# Leaping Roundhouse Effect and the Only Pal That Learns It

Leaping Roundhouse is Verdash's exclusive 250-power Grass melee kick on a 12-second cooldown that always leaves targets Ivy-Covered. Here are its full stats, where to catch Verdash, and whether the skill earns a slot.

Source: https://palworld-db.com/guides/leaping-roundhouse-skill
Updated: 2026-08-04

Leaping Roundhouse is a **250-power Grass melee skill** on a 12-second cooldown, and exactly one Pal in the game can use it: [Verdash](https://palworld-db.com/pal/verdash), which picks it up at level 35. Below is the full stat card, what the Ivy-Covered proc actually buys you, where to catch Verdash, and how the kick stacks up against every other Grass melee skill and against Verdash's own move list.

## Leaping Roundhouse Stats and Effect

Verdash hops forward and sweeps everything around it with a spinning kick, so the animation covers ground instead of rooting you in place — useful, because the skill only reaches **1,200 units**. That is short even by melee standards: 70 of the game's 116 melee skills close from farther out, and the median melee reach is 2,000. What it gives back is a guaranteed status proc and a clean 12-second rhythm, and no Grass melee skill above 120 power comes back faster.

| Property | Value |
| --- | --- |
| Element | Grass — strong against Ground and Water, weak to Fire |
| Category | Melee |
| Power | 250 |
| Cooldown | 12 seconds |
| Damage per second | 20.8 |
| Range | 0–1,200 (no minimum) |
| Status inflicted | Ivy-Covered (max proc value, 100) |
| Learned by | [Verdash](https://palworld-db.com/pal/verdash) at level 35 |
| Skill fruit | None — it cannot be taught |

Across all 300 active skills, Leaping Roundhouse sits **109th on damage per second**. Inside its own lane the picture is friendlier: 43rd of 116 melee skills and 13th of 34 Grass skills, which puts it comfortably in the usable middle rather than the filler pile. Compare it against anything else on the [active skills database](https://palworld-db.com/active-skills) before you commit a slot — power numbers only mean something against skills of the same category.

## What Ivy-Covered Does For You

Ivy-Covered is the Grass ailment, and Grass moves are the **only** source of it — the full breakdown lives in the [status effects guide](https://palworld-db.com/guides/all-status-effects). It roots the target, which matters a lot for a kick with 1,200 reach, because a snared enemy cannot walk out of the follow-up. Leaping Roundhouse carries the effect at value 100, the ceiling, so it is in the top group of 20 Grass moves that apply it every time rather than rolling for it like [Verdash](https://palworld-db.com/pal/verdash)'s own level-1 Wind Cutter (35) or Grass Tornado (65).

The real payoff is captures. [Souffline](https://palworld-db.com/pal/souffline)'s partner skill adds bonus capture power against Ivy-Covered targets, scaling up to +5 at max rank, so a Verdash kicking the target while Souffline rides shotgun is a deliberate odds swing on a Pal you actually want. Details on that pairing and the rest of the roster are in the [partner skills database](https://palworld-db.com/partner-skills).

## How to Get Leaping Roundhouse

There is no shortcut here. Leaping Roundhouse is one of 166 exclusive skills, it has no skill fruit anywhere in the game, and no other Pal learns it — so the only route is owning a Verdash and levelling it to **35**. Any Verdash you catch in the wild is already at least that level, so most players get the skill the moment they capture one. If you want a bred Verdash instead, it will hatch at level 1 and you will have to grind those 35 levels yourself.

### Catch Verdash in the Wild

Verdash is a rarity-8 Grass Humanoid with **83 spawn points**, all of them on Sakurajima, and it spawns day and night at every one of them — no night-only window to wait out. Wild ones roll between levels 35 and 53, and there is a level-35 Alpha of it too, which is the easiest single target to plan a trip around. It is an aggressive Pal that attacks on sight, so bring Fire coverage or expect to eat kicks while you soften it up.

| Where | Spawn points | Share of spawns |
| --- | --- | --- |
| Cherry Blossom Crossroads | 34 | 41.0% |
| Sakurajima: West Coast | 24 | 28.9% |
| Moonflower Tower Entrance | 22 | 26.5% |

Cherry Blossom Crossroads alone covers four spawn points in every ten, so that is the stop to make if you only want one. Pull up all 83 pins at once on the [interactive Pal location map](https://palworld-db.com/map?pal=GrassRabbitMan), and if you would rather take the Alpha, it is on the route in the [Alpha Pal hunting guide](https://palworld-db.com/guides/alpha-hunting-by-level). Killing one instead of catching it nets [Leather](https://palworld-db.com/item/Leather) (1–2) and [Bone](https://palworld-db.com/item/Bone) (1), both at 100% — thin rewards, so catch it.

### Breed Verdash Instead

Verdash sits at combi rank 1,160, and **192 different parent pairings** produce it — [Anubis](https://palworld-db.com/pal/anubis) paired with [Surfent Terra](https://palworld-db.com/pal/surfent-terra) is one of the shorter routes if you already have an Anubis. Breeding is the play when you want specific passives on it rather than whatever the wild rolled, since a hatched Verdash starts at level 1 and needs 35 levels before the kick unlocks. Run your own box through the [Palworld breeding calculator](https://palworld-db.com/breeding), and the inheritance rules are covered in [how breeding works](https://palworld-db.com/guides/how-breeding-works).

## Is Leaping Roundhouse Worth a Slot on Verdash?

Verdash learns nine skills by levelling, and Leaping Roundhouse is the only melee one among them — everything else fires from range. That matters because Verdash's shot attack is **115** against a melee attack of **100**, so its ranged options are backed by the better of its two attack stats. The awkward comparison is Spine Vine at level 40: same 250 power, same 12-second cooldown, same 20.8 damage per second, but it reaches 5,000 instead of 1,200.

| Skill | Learns at | Power | Cooldown | DPS | Range | Category |
| --- | --- | --- | --- | --- | --- | --- |
| Wind Burst | Lv 70 | 600 | 30s | 20.0 | 0–1,200 | Shot |
| Solar Blast | Lv 50 | 450 | 20s | 22.5 | 500–1,800 | Shot |
| Spine Vine | Lv 40 | 250 | 12s | 20.8 | 500–5,000 | Shot |
| Leaping Roundhouse | Lv 35 | 250 | 12s | 20.8 | 0–1,200 | Melee |
| Grass Tornado | Lv 30 | 200 | 12s | 16.7 | 700–3,000 | Shot |
| Stone Blast | Lv 22 | 80 | 4s | 20.0 | 500–4,000 | Ground / Shot |
| Seed Machine Gun | Lv 15 | 80 | 4s | 20.0 | 0–300 | Shot |
| Stone Cannon | Lv 7 | 120 | 8s | 15.0 | 500–2,500 | Shot |
| Wind Cutter | Lv 1 | 40 | 2s | 20.0 | 500–5,000 | Shot |

Solar Blast at level 50 is the clear headline slot at 22.5 damage per second, and after that it is a straight choice between the two 20.8 skills. Leaping Roundhouse wins on the low end — it has **no minimum range**, while Spine Vine refuses to fire inside 500 units, which is exactly where an aggressive Pal like Verdash ends up standing. Keep the kick as your close-quarters answer, slot Spine Vine when you want the same damage from across the arena, and check the full recommended loadout on [Verdash's stats and location page](https://palworld-db.com/pal/verdash). Verdash also has 16 egg moves available through breeding, the best of them Spark Blast at 25.0 damage per second, if you would rather bolt on off-element coverage.

## Leaping Roundhouse vs Every Other Grass Melee Skill

Ten melee skills in the game are Grass-element, and nine of the ten are exclusives locked to a single Pal, so this is less a menu than a list of who you would have to go catch. Leaping Roundhouse lands fifth on raw power and third on damage per second among them, tied with the two other 250-power kicks.

| Skill | Pal | Power | Cooldown | DPS | Range | Why it ranks here |
| --- | --- | --- | --- | --- | --- | --- |
| Lotus Bloom | [Ophydia](https://palworld-db.com/pal/ophydia) | 700 | 30s | 23.3 | 0–3,000 | Highest power and highest DPS of the Grass melee set, but locked behind a level-50 unlock |
| Raging Bull Rush | [Elgrove](https://palworld-db.com/pal/elgrove) | 650 | 30s | 21.7 | 0–2,000 | Level-70 unlock — the hardest of these to actually reach |
| Lawn Bowling | [Wumpo Botan](https://palworld-db.com/pal/wumpo-botan) | 400 | 20s | 20.0 | 0–3,000 | Long reach for the damage, on a Pal you can find early |
| Dash Kick | [Palumba](https://palworld-db.com/pal/palumba) | 300 | 16s | 18.8 | 0–3,000 | Best reach in the class at 3,000, but the slowest DPS of the top six |
| Leaping Roundhouse | [Verdash](https://palworld-db.com/pal/verdash) | 250 | 12s | 20.8 | 0–1,200 | Ties the class's fastest cooldown and guarantees Ivy-Covered; pays for it in reach |
| Bull Rush | [Elgrove](https://palworld-db.com/pal/elgrove) | 250 | 12s | 20.8 | 0–2,000 | Same numbers as the Roundhouse with 800 more reach, from level 22 |
| Rapid Kick | [Leafan](https://palworld-db.com/pal/leafan) | 250 | 12s | 20.8 | 0–800 | The short-reach version of the same kick, also from level 22 |
| Needle Spear | [Beegarde](https://palworld-db.com/pal/beegarde) | 120 | 8s | 15.0 | 0–2,000 | Filler damage, but the only Grass melee skill that inflicts Poison instead of Ivy |
| Crushing Punch | [Mossanda](https://palworld-db.com/pal/mossanda) | 120 | 8s | 15.0 | 0–700 | Low-level filler with no status attached |
| Muscle Slam | [Broncherry](https://palworld-db.com/pal/broncherry) | 120 | 8s | 15.0 | 0–300 | Shortest reach of any Grass melee skill and no status |

The honest read: [Elgrove](https://palworld-db.com/pal/elgrove)'s Bull Rush is statistically the same kick with 800 more reach and it unlocks 13 levels earlier, so Leaping Roundhouse is not the reason to run Verdash. Verdash is worth running for its work profile — Handiwork 5 and Gathering 5 — and for the Grassland Gymnast partner skill, which hands you an extra jump and an air dash while it is out. The kick is a good default in the second attack slot, not a build-defining skill.

> **Tip.** Leaping Roundhouse always applies Ivy-Covered, so pair it with [Souffline](https://palworld-db.com/pal/souffline) in the same party when you are hunting a high-level target — the root keeps the Pal in place and Souffline's capture bonus turns the ailment into better sphere odds. Just keep Verdash away from Fire Pals; Grass takes extra damage from them and Verdash only has 90 base HP and 90 defense to work with.

## Related Guides

Hubs worth bookmarking:
- [All active skills, sortable by power, DPS and element](https://palworld-db.com/active-skills)
- [Interactive map with every Pal spawn](https://palworld-db.com/map)
- [All Palworld guides](https://palworld-db.com/guides)

More on skills, statuses and Grass Pals:
- [List of Grass Skill Fruits and how to get them](https://palworld-db.com/guides/grass-skill-fruits)
- [All status effects and which elements inflict them](https://palworld-db.com/guides/all-status-effects)
- [Strongest attack skills in Palworld 1.0](https://palworld-db.com/guides/strongest-attack-skills)
- [Lightning Strike effect and every Pal that learns it](https://palworld-db.com/guides/lightning-strike-skill)
- [Best partner skills and their effects](https://palworld-db.com/guides/best-partner-skills)
- [How breeding works: combi ranks and inheritance](https://palworld-db.com/guides/how-breeding-works)
- [Alpha Pal hunting route: every field boss by level](https://palworld-db.com/guides/alpha-hunting-by-level)


---
Palworld Database — every number on this page comes from the game's own data files.