets. Shaolong is the standout at 135 attack with 140 HP and a clean 4 Dragon / 4 Water pool. The lone exception in the whole game is Eidrolon: it is Dragon / Dark on paper, but all eight of its learned moves are Dragon, so it never uses its Dark half offensively unless you teach it to.

PalCombinationAttackHPMove split
ShaolongDragon / Water1351404 Dragon / 4 Water
GhanglerDark / Water125904 Dark / 4 Water
SootseerDark / Fire1251054 Dark / 4 Fire
RelaxaurusDragon / Water1151204 Dragon / 4 Water
MajexDark / Fire1151104 Dark / 4 Fire
OphydiaGrass / Water1151304 Grass / 4 Water
DualithGrass / Ground1051104 Grass / 4 Ground
Azurobe CrystDragon / Ice1051154 Dragon / 4 Ice
TipPick the combination for defense, pick the moves for offense. Since the move decides your damage element, a dual-type's pairing mostly determines what it survives — so put Fire / Dark and Dragon / Fire in front of Grass, Ice and Dark content, keep them away from Water and Dragon, and fill any coverage gap through the active skills list rather than catching a whole new Pal.

Type and damage mechanics: Super Effective and Resistance Explained · Palworld Type Chart and Counter Finder · Pals That Change Your Attack Element · All Status Effects and Which Elements Inflict Them

Building the team: Best Team Comps: Boss Killer, Explorer, and Farming · Best Pal Builds: Top Passives, Skills, and Loadouts · Palworld Team Builder · Palworld Pal Tier List

Finding and powering them up: Palworld Interactive Map · How Many Pals Are in Palworld: Full Count by Element · How to Farm Radiant Gems: All 9 Elements · All Palworld Guides