How to Beat Hartalis Raid Boss: Weakness, Team, and Drops
Hartalis summons at Level 70 with ×180 HP, ×4 damage and a 50% cut to everything you deal. Here's the one element it's weak to, the Dark squad and passive stack that shorten the fight, all eight attacks with power and cooldown, the gear worth crafting first, and the full reward list including the Ultra-only Crown of Salvation.

Hartalis is the Level 70 raid boss you call down at a Summoning Altar, and it carries the second-heaviest health bar of the four standard raids behind Xenolord — ×180 HP, ×4 damage on everything it lands, and a flat 50% cut to the damage you deal. This guide covers the single element it takes extra damage from, the Dark squad and passive stack that shorten the fight, the barrier stage that stalls a one-element team, all eight attacks with their power and cooldowns, the gear worth crafting before you burn a slab, and everything the kill pays out.
Hartalis Raid Stats and Weakness
The card below is the whole difficulty explained in six rows. Hartalis is Neutral, so exactly one element gets bonus damage on it — Dark — and nothing in its own kit hits a typing bonus back except one Grass move. The pain is arithmetic: ×180 health with your damage halved means you have to chew through roughly 360 times what a normal Pal's health bar would cost you, while it returns four times normal damage. Only Xenolord opens tankier (×280 behind a 65% cut) and only Xenolord hits harder (×5). Compare all five side by side on the raid boss list with every battle multiplier.
| Standard Hartalis Raid | |
|---|---|
| Boss | Hartalis |
| Element | Neutral |
| Weak to | Dark — the only element with a bonus against Neutral |
| Summon level | 70 |
| HP multiplier | ×180 — second only to Xenolord's ×280 |
| Damage it deals | ×4 — second only to Xenolord's ×5 |
| Damage it takes | ×0.5 — half of what you deal is shaved off |
| Cooldown rate | ×2 — the same rate every raid uses |
| Paldeck | #197 |
| Summon cost | |
| Guaranteed rewards |
What You Need Before You Summon It
A slab is spent whether you win or not, so treat this list as a gate rather than a suggestion. The altar itself is cheap and early — Technology 33 — but the gear that makes the fight winnable sits at the top of the tree, and that is the real requirement: the Beam Launcher unlocks at Technology 80, the Laser Sword at 73, and the Ancient armour line at 68 and above. If you're still fighting in Pal Metal gear, farm fragments and come back — the Hartalis slab and fragment guide covers which expeditions pay them out.
| Requirement | What it costs |
|---|---|
| Summoning Altar | Technology 33 — 100 Stone and 20 Paldium Fragment |
| 4× | |
| A maxed Dark attacker | Any Pal from the team table below, condensed and levelled |
| Ancient-tier armour | Technology 68+ for Ancient Armor and Ancient Helm |
| An endgame weapon | Technology 65–80 — see the gear table |
| Two off-element hitters | One Fire and one Electric Pal on the bench for the barrier stage |
Why Dark Is the Answer
Neutral is the odd typing on the element chart and counter finder: it beats nothing, and only Dark beats it. That single relationship is worth about 1.5× damage, which against a boss that halves your output is the difference between a long fight and an unfinishable one. The relationship does not run both ways here either — Dark Pals take extra damage from Dragon, and there is not one Dragon move in Hartalis's kit, so a full Dark squad carries no defensive penalty at all. The one typing rule to respect is Wind Burst, the lone Grass move in the rotation: Grass gets a bonus on Ground and Water, so those two typings are the ones to leave at base.
| Matchup | Result |
|---|---|
| Dark attacking Hartalis | Bonus damage — the only element that gets it |
| Hartalis's seven Neutral moves vs any Pal | Flat damage — no typing protects you, and none is punished |
| Wind Burst (Grass) vs a Ground or Water Pal | Bonus damage — the only reason to bench a typing |
| Hartalis vs your Dark Pals | Flat — Dark's weakness is Dragon, which Hartalis does not have |
Best Pals to Bring Against Hartalis
Necromus is the clean first pick. At 145 ranged attack it is the strongest Dark Pal you can field without clearing another raid first, and it turns up with Legend and Lord of the Underworld already baked in — +20% attack, +20% defense and +30% Dark damage before you spend a single passive slot. Frostallion Noct carries the same innate pair on the bulkiest Dark frame in the game (140 HP, 135 defense) and spawns as a level 65 alpha you can go take today. If you want raw move power instead, Dandilord learns Toxic Dance at 800 power — the hardest-hitting Dark move in the game — and Shadowbeak brings the highest defense of any Dark Pal at 140. For anyone who does not have the legendaries yet, Helzephyr is the realistic answer: 125 ranged attack across 1,099 spawn points, which is more places than every other Dark attacker on this list combined.
| Pal | Attack | HP / Def | Why bring it |
|---|---|---|---|
Necromus | 145 ranged | 130 / 120 | Innate Legend and Lord of the Underworld — +20% attack and +30% Dark damage for free, plus Twin Spears at 700 power |
Frostallion Noct | 140 ranged | 140 / 135 | Most health of any Dark Pal and the same innate passive pair; a level 65 alpha, so no breeding chain needed |
Bellanoir Libero | 150 ranged | 120 / 100 | Ties the highest attack of any Dark Pal — the payoff if you already cleared its own raid |
Dandilord | 135 ranged | 125 / 110 | Learns Toxic Dance (800), the strongest Dark move in the game, on a 30-second cooldown |
Shadowbeak | 130 melee | 120 / 140 | Highest defense of any Dark Pal — the one that survives standing in the open |
Incineram Noct | 150 melee | 95 / 85 | Ties the top melee number, but 85 defense means it dies to a single ×4 hit — pure damage, no tanking |
Helzephyr | 125 ranged | 100 / 100 | The accessible one: 1,099 spawn points on the interactive map, no boss fight required |
Loupmoon | 130 melee | 80 / 80 | Budget starter — 1,109 spawn points, night only, and it holds up until you catch something better |
The Passive Stack That Doubles a Dark Attacker
Four passive slots, and Palworld hands you three separate +30% Dark damage passives that all occupy different ones. Stack Lord of the Underworld, Invader and Siren of the Void on the same Pal and every Dark move it owns is landing at a wildly different number than it did stock — then spend the last slot on Legend for the +20% attack and defense, or Musclehead if you want +30% attack and genuinely do not care that its craft speed halves. That is the whole reason a raid squad gets built at the Pal Condenser rather than caught and shipped straight in; the min-maxing guide walks through moving these onto a Pal that doesn't have them, and the full passive list has the rest.
| Passive | Effect | Why it matters here |
|---|---|---|
| Lord of the Underworld | +30% Dark damage | The baseline Dark booster — Necromus and Frostallion Noct already have it |
| Invader | +30% Dark damage, +30% Dragon damage | Stacks with the above; the Dragon half is dead weight in this fight but costs nothing |
| Siren of the Void | +30% Dark damage, +30% Ice damage | The third Dark booster — Bellanoir Libero carries it innately |
| Legend | +20% attack, +20% defense, +20% move speed | Defense matters when a single hit lands at ×4 |
| Musclehead | +30% attack, −50% craft speed | Pure upside on a Pal that will never touch a workbench |
| Ferocious | +20% attack | The fallback when a better slot roll refuses to show up |
The Barrier Stage Is What Actually Kills Runs
A mono-Dark squad looks perfect on paper and then stalls, because the raid does not stay a pure stat check the whole way through. Hartalis fights in two stages with roughly 972,000 health each on the standard slab, the second one starting from a full bar, and it periodically raises an elemental barrier while the fight is running. Whatever element the barrier is wearing is what breaks it — not what the boss underneath is weak to — so a team that can only speak Dark stands there doing nothing until it drops on its own. Keep a Fire and an Electric hitter benched and swap them in the moment a barrier goes up: Blazamut covers Fire at 150 melee attack, and Orserk covers Electric at 130 ranged. Once the shield is gone, your Dark Pal goes back in and the weakness applies again.
Every Hartalis Attack and How to Answer It
Eight attacks, and the shape of the rotation is three 700-power moves plus an 800 on identical 30-second cooldowns — which means there is almost never a long safe window, only a rotating one. Sacred Rain is the headline at 800 power and 7,500 range, the longest reach in the kit, so backing off does not save you; moving does. Everything below is before the raid's ×4 multiplier, and before Hartalis's innate Savior passive, which adds +30% to Neutral and Grass damage — in other words, to every single move it owns. The only genuine breather is Purifying Light: 250 power on a 100-second cooldown, the one attack in the list that is not trying to delete you.
| Attack | Element | Power | Cooldown | Range | What to do |
|---|---|---|---|---|---|
| Sacred Rain | Neutral | 800 | 30s | 7,500 | The biggest hit and the longest reach — keep the squad spread and never stop moving; distance alone will not save you |
| Holy Burst | Neutral | 700 | 30s | 5,000 | Full-arena burst — pull your melee Pal out and let the ranged attackers keep working |
| Radiant Barrage | Neutral | 700 | 30s | 5,000 | Same power band, sustained pressure — the moment to swap a low-health Pal rather than heal it |
| Divine Wing | Neutral | 700 | 30s | 5,000 | Its only melee move — the specific reason 85-defense glass cannons like Incineram Noct evaporate |
| Wind Burst | Grass | 600 | 30s | 1,200 | Shortest range in the kit and the only typed hit — keep Ground and Water Pals out of the fight entirely |
| Power Bomb | Neutral | 120 | 8s | 5,000 | Filler between the big moves, but on an 8-second timer it adds up fast at ×4 |
| Power Shot | Neutral | 80 | 4s | 3,000 | Its basic attack — constant, cheap, and still four times a normal Pal's version |
| Purifying Light | Neutral | 250 | 100s | 3,000 | Lowest damage on the longest cooldown — the safest window to reposition or swap |
Best Gear for the Hartalis Fight
Attack numbers only mean something inside a weapon class — a bow's number and a rifle's number are not on the same scale — so the table gives you the top pick per class rather than one ranking. The Charge Rifle is the highest-attack assault rifle at 12,500 and unlocks earliest of the endgame guns at Technology 65, though it charges per shot; Plasma Rifle is the sustained-fire alternative. The genuinely clever pick is the Dark Grenade: it deals Dark damage, which makes it the only thing in your own hands that hits Hartalis's weakness, and it costs one Gunpowder and one Corrosive Solvent at Technology 40. Craft them in stacks. Full lists live on the weapons database and the armor database.
| Class | Weapon | Attack (within class) | Technology |
|---|---|---|---|
| Assault Rifle | 12,500 | 65 | |
| Assault Rifle (sustained) | 1,860 | 78 | |
| Rocket Launcher | 14,000 | 80 | |
| Bow | 20,000 | 67 | |
| Melee | 2,000 | 73 | |
| Shotgun | 1,167 | 69 | |
| Throwable | 750 — Dark damage, hits the weakness | 40 |
Armour and Accessories
There is one accessory in the game that reads like it was written for this fight. The Katress Ring cuts the Neutral damage your partner Pal takes and raises the Dark damage it deals — both halves of Hartalis in a single slot. Lyleen Noct's Talisman is the fallback, trading the Neutral resistance for flat partner defense, and the rest of that set is compared on the talisman guide. For your own kit, Ring of Neutral Resistance +2 answers seven of the eight attacks above, and Phantom Ring stretches the invincibility window on rolls, which is what you are doing for most of Sacred Rain anyway. Armour is simply the Ancient line — nothing else is close at 840 defense.
| Slot | Pick | Numbers | Why |
|---|---|---|---|
| Body | 840 defense, Tech 77 | Top of the armour list; the heat and lightweight versions match it at 840 | |
| Body (earlier) | 800 defense, Tech 68 | Only 40 defense behind and unlocks nine tech levels sooner | |
| Head | 500 defense, Tech 68 | The highest-defense helmet in the game by 150 | |
| Shield | 2,200 shield, Tech 71 | Costs 50 Ancient Civilization Parts — which this raid pays out | |
| Partner accessory | — | Cuts incoming Neutral and boosts outgoing Dark for the Pal at your side | |
| Partner accessory (alt) | — | Partner defense plus Dark damage when the ring isn't unlocked | |
| Player accessory | Ring of Neutral Resistance +2 | — | Blunts every attack in the rotation except Wind Burst |
| Player accessory | — | Longer dodge invincibility — the counter to a 7,500-range AoE |
Hartalis Raid Drops and Rewards
The kill pays in ancient crafting stock rather than a flashy unique. Ancient Civilization Parts are the reason to keep running it — 4 to 6 per clear against the 50 an Ancient Shield demands, so about ten clears buys you the best shield in the game. Precious Pelt is pure merchant money at 6 to 8 a run, and the 30% Large Pal Soul feeds the statue that raises the same Pals you brought. The clear chest tops that up with Training Crystals and a Huge Common Egg, while the Ultra version is where the collectibles live.
| Reward | Amount | Chance | What it's for |
|---|---|---|---|
| 4–6 | 100% | Ancient Shield (50 needed) and the rest of the ancient crafting line | |
| 6–8 | 100% | Sells to merchants at a high price — the raid's cash reward | |
| 1 | 30% | Statue of Power upgrades for your raid squad | |
| — | Clear reward | One free level per crystal, handed straight to a Pal | |
Huge Common Egg | — | Clear reward | Hatches at an incubator |
The Ultra Hartalis Fight
The Hartalis (Ultra) Slab — four Ultra Slab Fragments — refuses to even tell you what it is summoning; the item text lists the level as "Lv ??" where the standard slab plainly says Lv 70. What it brings is ×320 HP and ×13 damage, which is more than triple the punch of the standard fight and enough to erase a Pal per landed hit. The one mercy is armour: Ultra Hartalis takes 20% of your damage, where Ultra Xenolord, Ultra Blazamut Ryu and Ultra Bellanoir Libero all sit at 9%. It hits like the worst of them but it is the only Ultra where your damage still meaningfully lands — which is why it is usually the first Ultra people clear. The trophy is the Crown of Salvation, which drops only here; be honest with yourself about it, though, since 30 defense and +80 HP is a cosmetic next to Ancient Helm's 500.
| Fight | HP | Damage dealt | Damage taken | Level |
|---|---|---|---|---|
| Standard Hartalis | ×180 | ×4 | ×0.5 | 70 |
| Hartalis (Ultra) | ×320 | ×13 | ×0.2 | Listed as "Lv ??" in the slab text |
| Xenolord (Ultra), for scale | ×420 | ×13 | ×0.09 | — |
| Blazamut Ryu (Ultra), for scale | ×500 | ×8 | ×0.09 | — |
The Short Version
Bring Dark, bring bulk, bring a bench. Hartalis is Neutral, so Dark is the only element that gets a bonus on it — Necromus or Frostallion Noct with a stacked +30% Dark passive set is the core, Blazamut and Orserk ride the bench for the barrier stage, and you wear the Ancient armour line with a Katress Ring on your partner and a pocket full of Dark Grenades. Spread out for Sacred Rain, leave Ground and Water Pals at home because of Wind Burst, and expect two long stages rather than one burst.
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