Palworld Guide

How to Attack Enemies on Water: Weapons, Pals, and Mounts

Every way to hit a target out on the water in Palworld — ranged weapons from technology level 3 to 80, the Pals with 7,500-range skills, sphere launchers for capturing swimmers, and the mounts that close the gap.

Updated 8 min read8 data tables
How to Attack Enemies on Water: Weapons, Pals, and Mounts — Palworld Database

Wading in after something that is already shooting at you is the worst possible way to open a fight — the moment you are swimming your weapons are gone, your stamina bar starts draining, and the target keeps hitting you for free. This guide covers everything that reaches a target out on the water instead: the ranged weapons and the technology levels that unlock them, the Pals with the longest-reaching attacks in the game, the launchers that capture something you can't throw a sphere at, and the flying and swimming mounts that delete the distance entirely.

Three Ways to Reach a Target on the Water

Which approach you pick comes down to one question: is the water between you and the target, or is the target actively swimming away? A gun handles the first case from dry land and costs you nothing but ammo. A Pal handles it without ammo at all, and a mount handles the second case by taking the chase to them. Most players default to the gun and never unlock the other two, which is why fights against anything out past the shoreline drag on.

MethodWhat It NeedsBest For
Ranged weaponsTechnology level 3 and up, plus ammoTarget sitting in water with land on your side
Pals with ranged skillsA Pal in your team, no unlock at allFree damage while you reload or reposition
Pal gear that shootsTechnology level 11 and up, 1-5 pointsEarly game, before you own a real gun
Sphere launchersTechnology level 26 and upCapturing a Pal that is out of throwing range
Flying mountSaddle unlock from level 15 upHovering over the target and firing down
Water mountSaddle unlock from level 16 upChasing something that keeps swimming away

Use a Ranged Weapon From Shore

This is the answer for the vast majority of water fights, and Palworld hands you a ranged option at technology level 3 — long before anything else on this page is available. The table below is the full craftable ranged ladder, sorted by unlock level, with the technology point cost and the ammo each one eats. One warning before you read the Attack column: those numbers are only comparable inside a class. The Mechanical Bow at 20,000 Attack is not fourteen times better than the Heavy Assault Rifle at 1,615 — a bow fires one heavy arrow while a rifle empties a 30-round magazine, so compare bows to bows and rifles to rifles.

WeaponClassAttackTech Lv. (Cost)Ammo
Old BowBow653 (1 pt)Arrow
CrossbowCrossbow28013 (2 pts)Arrow
MusketAssault Rifle1,00021 (3 pts)Coarse Ammo
Makeshift HandgunHandgun32024 (3 pts)Handgun Ammo
HandgunHandgun25028 (3 pts)Handgun Ammo
Old RevolverHandgun60033 (3 pts)Handgun Ammo
Single-Shot RifleAssault Rifle1,10036 (3 pts)Rifle Ammo
Semi-Auto RifleAssault Rifle1,15041 (3 pts)Rifle Ammo
Compound BowBow1,10042 (3 pts)Reinforced Arrow
Laser RifleAssault Rifle1,25051 (5 pts)Energy Cartridge
Guided Missile LauncherRocket Launcher5,90056 (5 pts)Missile Ammo
Advanced BowBow5,80057 (3 pts)Advanced Arrow
Laser Gatling GunGatling Gun53059 (5 pts)Laser Gatling Cartridge
Charge RifleAssault Rifle12,50065 (5 pts)Charge Rifle Ammo
Rocket LauncherRocket Launcher10,00065 (5 pts)Rocket Ammo
Mechanical BowBow20,00067 (4 pts)Mechanical Bow Ammo
Prototype ShotgunShotgun1,16769 (4 pts)Prototype Shotgun Ammo
Heavy Assault RifleAssault Rifle1,61570 (5 pts)Heavy Assault Rifle Ammo
Plasma RifleAssault Rifle1,86078 (5 pts)Plasma Rifle Ammo
Beam LauncherRocket Launcher14,00080 (5 pts)Beam Launcher Ammo

The Earliest Options

Nobody needs to wait for a gun to fight across water. The Old Bow costs a single technology point at level 3 and Arrows unlock at the same level for another point, so you can be plinking things in a lake within the first hour. The Crossbow at level 13 is more than four times the Old Bow's Attack for 2 points and uses the same Arrows, which makes it the real early-game water weapon. If you would rather skip both, the Musket at level 21 is the first proper firearm and the full route to it is broken down in our How to Get a Gun Fast and Early guide.

Which Class Holds Up at Water Range

Bows and rifles are what you want here. Both fire a tight single projectile, so hitting a Pal bobbing 40 metres offshore is a matter of leading the shot rather than praying. Shotguns are the opposite — the Prototype Shotgun is a monster at 1,167 Attack and 12 shells a magazine, but pellet spread means most of that damage lands in the water rather than the target. Launchers are the wildcard: the Guided Missile Launcher tracks what you aim at, which makes it the most forgiving thing on the list against a swimmer that keeps changing direction, and the Beam Launcher at level 80 has enough splash that near-misses still hurt. Every unlock level on the ladder is mapped out in our Best Weapons at Every Tech Level guide.

Capture Pals You Can't Reach

Killing a water Pal is easy. Catching one that is floating well past your throwing arc is the actual problem, and the answer is a sphere launcher — a weapon that fires Pal Spheres instead of ammo. Three exist, and the cheapest one arrives at level 26. The single-shot version is the accurate pick for one target, the scatter version is for a cluster of Pals sitting together on the surface, and the homing version removes aiming from the equation entirely, which is the one you want when the target is drifting. All three fire the spheres you already carry, so weaken the Pal first exactly as you would on land — the odds work the same way, and our How to Catch Pals guide has the full capture rate breakdown.

LauncherTech Lv. (Cost)What It Does
Single-Shot Sphere Launcher26 (4 pts)Fires one sphere far past normal throwing distance
Scatter Sphere Launcher38 (5 pts)Fires a spread of spheres, built for catching a group at once
Homing Sphere Launcher55 (5 pts)Fired spheres track the Pal, so a moving swimmer still gets hit

Bring Pals With Long-Range Attacks

Your Pal keeps fighting while you reload, reposition, or run out of ammo, and it does not care that the target is standing in water. What matters is the reach of its skills, and almost every long-range skill shares the same 5,000 cap. Only three things break it. The outright record is Astralym and Paldium Rain at 9,999 range; after that, Hartalis reaches 7,500 with Sacred Rain at 800 power, and Panthalus reaches 6,000 with four separate Water skills. Everything below those is tied on range, so pick on Shot Attack instead — Neptilius and Necromus lead the rest of the table at 145.

PalShot AttackLongest-Reaching SkillPowerRange
Astralym200Paldium Rain (Lv. 3)5009,999
Hartalis130Sacred Rain (Lv. 40)8007,500
Panthalus120Aqua Tornado (Lv. 60)8006,000
Neptilius145Thalassonic Laser (Lv. 60)7005,000
Necromus145Rock Lance (Lv. 30)4005,000
Frostallion140Holy Burst (Lv. 55)7005,000
Jetragon140Beam Comet (Lv. 30)7005,000
Shaolong135Meteorain (Lv. 70)7005,000
Blazamut Ryu130Meteorain (Lv. 70)7005,000
Bastigor130Double Blizzard Spike (Lv. 70)7005,000

Electric Pals Punish Anything in the Water

Most of what you end up fighting on open water is Water-element, and Water is weak to exactly two things: Electric and Grass. Electric is the one that comes with long-range skills. Thunderstorm is the pick of the bunch at 600 power and 5,000 range, and five of the Pals below learn it. Orserk is the standout — 130 Shot Attack, and its signature Polykeraunos matches Thunderstorm on both power and range while landing in its kit at level 55. If you are still levelling, Relaxaurus Lux is the cheat pick: Spark Blast is only 50 power, but it is available from level 1, reaches the full 5,000, and fires fast enough to lead the whole list on sustained damage.

PalShot AttackBest Electric SkillPowerRange
Neptilius145Thunderstorm (Lv. 70)6005,000
Orserk130Polykeraunos (Lv. 55)6005,000
Helzephyr Lux125Thunderstorm (Lv. 50)6005,000
Relaxaurus Lux120Spark Blast (Lv. 1)505,000
Azurmane120Thunderstorm (Lv. 70)6005,000
Beakon115Thunderstorm (Lv. 70)6005,000
Fenglope Lux115Thunderstorm (Lv. 50)6005,000
Grizzbolt105Lethal Laser (Lv. 70)6005,000

Pal Gear That Shoots for You

This is the module almost nobody unlocks, and it is the cheapest ranged damage in the game. Pal gear turns a team Pal into a weapon you fire with the partner skill button — no ammo, no durability loss on your own gun. Lifmunk's Submachine Gun costs a single technology point at level 11, a full ten levels before the Musket, and Lifmunk is a starting-area catch. At the other end, Jetragon's Missile Launcher is both the saddle and the weapon: mount up and Jetragon fires missiles at whatever you are looking at. The four rideable entries — Mossanda, Grizzbolt, Relaxaurus, and Jetragon — are the strongest picks for water because they solve the range problem and the positioning problem in one unlock.

Pal GearPalTech Lv. (Cost)What It Does
Lifmunk's Submachine GunLifmunk11 (1 pt)Lifmunk lays down automatic fire on your target
Tanzee's Assault RifleTanzee12 (1 pt)Rifle fire from your partner, no ammo cost
Tanzee Ignis's Assault RifleTanzee Ignis13 (2 pts)Fire-element version of the same trick
Pengullet Rocket LauncherPengullet17 (2 pts)Launches Pengullet itself as the projectile
Pengullet Lux's Rocket LauncherPengullet Lux18 (2 pts)Electric version — the element water enemies hate
Tocotoco's GlovesTocotoco18 (2 pts)Hold and throw Tocotoco as a grenade
Mossanda's Grenade LauncherMossanda32 (2 pts)Ride and fire grenades — Grass also beats Water
Mossanda Lux's Grenade LauncherMossanda Lux34 (2 pts)Electric grenades from the same mount
Grizzbolt's MinigunGrizzbolt40 (4 pts)Sustained Electric minigun fire while mounted
Relaxaurus' Missile LauncherRelaxaurus45 (4 pts)Missiles from a mount, ideal against distant swimmers
Relaxaurus Lux's Missile LauncherRelaxaurus Lux48 (4 pts)Electric missiles, the best anti-water mount weapon
Nyafia's ShotgunNyafia52 (3 pts)Nyafia unleashes a shotgun barrage on command
Jetragon's Missile LauncherJetragon79 (5 pts)The fastest mount in the game, firing missiles

Use a Flying Mount

A flying mount turns a water fight into a shooting gallery: hover above the target, out of reach of anything that can't fly, and fire down with whatever you are holding. The cost is stamina, and it is a hard timer — when the bar empties you drop, and dropping into deep water is exactly the situation you were avoiding. That is why the stamina column below matters as much as the speed one. Jetragon is the fastest at 3,300 sprint, but it carries only 110 stamina; Frostallion and Selyne fly at roughly half that speed with 300 stamina, which is nearly three times the hover time. For a long fight over open water, the slower bird is the smarter one. Full rankings live on our Palworld mount speed rankings and the Best Flying Mounts guide.

PalSprint SpeedStaminaSaddle Tech Lv.Why Bring It
Jetragon3,30011079Fastest in the game, and the saddle is a missile launcher
Shaolong2,80010077Second-fastest flier, 135 Shot Attack of its own
Eidrolon2,75013068Nearly Shaolong's speed with more air time
Frostallion1,80030062300 stamina — the hover-and-shoot pick
Selyne1,60030053Same 300 stamina, unlocks nine levels earlier
Faleris1,40023060230 stamina at a mid-tier saddle cost
Ragnahawk1,30015033Fastest flier available before level 40
Beakon1,20016029Electric flier, strong against water targets
Helzephyr1,10017025Most stamina you can get in the twenties
Nitewing75010015Earliest flying saddle in the game

Or Follow Them In on a Water Mount

Sometimes the target simply swims away and no amount of range fixes it. Mounting a water Pal solves that: you swim at mount speed instead of player speed, and you keep your weapons instead of losing them the way you do while swimming unmounted. Surfent is the one to aim for early — its saddle unlocks at technology level 16, which is before most players own a gun, and 1,440 sprint is fast enough to run down anything you'll meet in the starting seas. Neptilius is the endgame answer at 2,000 sprint and a huge 410 stamina, though its saddle sits at level 64. Note that eight of the nine below carry the Water element themselves — Azurobe Cryst is the Ice and Dragon exception — so your swimming mount eats the same Electric damage you are using on everything else. Don't park it inside your own Thunderstorm.

PalSwim SprintStaminaSaddle Tech Lv.Notes
Neptilius2,00041064Fastest swimmer, 145 Shot Attack, 410 stamina
Jormuntide1,80015040Second-fastest, and the saddle is only 2 points
Surfent1,44010016Earliest water saddle — the early-game pick
Ghangler1,35032031320 stamina at a level-31 saddle
Ghangler Ignis1,35032042Same speed and stamina, Fire element instead
Solmora1,30022065Late saddle, comfortable 220 stamina
Solmora Lux1,30022066Electric variant of Solmora
Azurobe1,00016024Slower, but the saddle costs just 2 points
Azurobe Cryst1,00016027Ice variant with identical swim numbers
TipHeight beats range. Skills have a vertical reach as well as a horizontal one, and 52 of the 184 ranged Pal skills can't climb as high as they can shoot far — the worst offenders by more than five times. That is why standing on a cliff over a bay and firing down is so reliable: plenty of what is in the water below simply cannot answer. Pair the high ground with a Pal whose own skill reaches 5,000 and you can clear a whole shoreline without ever getting wet.

The Short Answer

Stay on land and shoot. Before level 21 that means the Crossbow plus a Pal that already knows a 5,000-range skill; after level 36 it means a rifle, and after level 56 a Guided Missile Launcher that tracks a moving swimmer for you. Bring Electric damage against Water-element enemies, use a sphere launcher instead of your arm if you actually want to catch the thing, and only mount up if the target is running — a flier for hovering above the fight, a swimmer for the chase.

Hubs and deeper reading on everything above: