All New Skills in Palworld 1.0: Active, Passive, and Partner
Every new skill in the Palworld 1.0 update — all 81 new active skills with element, power and cooldown, the Pal that learns each one, all 23 new passives including the seven rank +5 World Tree traits, and the standout new partner skills.

Palworld's 1.0 update added 81 new active skills, 23 new passives and 82 new partner skills in one go — enough that more than a quarter of every attack in the game is now something that did not exist before the update. This guide lists all of them: element, power, cooldown and the exact Pal that learns each attack, what every new passive does and where the good ones come from, and the partner skills worth building a party around.
What 1.0 Added, in Numbers
The attack list is where the update lands hardest. There are 300 active skills in the game and 81 of them arrived with 1.0, so a Pal you caught before the update is very likely sitting on a move list that has since been rewritten. The split matters more than the total: only 16 of those 81 can be learned by more than one Pal, which means the overwhelming majority are locked to a single Pal and you get them by catching that Pal, not by shopping. Passives moved the ceiling instead of the volume — 23 new ones is a small number until you notice that all seven rank +5 passives in the game are among them.
| What | New in 1.0 | Where it sits |
|---|---|---|
| Active skills | 81 | 27% of the 300 attacks in the game |
| — shared attacks | 16 | More than one Pal can learn them |
| — one-Pal attacks | 65 | Locked to a single Pal each |
| Passive skills | 23 | Includes all 7 rank +5 World Tree passives |
| Partner skills | 82 | One per Pal, almost all on the 1.0 roster |
| Skill fruits that teach a new attack | 0 | No fruit in the game teaches any of the 81 |
That last row is the one to remember. All 93 skill fruits still teach the same pre-1.0 move list, so there is no shortcut for any of these attacks — every one of them is learned by levelling the Pal that owns it. If you want a 1.0 attack on a Pal, you catch or breed that Pal and take it to the level in the tables below.
New Active Skills More Than One Pal Can Learn
These nine are the closest thing 1.0 has to a shared pool, and they are worth knowing first because you can plan around them. Three of them hit for 700 power on a 30-second timer, which is the best power-per-cooldown bracket in the game, and seven of the nine apply a guaranteed status on hit rather than a coin-flip chance. Blazing Beam and Double Blizzard Spike are the two to chase if you already own the carriers — Eidrolon and Frostallion both have the Shot Attack to make 700 power mean something. Rocket Arm and Tail Slash are the weak links here: no status effect at all, and both sit behind Pals that have better options in the same slot.
| Skill | Element | Power | Cooldown | Status on hit | Pals that learn it | Earliest |
|---|---|---|---|---|---|---|
| Blazing Beam | Dragon | 700 | 30s | Burn 100% | Eidrolon, Eidrolon Ignis | Lv. 50 |
| Double Blizzard Spike | Ice | 700 | 30s | Freeze 100% | Frostallion Noct, Frostallion, Bastigor | Lv. 55 |
| Meteorain | Dragon | 700 | 30s | Burn 100% | 8 Pals | Lv. 9 |
| Lethal Laser | Electric | 600 | 30s | Electrify 100% | Grizzbolt, Prixter Lux | Lv. 70 |
| Rocket Arm | Ground | 600 | 30s | — | Dualith, Dualith Noct | Lv. 40 |
| Wind Burst | Grass | 600 | 30s | Ivy-Covered 100% | 96 Pals | Lv. 30 |
| Tail Slash | Dragon | 550 | 24s | — | Eidrolon, Eidrolon Ignis | Lv. 30 |
| Shell Charge | Electric | 500 | 24s | Electrify 100% | Snock, Snock Lux | Lv. 50 |
| Comet Barrage | Dragon | 450 | 20s | Burn 100% | Eidrolon, Wistella | Lv. 22 |
Wind Burst Is the One You Will Actually See
Wind Burst is an outlier by a factor of twelve. Ninety-six Pals learn it, starting at level 30, and no other new attack is taught to more than eight. At 600 Grass power on a 30-second cooldown with a guaranteed Ivy-Covered proc, it is not the hardest hitter on this page, but it is the one you can count on having available on whatever Grass-adjacent Pal you happen to be running. If you are filling the third attack slot on a mid-game team and do not want to think about it, this is the answer.
Meteorain Is Nearly Free on One Dragon
Eight Dragon Pals learn Meteorain — 700 power, 30 seconds, guaranteed Burn — and seven of them make you wait until level 60 or 70. Astralym learns it at level 9. That is the single biggest level gap on any skill in the update, and it means a freshly caught Astralym is carrying an endgame-tier attack before it can do much else. The rest of the list is the usual dragon royalty: Jetragon at 60, then Blazamut Ryu, Eidrolon, Eidrolon Ignis, Orserk, Shaolong and Xenolord at 70.
The Fang Family: One Melee Combo in Eleven Flavours
Eleven of the 81 new attacks are the same two moves reskinned across five elements. Double Fang is 40 power on a 2-second cooldown, Fierce Fang is 50 on the same timer, and each comes in Dark, Electric, Fire, Ground and Ice — with a plain Neutral Double Fang on top. These are filler by design: they exist so that early canine and beast Pals have an element-matched melee option instead of a Neutral one, and the 50% status chance attached to every elemental variant is the real reason to slot one. Fierce Fang's 25 damage per second is genuinely competitive with anything in the game on paper; the catch is that 50 power per hit does nothing against a boss health pool.
| Skill | Element | Power | Cooldown | Status on hit | Pals that learn it |
|---|---|---|---|---|---|
| Fierce Fang (Dark) | Dark | 50 | 2s | Blind 50% | Kitsun Noct, Smokie, Smokie Cryst |
| Fierce Fang (Electric) | Electric | 50 | 2s | Electrify 50% | Puffolt, Rayhound |
| Fierce Fang (Fire) | Fire | 50 | 2s | Burn 50% | Kitsun |
| Fierce Fang (Ground) | Ground | 50 | 2s | Muddy 50% | Gildane, Pupperai |
| Fierce Fang (Ice) | Ice | 50 | 2s | Freeze 50% | Rayhound Cryst |
| Double Fang | Neutral | 40 | 2s | — | Direhowl, Yakumo |
| Double Fang (Dark) | Dark | 40 | 2s | Blind 50% | Kitsun Noct, Smokie, Smokie Cryst |
| Double Fang (Electric) | Electric | 40 | 2s | Electrify 50% | Puffolt, Rayhound |
| Double Fang (Fire) | Fire | 40 | 2s | Burn 50% | Kitsun |
| Double Fang (Ground) | Ground | 40 | 2s | Muddy 50% | Gildane, Pupperai |
| Double Fang (Ice) | Ice | 40 | 2s | Freeze 50% | Rayhound Cryst |
Every New Exclusive Active Skill
Sixty-one attacks, one Pal each. This is the bulk of the update and it is why 1.0 changed team-building more than the numbers suggest — you cannot buy, breed or teach your way into any of these, so the attack is a reason to own the Pal rather than the other way round. Sort your eye down the power column: four skills hit 800, and seventeen more hit 700, all of them on 30-second timers except Aqua Tornado's 40. Below 300 power the list is starter material — those attacks all unlock in the teens and twenties and exist to fill a slot until the real one arrives. The Learns at column is the one that matters for planning — Dark Wing on Frostallion Noct at level 45 and Grand Breach on Panthalus at level 40 are 700-power attacks you can have well before the level cap.
| Skill | Pal | Element | Power | Cooldown | Class | Learns at |
|---|---|---|---|---|---|---|
| Aqua Tornado | Panthalus | Water | 800 | 40s | Shot | Lv. 60 |
| Royal Step | Starryon Primo | Neutral | 800 | 30s | Melee | Lv. 70 |
| Spore Burst | Silvance | Grass | 800 | 30s | Shot | Lv. 70 |
| Toxic Dance | Dandilord | Dark | 800 | 30s | Shot | Lv. 70 |
| Celestial Vortex | Shaolong | Water | 700 | 30s | Shot | Lv. 50 |
| Dark Nova | Celesdir Noct | Dark | 700 | 30s | Shot | Lv. 70 |
| Dark Root | Dualith Noct | Dark | 700 | 30s | Shot | Lv. 70 |
| Dark Wing | Frostallion Noct | Dark | 700 | 30s | Melee | Lv. 45 |
| Flame Cutter | Knocklem Ignis | Fire | 700 | 30s | Shot | Lv. 70 |
| Giant Spore | Silvance | Grass | 700 | 30s | Shot | Lv. 50 |
| Grand Breach | Panthalus | Water | 700 | 30s | Melee | Lv. 40 |
| Holy Press | Tetroise Primo | Neutral | 700 | 30s | Shot | Lv. 70 |
| Ice Laser | Moldron Cryst | Ice | 700 | 30s | Shot | Lv. 70 |
| Lotus Bloom | Ophydia | Grass | 700 | 30s | Melee | Lv. 50 |
| Magma Laser | Moldron | Fire | 700 | 30s | Shot | Lv. 70 |
| Missile Burst | Aegidron | Ground | 700 | 30s | Shot | Lv. 70 |
| Poison Promenade | Dandilord | Dark | 700 | 30s | Melee | Lv. 50 |
| Root Cannon | Dualith | Grass | 700 | 30s | Shot | Lv. 70 |
| Seigetsu Flash | Selyne | Neutral | 700 | 30s | Shot | Lv. 70 |
| Silver Steed | Starryon Primo | Neutral | 700 | 30s | Melee | Lv. 40 |
| Trickster Show | Dupin | Fire | 700 | 30s | Shot | Lv. 70 |
| Lantern Flame | Loomen | Dark | 650 | 30s | Shot | Lv. 70 |
| Raging Bull Rush | Elgrove | Grass | 650 | 30s | Melee | Lv. 70 |
| Raging Snow Rush | Elgrove Cryst | Ice | 650 | 30s | Melee | Lv. 70 |
| Azure Dracoflare | Shaolong | Dragon | 600 | 30s | Shot | Lv. 40 |
| Cube Press | Tetroise | Ground | 600 | 30s | Shot | Lv. 50 |
| Glacial Plunge | Beakon Cryst | Ice | 600 | 30s | Melee | Lv. 70 |
| Horn Burst | Pierdon | Ground | 600 | 30s | Shot | Lv. 50 |
| Ice Burst | Pierdon Cryst | Ice | 600 | 30s | Shot | Lv. 50 |
| Ice Gale Strike | Univolt Cryst | Ice | 600 | 30s | Melee | Lv. 70 |
| Ice Spit | Moldron Cryst | Ice | 600 | 30s | Shot | Lv. 50 |
| Magma Spit | Moldron | Fire | 600 | 30s | Shot | Lv. 50 |
| Poison Scatter | Venusa | Dark | 600 | 30s | Shot | Lv. 70 |
| Thunder Uppercut | Prixter Lux | Electric | 600 | 30s | Melee | Lv. 50 |
| Flower Stomp | Tropicaw | Grass | 550 | 24s | Shot | Lv. 50 |
| Sumo Stomp | Bulldosu | Ground | 550 | 24s | Melee | Lv. 50 |
| Black Quilled Ballet | Solenne | Dark | 500 | 24s | Shot | Lv. 40 |
| Flash Charge | Azurmane | Electric | 500 | 24s | Melee | Lv. 45 |
| Hydra Charge | Shaolong | Water | 500 | 24s | Melee | Lv. 30 |
| Maelstrom | Panthalus | Water | 500 | 24s | Shot | Lv. 30 |
| Mummy Rush | Gildra | Dark | 500 | 24s | Melee | Lv. 40 |
| Spectral Steed | Starryon | Dark | 450 | 20s | Melee | Lv. 45 |
| Frozen Press | Kingpaca Cryst | Ice | 400 | 20s | Melee | Lv. 45 |
| Nightmare Claw | Incineram Noct | Dark | 400 | 20s | Melee | Lv. 35 |
| Raid Cutter | Leafan | Grass | 400 | 20s | Shot | Lv. 30 |
| Rolling Scratch | Sekhmet | Ground | 400 | 20s | Melee | Lv. 40 |
| Tidal Charge | Panthalus | Water | 400 | 20s | Melee | Lv. 22 |
| Aqua Blade | Panthalus | Water | 300 | 16s | Shot | Lv. 15 |
| Frostcall | Rayhound Cryst | Ice | 300 | 16s | Melee | Lv. 30 |
| Lightning Smash | Dinossom Lux | Electric | 300 | 16s | Shot | Lv. 35 |
| Rumble Combo | Gorirat Terra | Ground | 300 | 16s | Melee | Lv. 35 |
| Somersault Scratch | Sekhmet | Ground | 300 | 16s | Melee | Lv. 30 |
| Bull Rush | Elgrove | Grass | 250 | 12s | Melee | Lv. 22 |
| Rapid Kick | Leafan | Grass | 250 | 12s | Melee | Lv. 22 |
| Snow Rush | Elgrove Cryst | Ice | 250 | 12s | Melee | Lv. 22 |
| Splash Tackle | Broncherry Aqua | Water | 250 | 12s | Melee | Lv. 26 |
| Bubble Rain | Panthalus | Water | 200 | 12s | Shot | Lv. 1 |
| Creeping Bubbles | Panthalus | Water | 200 | 12s | Shot | Lv. 7 |
| Mud Horn | Eikthyrdeer Terra | Ground | 120 | 8s | Melee | Lv. 18 |
| Persistent Slash | Pupperai | Ground | 90 | 4s | Melee | Lv. 15 |
| Fuddler Tunneler | Fuddler | Ground | 60 | 4s | Melee | Lv. 5 |
Panthalus Learns Seven of Them
No other Pal in the update comes close. Panthalus owns seven exclusive attacks on its own — Bubble Rain at level 1, Creeping Bubbles at 7, Aqua Blade at 15, Tidal Charge at 22, Maelstrom at 30, Grand Breach at 40 and Aqua Tornado at 60 — which is a complete Water kit that never needs a single fruit. Aqua Tornado is the strongest Water attack in the game at 800 power, though its 40-second cooldown drags its sustained damage down to 20 per second, below the 700-power Water skills on shorter timers. The next-deepest kits belong to Shaolong and Rayhound Cryst at three apiece.
The Strongest New Attacks
Four of the new skills hit 800 power, and three of them share the best sustained damage figure in the game. Power alone is not the whole story — an 800-power skill on a 40-second timer loses to a 700 on 30 seconds if the fight lasts more than one cast — so the number that separates these is power divided by cooldown. Royal Step, Spore Burst and Toxic Dance all land at 26.7 damage per second, matching the pre-1.0 Sacred Rain and beating everything else in the game apart from the Paldium utility moves, which are a different class entirely. Note that Royal Step is a Melee-class skill: it scales off its Pal's Melee Attack, so it is not directly comparable to the two Shot skills beside it.
| Skill | Pal | Element | Power | Cooldown | Damage per second | Class |
|---|---|---|---|---|---|---|
| Royal Step | Starryon Primo | Neutral | 800 | 30s | 26.7 | Melee |
| Spore Burst | Silvance | Grass | 800 | 30s | 26.7 | Shot |
| Toxic Dance | Dandilord | Dark | 800 | 30s | 26.7 | Shot |
| Aqua Tornado | Panthalus | Water | 800 | 40s | 20.0 | Shot |
Zoom out and the picture is starker: 40 attacks in the game reach 700 power or higher, and 24 of them are new in 1.0. The top of the damage chart is now mostly made of Pals that did not exist before the update, which is the real argument for rebuilding a team you were happy with.
All 23 New Passive Skills
The passive list is short but it moved the ceiling. Rank +5 did not exist before 1.0 — all seven of them are the World Tree passives below, and every one of them carries a real drawback alongside a huge upside. Eight more arrived at rank +4, including three that are simply better versions of passives you already know: Skymarcher doubles Lightfooted's mounted jump, Ranch Master doubles Farmhand's Farming suitability, and Lavish Hospitality doubles Service-Minded's dropped-item bonus. Night Owl is the one trap on the list — it reads like a flavour trait but the game files it at rank −1, so it costs you a slot and gives nothing back.
| Passive | Rank | What it does | Downside |
|---|---|---|---|
| Demon's Hand | +5 | Work Speed +90%, World Tree harvestables stop vanishing as you approach | SAN drains 15% faster |
| Dimensional Leap | +5 | Movement Speed +50%, World Tree resources stop vanishing | Hunger drains 15% faster |
| God of Destruction | +5 | Attack +40%, Defense +20%, World Tree resources stop vanishing | Max HP −50% |
| Hermit Sage | +5 | SAN drain −50%, World Tree resources stop vanishing | Work Speed −20% |
| Sanctified Meat Shield | +5 | Defense +50%, World Tree resources stop vanishing | Attack −30% |
| Twin-Edged Holy Blade | +5 | Attack +50%, World Tree resources stop vanishing | Defense −30% |
| World Tree Seedbed | +5 | Hunger drain −50%, World Tree resources stop vanishing | HP −20% |
| Babysitter | +4 | At a base, +30% egg production and +30% incubation speed for Breeding Farm Pals | — |
| Heavily Armored | +4 | Immune to explosion damage | — |
| Idiosyncratic | +4 | Pal and player health regen +50%, Defense +25%, immune to Poison and Burn | — |
| Immortality | +4 | Life Steal +5%, Pal health regen +100%, Attack +15% | — |
| Lavish Hospitality | +4 | Your dropped items +100% | — |
| Lightfooted | +4 | Mounted Jump Count +1 | — |
| Ranch Master | +4 | Farming Work Suitability +2 | — |
| Skymarcher | +4 | Mounted Jump Count +2 | — |
| Farmhand | +3 | Farming Work Suitability +1 | — |
| Healing Coach | +3 | Player health regen rate +5% | — |
| Reload Master | +3 | Player reload speed +4% | — |
| Service-Minded | +3 | Your dropped items +50% | — |
| Wellness Watcher | +3 | Player stamina consumption −5% | — |
| Whopper | +3 | Water attack damage +5%, Ice attack damage +5%, Defense +5% | — |
| Heavyweight | +2 | Defense +20%, immune to knockback | — |
| Night Owl | −1 | Nothing | Naps through the day |
The Seven World Tree Passives Are a Package Deal
Every rank +5 passive shares one line of text: World Tree resources stop vanishing when you approach them. That clause is the actual point of the tier — the World Tree's harvestables despawn as you get close without it, so these passives are what makes farming that zone practical at all. The stat halves are deliberately lopsided so you have to pick a lane. Twin-Edged Holy Blade (+50% Attack, −30% Defense) and Sanctified Meat Shield (+50% Defense, −30% Attack) are exact mirrors, God of Destruction trades half your health for +40% Attack and +20% Defense, and Demon's Hand's +90% Work Speed is the biggest work bonus any passive gives, ahead of Remarkable Craftsmanship's +75%. For base Pals, Hermit Sage and World Tree Seedbed are the safe picks — halving SAN drain or hunger drain costs you far less in practice than −50% HP does. The full ladder with holders and prices is on the Palworld passives list.
Which New Passives You Can Actually Buy
Three of the 23 sit on a shop shelf, and all three are rank +3 player-facing buffs. Everything at rank +4 and +5 — which is fifteen of the new passives, including all seven World Tree ones — has no shop entry at all and comes from implants dropped by breaking down ancient relics at the Ancient Relic Recycler. Five of the new rank +4 passives are worse than that: Babysitter, Heavily Armored, Idiosyncratic, Immortality and Skymarcher only appear in the Glistening Ancient Relic pool, at roughly 3.9% each, and never drop from a lesser relic at any rate. Bank glistening relics rather than grinding Decayed Ancient Relics if one of those five is what you are after.
| Implant | Price | Counter |
|---|---|---|
Wellness Watcher | 15 Successful Bounty Tokens | Bounty desk |
Healing Coach | 50 Battle Tickets | Arena |
Reload Master | 50 Battle Tickets | Arena |
New Partner Skills Worth Building Around
Eighty-two partner skills came with the 1.0 roster, one per Pal, and they scale with the Pal's partner skill level from 1 to 5 — the ranges below are Lv. 1 through Lv. 5. The pattern that matters is how many of them buff you rather than the Pal. Best Boy on Pupperai is a flat +35% to your melee weapon damage at max level and asks nothing in return; Blessing of Chaos on Celesdir Noct is the biggest single number in the update at +80% Attack, paid for with your active Pal's health draining the whole time. For base work, Desert Empress and Electro-Massage Incubation are the standouts, and Charming Fish is the only partner skill in the game that changes what you pull out of the water.
| Partner Skill | Pal | What it does (Lv. 1 → Lv. 5) |
|---|---|---|
| Blessing of Chaos | Celesdir Noct | Mount. Your fighting Pal loses health over time for +40% → +80% Attack |
| Best Boy | Pupperai | Your melee weapon damage +10% → +35% |
| Golden Scorpion | Menasting Terra | Electric Pals drop 40% → 80% more items when defeated |
| Full-Power Gorilla Pound | Gorirat Terra | Climbing speed +50% → +100% |
| Dark-Nester | Roujay | Flying mount. You and your Pals deal +50% → +65% damage to Blinded enemies |
| Friend of Earth | Lapiron | Your Defense +50% → +65% while sprinting |
| Coldsnap | Beakon Cryst | Flying mount. Turns your attacks Ice, Attack +5% → +20%, Move Speed +5% → +25% |
| Desert Empress | Sekhmet | Anubis works +20% → +40% faster at your base |
| Electro-Massage Incubation | Dynamoff | Flying mount. Egg incubation 20% → 40% faster |
| Charming Fish | Solmora | Water mount. 70% → 80% chance fished-up Pals have good talents |
| Gilded Shroud | Sibelyx Primo | Neutral Pals get +15% → +30% Defense; makes High Quality Cloth on a Ranch |
| Azure Sovereign | Shaolong | Flying mount. +4% → +8% Attack for each other Dragon Pal in your party |
| Flower Dance | Tropicaw | Dodge invincibility lasts 5% → 9% longer |
| Glorious Mist | Ophydia | Mount. Your attacks apply Soak 2 → 6 |
| Charging Shell | Snock | Your attacks apply Electrify 2 → 6 |
| Fish Fillet | Skutlass | Becomes a katana you swing yourself, then goes down if held too long |
| Corruption Laser | Dualith Noct | Mount. Fires a Dark laser on command |
Mounts are doing double duty here. Eight of the seventeen above can be ridden, so the buff costs you nothing — the Pal is already in your party for travel. That is the cheapest way to run a partner skill, and it is why Shaolong and Beakon Cryst end up on so many endgame teams. The complete list is on the Palworld partner skills page.
Related Guides
Start with the Palworld guides hub, the full active skills list and the passives database for everything beyond the 1.0 additions. From there: Palworld 1.0 Update: All New Content for the wider patch, All New Pals in Palworld 1.0 for the Pals that carry these exclusives, Strongest Attack Skills in Palworld 1.0 for the ranked shortlist, Best Partner Skills and Their Effects for the full partner comparison, All Exclusive Passive Skills for passives tied to specific Pals, Best Pal Builds: Top Passives, Skills, and Loadouts for putting it together, and All Skill Fruit Tree Locations for the moves a fruit will still sell you.






























































