Palworld Guide

STAB Explained: Same Type Attack Bonus and Best Moves

What STAB (same type attack bonus) does in Palworld, how much damage the roughly 20% bonus adds, how it stacks with super effective hits, and the strongest same-element skill for all nine elements.

Updated 9 min read7 data tables
STAB Explained: Same Type Attack Bonus and Best Moves — Palworld Database

STAB — same type attack bonus — is the quiet damage rule that decides which two of your Pal's skills are actually worth slotting, and most players never notice it firing. This guide covers what the bonus is worth, how it stacks with super effective hits, the level-70 skill that looks strongest but isn't, the best same-element skill for all nine elements, and when you should deliberately give it up.

What STAB Is and What It Does

When a Pal uses an active skill whose element matches its own element, the hit lands harder — roughly 20% harder. That's the whole rule, and it's checked on the skill's element against the Pal's element, never against the target. A Fire Pal firing a Fire skill gets the bonus whether the thing it's shooting is weak to Fire, resistant to it, or completely neutral. Pocketpair has never published the exact figure, so treat 1.2× as a very close estimate rather than a datamined constant.

The ruleWhat it means in a fight
TriggerThe active skill's element equals one of the Pal's own elements
BonusAround 20% more damage (~1.2×)
Checked againstThe Pal using the skill — not the target
Works when the target resistsYes, the bonus still applies to the reduced number
Applies toPal active skills, both the ones it learns by levelling and the ones you teach it
Dual-element PalsGet it on skills of either element

That last row is the one that matters most for team building: 87 of the game's 288 Pals carry two elements, so they have two separate pools of skills that all earn the bonus. It also means STAB and type coverage are two different problems — a Pal's element decides where the bonus lands, while the Palworld type chart decides where the big damage lands.

How Much Damage STAB Adds

The cleanest way to see the bonus is a Pal that learns two skills with identical power, one matching its element and one not. Same power, same Pal, same target — the only difference in the damage number is STAB, and it lands consistently around a fifth higher. These pairs exist all over the roster, and 101 Pals have at least one of them, which means in a hundred-plus cases the choice between two skills is a free win.

PalElementOff-element skillSame-element skillShared powerEffective power with STAB
SilvanceGrassHoly Burst (Neutral)Giant Spore (Grass)700840
FrostallionIceHoly Burst (Neutral)Crystal Wing (Ice)700840
PanthalusWaterHoly Burst (Neutral)Grand Breach (Water)700840
BlazehowlFireThunderstorm (Electric)Fire Ball (Fire)600720
KingpacaNeutralSolar Blast (Grass)Pal Blast (Neutral)450540
EikthyrdeerNeutralStone Cannon (Ground)Power Bomb (Neutral)120144
SurfentWaterDragon Cannon (Dragon)Hydro Jet (Water)4048

Surfent is the tidiest example in the game — Hydro Jet and Dragon Cannon are both 40 power on a 2-second cooldown, so the two skills are the same button with a different colour, and the Water one simply hits harder on a Water Pal. Scale that up and Silvance shows the same thing at the top end: Giant Spore and Holy Burst are both 700 power, and only one of them is Grass.

STAB Stacks With Super Effective Damage

The two bonuses are separate checks and they multiply. A super effective hit is worth about half again as much damage on its own, so a skill that both matches its user's element *and* counters the target is landing close to double. This is why elemental specialists — an Ice Pal throwing Ice at a Dragon, a Dragon Pal throwing Dragon at a Dark boss — melt things that a generalist grinds at. Every multiplier below is approximate, since none of them are printed in-game.

SituationRough multiplierWhat you see
Skill matches the Pal, target is neutral to it~1.2×Normal numbers, slightly bigger than expected
Skill counters the target, no element match~1.5×Bright, oversized numbers
Skill matches the Pal and counters the target~1.8×Oversized numbers, fights end fast
Skill matches the Pal, target is dual-weak to it~2.7×The weakness applies twice on top of the bonus
Skill matches the target's own elementReducedGreyed-out numbers — STAB does not rescue it

The bottom row is the trap most players fall into: throwing Fire at a Fire Pal because your Fire Pal is your strongest. STAB is still quietly applying there, and the hit is still terrible, because a 20% bonus on a resisted number loses to a clean 1.5× every time. Frostallion against a Dragon target is the other end of the same maths — Ice on an Ice Pal into the element Ice counters.

The Holy Burst Trap: When the Biggest Number Loses

Holy Burst is the most widely taught top-end skill in the game — 44 Pals learn it, usually at level 70 — and at 700 power on a 30-second cooldown it looks like an automatic slot. It's Neutral, though. For the 34 Neutral Pals that learn it, that's perfect. For the ten that aren't Neutral, it arrives with no bonus attached, and nine of them already know something better once STAB is counted.

PalElementBest same-element skillPowerWith STABvs Holy Burst (700)
SilvanceGrassSpore Burst800960+260
PanthalusWaterAqua Tornado800960+260
FrostallionIceCrystal Wing700840+140
FalerisFireRaging Flame Wave650780+80
WixenFireFire Ball600720+20
KitsunFireFire Ball600720+20
SuzakuFireFire Ball600720+20
LulluGrassWind Burst600720+20
GildaneGroundRocky Impact600720+20

The top three are not close — Silvance and Panthalus both keep an 800-power exclusive that lands like 960, so Holy Burst is a straight downgrade on either. The four 600-power rows are the interesting ones, because a 20-point edge is inside the noise once damage rolls and Pal stats get involved; on those Pals the real argument for keeping Fire Ball or Rocky Impact is that it can *also* go super effective, which Holy Burst never can. Note one wrinkle on Panthalus: Aqua Tornado runs a 40-second cooldown against Grand Breach's 30, so for sustained damage its 700-power exclusive is the steadier pick.

Best STAB Skill for Every Element

Every element has a ceiling on what a same-element skill can hit for, and the ceilings are not level. Grass, Dark, Water and Neutral all top out at 800 power, which becomes 960 with the bonus, while Electric can't do better than 600 on any Pal — its best same-element skill is worth 720 with STAB, still less than an unboosted Fire or Ice top-ender. Electric makes that back with reach rather than raw power, so build Electric squads around hitting Water rather than out-damaging anyone.

ElementStrongest same-element skillPowerCooldownWith STABWho learns itPals of this element
GrassSpore Burst80030s960Silvance46
DarkToxic Dance80030s960Dandilord70
WaterAqua Tornado80040s960Panthalus47
NeutralRoyal Step80030s960Starryon Primo36
FireMagma Laser70030s840Moldron43
GroundMissile Burst70030s840Aegidron44
IceAbsolute Frost70030s840Univolt Cryst and 4 others38
DragonMagna Crush70030s840Blazamut Ryu25
ElectricThunderstorm60030s72012 Pals incl. Penking Lux25

Most of these are exclusive skills that only their owner ever gets, so the table doubles as a shortlist of who to actually raise. The exceptions are the useful ones for everyone else: Absolute Frost is shared by five Ice Pals, and Thunderstorm by twelve Electric ones, so those two are realistic targets on a Pal you already like. One outlier sits above the whole table — Tocotoco's Megaton Implode is 1,200 power, Neutral, and worth 1,440 on a Neutral Pal, but it sacrifices the Pal to fire and runs a 60-second cooldown, so it's a party trick rather than a damage plan. For the full ranking across every element, see the strongest attack skills in Palworld.

How to Force a STAB Skill With Skill Fruits

If a Pal's natural skill list is short on its own element, you don't have to accept it — skill fruits teach any Pal a skill outright, and 86 of them exist across eight elements. Pick the fruit that matches your Pal's element and you've bought the bonus permanently. The one gap worth knowing: there are no Neutral skill fruits at all, so Neutral Pals are stuck with whatever their level-up list gives them, which is exactly why Holy Burst and Pal Blast show up on so many of them.

ElementBest fruit skillPowerCooldownWith STABFruitFruits in this element
IceAbsolute Frost70030s840Ice Skill Fruit: Absolute Frost10
DarkDark Whisp60030s720Dark Skill Fruit: Dark Whisp13
ElectricThunderstorm60030s720Electric Skill Fruit: Thunderstorm14
FireFire Ball60030s720Fire Skill Fruit: Fire Ball10
WaterGeyser Gush60030s720Water Skill Fruit: Geyser Gush12
GroundRocky Impact60030s720Ground Skill Fruit: Rocky Impact8
DragonDragon Meteor60030s720Dragon Skill Fruit: Dragon Meteor8
GrassCrosswind50024s600Grass Skill Fruit: Crosswind11

Ice is the standout buy: Absolute Frost is the only 700-power skill anyone can hand to a Pal from a fruit, and on any of the 38 Ice Pals it's an 840-power slot for the price of a walk. Grass is the weakest shelf — its best fruit stops at 500 power, so Grass Pals mostly have to level into Wind Burst or better instead of buying it. Skill fruit trees respawn on a timer, and there are 35 of them across the main map plus 12 more in the Tree region: open the Palworld interactive map with the skill fruit layer and run the nearest cluster, or check the full Palworld skill fruit list for what each one teaches.

TipTeach the element, not the number. When two fruits are close in power, the same-element one wins by about 20% before you even look at the target. A 600-power fruit that matches your Pal outdamages a 700-power fruit that doesn't — that single comparison covers most skill fruit decisions you'll ever make.

Dual-Element Pals Get STAB on Two Elements

87 Pals carry two elements, and the bonus applies to skills of either one, which makes them the most flexible damage slots in the game — one Pal covering two matchups at full strength instead of one. 55 of those 87 can hold a 450-power-or-better skill in both of their elements, so this isn't a niche of a few legendaries. The catch is that two elements also means two weaknesses, which the best type combinations guide breaks down in full.

PalElementsSkill for element 1Skill for element 2Power eachWith STABWhy it works
ShaolongDragon / WaterMeteorainCelestial Vortex700840The only pair at 700 in both halves — Dark and Fire covered at full power
Penking LuxWater / ElectricGeyser GushThunderstorm600720Answers Fire and Water without swapping Pals
AzurobeWater / DragonGeyser GushDragon Meteor600720Both skills are buyable as fruits, so it's easy to set up
VanwyrmFire / DarkFire BallDark Whisp600720Grass, Ice and Neutral targets all covered by one flyer
ChilletIce / DragonDiamond RainDragon Meteor600720Two elements that both punish Dragon-heavy fights
Turtacle TerraWater / GroundGeyser GushRocky Impact600720Fire and Electric answered off one bulky body

Shaolong is the clearest case for the whole mechanic: two exclusive 700-power skills, both boosted, aimed at two different halves of the type chart. Below it, the pattern is that dual-element Pals rarely give up anything for their flexibility — the 600-power tier is where most top skills live anyway, so carrying one from each element costs you nothing but a slot.

When Coverage Beats STAB

STAB is worth about 20%. A super effective hit is worth about 50%. So when you know what you're fighting, an off-element skill that counters the target beats a same-element skill that doesn't, by a comfortable margin — roughly 25% more damage at equal power. That's the entire decision, and it's why the Pals below are worth their slot even though their best-known skill earns no bonus at all.

Blazehowl is Fire but learns Thunderstorm, so it walks into Water fights its element hates. Arsox carries Rocky Impact for Electric targets, Elphidran holds Wind Burst to punish Ground and Water, Nitemary answers Grass and Ice with Fire Ball, Quivern keeps Diamond Rain for other Dragons, and Wistella uses Dragon Meteor against the 70 Dark Pals it can't otherwise hurt. All six of those skills are 600 power, and all six ignore the bonus on purpose. The ideal loadout is one of each: a same-element skill as the default, and one coverage skill for the matchup your element loses.

TipTwo slots, two jobs. Fill your Pal's first skill slot with the strongest skill of its own element and the second with a counter for whatever its element is weak to. That single rule beats picking the two biggest power numbers on the list, which is what most players do. If you want to cheat the rule entirely, a handful of partner skills convert your own weapon damage instead — see the Pals that change your attack element.

The Short Answer

STAB gives a Pal about 20% extra damage whenever the active skill's element matches its own, it applies no matter what you're shooting, and it stacks on top of super effective damage for close to double. Use it as the tiebreak between skills of similar power, ignore it when a coverage skill would land super effective instead, and spend skill fruits on your Pal's own element wherever its level-up list falls short. The one habit worth changing today: stop auto-slotting the 700-power Neutral skill on a Pal that isn't Neutral.