Technology Points are scarce and weapon recipes are expensive, so the real question at every stage of Palworld is simple: what's the strongest thing I can actually craft right now? This guide answers it three ways — the raw hardest-hitter at each tech level, the everyday rifle line you'll actually hold most of the game, and the shotgun picks that earn their points.
The Hardest-Hitting Craft at Every Tech Level
Each row below beats everything craftable before it on single-hit attack — unlock these in order and your peak damage never stalls. The shape of the curve is telling: bows and crossbows carry the early game, the Musket's 1,000 attack at Tech 21 is a massive early spike, launchers own the mid-50s to low-60s, and the endgame belongs to the Charge Rifle and the absurd 20,000-attack Mechanical Bow.
| Tech Lv | Weapon | Attack | Durability |
|---|---|---|---|
| 1 | Wooden Club | 25 | 150 |
| 3 | Old Bow | 65 | 150 |
| 13 | Crossbow | 280 | 300 |
| 21 | Musket | 1,000 | 200 |
| 36 | Single-Shot Rifle | 1,100 | 1,000 |
| 38 | Meteor Launcher | 2,000 | 300 |
| 53 | Grenade Launcher | 3,000 | 600 |
| 56 | Guided Missile Launcher | 5,900 | 300 |
| 61 | Plasma Cannon | 10,000 | 300 |
| 65 | Charge Rifle | 12,500 | 200 |
| 67 | Mechanical Bow | 20,000 | 2,000 |
One honest caveat baked into these numbers: attack here is per hit, so the single-shot monsters (Musket, launchers, Charge Rifle) trade reload time for their spikes. That's exactly why the next table exists.
The Workhorse Line: Rifles You'll Actually Hold
Magazine size and durability decide what you carry between boss fights, and the rifle line is the backbone: the Semi-Auto Rifle at Tech 41 is the first weapon that hits hard and keeps firing, the Laser Rifle at 51 upgrades both numbers, and the Plasma Rifle at 78 is the endgame's forever-gun — 1,860 attack, a 38-round magazine, and 25,000 durability, more than four times anything else in its class.
| Tech Lv | Rifle | Attack | Mag | Durability |
|---|---|---|---|---|
| 21 | Musket | 1,000 | 1 | 200 |
| 36 | Single-Shot Rifle | 1,100 | 1 | 1,000 |
| 41 | Semi-Auto Rifle | 1,150 | 8 | 1,000 |
| 51 | Laser Rifle | 1,250 | 30 | 3,000 |
| 70 | Heavy Assault Rifle | 1,615 | 30 | 5,500 |
| 78 | Plasma Rifle | 1,860 | 38 | 25,000 |
Shotguns Worth the Points
The shotgun line is mostly sidegrades until two late spikes make it worth revisiting: the Energy Shotgun at Tech 63 nearly doubles the class's attack, and the Prototype Shotgun at 69 rewrites it entirely — 1,167 attack with a 12-round magazine and 6,000 durability, close-range damage that embarrasses rifles of the same era. Before those, the Pump-Action at Tech 43 is the only earlier model with the magazine to justify itself.
| Tech Lv | Shotgun | Attack | Mag | Durability |
|---|---|---|---|---|
| 43 | Pump-Action Shotgun | 220 | 8 | 150 |
| 63 | Energy Shotgun | 402 | 10 | 300 |
| 69 | Prototype Shotgun | 1,167 | 12 | 6,000 |















