Palworld Guide

How to Beat Xenolord Raid Boss: Weakness, Team, and Drops

Xenolord summons at Level 65 with ×280 HP, ×5 damage and only 35% of your damage landing — the heaviest standard raid in the game. Here's the two elements it's weak to, why Ice is the safer of them, all eight attacks with power and cooldown, the gear to craft first, every reward, and the Level 80 Ultra.

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How to Beat Xenolord Raid Boss: Weakness, Team, and Drops — Palworld Database

Xenolord is the Level 65 raid boss you call down at a Summoning Altar, and it is the hardest of the four standard raids by a wide margin — ×280 HP, ×5 damage on everything it lands, and only 35% of your damage getting through the hull. This guide covers the two elements it takes extra damage from and why one of them is the safe pick, the squad that survives its rotation, all eight attacks with power and cooldown, the gear worth crafting before you spend a slab, every reward the kill pays out, and what changes in the Level 80 Ultra.

Xenolord Raid Stats and Weaknesses

The card below is the whole difficulty in a dozen rows. Xenolord is Dark/Dragon, which is unusual for a raid because *two* separate elements get a bonus on it — Dragon beats the Dark half and Ice beats the Dragon half. That is the good news. The bad news is arithmetic: ×280 health while 65% of your damage is shaved off means you are chewing through roughly 800 times what a normal Pal's health bar would cost you, more than double the next hardest standard raid, and every hit it lands arrives at five times normal. Both numbers are the worst of the four standard fights. Compare all five side by side on the raid boss list with every battle multiplier.

Standard Xenolord Raid
BossXenolord
ElementsDark / Dragon
Weak toDragon (beats Dark) and Ice (beats Dragon) — two options, not one
Summon level65
HP multiplier×280 — the highest of the four standard raids
Damage it deals×5 — also the highest of the four
Damage it takes×0.35 — nearly two-thirds of your output disappears
Cooldown rate×2 — the same rate every raid uses
Effective health~800× a normal Pal's bar, against ~360× for Hartalis and ~350× for Blazamut Ryu
Innate passivesInvader (+30% Dark and Dragon damage) and Otherworldly Cells (+10% attack, 15% less Fire and Lightning damage taken)
Paldeck#196
Summon costXenolord Slab, built from 4× Xenolord Slab Fragment
Headline rewardDragon Skill Fruit: Dragon Meteor plus a Xenolord (Ultra) Slab, every clear

What You Need Before You Summon It

The slab is spent whether you win or lose, so treat this as a gate rather than a suggestion. The altar itself is cheap and early at Technology 33, but the gear that makes an 800× health pool survivable sits at the top of the tree — the Beam Launcher at Technology 80, the Laser Sword at 73, and the Ancient armour line from 68 up. Xenolord hits harder than any other standard raid, so the armour matters more here than in the Bellanoir or Blazamut Ryu fights; if you are still wearing Pal Metal, go farm fragments instead. The Xenolord slab and fragment guide lists which expeditions and chests pay them out, and the two hard expeditions that guarantee one each.

RequirementWhat it costs
Summoning AltarTechnology 33 — the same altar every raid uses
Xenolord SlabXenolord Slab Fragment — the hard Volcano and hard Snow Pal Expeditions each guarantee one
A maxed Ice or Dragon attackerAny Pal from the team table below, condensed and levelled
Ancient-tier armourTechnology 68+ for Ancient Armor (800 defense) and Ancient Helm (500 defense)
An endgame weaponTechnology 65–80 — see the gear table
A stack of typed grenadesIce Grenades at Technology 29 or Dragon Grenades at 42 — the only weapons in your own hands that hit a weakness
No Dark Pals in the partySix of its eight attacks are Dragon-element, and Dragon is what beats Dark

Why Ice Beats Dragon as the Answer

Both weaknesses deal the same bonus damage, so the choice comes down to what happens on the return swing — and that is where Ice quietly wins. On the element chart and counter finder, Ice is only punished by Fire, and Xenolord does not own a single Fire move. Dragon is only punished by Ice, and Xenolord does not own one of those either. So both weaknesses are defensively clean, but a Dragon Pal is walking into a rotation of six Dragon attacks that its own typing does nothing about, while Ice Pals like Frostallion simply take flat damage across the whole kit. Where it actually matters is the trap: Xenolord's Dragon moves get a bonus on Dark Pals, and its two Dark moves get a bonus on Neutral ones. Those are the two typings to leave in the box.

MatchupResult
Ice attacking XenolordBonus damage — Ice beats the Dragon half
Dragon attacking XenolordBonus damage — Dragon beats the Dark half
Its six Dragon moves vs your Dark PalsBonus damage against you — the single worst squad you can bring
Its two Dark moves vs your Neutral PalsBonus damage against you — bench Neutral as well
Its whole kit vs an Ice or Dragon PalFlat damage — neither typing is punished by anything it owns
Fire or Electric attacks on XenolordNo bonus, and Otherworldly Cells cuts 15% off the top — the worst of both

Best Pals to Bring Against Xenolord

Frostallion is the clean best pick and it isn't close. It hits the weakness, takes nothing extra back, carries the joint-highest attack of any Ice Pal at 140 ranged on the bulkiest Ice frame in the game (140 HP, 120 defense), and turns up with Legend and Ice Emperor already baked in — +20% attack, +20% defense and +30% Ice damage before you spend a passive slot. It also learns Crystal Wing at 700 power, tied for the strongest Ice move available. On the Dragon side Jetragon is the mirror image with Legend and Divine Dragon innate and Beam Comet at 700, though both are Level 60–70 alphas that take a fight to get. If you need something you can go catch this afternoon, Shaolong is the pick: 135 ranged attack on a 140 HP / 120 defense body, Meteorain at 700 power, and 126 spawn points on the interactive map. Bastigor is its Ice equivalent, and Jormuntide Ignis hits the hardest number on the list at 150 melee if you can keep 100 defense alive through a ×5 hit.

PalElementAttackHP / DefWhy bring it
FrostallionIce140 ranged140 / 120Best in the fight — innate Legend and Ice Emperor, most health of any Ice Pal, and Crystal Wing at 700 power. Level 60 alpha
JetragonDragon140 ranged115 / 120The Dragon-side equivalent: innate Legend and Divine Dragon, plus Beam Comet at 700. Level 70 alpha, so it is the harder catch
CryolinxIce140 melee100 / 110Ties the top Ice attack number and spawns wild across 78 points — no boss fight needed, but 100 HP means it trades
ShaolongDragon / Water135 ranged140 / 120The accessible answer — raid-grade bulk, Meteorain at 700, and 126 spawn points on the map
BastigorIce130 ranged140 / 120Ties Frostallion's health and defense with Double Blizzard Spike at 700 power, across 138 spawn points
Jormuntide IgnisDragon / Fire150 melee130 / 100The highest attack of any Dragon Pal, but 100 defense in melee range against ×5 damage is a real gamble
Blazamut RyuDragon / Fire150 melee105 / 125Ties the top attack with Magna Crush at 700 — the payoff if you already cleared its own raid
OrserkDragon / Electric130 ranged120 / 115Balanced and catchable at 66 spawn points; use its Dragon moves, since the Electric ones get cut by 15%
Loupmoon CrystIce130 melee80 / 80Budget starter with 583 spawn points, but 80 defense dies to a single landed hit — damage only, never a frontline

Pals to Leave at Home

The Dark/Dragon Pals are the trap, because they look like the perfect answer and are the worst possible pick. Astegon, Eidrolon and Vanwyrm Cryst all deal bonus damage to Xenolord and all eat bonus damage from its six Dragon attacks in return, at ×5 — the trade is nowhere close to worth it. The same goes for pure Dark heavyweights like Necromus and Bellanoir Libero, which is the exact inversion of the Hartalis fight where that pair is the correct core. And skip Xenogard on flavour grounds alone: it shares Xenolord's Otherworldly Cells, not a counter to it.

The Passive Stack That Doubles an Ice Attacker

Four passive slots, and because this boss has two weaknesses there are more useful boosters than usual. On an Ice Pal, Ice Emperor and Siren of the Void both give +30% Ice damage and occupy different slots, so they stack — pair them with Legend for +20% attack and defense and Musclehead for another +30% attack if you genuinely never plan to put that Pal on a workbench. On a Dragon Pal the equivalents are Divine Dragon and Invader, the same passive Xenolord itself runs. 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 covers moving these onto a Pal that lacks them, and the full passive list has the rest.

PassiveEffectWhy it matters here
Ice Emperor+30% Ice damageThe baseline Ice booster — Frostallion already has it innately
Siren of the Void+30% Ice damage, +30% Dark damageStacks with the above; the Dark half is dead weight here but costs nothing
Divine Dragon+30% Dragon damageThe Dragon-side baseline — innate on Jetragon
Invader+30% Dragon damage, +30% Dark damageStacks with Divine Dragon; Xenolord runs this exact passive on itself
Lunker+20% Ice damage, +20% Water damage, +20% defenseThe only Ice booster that also adds defense — valuable when a hit lands at ×5
Legend+20% attack, +20% defense, +20% move speedDefense is not optional in the highest-damage standard raid in the game
Musclehead+30% attack, −50% craft speedPure upside on a Pal that will never touch a workbench
Ferocious+20% attackThe fallback when a better slot roll refuses to show up

Every Xenolord Attack and How to Answer It

Eight attacks, and the shape of the rotation is what makes this fight feel different from the other raids: every single move is a ranged attack, so there is no melee-only threat you can dodge by backing off, and four of them reach 5,000 units. Omega Laser and Meteorain share the top slot at 700 power on 30-second cooldowns, with Cosmic Meteor just behind at 600. The two filler moves are the ones that actually kill careless runs — Dragon Cannon on a 2-second cooldown and Umbral Surge on 4 seconds never stop, and at ×5 damage that constant chip is most of what you take over a long fight. Every power number below is before the raid multiplier and before Xenolord's innate Invader, which adds +30% to Dark and Dragon damage — in other words, to all eight.

AttackElementPowerCooldownRangeWhat to do
Omega LaserDragon70030s3,500Joint hardest hit, and the shortest reach of the big four — the one attack where opening distance genuinely helps
MeteorainDragon70030s5,000Full-range orbital drop — keep the squad spread so one volley can't catch two Pals
Cosmic MeteorDragon60030s5,000Telegraphed warp-in, so it is dodgeable on reaction — keep moving rather than trying to out-range it
Astral RayDark50024s5,000One of only two Dark moves — the specific reason a Neutral Pal has no business in this fight
Beam SlashDragon45020s3,000Its close-quarters answer — pull melee attackers like Jormuntide Ignis out once it comes off cooldown
Satellite BitDragon40020s5,000Deploys autonomous drones; ignore them and burst the boss, since the drones stop when it does
Umbral SurgeDark604s5,000The other Dark move — low power, but it lands constantly and it needs a 1,200 minimum range, so it goes quiet up close
Dragon CannonDragon402s4,000Its basic attack on a 2-second timer — harmless per shot and the bulk of your incoming damage over ten minutes
TipBoth of its Dark attacks need range to work — Umbral Surge won't fire inside 1,200 units. Closing the gap turns a two-element rotation into a one-element rotation, which is exactly what an Ice squad wants, and it also puts you inside Omega Laser's 3,500 reach where your own Ice Grenades land. Just accept that Beam Slash is the price.

Best Gear for the Xenolord 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 the top pick per class rather than one ranking. The Mechanical Bow leads its class at 20,000 and unlocks at Technology 67, and the Beam Launcher leads rocket launchers at 14,000 but sits at the very top of the tree at 80. The Charge Rifle is the highest-attack assault rifle at 12,500 and the earliest endgame gun at Technology 65, though it charges per shot; Plasma Rifle is the sustained-fire alternative. The genuinely clever picks are the grenades: Ice Grenade and Dragon Grenade both sit at 750 attack and both hit a Xenolord weakness, which nothing else in your hands does. Ice unlocks at Technology 29 and Dragon at 42, so craft them in stacks long before you can afford the guns. Full lists live on the weapons database and the armor database.

ClassWeaponAttack (within class)Technology
BowMechanical Bow20,00067
Rocket LauncherBeam Launcher14,00080
Assault RifleCharge Rifle12,50065
Assault Rifle (sustained)Plasma Rifle1,86078
MeleeLaser Sword2,00073
ShotgunPrototype Shotgun1,16769
ThrowableIce Grenade750 — Ice damage, hits the weakness29
ThrowableDragon Grenade750 — Dragon damage, hits the other weakness42

Armour and Accessories

There is one accessory in the game that reads like it was written for this fight. The Cryolinx Ring greatly reduces the Dragon damage your partner Pal takes and significantly raises the Ice damage it deals — which is six of Xenolord's eight attacks blunted and your whole damage type boosted, in one slot. If you went Dragon instead, Elphidran Ring is the exact counterpart: less incoming Dark, more outgoing Dragon. Frostallion's Talisman and Jetragon's Talisman are the fallbacks, trading the elemental resistance for flat partner defense, and the rest of that set is compared on the talisman guide. For your own kit, Ring of Dragon Resistance +2 answers six of the eight attacks, and Phantom Ring stretches the invincibility window on rolls, which is what you are doing for most of Cosmic Meteor anyway. Armour is simply the Ancient line — nothing else is close.

SlotPickNumbersWhy
BodyCold-Resistant Ancient Armor840 defense, 2,400 HP, Tech 77Top of the armour list; the heat and lightweight versions match it at 840
Body (earlier)Ancient Armor800 defense, 2,400 HP, Tech 68Only 40 defense behind and unlocks nine tech levels sooner
HeadAncient Helm500 defense, 1,200 HP, Tech 68The highest-defense helmet in the game by 150
ShieldAncient Shield2,200 shield, Tech 71Self-repairing, and it is what stands between you and a ×5 laser
Partner accessoryCryolinx RingCuts incoming Dragon and boosts outgoing Ice — the single best slot in this fight
Partner accessory (Dragon squad)Elphidran RingCuts incoming Dark and boosts outgoing Dragon instead
Partner accessory (alt)Frostallion's TalismanPartner defense plus Ice damage when the ring isn't unlocked
Player accessoryRing of Dragon Resistance +2Blunts six of the eight attacks in the rotation
Player accessoryPhantom RingLonger dodge invincibility — the counter to a 5,000-range meteor drop

Xenolord Raid Drops and Rewards

Every reward on the raid table is guaranteed, which is unusual and it changes how you plan the farm. Ancient Civilization Core is the reason to keep going, at 3 to 6 a clear. The Dragon Skill Fruit: Dragon Meteor is the interesting one — a 600-power Dragon move you can teach to any Pal, including one of the Dragon attackers you just brought, so the first clear directly speeds up the second. Four to five Training Crystals per run is a free level each for the squad, and the Xenolord (Ultra) Slab means the standard fight is self-sustaining: clear it once and you always have the Ultra key. Xenolord's own drop table adds 4 to 6 Ancient Civilization Parts, 2 to 3 Precious Dragon Stone and 7 to 15 Meteorite Fragment. More Dragon-fruit options are listed on the Dragon skill fruit guide.

RewardAmountChanceWhat it's for
Ancient Civilization Core3–6100%The top-tier ancient crafting material — the main reason to farm this raid
Dragon Skill Fruit: Dragon Meteor1100%Teaches a 600-power Dragon move — feed it to the attacker you used, and the rematch gets faster
Training Crystal4–5100%One free level per crystal, handed straight to a Pal
Xenolord (Ultra) Slab1100%The Ultra key — one clear makes the fight repeatable forever
Ancient Civilization Parts4–6100%From Xenolord's own drop table — feeds the Ancient Shield, which needs 50
Precious Dragon Stone2–3100%Sells high to merchants — the raid's cash reward
Meteorite Fragment7–15100%Ancient-tier crafting stock, and the largest single stack Xenolord drops

The Xenolord (Ultra) Fight

The Xenolord (Ultra) Slab — four Xenolord (Ultra) Slab Fragments — summons a Level 80 version with ×420 HP, ×13 damage, and armour that lets through only 9% of what you deal. Run the same arithmetic and you get roughly 4,667 times a normal health bar, which is about six times the standard fight. It ties Ultra Hartalis for the hardest-hitting attack multiplier in the game at ×13, and it ties Ultra Bellanoir Libero exactly on health and armour — only Ultra Blazamut Ryu is bulkier, and that one hits softer at ×8. At ×13 with ×5-tier moves behind it, assume any landed hit deletes a Pal and build the run around never being hit rather than around healing. The trophy is Xenolord's head, which drops only here; be honest with yourself about it, since 30 defense and +80 HP is a cosmetic next to Ancient Helm's 500. The clear also pays 10 Ancient Civilization Cores and 10 Training Crystals flat, and returns the slab.

FightHPDamage dealtDamage takenEffective healthLevel
Standard Xenolord×280×5×0.35~800×65
Xenolord (Ultra)×420×13×0.09~4,667×80
Hartalis (Ultra), for scale×320×13×0.2~1,600×
Bellanoir Libero (Ultra), for scale×420×10×0.09~4,667×80
Blazamut Ryu (Ultra), for scale×500×8×0.09~5,556×

The Short Version

Bring Ice, bring bulk, and leave every Dark Pal at home. Xenolord is Dark/Dragon, so Ice and Dragon both get a bonus on it, but six of its eight attacks are Dragon-element and Dragon is what punishes Dark — which is why an Ice core built on Frostallion or Bastigor is the safe answer and Astegon is the trap. Stack Ice Emperor and Siren of the Void on your attacker, wear the Ancient armour line with a Cryolinx Ring on your partner and a Ring of Dragon Resistance +2 on yourself, and carry a stack of Ice Grenades for the gaps. Fight close rather than far, since both of its Dark moves need range to work, and expect a long grind: 800 times a normal health bar does not fall to a burst.