List of All Pals by Attack Stat and Best Damage Pals
Every Pal in Palworld ranked by Attack stat, from Astralym at 200 down to Chikipi at 70 — base values, level 60 totals, where each one spawns, why Ranged Attack matters far more than Melee, and every passive, fruit and soul that raises the number.

Attack decides how hard everything a Pal throws actually lands, and the spread across the Paldeck runs from 200 at the very top down to 70 at the bottom. This is the full list of Pals by Attack stat, ranked from Astralym down, with what each one reads at level 60, where to catch it, why the melee half of the stat is almost always the wasted half, and every lever that pushes the number higher.
Attack Stat at a Glance
Every Pal carries two attack numbers under the hood — Melee Attack and Ranged Attack — and the single Attack figure you see on its card is whichever of the two is higher. The stat grows off a flat 100 floor as the Pal levels, so species base matters more the closer you get to level 60 and barely registers in the first ten levels. None of this touches your own Attack stat, which runs on a separate scale and only affects the weapon in your hands.
| Detail | |
|---|---|
| Highest base Attack | 200 — Astralym |
| Highest you can keep | 150 — eight Pals tie, led by Incineram |
| Highest you can catch in the wild | 150 — Incineram, at 105 spawn spots |
| Lowest base Attack | 70 — 14 Pals, including Chikipi and Teafant |
| Roster average | About 105 across all 288 Pals |
| Most common value | 100 — 113 Pals sit exactly there |
| Pals at 120 or above | 55 of 288 |
| How it grows | 100 + base × 0.075 × level |
| Perfect potential roll | Multiplies the growth by 1.3 |
| Best one you can farm in bulk | Bushi Noct at 130, with 1,990 spawn spots |
Pals With the Highest Attack Stat
The top of the board is one Pal alone and then a long flat shelf. Astralym sits at 200, a third clear of everything else, but it is the World Tree fight rather than a Pal you keep — it has no partner skill and no work suitability at all. Below it, eight Pals tie at 150, which means the real question at the top is not who hits hardest but which of the eight you can reach: Incineram is a wild catch from the early Grasslands, Jormuntide and Blazamut are fixed alphas, and the rest are raid summons. Note the melee and ranged columns before you commit — four of the 150s carry that number on Melee Attack, and that is the half of the stat most skills never use.
| Pal | Element | Base Attack | Lv 60 Attack | Where to find it | Why it works |
|---|---|---|---|---|---|
Astralym | None | 200 | 1,000 | No wild spawn | The only Pal above 150, and 200 Ranged Attack at that — but no partner skill, no work ranks, and no way to field it |
Incineram | Fire / Dark | 150 | 775 | 105 spawn spots | The highest Attack you can walk out and catch, and its Attack scales 2.5× with Trust — the best rate in the 150 tier |
Incineram Noct | Dark | 150 | 775 | 10 spawn spots | Same 150 melee with 105 ranged instead of 100, and pure Dark so only Dragon punishes it |
Jormuntide | Dragon / Water | 150 | 775 | Alpha only, Lv 55 | Rideable, and Stormbringer Sea Dragon adds up to +65% damage against wet targets at rank 5 |
Jormuntide Ignis | Dragon / Fire | 150 | 775 | 21 spawn spots | Up to +65% damage on burning targets, immunity to lava damage, and the best ranged stat of the melee-led 150s at 130 |
Blazamut | Fire | 150 | 775 | 16 spawn spots · alpha Lv 52 | A Lv 52 alpha you can fight well before endgame, and Magma Kaiser stacks a buff every time it kills |
Blazamut Ryu | Dragon / Fire | 150 | 775 | Raid boss, Lv 55 | Magna Crush is a 700-power melee skill, the only one in the game that puts a 150 melee stat to full use |
Bellanoir | Dark | 150 | 775 | Raid boss, Lv 35 | 150 on Ranged Attack, where it actually counts, and rank 5 Handiwork and Medicine Production back at base |
Bellanoir Libero | Dark | 150 | 775 | Raid boss, Lv 45 | The same 150 ranged with rank 6 Handiwork and rank 7 Medicine Production — the best fighter-worker split in the tier |
Necromus | Dark | 145 | 752 | No wild spawn | 145 Ranged Attack on a mount that also hands the party up to +20% move speed |
Neptilius | Water | 145 | 752 | Alpha only, Lv 60 | The Water legendary — 145 ranged, 125 Defense, and up to +25% swim speed as a mount |
The Lv 60 column assumes a zero potential roll, which is the floor. A perfect 100 potential multiplies the growth by 1.3, turning Astralym's 1,000 into 1,270 and a 150 Pal's 775 into 977 — more than the entire gap between first and eleventh on this table. That is why chasing a good roll on a 130 you can farm beats hunting a single 150 you cannot re-catch.
Melee Attack and Ranged Attack Are Two Different Numbers
This is the part a plain Attack ranking hides. Every active skill is either a Melee skill or a Shot skill, and the category decides which of the Pal's two attack stats multiplies it. Count every skill slot in every Paldeck learnset and the split is brutal: 2,162 are Shot skills against 214 Melee. Roughly nine of every ten skills a Pal can learn run off Ranged Attack, and 60 of the 123 Pals whose Melee stat is the higher one cannot learn a single melee skill at all. Shadowbeak is the cleanest example — 130 Melee Attack and zero melee skills in its entire learnset.
| Pal | Melee Attack | Ranged Attack | Melee skills it can learn | What that means |
|---|---|---|---|---|
Incineram | 150 | 100 | 1 of 8 | Its 150 only fires on Hellfire Claw, a 200-power Lv 22 skill you drop long before endgame |
Shadowbeak | 130 | 120 | 0 of 9 | The 130 is dead weight — every skill it knows uses the 120 instead |
Loupmoon | 130 | 100 | 1 of 8 | Jumping Claw at 80 power is the only melee option, so treat Loupmoon as a 100 Attack Pal |
Galeclaw | 120 | 85 | 1 of 8 | Gale Claw is a Lv 1 skill — the 120 stops mattering almost immediately |
Blazamut Ryu | 150 | 130 | 2 of 8 | Magna Crush at 700 power keeps the full 150 live into endgame |
Cryolinx Terra | 140 | 105 | 2 of 9 | Rocky Impact at 600 power from Lv 50 makes this one of the few real melee builds |
Anubis | 130 | 130 | 1 of 8 | Identical on both sides, so it never wastes a point whichever skill you slot |
The practical rule: when you are picking a fighter, read the Ranged Attack column unless the Pal has a high-power melee skill it keeps into the late game. Anubis is the only Pal in the 130 band that reads the same on both stats, which is why it stays relevant far longer than its raw ranking suggests, and Blazamut Ryu is the one 150 whose melee number genuinely converts into damage.
Highest Ranged Attack Pals
Since Shot skills carry the overwhelming majority of damage in the game, this is the ranking that decides most fights. It reshuffles the top table hard — Incineram drops out entirely at 100 ranged, and the legendaries and raid bosses take over. Jetragon, Frostallion and Frostallion Noct all sit at 140 with everything else a legendary brings, and Bushi Noct at 130 is the only one on the list you can farm in the thousands.
| Pal | Element | Ranged Attack | Melee Attack | Where to find it |
|---|---|---|---|---|
Astralym | None | 200 | 100 | No wild spawn |
Bellanoir | Dark | 150 | 100 | Raid boss, Lv 35 |
Bellanoir Libero | Dark | 150 | 100 | Raid boss, Lv 45 |
Necromus | Dark | 145 | 100 | No wild spawn |
Neptilius | Water | 145 | 100 | Alpha only, Lv 60 |
Frostallion | Ice | 140 | 100 | Alpha only, Lv 60 |
Frostallion Noct | Dark | 140 | 100 | Alpha only, Lv 65 |
Jetragon | Dragon | 140 | 100 | Alpha only, Lv 70 |
Shaolong | Dragon / Water | 135 | 100 | 63 spawn spots |
Dandilord | Grass / Dark | 135 | 100 | No wild spawn |
Bushi Noct | Fire / Dark | 130 | 100 | 1,990 spawn spots |
Ghangler Ignis | Fire / Water | 130 | 100 | 405 spawn spots |
Anubis | Ground | 130 | 130 | 35 spawn spots · alpha Lv 55 |
Eidrolon Ignis | Dragon / Fire | 130 | 100 | 26 spawn spots |
Every Pal Ranked by Attack Stat
Here is the whole roster in bands, sorted by the Attack figure shown on the Pal's card — the higher of its melee and ranged stats. The distribution is lopsided in a way that makes the list easy to read: 113 Pals sit at exactly 100, so anything above 110 is genuinely above average and anything at 120 or better puts you in the top fifth of the Paldeck. Every location cell links straight to the map with that Pal's spawns already filtered.
Attack 140 and Above: The Top Tier
Sixteen Pals, and almost none of them are things you catch on a walk — ten of the sixteen have no wild spawn at all, being legendaries, fixed alphas or raid summons. That is why Incineram at 150 with 105 wild spawn spots is worth more to most saves than the two 145s above it. If you are still levelling, Blazamut at a Lv 52 alpha is the earliest 150 you can realistically take down.
| Pal | Element | Base Attack | Lv 60 Attack | Where to find it |
|---|---|---|---|---|
Astralym | None | 200 | 1,000 | No wild spawn |
Bellanoir | Dark | 150 | 775 | Raid boss, Lv 35 |
Bellanoir Libero | Dark | 150 | 775 | Raid boss, Lv 45 |
Blazamut | Fire | 150 | 775 | 16 spawn spots · alpha Lv 52 |
Blazamut Ryu | Dragon / Fire | 150 | 775 | Raid boss, Lv 55 |
Incineram | Fire / Dark | 150 | 775 | 105 spawn spots |
Incineram Noct | Dark | 150 | 775 | 10 spawn spots |
Jormuntide | Dragon / Water | 150 | 775 | Alpha only, Lv 55 |
Jormuntide Ignis | Dragon / Fire | 150 | 775 | 21 spawn spots |
Necromus | Dark | 145 | 752 | No wild spawn |
Neptilius | Water | 145 | 752 | Alpha only, Lv 60 |
Cryolinx | Ice | 140 | 730 | 39 spawn spots |
Cryolinx Terra | Ground | 140 | 730 | 156 spawn spots · alpha Lv 62 |
Frostallion | Ice | 140 | 730 | Alpha only, Lv 60 |
Frostallion Noct | Dark | 140 | 730 | Alpha only, Lv 65 |
Jetragon | Dragon | 140 | 730 | Alpha only, Lv 70 |
Attack 125 to 135: The Heavy Hitters
This is the band worth actually farming. Twenty-four Pals land here, and unlike the tier above, most of them have real spawn numbers — Bushi Noct alone turns up at 1,990 spots, which means you can catch dozens and keep the one with the passives you want. The difference between a 130 with four good passives and a 150 with none is not close, so this band is where most endgame teams are actually built.
Attack 110 to 120: Above Average
Sixty-two Pals sit in the band just above the crowd, and at level 60 the gap between a 110 and a 130 is only about 90 Attack — well inside what a good potential roll and two passives close. Plenty of these are worth building around for their partner skill or element coverage rather than the number itself, which is exactly how you should read this section.
Attack 100 to 105: The Crowd
Almost half the Paldeck lives here, 139 Pals in total and 113 of them at exactly 100. That flat 100 is the game's default for a Pal that was designed around work suitability rather than combat, so treat this band as the base-camp roster with a handful of exceptions that fight above their number thanks to their skills or partner effects.
Attack Below 100: The Support Tier
Forty-seven Pals fall under 100, bottoming out at 70. At level 60 a 70 Attack Pal reads 415 against a 150's 775, which is not a gap you close with fruit or passives — these are ranch, farming and crafting Pals, and putting them in a fight is throwing them away. The one thing worth noting is that several of them have the highest Trust scaling in the game, so they gain the most from partner levels even though they start the furthest back.
Highest Attack Pals You Can Actually Farm
Ranking by base Attack alone puts a boss you cannot keep at the top and fills the rest with fixed alphas and raid summons. These are the Pals at 120 or above with enough wild spawn spots to hunt repeatedly — which is what you need if you want a good potential roll and four chosen passives rather than one locked-in catch. Sorted by how many places each one turns up.
| Pal | Element | Base Attack | Lv 60 Attack | Where to find it | Why bring it |
|---|---|---|---|---|---|
Bushi Noct | Fire / Dark | 130 | 685 | 1,990 spawn spots | The most farmable fighter in the game, and Void Blade adds up to +65% to your own equipped weapon's damage at rank 5 |
Bushi | Fire | 125 | 662 | 1,838 spawn spots · alpha Lv 25 | A Lv 25 alpha, so this is the earliest 125 in the game by a wide margin |
Loupmoon | Dark | 130 | 685 | 1,109 spawn spots | Up to +30% attack speed for you at rank 5 — but its own 130 is melee, so it fights like a 100 |
Helzephyr | Dark | 125 | 662 | 1,099 spawn spots | A flying mount that turns your attacks Dark and adds up to +20% Ranged Attack at rank 5 |
Sootseer | Dark / Fire | 125 | 662 | 649 spawn spots | 125 ranged with up to 30% Neutral resistance, which covers the element most mobs attack with |
Loupmoon Cryst | Ice | 130 | 685 | 461 spawn spots · alpha Lv 66 | Same attack-speed buff as Loupmoon with Ice coverage and a Lv 66 alpha to farm |
Ghangler Ignis | Fire / Water | 130 | 685 | 405 spawn spots | 130 on Ranged Attack where it counts, on a rideable body with 105 Defense behind it |
Cryolinx Terra | Ground | 140 | 730 | 156 spawn spots · alpha Lv 62 | The highest farmable Attack after Incineram, and Rocky Impact at 600 power keeps its melee stat live |
Incineram | Fire / Dark | 150 | 775 | 105 spawn spots | The highest Attack stat you can catch in the wild, full stop — just remember it sits on the melee side |
Shaolong | Dragon / Water | 135 | 707 | 63 spawn spots | 135 on Ranged Attack, 140 HP, and a mount — the best all-round farmable fighter on this list |
If you want raw availability, Bushi Noct is the grind and nothing else is close. If you want the Pal that actually wins fights, take Shaolong instead — its 135 sits on Ranged Attack, so all of it converts, while Incineram's 150 and Loupmoon's 130 mostly do not.
How to Raise a Pal's Attack
Species base is fixed, but four of the five things stacked on top of it are yours to move, and they multiply rather than add. Work down them in cost order: levelling is free, passives cost breeding attempts, fruit costs shop currency, and condensing costs a pile of duplicates you should only spend on a Pal you have already committed to. Do all four and a 120 comfortably out-damages an untouched 150.
Level It Up
Each level adds base × 0.075 Attack, so the higher the base, the more every level is worth — Astralym gains 15 per level, a 100 Pal gains 7.5, and a Chikipi gains 5.25. Level 60 is where the species gap finally looks like the ranking above; at level 10 an Incineram and a Lamball are 60 Attack apart, which is nothing. Get the Pal you intend to keep into the active party early and let it soak experience before spending anything else on it.
Roll the Right Passives
Passives are the biggest percentage swing on this page and they cost nothing but breeding attempts. Legend is the one most teams end up on — +20% Attack, +20% Defense and +20% move speed in one slot, with none of the drawbacks the bigger numbers carry. Musclehead is the sleeper: +30% Attack at rank 2, and the −50% Work Speed attached to it means nothing on a Pal that never touches a workbench. Watch the negatives just as hard, because Pacifist at −20% and Work Slave at −30% will erase a whole tier of species advantage.
| Passive | Attack | Also does | Rank |
|---|---|---|---|
| Twin-Edged Holy Blade | +50% | Defense -30% | 5 |
| God of Destruction | +40% | +20% Defense, Max HP -50% | 5 |
| Demon God | +30% | +5% Defense | 4 |
| Musclehead | +30% | Work Speed -50% | 2 |
| Legend | +20% | +20% Defense, +20% Move Speed | 4 |
| Ferocious | +20% | None | 3 |
| Immortality | +15% | +5% Life Steal, +100% HP regen | 4 |
| Lucky | +15% | +15% Defense, +20% Work Speed | 4 |
| Hooligan | +15% | Work Speed -10% | 1 |
| Sadist | +15% | Defense -15% | 1 |
| Serenity | +10% | 30% shorter skill cooldowns | 3 |
| Aggressive | +10% | Defense -10% | 1 |
| Brave | +10% | None | 1 |
| Otherworldly Cells | +10% | 15% less Fire damage taken | 1 |
| Coward | -10% | None | -1 |
| Masochist | -15% | +15% Defense | 1 |
| Pacifist | -20% | None | -3 |
| Sanctified Meat Shield | -30% | +50% Defense | 5 |
| Work Slave | -30% | +30% Work Speed | 1 |
Offspring pull passives from both parents, so the reliable route is to find one carrier and breed it forward rather than hoping a wild catch rolls it. The rank 4 and 5 passive list covers which Pals carry Legend and Demon God natively, and the full passive database has every effect and every holder.
Feed It Power Fruit
Every Pal has a hidden 0-100 Attack potential that multiplies its level growth by up to 1.3, and Ability Glasses let you read the roll before you invest. Each Power Fruit adds +10 to it, so a Pal that rolled 50 is five fruits from perfect. They cost 25 Successful Bounty Tokens, 100 Battle Tickets or 200 Dog Coins, and the Bounty Shop is by far the cheapest of the three. You can also craft one from 3 Power Lotus (S), 3 Power Lotus (L) and 3 Speed Lotus (L) if you are sitting on lotuses instead of tokens. Taking a 150 Pal from a zero roll to a perfect one is worth 202 Attack at level 60, which is the same swing as jumping from a 105 base Pal to a 150.
Raise Its Trust Level
Trust runs on a ten-rank ladder from 6,000 points at rank 1 to 200,000 at rank 10, and each Pal has its own scaling figure for how much Attack those ranks are worth. The rates are not close to even. Incineram scales at 2.5× while Jetragon scales at 1.0×, which quietly narrows the species gap between them as both approach max Trust — one more reason the catchable 150 is a better project than it looks on the raw table.
| Pal | Base Attack | Trust Attack scaling |
|---|---|---|
Incineram | 150 | 2.5× |
Cryolinx | 140 | 2.5× |
Loupmoon | 130 | 2.5× |
Incineram Noct | 150 | 2.3× |
Cryolinx Terra | 140 | 2.3× |
Jormuntide | 150 | 1.7× |
Shadowbeak | 130 | 1.7× |
Blazamut | 150 | 1.5× |
Anubis | 130 | 1.3× |
Bushi Noct | 130 | 1.3× |
Jetragon | 140 | 1.0× |
Bellanoir | 150 | 1.0× |
Condense and Feed It Souls
The Pal Essence Condenser eats duplicates to push a Pal up four ranks, and
the Statue of Power spends Pal Souls on a separate 20-rank ladder that lifts Attack, Defense and HP together. That is 52 Pal Souls plus a lot of duplicate catching, which is exactly why this is the last lever you pull — and why the farmable 130s beat the one-off 150s in practice, since you can only condense what you can catch twice. The Pal min-max guide has the full order and every soul cost.
Keep It Fed
A hungry Pal fights at a 20% Attack penalty and a starving one loses half its Attack outright, which is enough to drop a 150 below an untouched 80. Heavy hitters burn through food fastest: Blazamut Ryu and Jetragon both carry a 600-point hunger meter and eat grade 9 food, while Incineram runs a 380-point meter on grade 5. Bring cooked meals rather than berries to a boss fight and every number on this page stays true; forget them and none of it does.
The Short Version
Astralym holds the highest Attack in the game at 200 and you cannot keep it. Eight Pals tie at 150, of which Incineram is the only one you can catch in the wild, and its 150 sits on the melee side where most skills never reach. For a team you can build tonight, Shaolong at 135 ranged and Bushi Noct at 130 with 1,990 spawn spots beat almost anything above them once you add a perfect potential roll, Legend and a few condense ranks — which together are worth more than two full tiers of species.
Related Guides
Sort the roster by any other stat in the full Paldeck, put two candidates side by side in the Pal comparison tool, or open the interactive map to plan a catching route for the fighters above.
| Guide | What it covers |
|---|---|
| Attack Stat Explained | The damage formula and every source that raises your own Attack |
| List of All Pals by Defense Stat | The same ranking for Defense, plus the best tanks you can farm |
| HP Stat Explained | Max health, what raises it, and why it pairs with Attack |
| All Pals by Max IV Stats | The highest HP, Attack and Defense lines at level 80 with a perfect roll |
| Strongest Attack Skills | Which skills carry the most power and how to teach them |
| STAB Explained | The same-type bonus that decides which skill to slot |
| How to Min-Max Pals | Condensing, souls, fruit and passives in the order that costs least |
| Rank 4 and 5 Passive Skills | Which Pals natively carry Legend, Demon God and the rest |
| How to Farm IV Fruits | Where Power Fruit comes from and the fastest currency for it |
| Best Stats to Level Up | Where to spend your own level-up points and the caps that stop you |
| Palworld Pal Tier List | Where the fighters above land once utility and survivability count too |
| All Alpha Pal Locations | The fixed alpha fights that gate Jormuntide, Blazamut and Neptilius |
















































































































































































































































































