Palworld Guide

Super Effective and Resistance Explained: Type Chart

How super effective damage and resistance work in Palworld — what a weakness hit is worth, the full nine-element chart with the Pal to bring, the dual-element Pals that stack or cancel the bonus, and every ring that cuts elemental damage.

Updated 8 min read7 data tables
Super Effective and Resistance Explained: Type Chart — Palworld Database

Every fight in Palworld runs through one nine-element chart, and picking the right element off it swings damage harder than a couple of gear tiers do. This guide covers what a super-effective hit is actually worth, how resistance cuts damage in the other direction, the dual-element Pals that stack the bonus or cancel it outright, and every ring that reduces incoming elemental damage.

How Super Effective Damage Actually Works

One rule drives all of it: the element of the move is compared against the element of the target. If your move's element counters the target's, the hit lands super effective and does about half again as much damage. It works identically when it's pointed at you, which is why bringing the wrong squad to a boss doesn't make the fight slow, it makes it a different fight. Pocketpair has never published the exact multipliers, so treat the numbers below as close estimates — the relationships themselves are solid, and the game tells you when they fire by greying out damage numbers that got resisted.

MatchupDamageWhat it looks like
Your move's element counters the target~1.5×Bright, oversized damage numbers
Neither element counters the otherNormal numbers
Your move's element matches the target's elementReducedGreyed-out damage numbers
Dual-element target, both halves weak to your move~2.25×The bonus applies twice
Dual-element target, one half weak and one half matching~1× (cancels)Weakness bonus and resistance trade off
Neutral move into a Neutral PalThe one same-element pairing that isn't resisted

The middle row is the one most players never notice. Sending Fire at a Fire Pal, or Dark at a Dark Pal, is the worst thing you can do short of standing still — you get the greyed numbers and no bonus, and it happens constantly because players default to their strongest Pal instead of their correct one. Neutral is the single exception: Neutral attacks land for full damage on Neutral Pals, which is one of the few things the Neutral skill fruits have going for them.

Palworld Type Chart: Every Weakness in One Table

Nine elements, and the chart is almost a clean loop of one-for-one trades with three wrinkles worth memorising. Fire and Grass each punish two elements, which makes them the two most flexible things to keep benched. Water is the only element with two counters hanging over it, so it's the easiest typing to prepare for. And Neutral sits at the dead end — it beats nothing at all, and Dark eats it. The counters below are the highest-attack carrier of each element you can realistically own; run any specific target through the Palworld type chart and counter finder if it's dual-element.

Target elementHit it withGo-to attackerIt punishesPals with it
NeutralDarkNecromusnothing36
FireWaterNeptiliusIce, Grass43
WaterElectric or GrassOrserkFire47
ElectricGroundAnubisWater25
GrassFireBlazamutGround, Water46
IceFireBlazamut RyuDragon38
GroundGrassLyleenElectric44
DarkDragonJetragonNeutral70
DragonIceFrostallionDark25

The last column is why Dragon matters far more than its roster size suggests. Dark is the biggest element in the game at 70 Pals, it's where the hardest fights live — Bellanoir, Bellanoir Libero and Xenolord are all Dark — and only 25 Pals can answer it with Dragon damage. At the other end, Neutral's 36 Pals never get a bonus of their own and get punished by the game's most common attacking element, which is the real reason a Neutral bruiser feels worse than its stat line reads.

TipThe Pal's element is not your damage element. The move decides it, so a Fire Pal carrying a Dragon skill still hits Dark targets for the bonus — check the Palworld active skills list before assuming a team can't cover a matchup. A handful of partner skills go further and convert your own guns and bows to their element while you ride or fight alongside them; all of them are listed in the guide to Pals that change your attack element.

Dual-Element Pals: When the Bonus Stacks and When It Cancels

87 of the game's 288 Pals carry two elements, and both halves are checked separately against your move. That produces two situations worth planning around: a handful of Pals that eat a doubled weakness bonus, and a much larger group where a weakness on one half is cancelled by the matching element on the other. Both are invisible in-game — nothing on the Paldeck page tells you a matchup is going to fizzle.

Three Pals Take Grass Damage Twice

Grass counters both Ground and Water, so any Pal that carries both halves is weak to Grass twice over — roughly 2.25× damage on every hit. Exactly three Pals in the game qualify, and all three are slow, high-HP targets that would otherwise be a chore to grind down. Dumud is the one you'll meet most, and its gilded variant is a farming target in its own right, so keeping one Grass attacker benched pays for itself. Lyleen is the cleanest carrier for it at 120 attack.

PalElementsGrass damageWhere to find it
DumudGround / Water~2.25×Dumud spawn map
Dumud GildGround / Water~2.25×Dumud Gild spawn map
Turtacle TerraWater / Ground~2.25×Turtacle Terra spawn map

27 Pals That Cancel Your Weakness Bonus

The reverse case is far more common and costs far more runs. When a dual-element Pal is weak to your move on one half but shares that element on the other, the bonus and the resistance trade off and you're back to plain damage — the classic trap is firing Water at a Water/Fire Ignis variant because you saw the Fire half. The last column is the fix: every one of these Pals still has a live weakness somewhere, it just isn't the obvious one. Grass is the worst offender with eight Pals shrugging it off, and Xenolord sitting on the Dragon row matters most of all, since Dragon is the element you'd normally bring to a Dark raid boss.

PalElementsCancelsHit it with instead
GumossGrass / GroundGrassFire
MammorestGrass / GroundGrassFire
Robinquill TerraGrass / GroundGrassFire
BralohaGrass / GroundGrassFire
WarsectGround / GrassGrassFire
DualithGround / GrassGrassFire
Broncherry AquaGrass / WaterGrassElectric or Fire
OphydiaGrass / WaterGrassElectric or Fire
Fuack IgnisWater / FireWaterElectric or Grass
Finsider IgnisWater / FireWaterElectric or Grass
Ghangler IgnisFire / WaterWaterElectric or Grass
Skutlass IgnisWater / FireWaterElectric or Grass
Celaray LuxWater / ElectricElectricGrass or Ground
Pengullet LuxWater / ElectricElectricGrass or Ground
Penking LuxWater / ElectricElectricGrass or Ground
Solmora LuxWater / ElectricElectricGrass or Ground
AstegonDragon / DarkDragonIce
EidrolonDragon / DarkDragonIce
XenolordDark / DragonDragonIce
Azurobe CrystIce / DragonIceFire
ChilletIce / DragonIceFire
Prixter LuxElectric / GroundGroundGrass
Snock LuxElectric / GroundGroundGrass
Petallia IgnisGrass / FireFireWater
Whalaska IgnisIce / FireFireWater
SolenneDark / NeutralDarkDragon
SelyneDark / NeutralDarkDragon

The Hardest-Hitting Skill in Each Element

Knowing the weakness is only half of it — you need something in that element that actually hurts. These are the highest-power attack skills in each element, and since they're all measured on the same scale you can compare them directly. Spore Burst and Toxic Dance lead the practical field at 800 power on a 30-second cooldown, which is the best power-to-cooldown ratio in the game outside of the Neutral outlier. Megaton Implode hits for 1,200 but sits on a 60-second timer and, being Neutral, never gets a super-effective bonus on top — a big number that beats nothing. Every one of these except Magna Crush is a Shot skill, so it scales off Shot Attack and does nothing for a melee bruiser.

ElementStrongest skillPowerCooldownClass
NeutralMegaton Implode1,20060sShot
WaterAqua Tornado80040sShot
GrassSpore Burst80030sShot
DarkToxic Dance80030sShot
FireMagma Laser70030sShot
IceAbsolute Frost70030sShot
GroundMissile Burst70030sShot
DragonMagna Crush70030sMelee
ElectricThunderstorm60030sShot

Electric is the odd one out at 600 power, which is worth knowing before you build a whole Water-killing squad around it — Grass covers the same targets and hits harder per cast. The full list with every carrier is on the Palworld active skills database, and the fruit costs are broken down in the strongest attack skills guide.

Rings of Resistance: Cutting Elemental Damage

Resistance isn't only something the chart hands you — there's a ring for all nine elements, and they're cheap enough to keep a full set in a chest. Each one is a technology level 2 accessory built on the same 20 Ingot, 20 Bone and 30 Paldium Fragment base plus one element-specific material, so the only real cost is the organ or drop in the third column. Each ring also comes in +1 and +2 upgrades that step the wording from "slightly reduces" to "greatly reduces" incoming damage of that element. The Dragon and Ground rings are the priciest at 25,080 gold from a merchant, and the Dragon one is the one to build first — it's the mitigation for the Ice and Dragon-heavy endgame fights.

Pal Rings Build the Whole Counter Package

The nine Pal Rings are the smarter version of the same idea, and they're the clearest proof that the developers built gear straight off the chart. Every one of them boosts its own element's damage for the Pal fighting beside you and cuts the damage of exactly the element that Pal is being sent to fight — Blazehowl's ring pumps Fire and blunts Grass, Cryolinx's pumps Ice and blunts Dragon. They cost 5× Ancient Civilization Parts and 20× Refined Ingot each on top of the listed material, so they're a mid-to-late-game craft rather than something you slap on at level 20. Note the gap: no ring pairs a Grass boost with Water mitigation, so the Grass-into-Water matchup is the one chart line gear doesn't cover.

Pal RingBoostsCuts damage fromElement material
Blazehowl RingFireGrass15× Flame Organ
Faleris RingFireIce15× Ice Organ
Faleris Aqua RingWaterFire30× Aquatic Pal Fluids
Fenglope Lux RingElectricWater15× Electric Organ
Vaelet RingGrassGround10× Tomato Seeds
Cryolinx RingIceDragon15× Ice Organ
Menasting Terra RingGroundElectric15× Crude Oil
Katress RingDarkNeutral10× Katress Hair
Elphidran RingDragonDark20× High Quality Pal Oil
TipHead armour carries a small element resistance of its own — a Witch Hat shaves Dark damage, a Helmet shaves Electric, and every Heat or Cold Resistant body armour also cuts Fire or Ice damage as a side effect. It stacks with the ring, so a Dragon raid run wants the Ring of Dragon Resistance and a helmet chosen for the fight rather than for raw defense. Full lists are on the Palworld accessories database and the Palworld armor database.

The Short Version

Match the move's element to the target's weakness for about 1.5× damage, never fire an element into a Pal that shares it, and check both halves of a dual-element target before you commit — 27 Pals will quietly cancel your bonus and three will take Grass damage at double weight. On defense, the ring for the boss's element does more for a run than another armour tier does. If you only memorise one line of the chart, make it Dragon beats Dark: that's 70 Pals and most of the game's hardest fights answered by a single typing.