List of All Partner Skills and Effects
Every Pal has a unique partner skill — the ability it grants while summoned. Here are all 288, with element, combat scaling per skill level, and — for the 140 Pals with a saddle in the technology tree — the exact level you need to reach to craft it.

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Item Weight Reduction | +80% | +84% | +88% | +92% | +100% |
| Element Boost Weakness Earth | +25% | +27% | +30% | +34% | +40% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Element Water | +1% | +1% | +1% | +1% | +1% |
| Ranged Attack | +5% | +7% | +10% | +14% | +20% |
| Swim Speed | — | +10% | +14% | +18% | +25% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Element Ice | +1% | +1% | +1% | +1% | +1% |
| Ranged Attack | +5% | +7% | +10% | +14% | +20% |
| Swim Speed | — | +10% | +14% | +18% | +25% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Ranged Attack | +15% | +17% | +20% | +24% | +30% |
| Work Suitability Add Rank Handcraft | +1% | +1% | +1% | +1% | +1% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Element Boost Weakness Leaf | +25% | +27% | +30% | +34% | +40% |
| Work Speed | +200% | +220% | +260% | +320% | +400% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Fishing Item Add Drop | +55% | +65% | +75% | +85% | +95% |
| Fishing Enemy Add Drop | +55% | +65% | +75% | +85% | +95% |
| Work Speed | +50% | +60% | +70% | +90% | +120% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Fire Resist | +15% | +17% | +20% | +24% | +30% |
| Resist Additional Effect Burn | +100% | +100% | +100% | +100% | +100% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Element Add Item Drop Normal | +40% | +50% | +60% | +70% | +80% |
| Sphere Recovery | +10% | +15% | +20% | +30% | +50% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Item Weight Reduction | +30% | +35% | +40% | +50% | +60% |
| Item Corruption Speed Rate | +-30% | +-42% | +-54% | +-66% | +-80% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Item Weight Reduction | +60% | +70% | +80% | +90% | +100% |
| Element Boost Weakness Fire | +25% | +27% | +30% | +34% | +40% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Leaf Resist | +15% | +17% | +20% | +24% | +30% |
| Resist Additional Effect Ivy Cling | +100% | +100% | +100% | +100% | +100% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Move Speed | +5% | +9% | +13% | +18% | +25% |
| Element Electricity | +1% | +1% | +1% | +1% | +1% |
| Ranged Attack | +5% | +7% | +10% | +14% | +20% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Move Speed | +5% | +9% | +13% | +18% | +25% |
| Element Ice | +1% | +1% | +1% | +1% | +1% |
| Ranged Attack | +5% | +7% | +10% | +14% | +20% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Ice Resist | +15% | +17% | +20% | +24% | +30% |
| Resist Additional Effect Freeze | +100% | +100% | +100% | +100% | +100% |
| Move Speed | — | +10% | +12% | +15% | +20% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Dark Resist | +15% | +17% | +20% | +24% | +30% |
| Resist Additional Effect Darkness | +100% | +100% | +100% | +100% | +100% |
| Move Speed | — | +10% | +12% | +15% | +20% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Damage Rate If Defender Burn | +50% | +53% | +56% | +60% | +65% |
| Lava Damage Invalid | +1% | +1% | +1% | +1% | +1% |
| Move Speed | — | +10% | +12% | +15% | +20% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Element Add Item Drop Dragon | +40% | +50% | +60% | +70% | +80% |
| Element Add Item Drop Ice | +40% | +50% | +60% | +70% | +80% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Earth Resist | +15% | +17% | +20% | +24% | +30% |
| Resist Additional Effect Muddy | +100% | +100% | +100% | +100% | +100% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Fishing Start Progress Add | +5% | +7% | +9% | +11% | +14% |
| Fishing Success Amount Up | +5% | +7% | +9% | +11% | +14% |
| Swim Speed | — | +10% | +14% | +18% | +25% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Fishing Start Progress Add | +7% | +9% | +11% | +13% | +17% |
| Fishing Success Amount Up | +7% | +9% | +11% | +13% | +17% |
| Swim Speed | — | +10% | +14% | +18% | +25% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Electricity Resist | +15% | +17% | +20% | +24% | +30% |
| Resist Additional Effect Electrical | +100% | +100% | +100% | +100% | +100% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Regene HP Rate | +0.15% | +0.225% | +0.3% | +0.45% | +0.75% |
| Ranged Attack | +2% | +3% | +4% | +5% | +6% |
| Move Speed | +2% | +3% | +4% | +5% | +6% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Player Shield Recover Start Time Rate | +30% | +34% | +40% | +48% | +60% |
| Shield Damage Cut Rate | +65% | +68% | +71% | +75% | +80% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Water Resist | +15% | +17% | +20% | +24% | +30% |
| Resist Additional Effect Wetness | +100% | +100% | +100% | +100% | +100% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Fishing Good Talent Pal Probability | +70% | +72% | +74% | +76% | +80% |
| Swim Speed | — | +10% | +14% | +18% | +25% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Element Electricity | +1% | +1% | +1% | +1% | +1% |
| Ranged Attack | +5% | +7% | +10% | +14% | +20% |
| Fishing Good Talent Pal Probability | +74% | +76% | +78% | +80% | +82% |
| Swim Speed | — | +10% | +14% | +18% | +25% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Player Low Health Blast | +100% | +110% | +130% | +160% | +200% |
| Attack Rate HPThreshold | +30% | +35% | +40% | +45% | +50% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Resist Additional Effect Stun | +100% | +100% | +100% | +100% | +100% |
| Explosion Resist | +60% | +65% | +70% | +75% | +80% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Defuser Explosive Spore | +1% | +1% | +1% | +1% | +1% |
| Player Inflict Effect Attack Ivy Cling Apply Explosion | +40% | +44% | +48% | +52% | +60% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Resist Additional Effect Poison | +100% | +100% | +100% | +100% | +100% |
| Additional Effect Poison | +2% | +3% | +4% | +5% | +6% |

| Effect | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
|---|---|---|---|---|---|
| Element Ice | +1% | +1% | +1% | +1% | +1% |
| Ranged Attack | +10% | +14% | +20% | +28% | +40% |
| Additional Effect Freeze | +2% | +3% | +4% | +5% | +6% |
Which partner skill for which job
Partner skills fall into a small number of effect families, and the family a Pal belongs to is not written on its skill name — searching "drops" or "weight" above finds nothing, because those words never appear in the names. These are the families worth building a party around.
Every ladder quoted below is the Pal's own rank ladder — five steps, from an unranked Pal up to ☆4, the same steps the Pal Condenser climbs. Duplicates are not the only way up it. Starfruit ☆1 through ☆4 each move a Pal one specific step and are stocked at the Medal Shop for 50, 100, 200 and 400 Dog Coins, while Ripe Starfruit adds a rank from wherever the Pal currently sits and costs 50 Successful Bounty Tokens at the Bounty Shop; recycling Ancient Relics turns up both kinds. That matters most for the skills below whose top value is worth chasing on a single Pal you do not want to spend copies of.
The other thing no ladder shows is that 124 of the 288 skills on this page are inert on a freshly caught Pal. Each of those 124 waits on one craftable item keyed to that exact Pal — a saddle, a harness, a necklace, a pair of gloves or a mounted gun — and all 124 come off one bench, the Pal Gear Workbench, a 2-point technology at level 6 that costs 30 Wood, 10 Paldium Fragment and 2 Cloth. It unlocks on the same technology level as the earliest gear it makes — Rushoar's saddle and Foxparks' harness are both level 6 too — so there is no window in which the gear is available and the bench is not. From there the gates run all the way to level 79 for Jetragon's missile launcher and the Aegidron saddle. Every technology level quoted in the families below is the gear's level, never the Pal's, and a gated skill pays nothing at all until the item exists — including the base-camp ones, where the Pal never leaves your plot and the saddle is bought purely to switch the effect on.
Fourteen of the ladders on this page are not flat bonuses at all. The number is what you earn for each other Pal in your party carrying one particular element, and the Pal holding the skill is never counted toward its own total. Five slots means four multipliers at the ceiling, and a party with nothing matching in it pays exactly zero. Eidrolon Ignis is the clearest case: +6% ranged attack and +6% movement speed at ☆4 looks like the feeblest entry here until the other four slots are Dragon and Fire Pals, at which point it is +24% and +24%. Nothing in any of these skill names tells you which element it counts, so: Suzaku Fire, Suzaku Aqua Water, Rayhound and Beakon Electric, Beakon Cryst Ice, Ghangler Water or Dark, Ghangler Ignis Fire or Water, Starryon Primo and Celesdir Neutral, Eidrolon Dark or Dragon, Eidrolon Ignis Dragon or Fire, Moldron Ground or Fire, Shaolong Dragon, Leafan Grass. What they pay out splits four ways — the first eight are pure movement, 5% per matching ally unranked climbing to 25% at ☆4; Celesdir and both Eidrolons stack ranged attack and movement together at 2% to 6%; Moldron and Shaolong pay ranged attack alone at 4% to 8%; Leafan pays ranged attack and defense at 2% to 6%. This is the cheapest ladder on the page to climb, for two reasons. Every one of the fourteen carries the element it counts, so a spare copy of the same Pal dropped into a slot always feeds it when nothing else in your box fits — and rearranging a party costs nothing, while the ☆4 column costs a condense. One carve-out: on Beakon and Beakon Cryst only the movement row behaves this way. Their ranged attack row is a separate flat bonus that needs you in the saddle. What the party trick hides is that thirteen of the fourteen sit behind gear the way the mounts on every other heading do, so the count pays nothing at all until the saddle or harness is built, and those levels run end to end of the tree: Beakon 29, Rayhound 30, Ghangler 31, Moldron 36, Ghangler Ignis 42, Suzaku 43, Suzaku Aqua 44, Celesdir 54, Eidrolon 68, Beakon Cryst 71, Eidrolon Ignis 76, Starryon Primo 77, Shaolong 77. Leafan is the lone exception and starts counting the moment it joins the party, which is most of why an identical 2% to 6% ladder on a Grass Pal outruns the Celesdir version for an entire playthrough. The three skills that stack ranged attack with movement are also the three latest gated, and on Eidrolon Ignis the level number understates the wait: its saddle costs 5 technology points and then asks for 24 Paloxite Ingot, which is a separate technology unlock at level 74 for 4 more points and burns one World Tree Holy Water per bar. That is 24 Holy Water behind the 48 Paloxite and 24 Soralite ore, and nothing crafts Holy Water — but four of these fourteen drop it themselves, 1 to 3 at even odds from Eidrolon Ignis, Beakon Cryst, Starryon Primo and Shaolong, so farming the Pal you want the skill from is also how you pay for its gate. The plain Eidrolon is that same stacked ladder eight levels earlier and nothing like the same bill: 5 points at 68, then 40 Leather, 45 Paldium Fragment, 30 High Quality Cloth and 20 Soralite Ingot. Only the ingot bites — it is its own 3-point unlock at 66 and smelts from 2 Soralite and 2 Pure Quartz a bar, so 40 and 40 across the saddle, with no Holy Water anywhere in the chain. Field the two together and each one feeds the other's count: Eidrolon reads the Ignis as Dragon, and the Ignis reads it back the same way. Shaolong closes that triangle rather than joining a fourth family: it is Dragon and Water, it counts Dragon, and both Eidrolons are Dragon underneath, so the three of them read each other in every direction and a party carrying all three has each one already counting two matching allies before the last two slots are filled. Its bill is the odd one of the three — 4 technology points where both Eidrolons want 5, then 40 Leather, 83 Paldium Fragment, 32 High Quality Cloth and 32 Soralite Ingot — and there is no Holy Water anywhere in it, which is the whole argument for building this saddle at 77 over the Ignis one level below. The ingots smelt on the same 2 Soralite and 2 Pure Quartz a bar as the plain Eidrolon's, only 64 and 64 of them, and the cloth is 10 Wool and 1 Leather each, so 320 Wool and 32 Leather beyond the 40 the saddle asks for outright. What that buys is the joint-largest per-ally attack rate on this page — 4% unranked to 8% at ☆4, tied with Moldron and well clear of the 2% to 6% Celesdir and both Eidrolons pay — sitting on the fastest animal of the fourteen: 2,800 sprint, quicker than either Eidrolon and beaten only by Jetragon among the flying mounts with a saddle in the tree. The browser at the top of this page cannot show you that, because Shaolong pays attack alone and has no movement row of its own to print. Moldron holds the other half of that tie and asks for almost none of it. Same 4% unranked to 8% at ☆4, same attack-only row, and the gate is 36 against 77 — two technology points and a recipe of five ordinary lines: 20 Leather, 20 Cloth, 15 Refined Ingot, 30 Paldium Fragment and 5 Flame Organ. No Soralite, no Paloxite, no High Quality Cloth and no Holy Water anywhere in it, and the one line that looks like a hunt is not one, because Moldron drops 4 to 5 Flame Organ itself on every kill — the Pal you caught for the skill hands you its own saddle material. It comes off the Pal Gear Workbench you unlocked at technology 6, so nothing has to be built first either. What you give up for forty levels of head start is the animal: 850 ride sprint against Shaolong's 2,800, slower than most things in the tree worth saddling, so treat Moldron as a damage slot you happen to be able to sit on rather than as transport.
Four more ladders count your party the same way the fourteen above do, except what they count is a single species rather than an element, so none of them sits in that family and no word in the browser puts them together. Kingpaca and Kingpaca Cryst pay per Melpaca, Sweepa pays per Swee, Elizabee pays per Beegarde, and the Pal holding the skill is never in its own tally — four matching slots is the ceiling, and a party without the right species pays a flat zero no matter how far the Pal has been condensed. The two Kingpacas move Movement Speed and Defense together, 5% per Melpaca on an uncondensed copy through 7, 9, 11 and 14% at ☆4, so a ☆4 Kingpaca Cryst with the other four slots full of Melpaca is carrying 56% of each. Sweepa and Elizabee share the heavier ladder and stack Ranged Attack with Defense, 12% through 13, 15, 19 and 24%, which is 96% of both at the same ceiling. All four put the stat on the Pal rather than on you, and all four count from any of the five slots with the Pal neither summoned nor ridden. The gate is what separates them: Sweepa needs its saddle at technology level 20, Kingpaca 23 and Kingpaca Cryst 46, and none of the three counts anything until that saddle is built, while Elizabee has no saddle anywhere in the tree and starts paying the hour you catch one — the largest of these four ladders is also the only one you can run at level 1.
One Pal reads your party the way the eighteen above it do and then throws the count away, because what it asks is a single yes-or-no question about the whole roster. Solenne's Untainted Maiden pays out only while all five of your slots hold five different species, and the browser at the top of this page files it as a plain Ranged Attack row, which hides both halves of what it is. The first half is who collects: the percentage is written against your character rather than against any Pal, so it lifts what you fire and nothing your Pals throw. The second is that there is no partial credit anywhere in it — put two copies of one Pal in the party and the bonus is not reduced, it is zero. What that condition buys is the largest ranged attack figure any partner skill in the game writes against your character, and the gap behind it is not close. The ladder runs 30% on an uncondensed copy, then 40, 50, 60 and 80% at ☆4, while the next largest is 40% — Frostallion and Frostallion Noct tied, both waiting on a saddle and both paying only while you are sitting in it. Solenne asks for none of that. It is not rideable, no saddle, harness or gear for it exists anywhere in the technology tree, and the bonus is collected from any of the five slots with the Pal never summoned, so it runs underneath whatever you actually have out. Owning one is a field catch rather than a project — 47 spawn spots, the same 47 by day and by night. Read "species" as the Paldex entry and the condition is far easier to keep than it sounds, because every entry in the book counts as its own, elemental variants included: Gobfin beside Gobfin Ignis, or Kelpsea beside Kelpsea Ignis, is two species as far as the check is concerned and the skill keeps paying. Most parties satisfy it without being built for it. The one that never can is the heading directly above: Kingpaca behind four Melpaca, or Sweepa behind four Swee, is a party made of duplicates on purpose, so those four Pals and this one cannot share five slots at all. The fourteen element counters above them are no obstacle, since they read elements rather than copies and five different species can all carry the same element. Do not field two Solenne either, for two independent reasons: the same-species stacking flag is switched off, so the second copy adds nothing — and the second copy is itself the duplicate that switches the first one off.
A one-Pal family, and the only partner skill on this page keyed to a tool. The Meat Cleaver unlocks at technology level 12 for 2 points and switches your Pet command over to Butcher, which deletes the target from your box permanently and pays its drop list out on the spot. Splatterina sitting in a party slot doubles that payout unranked and triples it at ☆4 — nothing to equip, and it does not have to be the Pal you have summoned. The bonus does not stack, so a second copy in the party is wasted; put spares into the Condenser behind the first one instead.
Two Pals multiply what a defeated Pal leaves behind with nothing filtering it, and the row above is labelled for the mechanic rather than for the loot, so there is no word in the browser that finds them. Set it against the element family directly below before picking either: those thirteen each cover one element and stop at +80%, while Nitemary and Dumud Gild pay 100% on an uncondensed copy, then 110, 130, 160 and 200% at ☆4. An unranked one already doubles the haul and a ☆4 one triples it — a hundred percentage points across the condense, matched on this page only by Splatterina's butchering row above, and that one wants the Meat Cleaver and deletes the Pal to collect. These two pay on an ordinary kill. The names are the trap. Golden Harvest and Soul Collector both read as though they are keyed to one currency, and each Pal does drop the thing it is named after — Gold Coins 100 to 200 at a time on half of Dumud Gild's kills, a Small Pal Soul on every one of Nitemary's — but neither multiplier carries an item filter or an element filter anywhere in it, so both lift ore, organs, hides, ingots and Ancient Civilization Parts off whatever you shoot. Nothing stands in front of either: neither is a mount, no gear for either exists anywhere in the technology tree, and the bonus is collected from a party slot with the Pal never summoned, so it runs underneath the mount or the fighter you actually want out. Neither stacks with itself, so a second copy of the same Pal is a wasted slot and spares belong in the Condenser. What separates them is the price of owning one. Dumud Gild spawns at 312 places on the map, by day and by night, which makes the largest drop multiplier in the game a mid-game sphere rather than an endgame project; the other way to it is a unique pairing of an alpha Dumud with an alpha Eikthyrdeer Terra, two boss kills for something the field hands you. Nitemary is 106 spots on Feybreak with an alpha of its own, so it arrives at the far end of a playthrough carrying the identical ladder. One thing to settle before you commit a Dumud Gild to a slot: it is also the best Ranch producer of High Quality Pal Oil in the Paldex, working at Farming rank 4 where plain Dumud manages 1 for the same item, and a base job and a party slot cannot run on one copy. Catch two.
The narrower half of the same idea, and the only partner skills that read the element of what you killed. Each covers a single element, and the boost climbs from +40% on an uncondensed Pal to +80% at the top of the condense ladder — forty points for the whole climb, against the hundred the two unfiltered Pals above pay, so one of these is worth a slot only on a route where nearly everything you kill carries its element. Which element that is appears in no skill name and in no row of the browser above, and it is never the element of the Pal holding it: Penking Fire, Elphidran Dark, Vaelet Ground, Katress Neutral, Fenglope Lux Water, Menasting and Menasting Terra Electric, Blazehowl Grass, Blazehowl Noct Neutral, Cryolinx Dragon and Ice, Faleris Ice, Faleris Aqua Fire. Twelve Pals, thirteen rows, and the thing that makes the list memorable is that it is the type chart: every one of them multiplies the drops of the element it counters, so the Pal carrying the bonus is the same Pal you would have summoned for that fight. Vaelet is Grass and pays on Ground kills, Fenglope Lux is Electric and pays on Water, Faleris Aqua is Water and pays on Fire, both Menastings are Ground and pay on Electric. Cryolinx breaks the shape twice: it is the only Pal here whose skill carries two elements, and its Ice row is the single row in the family that pays on its own element instead of the one it beats. Between them the thirteen rows reach all nine elements, four of them twice over, so where a choice exists it is decided by what the bonus costs to switch on rather than by the ladder, which is identical everywhere. Six of the twelve are live the hour you catch them and need nothing built: Penking, Vaelet, Katress, Cryolinx and both Menastings. The other six are mounts whose bonus waits on Pal Gear you have to reach in the technology tree — Elphidran at level 20, Blazehowl 33, Blazehowl Noct 35, Fenglope Lux 57, Faleris and Faleris Aqua both 60. That settles all four of the doubled elements on its own. Take Penking over Faleris Aqua for Fire and Katress over Blazehowl Noct for Neutral, and take Cryolinx for Ice rather than Faleris, since it hands you the Dragon row in the same slot and asks for no saddle. The five elements with one owner apiece leave nothing to decide — Dark is Elphidran, Grass is Blazehowl, Ground is Vaelet, Dragon is Cryolinx, Water is Fenglope Lux — and Water is the one that hurts, the only element in the game whose drop multiplier is locked behind a level 57 saddle when six other elements are free. The two Electric holders are the only members of the family carrying a second live effect in the same slot, and it is aimed at your character rather than at your Pals; the player-Defense family further down this page has the numbers. One thing settles the doubled elements even where cost does not: all thirteen rows are flagged non-stacking, so a party fielding Katress and Blazehowl Noct together still pays 80% on a Neutral kill rather than 160%, and the second copy is a slot spent on nothing. That flag only blocks two Pals from compounding the same element — carrying three of these for three different elements works exactly as it reads. There is a fourteenth row the browser above will never print. The Tides of Terraria crossover brought in an Enchanted Sword, and Enchant is not a variation on the Dark entry — it is the same five rank steps Elphidran gets, +40% on an uncondensed copy through 50, 60, 70 and 80% at ☆4, off the identical ladder. Crossover Pals carry no Paldex number, so a table keyed to one cannot hold them. The gate is the entire difference between the two. Elphidran pays nothing until its saddle exists at technology level 20, while the Enchanted Sword wants no gear anywhere and counts from a party slot without being summoned, which leaves Dark as the one element in this family whose bonus can be switched on for free. Fielding both still collects 80% once, since it is the same row and the same non-stacking flag, so read it as a replacement for the saddle rather than a route past the ceiling. It also breaks the type chart the other twelve keep to — a Neutral Pal paying out on Dark is paying on the element that beats it instead of the one it beats. Owning one is a dungeon run rather than a map sweep: it appears only in the deepest of the crossover's four dungeon layers, two or three at a time at level 42 to 44, sharing the top spawn weight there with the Illuminant Slime and the Illuminant Bat at roughly one encounter group in four. Spares for the Condenser do not cost a second trip. Pair the one you caught with any Slime but the Rainbow, or with either bat, and the egg is another Enchanted Sword.
Each adds one rank of a single job, and which job that is appears nowhere in the skill name: Clovee Gathering, Amione Watering, Cinnamoth Farming, Puffolt Generating Electricity, Katress Ignis Kindling, Petallia Planting, Smokie Cryst Cooling, Mycora Medicine Production, Tetroise Mining, Eikthyrdeer Terra Lumbering, Wumpo Transporting, Ribbuny Handiwork. Two things make these different from every other entry here: the bonus lands on your other base Pals rather than on you, so the Pal has to be working at the base, not summoned — and the value is identical at all five condense ranks, so a freshly caught copy is worth exactly as much as a fully condensed one. Take "other" literally. The rank is excluded from the Pal carrying it, so Katress Ignis assigned to a base is still doing its own Kindling at rank 3 while everything else on the plot works one step higher; the skill is only worth a slot if there are other Pals doing that job to lift. None of the twelve stacks either, so a second copy of the same Pal on the same base is a wasted slot — and with the ladder flat as well, this is the only family on the page where neither condensing nor duplicates buy anything at all. One caught copy is the whole skill, permanently, which makes these the cheapest base upgrades in the game and the ones to grab first. Three of them are inert until you build something, and nothing in the effect hints at it: Eikthyrdeer Terra, Wumpo and Tetroise each hold their rank behind their own saddle, at technology level 21, 45 and 48 — the base buff does not run before the saddle exists, even though it has nothing to do with riding. Those three gates are nowhere near the same size, and the flattest rank on the list is not the cheapest one to switch on. Eikthyrdeer Terra's saddle is 2 technology points and a recipe of 6 Leather, 24 Fiber, 12 Ingot, 3 Horn and 18 Paldium Fragment — buildable the hour it unlocks. Tetroise's is 3 points at level 48 and a bill of a different order: 32 Leather, 45 Paldium Fragment, 20 High Quality Cloth and 30 Refined Ingot. Price the last two lines in what they are actually made of and the gate reads plainly — 20 High Quality Cloth is 200 Wool and 20 further Leather, 30 Refined Ingot is 60 Ore and 60 Coal — so the one rank that lifts every miner on the plot is paid for with a mining run of its own, and the wool is the half that takes real time. Put a ranch on wool before you reach 48 rather than after, or the Mining rank sits unbuilt while the ranch catches up. Being rideable is not the trigger; Smokie Cryst is a mount too and its Cooling rank is live from the moment you catch it. Ribbuny is the one to grab first and the odd one of the twelve. Its rank covers Handiwork, the job the most workbenches, chests and production lines queue against; there is no saddle in the way; and it is a Neutral Pal early enough that most boxes already hold spares. It is also the only entry here that prints a combat ladder beside the rank — ranged attack from 15% climbing to 30% at ☆4, paid to your party rather than to the base — so it is the single Pal in this family where condensing still buys something, just never the half that lifts the plot. The one job nothing covers is Oil Extraction: the rank bonus for it exists in the game and no Pal in the Paldex carries it, so there is no Pal to hunt for.
Five rows in the browser at the top of this page read Work Speed, and no two of them mean the same thing — the number is only half of each skill, and the half left out is a condition the row never prints. Sekhmet is the only one of the five that pays a different Pal. Assign it to a base and every Anubis working that same base crafts 20% faster on an uncondensed copy, then 24, 28, 32 and 40% at ☆4 — nothing else on the plot is touched, because the buff names the Anubis line and no other. Sekhmet then carries a second and larger figure the table above drops entirely: +30% to its own work speed unranked, rising to +60% at ☆4, and that half is live only while it is assigned to a Primitive Workbench, High-Quality Workbench, Production Assembly Line, Production Assembly Line II, Advanced Workshop or Ancient Workbench. Stand it at a crusher, a mine or a farm and the +60% pays nothing. Between the two halves there is exactly one arrangement worth building — Sekhmet and Anubis both on Handiwork at the same crafting bench, Sekhmet collecting +60% for being there and Anubis collecting +40% for Sekhmet being there. Ribbuny Botan reads 200% climbing to 400%, the largest standing work-speed figure in the game, and it is gated harder than anything else on this page: it fires at the four weapon benches only — Weapon Workbench, Weapon Assembly Line, Weapon Assembly Line II and Advanced Weapon Assembly Line — and is an ordinary worker at every other structure. Jelliette and Jellroy run the same 50/60/70/90/120% ladder as each other and both are watering-only, plantation watering included; the fishing rows those two also carry belong to the fishing heading further up. Depresso's 100% climbing to 900% is the steepest ladder anywhere on this page and the one figure in the family that is not a standing base bonus at all — its row carries no working, party or summoned trigger of any kind, so reading it against the other four settles nothing.
Three Pals in the Paldex act on the two bars that drain while your base runs itself, and neither "sanity" nor "hunger" is a word you can find in the browser above, because the effects are labelled for the meter rather than for the problem. Shroomer Noct is the only Pal in the game that slows sanity loss for the Pals working your plot at all — no passive, no structure and no other partner skill does it — and the ladder is 10% slower on an uncondensed copy, then 11.5, 13, 14 and 15% at ☆4. Five points for the entire condense, the shallowest climb of any ladder on this page that is not simply flat, so the copy you catch is already two thirds of the ceiling and duplicates are better spent elsewhere. What it buys is fewer Hot Spring shifts on a base that would otherwise be pulling workers off the line to sit in one. There is a gate on it that the effect gives no hint of. Shroomer Noct is a mount, and its sanity bonus is held behind Shroomer Noct Saddle at technology level 39 for 2 points — the base does not benefit at all until the saddle exists, exactly like the Eikthyrdeer Terra, Wumpo and Tetroise ranks further up, and riding is no more the point here than it is there. Which mushroom you build matters more than it looks. Both Shroomer saddles sit at level 39, both cost 2 points, and their recipes are the same five lines — 20 Leather, 30 Fiber, 10 Refined Ingot, 30 Paldium Fragment and 20 mushrooms — differing only in whether that last line is 20 Mushroom or 20 Mysterious Mushroom. Only one of the two pays anything: plain Shroomer carries one of just two saddles in the game whose partner skill is the ride and nothing else, no number anywhere in it at any rank, with Melpaca at level 7 the other. Same shelf, same price, and one of them is empty. The Noct form is also the easier of the two to find — 189 spawn spots against 60 for the plain one, both day and night — and it drops the Mysterious Mushroom its own saddle asks for, 1 to 2 on every kill, alongside 4 to 8 Venom Gland. The other two slow the food bar instead, and neither has any gate on it whatsoever: Woolipop cuts how fast base Pals empty their stomachs by 10% unranked through 12, 14, 16 and 20% at ☆4, and Woolipop Terra runs the same idea half a tier up at 15, 17, 19, 21 and 25%. A Terra straight out of the sphere is already worth more than a Woolipop two condenses deep, which is the whole argument for hunting the rarer form — 26 spawn spots to Woolipop's 88, or bred from two alpha Woolipop Terra, or from an alpha Woolipop paired with an alpha Kikit. The slot is close to free either way. Both are Farming rank 1 Ranch Pals — the plain one laying Cotton Candy, the Terra form Caramel Cotton Candy — so the body you have to station at the base to get the discount is a body that was already earning its keep, and a quarter off the feed bill is a quarter fewer berries through the Feed Box on every base you put one on. One body is the whole of it, though. Same-tribe stacking is switched off on both food ladders, the way it is on Caprity in the row below, so a second Woolipop Terra parked next to the first takes nothing further off the food bar and is worth keeping only for the candy it lays. The discount is bought with ranks on one Pal, never with copies. Where that Pal stands matters too: the effect fires from the base camp and from nowhere else, so a Terra riding along in your party while your workers eat at home is doing nothing for them at all.
Two Pals put food back into a Pal that is running low, and both names point at the wrong thing entirely — Berry Picker and Venom Picker describe what the Pal drops standing in a Ranch, not what the skill does in the field, so anyone reading the browser above for a feeding effect skips straight past them. The row it prints, Regene Stomatch Hungriest, is the actual behaviour: while Caprity or Caprity Noct holds one of your five party slots, the game picks whichever Pal in that party has the least food left and hands it a flat block of satiety — 100 points on an uncondensed copy, then 120, 140, 160 and 200 at ☆4. Nothing is summoned, nothing is ridden and there is no key to press; it fires from a reserve slot underneath whatever you actually have out. The figure the table cannot show you is the clock the block arrives on, and that clock is what settles whether condensing one is worth it. The cycle is 300 seconds and it is written identically into all five ranks, so the Condenser buys a larger meal and never a shorter wait — twelve feeds an hour from a Pal fresh out of the sphere, twelve from one four stars deep. Weigh the points against food you would otherwise be hauling: Red Berries restore 15 satiety each, so an unranked tick is worth roughly seven of them and a ☆4 tick about thirteen, arriving every five minutes at no weight and no cost. Two things stop it short. It feeds one mouth per cycle rather than the party, so a full five-slot party is topped up one Pal at a time; and how far a tick goes depends entirely on who receives it, because stomach caps are not shared — 100 on the smaller Pals, 150 on Caprity itself, 600 on Jetragon — so the same 200 points that fill a little Pal from empty barely register on a big flyer. Do not slot two. The same-species stacking flag is switched off on this skill and both colours run one shared set of rows, so a second Caprity of either kind adds nothing whatsoever to the first. Which colour to keep is decided at the Ranch instead, the party effect being identical to the point: Caprity is Ranch rank 1 for Red Berries, Caprity Noct rank 1 for Venom Gland, and the plain form is far the easier of the two to run into at 393 spawn spots against 51.
One Pal in the Paldex holds a partner skill that fights the things attacking your plot, and the browser at the top of this page prints an empty effect row for it, because there is no percentage anywhere in the skill. Panthalus is stationed rather than assigned: leave it at a base and it stays in the air on its own, circling the plot and dropping attacks on anything hostile that wanders in, with no key to press and none of your five party slots spent on it. Every other base-side family on this page makes the plot produce faster — the work-suitability ranks above it, the hunger and sanity meters above those — and this is the only partner skill in the game that answers a raid instead. Two things about the body it costs are worth knowing before you clear a slot for it. It is one of only two Pals in the Paldex carrying no work suitability at all, so it will never pick up a shift at a bench or a furnace between fights; the slot is spent on defence and nothing else. And the skill is capped at one per base, the only per-base limit on this page, so a second copy in the box does nothing for a plot that already has one and the only use for it is a second plot. The damage step is graded in letters rather than numbers on the card in the game — nothing on an uncondensed copy, then S, M, L and XL — and the one rank ladder written against the skill runs 1.1× unranked through 1.3, 1.6, 2.0 and 2.5× at ☆4, the same ladder the twelve one-shot strike Pals further down this page climb. Nothing in the count at the top of this page treats Panthalus as rideable, and the reason is the saddle rather than the Pal: that figure counts saddles in the technology tree and this one has none. It flies regardless, and it is not slow — 3,000 sprint, beaten by Jetragon at 3,300 and by nothing else that can be ridden, which puts second place on the whole mount list behind a Pal whose saddle waits at technology level 79. Panthalus asks for no technology point, no leather and no bench: the flight is live the hour you catch it, and the base guard comes attached to it for free.
Cattiva and Lunaris raise your own carry capacity — Lunaris by triple what Cattiva gives, making it the single biggest weight jump available. The rest cut the weight of what you are already holding instead, with Fuddler, both Turtacles and Finsider Ignis reaching the top of that ladder. Read that top rung carefully, though, because none of these discounts is blanket — every one of them is written against a single class of cargo, and the classes do not overlap, so two weight Pals in the party is rarely two discounts on the same bag. Finsider Ignis is the one to know: its cut is the only one in the Paldex scoped to weapons, which means a fully condensed one carries a rocket launcher, a rifle and their spare for literally no weight at all and shaves nothing off the ore you mined on the way there. That flips it out of the hauling category entirely and into the raid loadout, and it pays twice from the one party slot — the same skill is the Fire entry in the weak-point list further down, so the arsenal it lets you bring also lands harder. Nothing in the other seven names says what they carry either, so here is the whole map. Only three of the eight discounts are written against an item class at all: Fuddler takes its cut off the stone class — Stone, Flint, Paldium Chunk and Meteorite Fragment — Munchill off the food class, and Reptyro with Reptyro Cryst off the ore class, sixteen items wide. The rest are hand-listed item IDs, and the lists are tiny. Turtacle holds the narrowest partner skill in the game: one entry, plain Ore, nothing else in the Paldex. Turtacle Terra holds two, Sulfur and Coal. Gumoss holds five — Wood, Hardwood, Mythical Wood, Ancient Bark and Fiber — which is the only place in the game Fiber is discounted by anything. That split is the whole argument over the mining slot. Ore weighs 8 a unit, beaten inside its own class only by Iron Ore at 10 and worth close to three of a Stone or a Sulfur at 3 apiece, so it is the heaviest thing a mining route hands you in bulk — and a ☆4 Turtacle deletes it from the bag outright while taking nothing at all off the Iron Ore in the next slot. Reptyro is the reverse trade: its class covers all sixteen, Iron Ore and Pure Quartz and Coralum Ore and Soralite and Paloxite among them, but it stops at 60% and Reptyro Cryst at 65%, so the breadth costs forty points of ceiling. Two party slots on the Turtacles zero out Ore, Sulfur and Coal — the three things an early route actually fills up on — where one Reptyro slot takes a little over half off everything. One boundary catches people out and there is no way to guess it: Paldium Fragment is filed as ore, so Reptyro discounts it and Fuddler does not, while Paldium Chunk is filed as stone and it runs the other way.
One Pal acts on the clock your food is running against, and it is the same Pal the weight list above files under the food class — Munchill. Icy Maw carries two rows, and the browser at the top of this page prints both, but the second is the one that gets skipped: Item Corruption Speed Rate, −30% on an uncondensed Munchill, then −42, −54, −66 and −80% across ☆1 to ☆4. Turn those into shelf life rather than rate and the ladder is steeper than the percentages look — seven-tenths of the decay speed is about 40% more time, a fifth of it is five times the time, so the Condenser buys roughly three and a half times what the Pal gave you on the day you caught it. Nothing else in the game does this at all: no other partner skill carries a decay row, no passive you can breed or roll onto a Pal touches spoilage, and no piece of gear does either, which makes this a one-Pal answer with no substitute. The two rows are scoped differently too, and one skill name hides that — the weight cut is filed against the food class and stops there, while the decay cut carries no item filter and no condition on the rest of your party, so nothing about what you are holding or what element your other four slots are can switch it off. What does bound it is where the food is sitting: the row is written against you, so it is the stack in your own bags that slows down and not the pile in a chest or a feed box at base. Read that against the built answer to the same problem — a Cold Food Box is a technology level 51 build that only ever protects one container at one base, where a party slot works from the moment the sphere sticks and travels with you. Nothing needs crafting for it, and a second Munchill adds nothing to the first. The trips it pays on are the ones that fill your bag with raw food: Fish Meat and Red Berries decay at twice the rate of a cooked plate like Spring Rolls and around twelve times the rate of a BLT, so a long fishing run or a hunting sweep is where a slot spent on decay beats a slot spent on damage.
Flopie owns the only partner skill in the Paldex that handles dropped items, and the table above prints nothing for it because there is no percentage in the effect anywhere. Give Flopie one of your five party slots and it turns up beside you on its own — it does not have to be the Pal you have summoned, so your active slot stays free for a mount or a fighter — and it scoops anything lying within reach into your bags while you keep walking. The pickup half is not gear-gated either; Flopie's Necklace buys you the ride and nothing else, so the collecting starts the moment the Pal joins the party. Its ladder is the odd one out on this page, measured in sizes rather than numbers: an unranked Flopie sweeps at the base radius and gets no bonus at all, then ☆1 through ☆4 widen the circle one step each — S, M, L, XL. That makes it the rare skill where condensing buys you less backtracking instead of a bigger number, and at the top step the drops from a whole fight land in your inventory without you walking the bodies. Two more Pals run the identical effect under a second name, Bat Backup — the Cave Bat and the scarcer Illuminant Bat from the Tides of Terraria crossover, same base sweep, same S-through-XL steps. Neither appears in the table above and neither can, because the crossover Pals carry no Paldex number; the Cave Bat is caught in the crossover's cavern dungeon, two or three at a time at level 36 to 38.
One Pal in the Paldex answers a locked treasure chest, and the table above prints nothing for it because there is no percentage in the effect anywhere. Stand at the chest with Mimog summoned, press the partner-skill key, and the lid comes off without a key being spent. Nothing has to be built first — Mimog is not a mount, no gear for it exists anywhere in the technology tree, so the skill works from the moment the Pal is yours. What it replaces is an entire branch of the tech tree. Without it a locked chest wants the matching Copper Key, Silver Key or Gold Key, or else the Lockpicking Tool line — three separate ancient technology unlocks at levels 16, 25 and 53 costing one, two and three ancient technology points, each tier good only for the one key grade it names, and every attempt after that a timing minigame you have to pass. The keys are themselves chest and fishing-junk loot, so the keyed route amounts to opening chests to earn the right to open chests. Read the ranks here differently from the other buttons on this page: the lockout falls from 80 seconds on an uncondensed copy through 60, 40 and 20 to 10 seconds at ☆4, while the grade of chest the skill can crack is identical at all five steps — so condensing buys frequency and never reach. Spares are the awkward part. Mimog sits outside the ordinary breeding table and its only pairing is alpha with alpha, so every copy you feed the Condenser has to be caught, and each catch means triggering a chest that is really the Pal.
The other one-Pal button, and the browser finds it even less easily than the chest opener above — Homeward Prayer has no percentage anywhere in it, so the effect column is blank, and the name never says where it takes you. Summon Dogen, press the partner-skill key, and you are standing at your nearest base. Nothing is built first: Dogen is not a mount and no gear for it exists anywhere in the technology tree, so the button is live from the catch. Two limits decide whether it earns a slot. It will not fire inside dungeons or the other sealed areas, which is precisely where a full inventory usually strands you, so treat it as an overworld hauling tool and not an escape hatch. And it chooses the destination — the nearest base, not the one you had in mind — which stops being a detail once you keep outposts in several regions. The ladder here is the lockout and nothing else. An uncondensed Dogen waits 16 minutes 40 seconds between trips, then 14:35, 12:30, 10:25 and 8 minutes 20 seconds at ☆4, while the trip itself is identical at all five steps: condensing buys exactly twice the frequency and never a longer leash. The game will not show you any of that. The skill text grades the reduction S, M, L then XL and prints no number, which is why the wait feels like it barely moves — half of the total drop is spread across the two middle ranks nobody reaches by accident. Spares are the cheap half, and that is the real gap between this Pal and Mimog: Dogen is a valid child of 250 different parent pairings, so the Condenser can be fed out of the breeding pen rather than the field. Catching them is short work too — its 52 wild points on Sakurajima collapse into two pockets, 36 at Moonflower Tower Entrance and 15 at Secluded Cemetery, identical by day and by night, at level 51 to 56. What you pay is the summon. This is one of the few skills on the page that only answers from the Pal you actually have out, so Dogen displaces whatever mount or buff would otherwise be standing there for the whole trip out — and Dogen's own Handiwork 4 is idle the entire time it walks behind you instead of standing at a bench.
Mining and logging bonuses here are the flat kind you get for having the Pal out while you swing — Astegon carries the largest mining figure of the group by a wide margin, Eikthyrdeer and both Mammorests tie at the top for trees, and Astegon and Smokie raise general gathering yield on top of that. Digtoise is the one to read differently: its mining figure is fixed at 640 across all five ranks, so a freshly caught copy is worth exactly what a ☆4 one is and the Condenser has nothing to offer it, while Astegon's climbs from 1,100 to 3,300 and is the only entry here worth feeding duplicates into.
Seven Pals touch the rod, and the first thing to sort them by is not the number — it is whether the skill works at all yet. Jelliette, Jellroy and Gloopie are free: none of the three is rideable, none needs anything built, and the bonus is live from the moment the Pal joins your party. The other four are mounts whose fishing bonus is locked behind their own saddle and does nothing before it exists — Whalaska at technology level 42, Solmora 65, Solmora Lux 66, Whalaska Ignis 71 — which means that for most of a playthrough the free three are the entire family. Whalaska is the one whose card understates it: it pays the same figure twice on every cast, once to where the gauge already sits when the minigame opens and again to how much each frame of overlap fills it, 5% on an uncondensed copy through 7, 9, 11 and 14% at ☆4 on both halves at once. Whalaska Ignis runs the identical pair at 7 through 17%, but its saddle lands 29 technology levels later, so the plain form is what actually carries you up the fishing tiers and the upgrade arrives after the climb is over. The technology level is not the whole gate on the Ignis form either. Its saddle wants 20 Soralite Ingot beside the 20 Flame Organ, and Soralite Ingot comes out of nowhere but an Ancient Furnace — that is another technology unlock at level 66 for 5 points, it needs Pals with high Kindling and high Cooling standing at it before it will run, and each ingot takes a hundred times the smelting time a Refined Ingot does. Plain Whalaska's saddle asks for Refined Ingot and Cryogenic Coolant, both of which you will have been stockpiling for tiers by the time you reach it, so the real distance between the two forms is much wider than 42-against-71 on the tech tree makes it look. The two jellyfish are not the same skill under two names, whatever the matching 55-to-95% ladders suggest: Jelliette pays on two channels, extra items off the line and extra drops off the Pals you hook, while Jellroy pays only on salvage — the junk-and-treasure hauls — so it is dead weight if you are fishing for Pals. Both also carry a watering speed bonus of 50% climbing to 120%, which is a base job and cannot run at the same time as the party slot, so pick one use per copy. Between the two sunfish there is no argument: Solmora Lux leads plain Solmora at every rank (74 through 82% against 70 through 80%) for the sake of one extra technology level, and it stacks an element switch and a ranged attack ladder on top. Gloopie is the odd one out, and its label is the most misleading thing on this heading. The 12% on an uncondensed copy through 17, 22, 28 and 35% at ☆4 is not a discount on a botched catch — it is how much more slowly the capture gauge drains during the frames your bar is off the fish, so the progress you have already built survives every lurch the hooked Pal makes. Nothing else in the seven works that half of the minigame: the jellyfish only change what a landed catch pays, the sunfish only change the quality of what bites, and both Whalaskas work the filling side. That leaves Gloopie as the only Pal in the Paldex that makes a minigame you are losing recoverable, and the only one that does it for nothing, since every other skill aimed at the gauge sits behind a saddle at technology level 42 at the earliest. The value is also inverted from every other figure here — a cast you track cleanly collects none of it, and the more the Pal fights the bar the more of the ladder you are actually spending, so it is worth most on exactly the casts you would otherwise lose. It pays from a party slot with the Pal never summoned, which means one slot for Gloopie and one for Jelliette is the entire free fishing kit: the first keeps the gauge alive, the second pays out what it lands.
One heading, two families that behave nothing alike, and the line between them is not the one the skill names suggest. Grintale, Broncherry and Broncherry Aqua are written against you rather than against any structure, and they are live only while the Pal holds one of your five party slots — Grintale for up to a 75% shot at a bonus egg, Broncherry Aqua turning up to 55% of eggs into alpha eggs and plain Broncherry 45%. Set any of the three to work at the base instead and you get nothing; they have to be riding along. The other four invert every one of those conditions. Braloha's breeding speed, Dynamoff's incubation time, Lullu's crop growth and Prunelia's harvest size all land on the building, and all four ask only that the Pal is assigned to that base. No party slot, never summoned, and — this is the part that catches people — not even doing the matching job, so a Lullu pinned to a Monitoring Stand and restricted to Transporting still lifts every Plantation on the plot. The other thing worth knowing here is that two of the seven stack and five do not. Lullu and Prunelia are the only partner skills in this family whose duplicates are not suppressed: a second copy assigned to the same base is a second working instance of the skill. Braloha, Dynamoff, Grintale and both Broncherrys are one-and-done, so spares there belong in the Condenser. That reverses the usual advice on Lullu, which owns the flattest ladder on this heading — 50% growth speed unranked to 70% at ☆4, twenty points for the whole condense, against a second caught Lullu that costs one capture and brings the full skill again. Prunelia is the opposite case and worth the condense: 18% extra harvest unranked climbing to 35% at ☆4 close to doubles it, and a second Prunelia still counts on top of the first. The last thing to settle before planning a base around any of the four building skills is whether the skill exists yet, because two of them sit behind a saddle even though nothing about the effect involves riding. Lullu and Prunelia need nothing crafted and start paying the moment they are assigned to the plot. Braloha's breeding speed stays dead until its saddle is built at technology level 36, which takes 3 technology points and then 20 Leather, 20 Cloth, 30 Fiber, 30 Paldium Fragment and 10 Refined Ingot — half the refined metal the Broncherry Aqua saddle wants, so the furnace is not the thing that holds this one up. The Cloth is: no other saddle on this heading asks for any, and 20 of it is 40 Wool, which means a ranch already producing wool is the prerequisite nobody warns you about. Dynamoff's incubation cut waits all the way to 66 — the latest gate on this heading, and a steeper one than the tech number alone admits, because that saddle costs 4 technology points and then asks for 10 Soralite Ingot, a metal that comes out of nothing but an Ancient Furnace. Building a hatchery around Dynamoff means building the furnace first. The same question is worth asking of the three party-slot skills, and there the answer is worse: every one of the egg Pals is a mount, and none of the three pays out until its own saddle exists — Grintale at technology level 19, Broncherry at 33, Broncherry Aqua at 44 — even though the bonus lands on you rather than on the saddle and the Pal never has to be ridden or summoned to collect it. That ordering runs against the numbers. Grintale hands you the biggest figure on this heading and asks the least for it; the alpha conversion, which is the reason anyone comes to this family, is the last thing on the page to switch on. Between the two Broncherrys the eleven levels buy ten percentage points at every rank and the recipe changes tier along with them — 20 Leather, 30 Fiber, 20 Paldium Fragment and 15 Ingot for the plain saddle against 24, 36, 24 and 20 Refined Ingot for the Aqua — so what actually holds up the 55% version is a furnace running refined metal, not the Pal, which you can be carrying from level 51 wild packs long before the gear is craftable. Plan the party slot around that: for the whole stretch between 33 and 44 the plain Broncherry is the only alpha conversion you own, and condensing it to ☆4 during that wait lands on 45%, exactly what an unranked Aqua would pay once its saddle finally exists.
Twenty-nine partner skills carry a clause that fires nowhere near you, and the browser at the top of this page cannot print a word of it: put the Pal on a Ranch and it drops an item on a timer for as long as it stays there. Eleven of the twenty-nine leave the effect column blank, and the other eighteen fill it with a number belonging to the unrelated half of the same skill — Foxcicle reads Ranged Attack and says nothing whatsoever about the Ice Organ stacking up in the box behind it. Searching for the product does not rescue it either, because not one of the twenty-nine skill names contains the name of the thing it makes. This is the largest family on the page and the only one that pays out of the base box rather than a party slot. The terms are shared and they are the loosest anywhere here. The Ranch asks Farming rank 1, all twenty-nine already clear it, and nothing in the family waits on a saddle, a piece of Pal gear or a technology level — the skill is live the moment the Pal is dropped on the plot. The building seats four at once, and only the top-tier weapon workbench and sphere assembly line take more, so one Ranch can run four different products side by side. It is also one of only twelve assignments in the entire build menu that drains no sanity at all from the Pal working it: a ranch Pal never sours, never queues at the Hot Spring and never has to be rotated out. Food at the ordinary rate is the whole upkeep. The real decision is the seven products made by more than one Pal, and it turns on two numbers no skill name mentions — the producer's own Farming rank, which is how fast it works, and how many wild spawns it has to be caught from. Ice Organ is the cleanest of them: Foxcicle works at rank 3 with 187 spawn spots against Mau Cryst at rank 1 with 3 in the entire world, so the harder Pal to find is also the slower one and there is nothing left to weigh. The two premium products go the same way — High Quality Cloth from Sibelyx Primo at rank 4 and 82 spots beats plain Sibelyx at rank 3 and 48, and High Quality Pal Oil from Dumud Gild at rank 4 and 312 spots beats Dumud at rank 1 and 368. The upgraded form is faster and no rarer in both cases, which is not how the rest of the Paldex usually behaves. Below that the picks are quieter. All three Flame Organ producers sit at rank 1, so availability alone settles it and Kelpsea Ignis wins at 786 spots against 232 and 134. Wool is worth a swap the moment you can afford one, because Melpaca and Cremis both work at rank 2 and the Lamball most people leave in there works at rank 1. Venom Gland has a producer nobody looks for: Depresso matches Caprity Noct rank for rank and turns up at 406 spawn spots against 51. Bone is the only genuine trade — Sootseer digs at rank 2 from 649 spots, Cawgnito at rank 1 from 1,463, and the second is the one you will already be holding. Two of the twenty-nine pay out more than the single item they are filed under. Shroomer alternates plain Mushroom with Cavern Mushroom, which is the one that matters — Cavern Mushroom is otherwise picked out of cave nodes by hand and sits underneath every tier of recovery medicine — and Dumud Gild adds a thin chance of Gold Coin on top of its oil. Five more have no second clause of any kind in the whole skill: Chikipi, Mozzarina, Mau, Mau Cryst and Vixy do nothing at all in a party slot, so the only question they ever pose is which four of them share the plot. The family has exactly one lever, and it is sitting in the rank list further up this page. Cinnamoth assigned to the same base raises Farming by a step for every other Pal on it, promoting a rank-1 producer to rank 2 without you catching anything — and because that bonus excludes the Pal carrying it, Cinnamoth costs you nothing at the Ranch itself, since it is not a producer. One is the whole gain; the rank skills do not stack and the value is flat at every condense rank. After that the only thing that moves a producer permanently is an Applied Ranching Handbook, so the running order for a new base is Cinnamoth first, then the rank-2 and rank-4 producers as you find them, and the rank-1 starters stay in until they are replaced.
Katress recovers up to half the spheres you miss with, which matters far more than it sounds during a long farming session. Wispaw, Muffly and Souffline each add up to five effective capture levels, but only under their own condition — a throw into the back for Wispaw, a frozen target for Muffly, a vine-bound one for Souffline. Wispaw's is the only one of the three you can set up on any target, in any fight, with nothing else in the party: the back bonus the game already pays for a sphere that lands behind a Pal is the trigger, and the skill widens that same bonus rather than adding a separate one, so circling round before you throw is the entire technique. Read the in-game card carefully on this one, because it undersells the Pal — it prints the effect as a size step of S through XL and prints nothing at all on an uncondensed copy, which already carries a capture level of it. Souffline is printed the same misleading way and is worth reading twice for a different reason, because its condition is the only one on this heading that arranges itself. Ivy-Covered is the Grass ailment — the same one Petallia Ignis hands the party immunity to two headings down — and Souffline's own learnset is Grass end to end, Wind Cutter at level 1 through Seed Machine Gun, Seed Mine and Grass Tornado, so summoning it means the Pal binding the target is also the Pal collecting on the throw. The cheaper arrangement leaves it in reserve and lets something else hang the vines. Needoll Noct puts Ivy-Covered on your own attacks at strength 2 unranked to 6 at ☆4, has no saddle or gear anywhere in the tree, and pays from a reserve slot without being summoned — so both halves sit in slots you were not using and your active slot stays free, which is the Ivy-Covered version of what Elgrove Cryst does for Muffly's freeze. Carry neither and the skill is simply inert: shoot the target with Fire, Water or Electric damage and there is no vine on it for those five capture levels to read. Those four share two things worth noting before the fifth: all of them are paid out of a reserve slot with the Pal never summoned, and not one of them needs anything built first. Yakumo breaks both rules, and it does not do what its heading implies — nothing is handed to the Pal you catch. What the skill moves is what you run into. While Yakumo is out, wild Pals are likelier to appear already carrying the same passive skills that particular Yakumo is carrying: 15% on an uncondensed copy, then 18, 21, 24 and 30% at ☆4. That makes the individual Pal the whole of the skill rather than the species. Breed or hatch a Yakumo that already holds the passives you want to farm and every sweep afterwards leans toward them; take out one with junk passives and you have spent the trip farming junk. It does not stack either, so a second Yakumo in the party is a wasted slot and spares belong in the Condenser behind the first. The two conditions are what to plan around. It is the only entry on this heading that has to be the Pal you have summoned, which costs you the active slot for the whole hunt and means it cannot run underneath a mount the way the other four can — and it is the only one gated behind a crafted item. The Yakumo Saddle is a 2-point unlock at technology level 41 asking for 50 Fiber, 40 Paldium Fragment, 30 Leather and 20 Refined Ingot, and the encounter bias is dead until that item exists even though it has nothing to do with riding. Wild Yakumo turn up at level 40, so owning one comes a long way before using one; the Leather in the recipe is Yakumo's own guaranteed drop, which means the pack you hunt to catch it also pays for the saddle.
One Pal in the Paldex is built around experience, and the search box at the top of this page will never surface it — that box reads Pal names and skill names, nothing else, and neither "Omascul" nor "Masquerade Dance" contains the word. The row it prints is Pal Exp Increase, and its ladder is steeper than almost anything else here: +40% on an uncondensed copy, then 44%, 52%, 64% and 80% across ☆1 to ☆4, so the Condenser buys exactly double what you started with rather than the few points most families add. Read the row literally — what climbs is the EXP your party Pals bank, not your own character level, so it shortens a team's grind and does nothing for yours. A second copy adds nothing on top of the first, which makes this a one-slot commitment: field one Omascul and leave the other four slots to Pals that fight. Nothing gates it, either — no saddle, no harness, no technology level — so it pays from the moment the sphere sticks, and the slot earns its keep on a tower route or a dungeon sweep, where the party is collecting anyway.
Eight Pals each raise one element's damage against weak spots, and all eight run the identical ladder — 25% uncondensed to 40% at the top of the condense ladder — so the pick is settled by the matchup, never by which Pal is stronger. What the list above will not tell you is which element each one covers: Croajiro Noct Dark, Penking Lux Water, Turtacle Terra Ground, Ribbuny Botan Grass, Univolt Electric, Finsider Ignis Fire, Moldron Cryst Ice, Blazamut Ryu Dragon. The bonus lands on your party Pals' hits as well as your own, but only for that one element, so it is dead weight unless the damage you are actually dealing matches it. Everything under this heading is paid out of a party slot with the Pal never summoned, and not one of the eleven stacks, so a second copy of the same Pal buys nothing and spares belong in the Condenser. One of the eight carries a second half that no column above can show, because what it moves is not a percentage: put Croajiro Noct on the ground, let it brace, then step onto its back and it throws you straight upward — a ledge, a cliff shelf or a nest you would otherwise circle around for. That half is measured in altitude, and it climbs on the same five steps as every ladder on this page: 25 m off an uncondensed copy, then 30, 35, 45 and 55 m at ☆4, so a fully condensed one puts you more than twice as high as the copy you caught. The wait between launches does not move across those ranks, so unlike the Mimog and Dogen buttons further up, every step of this one is height and none of it is frequency. That half is also the one thing on this heading the Pal has to be out for; the Dark bonus keeps paying from a reserve slot either way, and the ladder quoted above measures only the damage. Its plain form is the same springboard with the buff pointed somewhere else — Croajiro spends it on your own ranged attack, 50% on an uncondensed copy through 86% at ☆4, and hands your party Pals nothing — so the two are one jump with a choice of who collects, and neither is a mount or wants a saddle. The launch is the same on both forms and on their alphas, and no other Pal in the Paldex has it, which settles what a condense is worth here: whichever of the two you feed the Condenser for its own ladder buys the taller jump in the same step, and there is no way to get the jump without one of these two. Three of the eight are dead until a saddle is built even though nothing here involves riding, and the wait is wildly uneven: Univolt asks for its saddle at technology level 14, Blazamut Ryu's lands at 55 and Moldron Cryst's at 70. On the Dragon entry the level number is the smaller half of the bill. That saddle is a 4-point purchase and then wants 43 Leather, 57 Paldium Fragment, 60 Flame Organ and 43 Plasteel, and Plasteel is a separate 2-point unlock of its own at level 50 that smelts one bar out of 2 Crude Oil and 5 Copper Ore — 86 Crude Oil and 215 Copper Ore before a single stitch of the saddle exists. Riding is beside the point, since the weak-point bonus pays from a reserve slot like the rest of the heading, but the item still has to be built for any of it to fire, so what actually stands between you and the Dragon column is an oil supply rather than a technology level. The Ice column is the same shape with the bottleneck moved: Moldron Cryst's saddle is also a 4-point buy, and its bill is 24 Leather, 24 High Quality Cloth, 20 Ice Organ, 40 Paldium Fragment and 18 Coralum Ingot, of which only the last line is a wait. The ingot is a 3-point unlock of its own at level 62, nothing but the Gigantic Furnace will smelt it — 5 more points, level 58 — and each bar takes 2 Coralum Ore and 5 Coal, putting 36 ore and 90 Coal under the saddle before a stitch of it exists. That ore is in no rock face anywhere on the map; it comes off the sea floor, so the errand is fishing or shipping rather than mining. Two Sunreach Isle runs on Hard clear it while you are doing something else — 60 minutes each, 30 to 50 ore every time with nothing left to chance — and if you would rather not wait on a timer, the treasure spots in the World Tree pay 12 to 25 on every pull and the ones in Feybreak 2 to 18, both of them certainties as well. Read that against the element you came here for rather than as a ranking — the Dark, Water, Ground, Grass and Fire answers all start working the moment you catch the Pal, Electric costs a cheap early unlock, and Ice and Dragon are late-tree purchases you cannot bring to a mid-game fight at all. Three Pals sit outside the element rule and pay out on any weak-spot hit: Cryolinx Terra at 30% climbing to 60%, the largest weak-point figure of the group, then Vanwyrm Cryst at 30–50% and Vanwyrm at 20–40%. Two things separate those three from the element eight and both cut against the bigger headline number. They pay to you and to nobody else — the weapon in your hands only, with nothing reaching your Pals' hits the way the element rows do — so a party built to let its Pals do the damage collects nothing from any of them. And the Vanwyrms are gated where the element list would not lead you to expect it, their saddle and its Cryst version sitting at technology levels 21 and 22. Cryolinx Terra is the one whose figure is not what the column makes it look like, and it is the only entry here that is not a standing bonus at all. A weak-point hit is what arms the skill and the next weak-point hit is what spends it, so the opening shot of every engagement lands unbuffed and the ladder only pays if you can put a second aimed shot on the same spot. That makes it a scoped-rifle skill against something large and stationary — a tower boss, an alpha, a raid — and close to worthless while you are spraying into a crowd, which is the exact inverse of how the flat element rows behave. What it has over all ten of the others is that nothing stands in front of it: it is not a mount, no gear for it exists anywhere in the technology tree, and the Ground form spawns at 156 places on the map by day and by night with an alpha of its own, so a sphere is the entire cost of the biggest weak-point number in the game. One Pal on this heading carries a second ladder with nothing combat about it, and no column above can say where that half lands. Ribbuny Botan prints a work speed figure beside its Grass row — 200% on an uncondensed copy, then 220, 260, 320 and 400% at ☆4 — and that figure is written against the Pal itself and paid only while it is assigned to a base as a worker. It lifts Ribbuny Botan's own output and reaches nothing else: not your other workers, not the plot, not you. The two halves therefore live in different places and can never both be running. The weak-point boost is a party-slot bonus and stops the moment you set the Pal to work; the work speed is a base bonus and stops the moment you take it back into the party. Owning both at once means owning two Botans. The figure earns the second capture on its own — the largest work speed passive anywhere in the game is Demon's Hand at 90%, and an unranked Botan already beats twice that before a single passive rolls on top. What the multiplier is worth depends on which jobs the Pal can take, and it is a generalist rather than a specialist: Handiwork 2, Planting 2, Gathering 2 and Transporting 1, so a workbench or a plantation is where it turns into finished goods. Its plain form is the exact mirror of it, which is why the two are worth working the same base — Ribbuny hands one extra Handiwork rank to every other Pal on the plot and nothing at all to itself, while Ribbuny Botan pours the whole bonus into its own hands and lifts nobody else.
Twelve Pals here are the back half of a two-step and pay nothing on their own — the enemy has to already be carrying one specific ailment at the moment the hit lands, and only then does the skill fire. Which ailment that is appears nowhere in the skill name, so: Flaracle, Majex and Jormuntide Ignis all wait on Burn, Slowatt on Electrify, Silvance and Needoll on Ivy-Covered, Bakemi and Prixter on Poison, Roujay on Blind, Pierdon on Muddy, and Elgrove Cryst and Jormuntide on Soak. What each does with it splits the heading cleanly in two. Five bolt a second effect onto the hit — Flaracle and Silvance touch off an explosion, 40% on an uncondensed copy climbing to 60% at ☆4; Majex spins up a fire vortex at 15% to 30%; Slowatt throws a spark at 40% to 60%; and Bakemi cuts the target's attack, the steepest ladder of the group at 40% rising to 80%. Two things about those five are written nowhere on their rows. Three of them are not single-target hits: Flaracle's and Silvance's both detonate on the enemy that was carrying the ailment and wash over whatever is standing near it, and Slowatt's spark behaves the same way — the charge jumps out of the Electrified body into everything around it instead of resolving on the one enemy you hit — so the quoted percentage is collected by every body inside the burst rather than once. Those three are also the same number rank for rank, 40% out of the sphere and then 44, 48, 52 and 60% at ☆4 on all three ladders, so nothing but the ailment you have to apply first separates them, and the case for saving any of the three for a pack rather than spending it on a lone enemy is the same case in all three. What separates Majex from those three below is how long its fire lasts, not how far it reaches. And none of the five asks for your active slot. All five fire from any of the five party slots with the Pal never summoned, which is what makes the pairings under this heading cheap to actually run: the applier sits in one reserve slot, the detonator in another, and whatever you wanted fighting beside you is still the Pal you have out. Majex is the one in that half worth reading twice, because it carries the smallest figure under this heading and buys the most with it. The percentage is measured against your own attack damage, the fire lands on the enemy that was already burning rather than in front of you, and it stays there and keeps burning instead of resolving in a single hit — so whatever is standing beside that enemy, or walks into the flames afterwards, takes the damage as well. Against a lone target that is 15% once; against a knot of enemies with one of them alight it is the same 15% paid over and over and to every body in the fire, which is the case for saving the Burn pairing for crowds rather than spending it on a single enemy. The other six add no effect at all and simply multiply damage that is already landing on an afflicted target, every one of them on one shared ladder: 50% straight out of the sphere, then 53, 56, 60 and 65% at ☆4. That is the shallowest climb on this page — fifteen points for a full condense, where Bakemi one clause up moves forty — so an uncondensed copy already sits at better than three quarters of its ceiling, which makes these six the entries here least worth spending duplicates on. They also differ from the second-effect half in a way that matters more than the number: the multiplier is not keyed to your own hit. It rides your Pals' damage as well as yours, so the ailment pays out whether you or the Pal fighting beside you is the one connecting. Elgrove Cryst is the one that is not a probability at all. Its row prints 100 in all five columns because it is a certainty, not a chance: land a hit on anything currently Soaked and it freezes, first strike, no roll. Three things follow from that, and all three cut in your favour. The Condenser has nothing to sell it, so a copy caught this afternoon is the finished skill and spares are pure Condenser fodder for something else. Nothing has to be built — it is not a mount, there is no saddle and no gear in front of it, so the effect is live the moment the Pal is yours. And it is paid out of a reserve slot with the Pal never summoned, which leaves your active slot free for whatever is doing the soaking. Read that against the capture maths and it stops being a damage skill: freeze-and-throw is the largest deliberate swing in catch odds the game offers, Muffly adds up to five effective capture levels against exactly that condition, and Elgrove Cryst is the only thing in the Paldex that hands you a guaranteed freeze without an Ice attacker in the party at all. Feeding any of the twelve is the real problem, and there is a whole family built for it that the search box will never connect to this one: nine Pals hang a status rider on your own attacks, every one of them on the same strength ladder of 2 up to 6 across the ranks — Renjishi Burn, Snock Electrify, Needoll Noct Ivy-Covered, Dandilord Poison, Ophydia Soak, Venusa and Frostallion Noct Blind, Frostallion Freeze, Surfent Terra Muddy. Line the two lists up and every rider but one has something here that reads it — Renjishi into Flaracle, Majex or Jormuntide Ignis, Snock into Slowatt, Needoll Noct into Silvance or Needoll, Dandilord into Bakemi or Prixter, Ophydia into Elgrove Cryst or Jormuntide, Venusa or Frostallion Noct into Roujay, Surfent Terra into Pierdon. Freeze is the one rider left with nothing on this page that pays on it, which makes Frostallion's the only entry on that list worth carrying for the ailment itself rather than for a pairing. Extra slots are not a second route up either half of the pairing, and the flag that settles it is printed on the skill rather than on any row in the browser. Seven of the nine riders — Renjishi, Snock, Needoll Noct, Dandilord, Ophydia, Venusa and Surfent Terra — are marked non-stacking, so a second copy of the same applier parked in a second reserve slot contributes nothing to the ailment the first one is already hanging, and ranks are the only thing that moves that 2 toward 6. The two Frostallions are the only riders on the list carrying no such mark, and the exception buys nothing, because theirs is a saddle clause that fires while you are sitting in it and you can only sit in one. The receiving side reads the same: eleven of the twelve are marked, so a doubled multiplier is as dead as a doubled applier. Elgrove Cryst is the single entry under this heading with nothing of the sort written on it, and it is the one that does not need it — a freeze that already lands first strike has nothing left for a second copy to raise. So the working shape of a party built on this heading is five different skills rather than two doubled ones: one rider, one multiplier, and three slots free for something unrelated, with every spare copy of either half sitting in the Condenser instead. Cost decides which pairing you actually run, and it is wildly uneven. On the applier side the nine split three ways, and the split has nothing to do with which ailment is worth carrying. Renjishi, Snock, Needoll Noct and Venusa ask for nothing whatsoever — no saddle, no harness, no gear anywhere in the tree — and their rider is collected from a reserve slot with the Pal never summoned, so it runs underneath whatever you do have out. Surfent Terra and Ophydia pay out of that same reserve slot but only once their saddles are built, at technology levels 25 and 72; riding is not the point for either, the saddle is just the switch. The two Frostallions are the pair to read twice, because their riders are the only two in the family that are not reserve-slot effects at all: each waits on a level 62 saddle and then fires only while you are sitting in it, alongside the element swap and the ranged attack the same skill pays in that slot. That settles Blind on its own. Venusa and Frostallion Noct print the identical 2-to-6 ladder against the same ailment, and only one of the two will do it for free out of a slot you were not using — so the applier half of the Roujay pairing is a Venusa, and the Frostallion Noct version is something you collect incidentally while mounted for other reasons. Nine of the twelve Pals under this heading come free the same way — every one except Jormuntide, Jormuntide Ignis and Roujay, whose multipliers stay dead until their saddles exist at technology levels 40, 59 and 72. Of those three the Roujay gate is the only one whose number is worth pricing out, because its applier half is a Venusa and costs nothing, so the saddle is the entire bill for running Blind. It is 4 technology points at 72 and then 24 Leather, 24 Paldium Fragment, 20 High Quality Cloth and 10 Soralite Ingot — with no World Tree Holy Water anywhere in the chain, which is the whole difference between this late saddle and the ones above it. Two lines carry the work. The ingot is its own 3-point unlock at 66 and smelts from 2 Soralite and 2 Pure Quartz a bar, so 20 ore and 20 quartz; the cloth is 10 Wool and 1 Leather each, so 200 Wool and 20 Leather beyond the 24 the saddle asks for outright. Roujay pays a slice of that back itself — 3 to 4 Leather on every kill, so the 44 the build needs comes off farming the Pal you are building it for. And unlike the Ophydia and Surfent Terra saddles below, this one is not only a switch: Roujay is a flying mount, 1,350 sprint on 200 stamina, so the gear that wakes the multiplier is also the bird you travel on. Among the nine, the three free multipliers price out in a clear order: Needoll is 366 spawn points between levels 31 and 40 with an alpha at the top of that band, which makes an Ivy-Covered multiplier about the cheapest thing on this heading to own; Prixter is 70 points on Sakurajima, better than nine in ten of them across the southern sandbar and the west coast, at levels 48 and 49; and Pierdon is the scarce one at 16 points, every last one on Flamepulse Islet between levels 42 and 50 with an alpha at 50. Dandilord's poison is a 30-second button on a 50-second lockout from the timed-buff family below, so that pair only runs in windows — and it is also the one pair whose applier you can skip outright, because Poison Arrows put the ailment on the target themselves and unlock at technology level 8 for a single point. That arrow is also the whole of what Prixter asks for, which makes it the least conditional pairing under this heading: one technology point spent before level 10, a Pal with no gear in front of it that never has to be the one summoned, and a flat 50% on anything poisoned with no window to watch and no duplicate to feed it. Ophydia sits at the far end: its Soak rider is a mount skill, dead until its saddle exists at technology level 72, which is later than almost anything else quoted on this page. That gate is not the one to plan around, though, because Soak comes off Water moves and nothing else — so the working version of the Elgrove Cryst combo for most of a playthrough is the element switch from the family below. Azurobe turns your own shots into Water damage from technology level 24, forty-eight levels ahead of Ophydia, which means one shot soaks and the next one freezes with a reserve-slot Elgrove Cryst doing the work and Muffly in the third slot collecting on it. Failing that, any Water Pal summoned and fighting soaks the target for you — you just have to be the one who lands the follow-up, since the five second-effect skills key off your hit and not your Pal's — the six multipliers, as above, do not care which of you connects.
Two Pals in the Paldex switch something off in the world instead of doing anything to you, to a Pal or to an enemy, and both of the things they switch off grow in the same place. Take the spores first, because that is the only half of this heading the browser at the top of the page prints at all, as a flat 1 in all five columns, which is not a bonus of any size. Silvance carries Defuser Explosive Spore beside the explosion ladder described one heading up, and that flat 1 is a switch rather than a figure: it is live the hour the Pal is yours, the Condenser has nothing to sell it, so a wild catch is already the finished version and every duplicate is free fodder for something else. What it switches off is spore detonation — the hazard growing through the World Tree, which is both the ground Silvance itself lives on and the ground you have to keep walking for World Tree Holy Water and Mythical Wood, neither of which anything crafts and both of which are picked up off the floor there. The protection is not yours alone either — it is handed to the rest of your party as well, so whatever you are riding through the spores stops taking the damage with you. And nothing is built in front of it: Silvance is not rideable, there is no saddle, harness or gear keyed to it anywhere in the technology tree, and like its explosion it pays out of any of the five party slots with the Pal never summoned. The alternative is worth pricing exactly, because it is the only other way to hold this effect and the browser above cannot show it: the Explosion-Resistant Undershirt is the single piece of equipment in the game carrying the identical passive, and it wants technology level 76 and 5 points to unlock, then 10 Explosion-Resistant Fiber and 50 Mythical Wood per shirt. That fiber has exactly one source — the level 70 alpha Silvance, which pays 5 to 10 of it on every kill with nothing left to chance — so one or two clears cover the craft. Read the choice as slots rather than as effort: the Pal costs you one of five party slots and nothing else, while the shirt costs an accessory slot you may want for something else and asks you to farm the same Pal you could simply have caught. Anyone already carrying Silvance for the Ivy-Covered explosion is holding the immunity for free. The second Pal under this heading has no row here whatsoever. Dandilord is normally filed under the timed buffs further down this page, and both of the rows the browser prints for it are poison — the strength 2 through 6 its button puts on your own attacks, and the flat 100 that makes you and your party immune to being poisoned. Neither of those is what earns it a place here. Mist Stalwart separately cancels the corrosive mist that hangs over the World Tree, and no number, column or search term anywhere on this page can tell you so, because that half of the skill is written into its description rather than into a value the table can hold. Read the two hazards as unrelated rather than as one hazard of two strengths: the spores detonate, the mist corrodes, they cover different stretches of the same ground, and a party carrying one of these Pals takes the other's damage in full. Walking the World Tree unharmed is therefore two of your five party slots, not one. What Dandilord asks for those slots is nothing at all — the mist immunity runs on the same terms as the poison immunity beside it, collected from a reserve slot with the Pal neither summoned nor ridden, live the hour you catch one, identical at every condense rank, and flagged non-stacking, so a second Dandilord is a slot spent on nothing. The built alternative mirrors Silvance's down to the price. The Corrosive Mist Mask is an accessory rather than a shirt, and it sits on the identical gate — technology level 76 for 5 points, the same level and the same cost as the undershirt above — then wants 10 Toxin Filtering Membrane and 30 Paloxite. The membrane has one source and it is this Pal: the level 70 alpha Dandilord pays 5 to 10 on every kill with nothing left to chance, while wild ones drop none, so a single clear covers the mask outright. The Paloxite is the line that costs time rather than luck — the hardest World Tree expedition returns 15 to 30 a run and recycling Ancient Relics turns up more, but it is still 30 units of an endgame ore for something a caught Pal does for free. Price the two hazards together and the choice is stark: both shirts and masks come to two equipment slots, 10 technology points and two alpha farms, where Silvance and Dandilord come to two party slots and one afternoon of catching.
One Pal in the Paldex answers the fight by avoiding it, and the family is as narrow as a family on this page gets: five rows in the entire passive table move enemy sight detection, and all five of them belong to Snugloo. Nothing else in that table touches the stat — not another partner skill, not a Pal passive, not one of the passives that ride on gear — so there is no second entry here to weigh it against and no way to add to it. An uncondensed Snugloo cuts how readily enemies notice you by 50%, then 55, 60 and 65 up the next three steps, and 75 at the top: a flat five points a step until the final one, which is worth ten, so the Starfruit that finishes the ladder pays double the three that got you there. Two limits are written into the row itself. The number is aimed at the trainer and not at the Pal, so it hides you rather than whatever you have out fighting, and the skill card rules out a second copy outright — two Snugloos in the same five slots do exactly what one does. Nothing gates the rest of it: no saddle, no technology level, no crafted gear of any kind, and it is written as a party effect rather than a summon, so it pays from a reserve slot underneath the mount you are actually riding. That leaves catching one as the whole price, and Snugloo does not hide from you: 21 spawn points, 17 of them on the Frostbound Mountains Summit, and the day and night maps are the same 21 either way.
The heading above hides you from the enemy; this one prices the hit you take while hidden. Void-Dweller multiplies what the trainer deals to anything that has not entered combat yet, and it is the only row in the partner-skill table that reads that state at all — no second skill, no Pal passive, no passive riding on gear moves it — so there is nothing to add to it and no rival entry to weigh it against. An unranked Hoodle adds 50%, then 60, 70 and 80 up the next three steps, and 100% at ☆4, which is three Starfruit worth ten points apiece and a fourth worth twenty — the same top-heavy ladder Snugloo runs. The ceiling is the largest damage figure printed anywhere on this page: the status-conditional family further down stops at 65% and only pays once the target already carries the right ailment, weak-point damage stops at 60%, and the weapon-scoped rows peak at Bushi Noct's 65%. What the number does not come with is their uptime. Those pay again every few seconds for as long as the fight runs; this pays exactly once, because the target is in combat the instant your first shot lands. Read it as an opener rather than a damage stat — it sets what the first hit is worth and then does nothing until the next fight. Nothing gates the rest of it: Hoodle is not rideable, has no saddle, has nothing built for it anywhere in the technology tree, and the skill is written as a party effect rather than a summon, so it collects from a reserve slot underneath whichever mount or fighter you actually have out. That is what makes it the natural second half of the heading above. Snugloo lowers how readily enemies notice you, Hoodle doubles what the hit they never saw is worth, both are non-mounts with no crafting bill between them, and the pair costs two reserve slots and one night of catching each. One warning before you leave it in the party permanently: the doubling is aimed at the trainer, so it applies to the softening shot on a Pal you meant to capture. Against an alpha with a deep health bar that is the point; against an ordinary wild Pal it turns the opener into a kill and the sphere never gets thrown, so swap to a weaker weapon for the first hit or bench the Hoodle on a catching run. Getting one is night work. Our spawn table holds 115 placements after dark against 37 in daylight over the same ground, concentrated in Farcry Marsh, the Enchanted Firmament and Waterlily Gorge, and Hoodle is nocturnal — walk that ground at noon and roughly two thirds of the board is simply not there.
Ten Pals subtract from what the enemy deals rather than adding to what you deal, and this family is a checklist rather than a ranking: nine of them cover one element each, and between them they cover all nine exactly once — Sootseer Neutral, Elphidran Aqua Fire, Snock Lux Water, Bulldosu Electric, Petallia Ignis Grass, Kitsun Ice, Wumpo Botan Ground, Kitsun Noct Dark, Pierdon Cryst Dragon. All nine run the identical ladder, 15% off an unranked copy through 17, 20, 24 and 30% at ☆4, so inside the family the pick is decided by what is hitting you and never by which Pal is stronger. The cut covers your party Pals' incoming damage as well as your own, it is live from a party slot with the Pal never summoned, and it does not stack — a second copy of the same Pal is wasted, so spares belong in the Condenser. Seven of the nine also hand the party a flat immunity to the status their element inflicts, and in a lot of fights that half is worth more than the percentage, because it is on in full at every rank and condensing cannot improve it: Burn on Elphidran Aqua, Soak on Snock Lux, Electrify on Bulldosu, Ivy-Covered on Petallia Ignis, Freeze on Kitsun, Muddy on Wumpo Botan, Blind on Kitsun Noct. Sootseer and Pierdon Cryst carry no immunity because Neutral and Dragon attacks inflict no status. The tenth, Aegidron, sits outside the element rule entirely — it cuts explosive damage by 60% unranked climbing to 80% at ☆4, the largest damage reduction anything on this page grants, and makes the party immune to Stun. That last figure carries the steepest bill on the page. Aegidron is the one entry in this family whose skill does nothing until an item exists: its saddle sits at technology level 79, tied with Jetragon's for the last partner-skill gate anywhere in the tree, and neither the explosion cut nor the Stun immunity pays out before that saddle is built — even though both are collected from a reserve slot and neither has anything to do with riding. Read the recipe rather than the level. The 30 Leather, 10 Flame Organ, 46 Paldium Fragment and 24 High Quality Cloth are unremarkable by level 79, the cloth costing 240 Wool between them; the 18 Paloxite Ingot are not. That ingot is a technology unlock of its own at level 74 for 4 points, a single one fuses 2 Paloxite and 1 Soralite with 1 World Tree Holy Water, and each takes twenty times the crafting work of the finished saddle. The Holy Water is what paces the whole build, because nothing crafts it — it is picked up off the ground in the World Tree, five to ten at a time. Aegidron is the far end of that scale rather than an exception to it, because five of the nine element resists carry a gate of their own. Four do not: Sootseer, Snock Lux, Petallia Ignis and Pierdon Cryst are not rideable, have nothing built for them anywhere in the technology tree, and pay out of a reserve slot the hour you throw the sphere — so Neutral, Water, Grass and Dragon are covered for the price of catching. The other five are mounts, and a mount holds its cut back until its saddle exists: Elphidran Aqua's at technology level 32 for 2 points, Wumpo Botan's at 51 for 4, Bulldosu's at 53 for 3, Kitsun's at 57 for 2 and Kitsun Noct's at 59 for 3. Riding has nothing to do with it — the Pal collects from a party slot either way — but neither the percentage nor the status immunity pays a thing before the saddle is built, which leaves Fire, Ground, Electric, Ice and Dark off the checklist for most of a playthrough. Two of those five bills are heavier than their level suggests: Bulldosu wants 30 Plasteel on top of 24 Leather, 24 Fiber, 15 Cloth and 24 Paldium Fragment, and Wumpo Botan wants 24 Beautiful Flower on top of 36 Leather, 60 Fiber, 12 Refined Ingot and 48 Paldium Fragment. The two Kitsun forms are the cheaper builds and the more expensive decision, because they are one Paldeck entry with two separate unlocks two levels apart — 25 Leather, 10 Cloth, 15 Flame Organ and 20 Paldium Fragment buys the Ice cut and freedom from Freeze, 30 Leather, 10 High Quality Cloth, 30 Flame Organ and 40 Paldium Fragment buys Kitsun Noct's Dark cut and freedom from Blind, and taking both costs 5 technology points and two trips to the bench. Elphidran Aqua is the only one of the five you can realistically have running before the endgame, so the Fire cut is the one to plan a slot around and the other four are things you fit in after the tree is nearly finished. One footnote belongs on the Pal that opens the checklist. Sootseer is carrying a second effect that has nothing to do with damage at all: stand it on a Ranch and it turns up Bone, and it is one of only two Pals in the game that will — Cawgnito is the other, and Sootseer is the better hire of the pair at Farming 2 against Cawgnito's 1. How much it digs rises on the same five steps the resist does, a single Bone from an unranked copy up to five at ☆4. What makes that awkward is that the two halves cannot both be running: the Neutral cut is read off a party slot, and a Ranch is not a party slot, so a Sootseer put to work is a Sootseer not softening anything. The clean answer is two of them, which the rest of this family never wants — the resist refuses to stack, so a spare is otherwise Condenser fodder, and here the spare has somewhere to stand. Worth knowing before you feed one: the other route to Bone is a corpse or a shop counter, 23 Pals drop it and all six shop families stock it at 200 Gold, and the Ranch is the only tap that refills itself.
The mirror of the family above, and the easier one to waste. Nine Pals add Defense to the Pals in your party rather than to you, one element each, and between them they cover all nine exactly once — Sibelyx Primo takes Neutral, Rooby Fire, Gloopie Primo Water, Nitemary Botan Grass, Dinossom Lux Electric, Rayhound Cryst Ice, Kikit Ground, Wistella Dark and Dinossom Dragon. A single ladder runs through every one of them, 15% on an uncondensed copy climbing through 17, 20 and 24 to 30% at ☆4, so no Pal here is stronger than another and the only decision is which element you actually fight with. Where the resists above shield you and the Pal together, this bonus is read off the Pal receiving it and stops there — it does nothing for the damage you personally take, and a guard whose element does not match the Pal you send out is an empty party slot. Each of the nine carries the element it covers, so it is always at least buffing itself, and none of them stack, so a second copy of the same Pal adds nothing and the spare belongs in the Condenser. All nine pay out from a party slot with the Pal never summoned, and none of them reach a Pal sitting in the Palbox or working a base. Six of the nine are live the moment you catch them. The three rideable ones are not, and the gate has nothing to do with riding: Dinossom's saddle at technology level 24, Rayhound Cryst's at 32 and Dinossom Lux's at 34 each have to be built before the Defense line pays anything at all, on foot or in the saddle. The three bills are not the same shape either. Dinossom asks 15 Leather, 30 Fiber, 10 Ingot and 20 Paldium Fragment, Dinossom Lux the same four at 18, 36, 12 and 24, and both are entirely base-made. Rayhound Cryst carries a fifth line neither of the others has — 20 Ice Organ behind 24 Leather, 48 Fiber, 20 Ingot and 30 Paldium Fragment — and it is the only Pal drop gating any skill on this heading. The wall is softer than it reads: 31 Pals carry Ice Organ and every one of them hands it over on every kill, Rayhound Cryst included at 1 to 2 a body, with Reindrix and Foxcicle paying 2 to 3, so seven or eight kills in the snowfields you are already hunting in clears the whole gate. Dual elements are the other way a slot goes to waste. Dinossom is Grass and Dragon but guards Dragon only, Dinossom Lux is Electric and Dragon but guards Electric only, so neither covers the Grass half of its own kit — that one is Nitemary Botan's. Gloopie Primo splits the same way, Water and Neutral on its own sheet but covering Water alone, with Neutral left to Sibelyx Primo. Two of the nine also have work waiting for them at the base, which is where the line about a guard never reaching a Pal on the plot stops being a footnote. Rooby puts Flame Organ on a ranch and Sibelyx Primo puts High Quality Cloth on one, and only the second is awkward to give up. Sibelyx Primo and plain Sibelyx are the only two Pals in the game that produce High Quality Cloth on a ranch at all, and Sibelyx Primo works it at Farming rank 4 against Sibelyx's 3. The ways around it are both worse than a party slot: the recipe is a level 36 technology costing 2 points and then 10 Wool and 1 Leather per cloth at the High-Quality Workbench, or 2,640 Gold apiece from the Caravan Shop. Rooby has no such problem — 37 Pals drop Flame Organ at a flat 100%, Rooby itself at 2 to 3 a kill, so killing them is faster than ranching them. That makes Sibelyx Primo the one Pal on this heading whose duplicate has somewhere better to be than the Condenser: first copy in the party holding the Neutral buff, second copy on the ranch, and both halves of the Pal running at once.
Nineteen rows in the browser at the top of this page are labelled Defense, and exactly three of them are measured against your character. The other sixteen — the nine element guards directly above, plus Kingpaca, Kingpaca Cryst, Sweepa, Elizabee, Leafan, Knocklem and Knocklem Ignis — are read off the Pal, which is why Knocklem can print 200% and still do nothing whatsoever for the damage you personally take. The three that are yours split by condition. Lapiron carries by far the largest figure any partner skill grants your character, 50% on an uncondensed copy through 52, 55, 59 and 65% at ☆4, and it is keyed to sprinting alone — it is armour for closing distance and for running away, and it switches off the moment you stand still to fight. Menasting and Menasting Terra are the unconditional pair at 5% unranked through 6, 7, 8 and 10%, small enough that the Electric drop bonus riding on the same slot is usually the better reason to carry one. The remaining six never touch the Defense stat at all, and they are what makes this family worth a slot. Warsect and Warsect Terra put a barrier on you off your own melee hits; the two skill cards read Cast-Iron Shell and Fullmetal Shell but point at one identical set of rows, 5 unranked climbing to 9 at ☆4, so the pick between them is purely which one you can catch. That ladder is the one on this page most often read backwards, because the figure is not the shell. The trigger is a fixed five melee hits and the number is the window they have to land inside: five seconds on an uncondensed copy, then 6, 7, 8 and 9 at ☆4. Condensing therefore buys no protection whatsoever — the barrier is the same size at every rank and you simply get most of a second per duplicate to chain the five, which is worth spending on only if you keep falling one swing short. It counts your swings and nothing else, so the whole skill is dead on a gun build no matter how much damage you are putting out, and hits from the Pal fighting beside you never touch the counter. Tropicaw stretches the invulnerable window inside a dodge by 5% through 9%, the one entry here that rewards timing rather than gear. Lamball prints nothing in the table above because its skill is not a number — you hold it as a shield, and the Condenser has nothing to sell it. Seven of the nine cost only the sphere: nothing to build, nothing in the technology tree, and all seven pay out from a reserve party slot with the Pal never summoned. The two gated ones are the two heaviest. Silvegis cuts 65% of the damage your shield absorbs on an uncondensed copy, rising to 80% at ☆4, and shortens the pause before the shield refills by 30% through 60% — both collected from a party slot with no riding involved, and neither paying a thing until its saddle exists at technology level 60. Hartalis is stricter again — saddle at technology level 70, and the barrier only exists while you are actually in it — but its ladder is the one to read, because it is not a percentage: it is the wait between barriers, 150 seconds on an unranked copy, then 120, 90, 60 and 30 at ☆4. Five times as many barriers for four duplicates is the steepest Condenser payoff of any defensive skill on this page, and the table above prints none of it. The riding condition is also a smaller tax than it reads, because the saddle is buying a second thing at the same time: the Pal underneath the barrier is the fastest ground mount in the game and the only one holding 1900 sprint and 400 stamina together, and it can jump three times before it comes down, so ledges that would normally cost you a dismount and a climb stay on the route with the barrier still up. None of the nine stacks with a second copy of itself.
One Pal, one row, and the only partner skill in the game that hangs an attack on the dodge button. Rolling or dodge-stepping spins up a whirlwind that hurts whatever it brushes past — Grass damage at Power 40 on an uncondensed copy, then 50, 60, 70 and 80 at ☆4. That ladder is the reason the heading exists. The other Pals that swing on your behalf, further down this page — Lifmunk, Tanzee, Tanzee Ignis, Daedream and both Dazzis — print no numbers whatsoever in the table above, because the Condenser has nothing to sell them, which makes Carnibora the one partner-skill attack whose damage flatly doubles across four duplicates. Nothing gates it: not a mount, no saddle, nothing anywhere in the technology tree, and the whirlwind fires from a reserve party slot with the Pal never summoned, so it runs underneath whichever mount or fighter you actually have out. It does not stack, so a second copy in the party is a wasted slot and spares belong in the Condenser. Field it beside Tropicaw from the heading directly above and both skills read the same two inputs — Tropicaw stretching the invulnerable window inside the roll by 5% through 9%, Carnibora putting damage inside that window — which turns the evade you were pressing anyway into an opener, for two reserve slots and no build cost. Do not expect Xenolord to lift the number either: its +20% through +50% is scoped to the partner skills of weapon-wielding Pals, which is the family this one is not in. The bill is a desert trip. Carnibora holds eleven spawn points and ten of them sit in the Deep Sand Dunes with the eleventh in The Furthest Flats, identical by day and by night, so it asks for heat gear rather than a boss kill. The cheaper route is to let it walk to you: the Tier 3 wild-Pal raid on a Sky City base opens with three Tropicaw, three Leafan and three Carnibora at level 13 to 15, which is both halves of the dodge pair delivered in a single wave.
Ten Pals do to Attack what the nine guards two headings up do to Defense, and this is the harder half to find: all ten print the same Ranged Attack row that fifty-one entries on this page share, so the browser files them among forty-one Pals doing something else entirely and no search separates them. The ladder is the guards' own — 15% on an uncondensed copy through 17, 20 and 24 to 30% at ☆4 — so no Pal here hits harder than another and the element is the entire decision. Cremis and Ribbuny take Neutral, Kelpsea Water, Kelpsea Ignis Fire, Sparkit Electric, Foxcicle Ice, Dumud Ground, Bristla Grass, Hoocrates Dark and Quivern Dragon: all nine elements covered, Neutral twice. The number is read off the Pal receiving it, exactly as the Defense mirror is, so it lifts what your Pals hit for and never the weapon in your own hands. None of the ten stacks, which makes the doubled element a settled question rather than a choice — Ribbuny over Cremis every time, because Ribbuny is the only Pal in the family paid twice and the same slot hands every Pal working your base a rank of Handiwork, where Cremis brings the percentage and nothing else. Dumud is the dual-element trap the mirror family also has: Ground and Water on its own sheet, Ground alone in the buff, with the Water half left to Kelpsea. Timing is where this half beats its mirror outright. Nine of the ten cost only the sphere, and six — Cremis, Hoocrates, Sparkit, Kelpsea, Kelpsea Ignis and Ribbuny — sit inside the first forty-five Paldeck entries, so most of the coverage is catchable in the opening hours. Only Rooby manages that on the Defense side, where five of the nine are subspecies you will not meet for a long time. Quivern is the exception and the only rideable Pal in the group: its Dragon line pays nothing whatsoever until the Quivern Saddle exists at technology level 38, whether you are riding it or leaving it in a reserve slot.
The table above shows nothing usable for any of these four: Lyleen and Lyleen Noct have no scaling row at all, and Petallia's only row is a base-camp work rank that has nothing to do with what the Pal is carried for. All four hold a heal you fire yourself, and the ladder it climbs is a separate number the card never reaches. Petallia restores 75% of your health on an unranked copy, then 77, 79, 82 and 85% at ☆4; Petallia Ignis runs 80, 82, 84, 86 and 90%; Lyleen matches it at 80% through 90%; Lyleen Noct is the biggest at 85, 87, 89, 91 and 95%. Size is not what separates them, though — the lockout is. Both Petallias recharge in 150 seconds against 300 on both Lyleens, and that figure is fixed at every rank, so condensing buys percentage points and never frequency. Petallia Ignis is the one that falls out of that: it matches Lyleen's healing to the point and gives it back twice as often. What the Lyleens hold over it is reach, since their heal restores your party Pals by the same percentage it restores you, while both Petallias heal the player and nobody else. None of the four is gated behind an item you have to build, so the button works the moment you catch the Pal — and Petallia Ignis is the only one of them that also pays out while it just sits in a slot, through the resistance family above.
Separate family from the four above and easy to miss, because neither of these two is a button you press. Both tick health back on their own, second by second, for as long as the Pal holds one of your five party slots — never summoned, never ridden, nothing to aim. The rate is a percentage of maximum health per second, which is why the table above prints figures under one and they look like rounding errors: Flambelle restores 0.1% a second on an uncondensed copy, then 0.15, 0.2, 0.3 and 0.5% at ☆4, and Celesdir runs 0.15, 0.225, 0.3, 0.45 and 0.75%. Read those per minute instead and the family makes sense — 6% a minute up to 30% on Flambelle, 9% up to 45% on Celesdir. Both tick onto you and onto every Pal in the five slots at the same rate, the carrier included — the effect names the Pal itself beside the player as a target, so a Flambelle mending the party is mending itself in the same pass. The condition that decides whether either is worth a slot is one the effect never advertises: the tick only runs while you are out of combat. It cuts off the instant a fight starts and resumes when it ends, so this is not sustain you can lean on under fire — it is the thing that saves you the potion between fights, on the walk back, and while you are mining or building. For that job it is close to unbeatable, because it costs nothing and never runs out. What you cannot do is buy more of it with a second slot. Every rung of both ladders carries the flag that bars a second Pal of the same species from adding anything, and the game admits it in the skill text you are shown the first time you catch one: two Flambelles in the party heal at one Flambelle's rate, and the second slot has bought a spare body rather than a faster tick. Celesdir buries the same rule inside a split skill — its Neutral-ally attack and speed half is flagged the opposite way, so the two halves of the one Pal do not answer to the same stacking rule, and a second Celesdir still leaves the heal exactly where it was. The flag is written per species, so the duplicate is the case it settles, and that is the case worth knowing here: Flambelle is common enough that ending up with two in the party is an easy accident, and this is the one family on the page where the accident spends a slot on nothing. Which of the two to carry is settled by technology level, not by the number. Flambelle is free in every sense — a Paldex 25 Fire Pal common enough to stumble into in the first few hours, with no saddle, no gear and no unlock in front of it, so the regen is live from the moment you catch one. Celesdir is gated behind its own saddle at technology level 54 and does nothing at all before that item exists, riding or not. That makes Flambelle the whole family for most of a playthrough and Celesdir a late upgrade that buys you half again the rate while also bringing a mount and the Neutral party rate from the first heading above. One Pal that looks like it belongs here and does not: Teafant. Soothing Shower fires once when your health falls under 30% rather than ticking continuously, so it is an emergency valve that works mid-fight, the exact inverse of these two.
Two Pals hold a skill that does nothing whatsoever while a fight is going well, and no word in the browser above puts them together — one row is labelled for a blast, the other for a heal, and neither of them says what has to happen first. What has to happen is your own health crossing a line, and that line is a number the table never prints: Dupin waits for half, Teafant for 30%. Neither line moves on the Condenser — all five ranks of both skills carry the identical threshold, so ranking one up buys a bigger payout and never an earlier one. Dupin is the one worth building around. Fall under 50% and it detonates around you for 100 power on an uncondensed copy, then 110, 130, 160 and 200 at ☆4, and in the same instant your own attack climbs 30%, then 35, 40, 45 and 50%. Read that second half carefully, because it is not shaped like the timed buffs directly below: there is no key to press, no window and no lockout, the percentage is measured against you rather than against the Pal, and it switches itself off the moment you get back over half health. That makes the two regenerators directly above an actively poor pairing — they tick you across the line on their own and quietly end the bonus — and it makes a slot of Dupin worth most on the builds that live low anyway. Neither Pal is a mount, neither has a saddle or a single piece of gear anywhere in the technology tree, and both pay out of one of your five party slots with the Pal never summoned, so your active slot stays free for whatever you are actually riding.
Two Pals in the Paldex answer a knockout instead of trying to prevent one, and the browser at the top of this page shows a blank effect column for both, because neither ladder is written in percent. Gildra's Resurrection asks for no input whatsoever — while it is the Pal you have out, the moment it drops it gets straight back up in the same fight — and what it pays is its Hunger bar, emptied to nothing on the way. Food in your bag is therefore part of the skill rather than an afterthought, because what comes back up is a starving Pal. Nothing gates any of it: Gildra is not rideable and no gear item keyed to it exists anywhere in the game, so the effect is live from the catch, which is a very short list on a page where 124 skills sit behind a bench item first. Condensing buys the lockout and nothing besides. An unranked Gildra waits 10 minutes between revives, then 9:10, 8:00, 6:30, and 4 minutes 40 seconds at ☆4. Read the steps rather than the total: the first is worth 50 seconds and the last 110, so unlike Dogen's clock further up this page — four identical steps of 125 seconds — a half-climbed Gildra keeps most of its original wait and all the value sits at the top of the ladder. Climbing it is cheap, because 194 different parent pairings produce a Gildra and the copies come out of the breeding pen rather than the field. The bill is the summon: this only fires from the Pal actually standing beside you, and Gildra is a Handiwork 5 and Medicine Production 4 body, so every minute it walks behind you is a minute it is not at a bench. Herbil holds the mirror of that and picks up the player instead — go down while it is out and it puts you back on your feet where you fell. It is slower at every rank: 11 minutes 40 seconds unranked, then 11:00, 10:20, 9:40, and 8 minutes 40 seconds at ☆4, still nearly double the wait Gildra finishes on. It also has gear of its own where Gildra has none, Herbil's Harness at 20 Leather, 40 Fiber, 20 Ingot and 25 Paldium Fragment. Neither is a fight-winner, and both are worth exactly what a wipe costs you at the time — run them where dying is expensive and the walk back is long, not in a fight you can afford to lose.
Five entries on this page do nothing at all until you press the partner-skill key, run for a set number of seconds and then go on lockout — and the table above prints their ladders as though they were standing bonuses. The seven element-switchers two headings below are keyed the same way and are kept apart from these because the switch, not the number, is what you pick them for. Read the window before the percentage: Knocklem holds its buff for 40 seconds against a 50-second cooldown, Dandilord 30 against 50, Gorirat and Nox 30 against 60. Those timers hold at all five ranks with one exception — Nox's 60-second wait shortens to 50, 45, 40 and 30 seconds as it condenses — so everywhere else condensing buys a bigger number and never a longer window or a shorter wait. What splits the family is who the buff is pointed at. Knocklem, Knocklem Ignis and Gorirat aim it at the Pal itself, which means it is worth nothing unless that Pal is the one you have summoned and the one dealing the damage — none of it touches you or your weapon. That is why the figures dwarf everything else here: Knocklem lifts its own ranged attack and its own defense together, 50% on an uncondensed copy through 200% at ☆4; Knocklem Ignis runs the same pair at 60% to 210%; Gorirat pays ranged attack alone at 75% climbing to 300%, the largest percentage anywhere on this page. Ranged attack is meant literally, and it leaves a hole in two of the three — Knocklem's level-70 Rocky Impact and Gorirat's Ground Pound are melee moves and gain nothing from the button, which on Knocklem is the hardest-hitting move it ever learns. Knocklem Ignis is the exception with eight ranged moves and no melee at all, so its 40-second window covers the whole moveset. Nox and Dandilord reverse the target and pay you instead. Nox adds 20% to your own ranged attack unranked through 40% at ☆4 — small beside the self-buffers, but it lands on the gun in your hands rather than on a Pal's move list. Dandilord's 30 seconds put poison on your attacks instead, on a strength ladder of 2 through 6 up the ranks, and it carries a second effect that has nothing to do with the key: flat immunity to poison for the whole party, paid out of a reserve slot, on permanently and identical at every rank. That same reserve slot is also doing a third job no row on this page prints, cancelling the corrosive mist over the World Tree — the world-hazard heading further up has the terms and the gear it replaces. Nothing in this family is gated behind anything built — no saddle, no Pal gear on any of the five — so the button is live from the moment you catch one.
Seventeen mounts rewrite what element your damage counts as for as long as you stay in the saddle, and the table above shows that row as +1% in all five columns, which is not a bonus of any kind — the row is a switch, so it reads as on at every rank and condensing never moves it. Which element you are switched to is written nowhere in the skill name, and three of the row labels do not match the element they hand you either: Element Leaf is Grass on Quivern Botan, Element Electricity is Electric on Beakon, Helzephyr Lux and Solmora Lux, and Element Earth is Ground on Gildane. The rest read straight — Azurobe Water; Azurobe Cryst, Univolt Cryst, Beakon Cryst and Frostallion Ice; Pyrin, Ragnahawk and Chillet Ignis Fire; Helzephyr, Pyrin Noct and Frostallion Noct Dark; Chillet Dragon. Fifteen of the seventeen then carry the identical attack ladder beside the switch, +5% on an unranked Pal through +20% at ☆4, so the percentage decides nothing inside this family — you are picking a mount for the element you want your shots to count as, and that answer moves with the target rather than with the Pal. Only the Frostallions break the pattern, doubling the ladder to +10% through +40% and layering a rider onto your attacks as well, freeze on Frostallion and darkness on Frostallion Noct, both climbing across the same five steps. The cost of the switch is easiest to read on Quivern Botan set against plain Quivern: Quivern pays a flat +15% rising to +30% and leaves your damage type alone, so the Botan version spends ten points of attack at ☆4 on element control, which is only worth it when the thing you are shooting is actually soft to Grass. Beakon and Beakon Cryst carry a third row on top of all this, and it is the per-matching-ally kind from the first family above, not a flat one. Everything here is saddle-gated and the spread is wide: Chillet at technology level 11 is by far the cheapest way into the mechanic, Beakon Cryst at 71 the last. That spread is the wrong number to plan against, though, because you are shopping for one element rather than for the mechanic in general. The floor per element runs Dragon at 11 on Chillet, Water at 24, Dark at 25, Ice at 27, then Electric and Fire together at 29, Grass at 45 and Ground at 54 — and eight elements is the whole coverage the seventeen manage between them, with nothing in the Paldex that switches your damage to Neutral. Everything sitting above one of those floors is a repeat that has to earn a later saddle on something other than the switch, and most of them cannot. Chillet Ignis at 40 hands you the same Fire and the same +5% to +20% that Pyrin already gives at 29 and Ragnahawk at 33; Univolt Cryst at 64 and Beakon Cryst at 71 arrive 37 and 44 levels behind Azurobe Cryst for the identical Ice; Helzephyr Lux at 47 and Solmora Lux at 66 both repeat Beakon's Electric. Only the two Frostallions buy anything with the wait. Read that as a caution about the plain forms as much as the variants — if you are already riding Chillet for Dragon damage from level 11, its Ignis form is a second Pal and a second saddle bought for one element, not an upgrade to the mount you have. Materials are the one place it wins its own matchup: 20 Leather, 30 Fiber, 10 Cloth, 10 Flame Organ and 30 Paldium Fragment for 2 technology points, the only Fire switch with no ingot in its saddle and half the Flame Organ of the other two, against Pyrin's 15 Copper Ingot and Ragnahawk's 20. By level 40 a smelter has been running for a long time, so that rarely decides it. Materials settle something on the Ground seat as well, and there the surprise runs the other way. Gildane closes the element list at 54, the last of the eight floors, and yet its saddle is the shortest recipe on this heading — 40 Leather, 60 Paldium Fragment and 20 High Quality Cloth for 3 technology points, three materials where every other entry lists four or five. Only Chillet's at level 11 matches it for carrying no ingot, no organ and no fluid anywhere in it; every switch above level 40 apart from this one is paying a furnace, the Grass answer nine levels earlier wanting 30 Refined Ingot and 10 Cryogenic Coolant beside its cloth. What Gildane asks for instead is wool. The cloth is a 2-point unlock of its own eighteen levels back at 36 and each one fuses 10 Wool with a Leather, so Ground damage costs 200 Wool and 60 Leather all in and not one thing that has to be smelted. Lamball, Melpaca and Cremis are the Pals that produce Wool at a Ranch, all three Neutral and none of them scarce, so the entire bill can be sitting in a chest well before the technology level that spends it — which leaves the element that arrives last as the one you are readiest for. Which element to be carrying is settled on the element matchup chart, not here.
Seven Pals hand you the same element switch the seventeen saddles above sell, and charge nothing for it. Not one of them is rideable, not one has a saddle or a harness anywhere in the technology tree, and the key is live the hour you catch one — press it and your attacks count as a single chosen element for 30 seconds while your ranged attack climbs 30% on an uncondensed copy, then 35, 40, 45 and 50% at ☆4. All seven run that exact ladder, which means the percentage decides nothing inside the family. The element does, and no skill name here says which one: Wixen Fire, Wixen Noct Dark, Elgrove Grass, Finsider Water, Icelyn Ice, Anubis Ground and Prixter Lux Electric. Seven Pals, seven elements, one apiece — Dragon is saddle-only on Chillet and Neutral is not on offer in either family. The window is what you pay instead of technology points. Thirty seconds of buff against a fifty-second lockout is 60% uptime at the absolute best, and condensing moves neither figure — unlike Nox two headings up, all five ranks hold the same 30 and 50, so ☆4 buys twenty percentage points and not one extra second. Three more conditions come attached. The Pal has to be the one you have summoned, so none of these can quietly run underneath a mount or a drop multiplier the way the party-slot families do. Weapons lock while the buff is up, so whatever you are holding when you press the key is what you finish the window with — pick the gun first. And ranged attack is meant literally: your shot damage moves and your melee does not, so a club build collects the element switch and none of the percentage. Two copies of the same Pal do not stack. Which of the two families to use is settled element by element, and it splits cleanly in half. Water, Fire and Grass belong to this one — Finsider spawns at 679 places between levels 1 and 40, more than the other six put together and early enough that Water damage is essentially free from the opening hours; Wixen turns up from level 23 against a Fire saddle at 29; and Elgrove from 24 lands 21 levels ahead of the Grass saddle at 45, the widest gap on either list. The other four run the other way, and by a lot: Icelyn does not appear below level 42 where the Ice saddle sits at 27, Wixen Noct is a night-only hunt across 184 spots from level 46 against a Dark saddle at 25, Prixter Lux from 65 against Electric at 29, and Anubis from 68 against Ground at 54. So the rule of thumb is not that one family beats the other — it is that for the four late elements a mount gets you the switch at a fraction of the level and a quarter of the attack bonus, and this family is the upgrade you swap to when you finally have the Pal. Icelyn is the one exception to the hunting, since it is stocked by the Black Marketeer as well and arrives from the counter at level 50-55, which is the only way to buy an element switch outright rather than earn it.
Two Pals raise the damage of a single element outright, and both differ from everything else on this page in who collects the bonus and when. The percentage is measured against the Pal rather than against you — it lifts what Selyne and Shadowbeak themselves throw, never the weapon in your hands — and it runs only while you are actually in the saddle. Summoned at your side, sitting in a reserve slot or assigned to a base all read as off, which makes this the one family here you can switch off by dismounting mid-fight. It is not a cousin of the element switch in the heading above either: that one rewrites what element your own shots count as and this one leaves your gun alone entirely, so the two answer different questions despite both being saddle skills on a Dark flier. Both run the identical ladder — 15% on an uncondensed copy, then 17, 20, 24 and 30% at ☆4 — and neither stacks, so a second copy of the same Pal is a wasted slot and spares belong in the Condenser. Coverage and timing are what separate them. Shadowbeak lifts Dark alone from a saddle at technology level 47; Selyne lifts Neutral and Dark at once from its own at 53, and it is the only partner skill in the Paldex that raises two elements instead of one, with neither figure discounted for it. Both unlocks cost 4 technology points and sit six levels apart, so the earlier bird is a stopgap rather than a rival — Selyne also sprints 1,600 against Shadowbeak's 1,200. What makes a figure this modest worth a saddle at all is how much of each kit falls inside it. Eight of Shadowbeak's nine level-up moves are Dark, the lone exception being the 40-power Air Cannon it starts with, and eight of Selyne's nine are Neutral or Dark, the exception there being Comet Strike at level 18 — so a ☆4 copy of either is carrying its full 30% on very nearly everything it throws. Breeding is where that quietly breaks. Not one of the thirteen moves Shadowbeak can inherit is Dark, so every egg move you could hatch onto it lands outside its own buff, and only five of Selyne's thirty-two sit inside — the imports worth wanting on paper, Dragon Meteor, Diamond Rain and Thunderstorm at 600 power apiece, all take nothing from the skill. Spend an egg-move slot on an off-element import only when you need an answer the Pal's own element cannot give you, never for the damage number.
One Pal in the Paldex charges you for its number, and the browser at the top of this page has no column for the charge. Celesdir Noct reads +40% ranged attack on an uncondensed copy and +80% at ☆4, one of the larger figures anywhere on this page, and the same skill bleeds the Pal's health away for the whole time that figure is live. No other partner skill in the Paldex carries that cost — the effect exists once in the game's effect table and nowhere else — so there is no cheaper version of it to fall back on and nothing to price it against. Three things decide whether the trade is worth taking. The first is what the bonus lifts: ranged attack and nothing else, so a Pal built on physical moves collects none of it and pays the health anyway. Celesdir Noct is the obvious carrier for its own skill because all eight of its level-up moves are Shot-category, from the 70-power Dark Cannon it starts with to Dark Nova at level 70, which means the full 80% lands on everything it throws. The second is when it runs. Both halves are keyed to the Pal being the one you actually have out — a reserve party slot pays nothing and costs nothing, and recalling the Pal switches the bonus and the drain off together, which is the whole safety valve. The third is the gate, and it is the harshest on this page: the skill is dead until the Celesdir Noct Saddle exists, and that unlock sits at technology level 78 for 4 points — third-latest saddle in the entire tree, behind only Jetragon's and Aegidron's at 79 — so it answers an endgame question and never an earlier one. The Pal it shares Paldeck 157 with is the sharper comparison. Celesdir unlocks twenty-four technology levels sooner, pays a much smaller 2 to 6% of ranged attack and movement for each Neutral Pal in the party instead of a large one to a single Pal, and ticks health back on rather than off. Both walk, run and sprint to identical numbers, so travel never settles it: the Neutral half is a party-wide trickle you can own most of a playthrough earlier, and the Dark half is one big number on one Pal with a bill attached.
Five Pals raise the damage of the weapon in your hands rather than anything the Pal does, and this is the family where the skill name hides the most: each of the five covers exactly one weapon class, and not one of the names says which. Pupperai and Bushi Noct melee, Robinquill bows, Nyafia shotguns, Xenogard energy weapons. All five pay that percentage out of a party slot with the Pal never summoned, and none of the five stacks, so a second copy of the same Pal buys nothing and spares belong in the Condenser. Four run the identical ladder — 10% on an uncondensed copy through 15, 20, 25 and 35% at ☆4 — which leaves the class, not the number, as the only thing to pick on. Bushi Noct prints 30% climbing to 65% and is the one figure here not to chase: its bonus is live only while you are out of combat, so it pays the opening swing on something that has not noticed you and switches off the instant the fight is on. Plain Pupperai is the melee buff that actually runs through a fight, at a little over half the headline. What rescues the bigger number is the half of Void Blade that never shows up in a weapon-damage table: Bushi Noct is one of two Pals here that also answer the partner-skill key, and the only one of the two that answers it with a move off a Pal's own list. The button throws Iaigiri — Fire, 160 power, reaching 5,000 on its own and hanging Burn at 50 — multiplied 1.1× on an uncondensed copy through 1.3, 1.6, 2.0 and 2.5× at ☆4, which is 400 power landed at full rank, the same figure as Apocalypse thirty-two levels of the move list later. So the two halves cover for each other exactly where the other is dead: the percentage pays the swing on something that has not turned around yet, and the button is what you have once it has. The price is the active slot, which only one other Pal in this family asks for. Plain Bushi holds that identical button on the identical ladder and carries no percentage behind it at all, so the Noct form is not a different skill to learn — it is the same button with the out-of-combat buff bolted on, and there is no reason to keep the plain form for the attack once you have the dark one. Nyafia is the second key, and its gear name is the instruction: the shotgun is built for the Pal to hold rather than for you. Trigger it with Nyafia as the Pal you have out and it opens up on whatever is standing close, no aiming asked of you, at power 50 on an uncondensed copy through 55, 65, 80 and 100 at ☆4. Two headings further down this page cover the other Pals that shoot on command, and that column lands between them: larger than everything filed under firing alongside you — Lifmunk 15 to 25, Tanzee 20 to 40, Tanzee Ignis 30 to 50 — and larger than Foxparks at 15 to 25, but half of what Jolthog and Tocotoco throw at 100 to 200 and a fifth of Pengullet at 250 to 500. What decides whether the level 52 bill is worth paying early is that the two halves want different things. The percentage exists only while a shotgun is in your hands and is collected from a reserve slot; the burst needs the Pal summoned and does not care what you are carrying, so the gun pays something the hour it is built even with no shotgun in your box. That gap can be long. The class runs to eight weapons and the technology tree researches only half of them — the Makeshift Shotgun at level 30, then nothing at all until the Energy Shotgun at 63, the Prototype Shotgun at 69 and the Beam Scatter at 75. Double-Barreled, Pump-Action, Semi-Auto and Core Eject appear nowhere in the tree, so a found schematic is the only route to any of the four, and whether the percentage has anything worth multiplying in the eleven levels after 52 depends entirely on what your drops have handed you. The researched four are not close to each other either: a common Prototype Shotgun reads 1,167 attack against 402 on a common Energy Shotgun and 508 on a Beam Scatter, so the same 35% is worth roughly three times as much on the level 69 gun as on the level 63 one, and this is a skill whose ceiling arrives late no matter when you unlock it. Two of the five are gated and three are not — Pupperai, Robinquill and Bushi Noct need nothing built and pay from the moment you catch one, while Nyafia's Shotgun at technology level 52 and the Xenogard Saddle at 41 hold the damage half hostage even though it is paid from a reserve slot and has nothing to do with riding. Where the classes end is the part that catches people. Robinquill covers the nine bows and none of the three crossbows — Crossbow, Fire Arrow Crossbow and Poison Arrow Crossbow are filed as a separate weapon class and gain nothing from it. Pupperai covers every melee weapon in the game except three, all of them crossover gear: Nightglow, Terraprisma and the Drone Launcher. Bushi Noct carries no such exclusion, so those three are the only melee weapons the weaker skill misses and the stronger one does not. Xenogard is the odd one of the five, because "energy weapon" is not a class the game files anything under — it is a fixed list of thirteen weapons that cuts straight across the categories the other four are built on: the Laser Rifle, Charge Rifle, Overheat Rifle, Plasma Rifle and Vortex Beater; the Laser Gatling Gun; the Energy Shotgun and Beam Scatter; the Plasma Cannon and Beam Launcher; and the Beam Sword, Laser Sword and Plasma Multicutter, which are melee. Three of the thirteen therefore sit inside Pupperai's reach as well and two inside Nyafia's. Timing is what to plan around, and the saddle level badly understates it: the gear unlocks at technology level 41 and the earliest weapon on the list, the Laser Rifle, at 51, so there are ten levels in which the skill is fully unlocked and there is nothing craftable for it to touch. After that the list arrives at 54 for the Plasma Multicutter, 57 Beam Sword, 59 Laser Gatling Gun, 61 Plasma Cannon, 63 Energy Shotgun, 64 Overheat Rifle, 65 Charge Rifle, 73 Laser Sword, 75 Beam Scatter, 78 Plasma Rifle and 80 Beam Launcher — so this is a skill you catch early and cash in at the very end of the technology tree, and it is worth the Paldex slot only if energy weapons are what you intend to finish the game holding. Two footnotes on that list: the Vortex Beater sits outside the technology tree entirely, since it is crossover gear rather than a researched schematic, and the Laser Gatling Gun is named only from its second schematic rarity upward, which makes a common-rarity one the single weapon here the bonus does not reach.
Three Pals read the weapon in your hands without touching its damage figure, which is why none of them belongs to the family above and why nothing in the browser puts them together — their rows are labelled Reload Speed Up, Damage Up Last Bullet and Bullet Hit Stack Buff, and no two of those look like relatives. Frostplume shortens the reload itself, 20% on an uncondensed copy through 26, 32, 38 and 50% at ☆4. Xenovader pays out on the round that empties a full-auto magazine and on nothing else, +100% damage on that one shot unranked climbing to +160% at ☆4. Orserk turns every bullet that connects into a five-second buff on the Pal fighting beside you — 1% attack and defense per hit on a freshly caught copy through 5% at ☆4, stacking thirty deep, so holding the cap is worth +30% at the bottom of the ladder and +150% at the top. All three are collected from a party slot with the Pal never summoned, none of the three is a mount, and no Pal gear for any of them exists anywhere in the technology tree — so unlike the weapon-damage family above there is no level to reach, and the skill is live the moment the Pal is yours. None of the three stacks with itself, so spares belong in the Condenser. Magazine size is what settles which of them earns the slot, and it pulls two of them in opposite directions. Xenovader is paid once per magazine, so the bonus is worth exactly what your reload cycle is short: both Gatling Guns hold 100 rounds and hand it over on one shot in a hundred, while a Combat SMG at 42 to 50 rounds depending on schematic rarity and a Heavy Assault Rifle at 30 to 46 collect it two to three times as often. The guns that hit hardest per trigger pull are the ones it can never touch, because the effect names full-auto weapons and the Musket, the Single-Shot Rifle and every launcher fire a single round at a time. Orserk wants the opposite weapon entirely. Thirty stacks inside a rolling five seconds means thirty bullets landed inside five seconds, which nothing but a high rate of fire delivers, so the same 100-round Gatlings that waste Xenovader are the only things that reach Orserk's cap — and its buff is the one entry on this heading paid to your Pal rather than to you, so a party built to let you do the shooting collects nothing from it at all. Frostplume is the one that pays on every gun that reloads, and the shorter the magazine the more of the fight it covers: the Musket and the Single-Shot Rifle carry one round and the Double-Barreled Shotgun two, which makes reload speed indistinguishable from fire rate on all three. One weapon it cannot help at all, and the game data says so plainly — the Overheat Rifle at technology level 64 carries no magazine figure whatsoever, because it never reloads and overheats instead. Set the ladder against the only other reload bonus anywhere in the game and it is not close: Reload Master is a passive worth 4%, with an Implant that grafts it onto a Pal, so an unranked Frostplume is five of those and a ☆4 one twelve and a half. Condensing splits the three cleanly. Frostplume is the only one of them you can farm — it turns up at 100 places on the map by day and by night, 141 separate breeding pairs land on it, and it is the boss of the Astral Mountains Cavern, so the 50% column is an ordinary afternoon's work, and every copy you kill on the way there drops 1 to 2 Ice Organ at 100%, which is the material the Cryogenic Coolant and Azurobe Cryst bills further down this page are waiting on. Xenovader and Orserk have exactly one pairing each in the whole breeding table, themselves with themselves, so every copy toward a higher rank has to be found rather than hatched — plan those two around their unranked figures and nothing above them. Last, the name, which describes nothing that happens: Frostplume neither moves nor attacks for this skill.
One Pal in the Paldex alters what your ammunition does on impact rather than adjusting a damage figure, and the search box at the top of this page will not surface it for "bow" or for "arrow", because it reads Pal and skill names only and Lantern Enchantment mentions neither. Every arrow you loose detonates where it lands for an extra 15% on an uncondensed Loomen, then 18%, 21%, 25% and 30% up the rank ladder. The percentage is taken off the damage you were already dealing rather than pinned to the Pal, so unlike most numbers on this page it keeps growing every time you upgrade the bow or the Attack behind it. Two things decide whether it earns a slot. It pays out from any of your five party slots without having to be the Pal you actually summoned, so the companion you fight beside is still your own choice, and it is a different effect from the equipped-weapon bonus two headings up — a party running Loomen alongside Robinquill collects both at once. Against that, the game refuses to stack the explosion with itself: a second Loomen in the same five slots contributes exactly zero, so every spare copy belongs in the Condenser pushing the one you keep toward the 30%.
Four Pals add their own hits to your attacks rather than raising a number, and the table above prints a usable ladder for none of them. Three are toggles on a timer and the fourth has no button at all. The three toggles are the same shape and the tech tree puts them within two levels of each other, which is exactly why the difference between them is easy to miss: Lifmunk's Submachine Gun is a one-point unlock at technology level 11, Tanzee's Assault Rifle another single point at 12, and Tanzee Ignis's two points at 13. Build the gear, press the partner-skill key, and the Pal opens fire on its own until a timer runs out. All three then wait 120 seconds before you can call it again — and that shared lockout is the only figure they share. Lifmunk shoots for 20 seconds a window against 10 for both rifles, so it is up twice as long and hits far softer while it is: power per shot runs 15, 16, 18, 21 and 25 up the ranks on Lifmunk, 20, 22, 26, 32 and 40 on Tanzee, and 30, 32, 36, 42 and 50 on Tanzee Ignis. Read the ends of those ladders against each other and the squirrel loses outright — a Tanzee Ignis caught this afternoon and never condensed already beats a ☆4 Lifmunk, and a ☆4 one doubles it. Neither the window nor the lockout moves at any rank on any of the three, so the Condenser buys power here and never uptime. One thing Lifmunk holds over both rifles, and it is not on any card: its gun rides on your head and locks out throwing a Pal for the whole 20 seconds, while a Tanzee in gunner mode leaves that free, so you can still put a mount or a fighter on the field mid-burst. Between the two rifles there is nothing to weigh up once you are past level 13. Tanzee Ignis leads by ten points of power at every step and asks for one more technology level, one more technology point, 10 Flame Organ and double the Paldium Fragment — 6 Ingot, 18 Stone, 18 Wood, 10 Flame Organ and 20 Paldium Fragment against plain Tanzee's 5 Ingot, 15 Stone, 15 Wood and 10 Paldium Fragment — all of it first-camp material with no furnace or late organ anywhere in it. Owning one is no harder than owning the plain form either: Tanzee Ignis spawns at 27 places on the map by day and by night, and 52 separate breeding pairs land on it if you would rather hatch one, Cattiva with plain Tanzee among them. Neptilius is the one with no button: as long as it holds a party slot, water spear strikes chase your own attacks with no duration, no cooldown and no need to have it out. It is gear-gated all the same — the whole skill is dead until the item exists, so Neptilius adds nothing before you reach technology level 64 for its saddle.
Three Pals fight for you without being asked. Give any of them one of your five party slots and it turns up beside you and opens fire on whatever is hostile — no key to press, no window, no lockout, and no need for it to be the Pal you have summoned, so this runs underneath a mount or a fighter for free. The table above is blank for all three, and the ladder it is hiding is a multiplier on the bolts rather than a percentage: Daedream fires at 1.5× on an uncondensed copy, then 1.6, 1.8, 2.1 and 2.5× at ☆4, while both Dazzi forms run 1×, 1.1, 1.3, 1.6 and 2× — so an unranked Dazzi gets no bonus whatsoever and a ☆4 one hits twice as hard. Each multiplies its own attack, so the two ladders say what condensing buys and are not a ranking between the Pals; the in-game card will not show you either of them, since it prints only a size step of S, M, L or XL and prints nothing at all at rank 1. What separates this family from every other damage skill on the page is a restriction that reads like a drawback and is the reason to carry one: their shots cannot take a target below 1 HP. Nothing these three do can ever kill, which makes them the only damage you can leave running while you hunt — they grind a wild Pal toward the red and can never destroy the one you were lining up a sphere for, so a party slot spent here is pure catching tempo. The trade is that they will never finish a fight for you either. The two follow-ups in the family above carry no such clause and are gated behind a crafted item; these three are gated behind nothing at all — each has a necklace listed as its Pal gear, and not one of those necklaces appears anywhere in the technology tree, so the shooting starts the moment the Pal joins the party. Pick between them on element, the same way as everywhere else on this page: Daedream and Dazzi Noct shoot Dark, plain Dazzi shoots Electric. Daedream is Paldex 22 and holds the higher multiplier at all five steps, which makes the best copy of this skill also the first one you can own.
Twelve Pals answer the partner-skill key by hitting your target once and then going quiet for 30 seconds. That lockout is fixed at all five ranks, so the Condenser buys a harder hit and never a shorter wait, and what it multiplies is the move's own power — 1.1× on an uncondensed copy, then 1.3, 1.6, 2.0 and 2.5× at ☆4. All twelve run that identical ladder, which means nothing inside this family is settled by the ranks; it is settled by which move gets thrown. Six of them print nothing at all in the table above — Bushi, Incineram, Incineram Noct, Sibelyx and both Bellanoirs — because the button is the whole of their partner skill and there is no percentage in it anywhere. Sorted by the base power the multiplier lands on: both Bellanoirs throw a Dark beam at 600, Sibelyx a Blizzard Spike at 450, Incineram Noct a Nightmare Claw at 400, Incineram a Hellfire Claw at 200, then Snow Claw and both Bushis' Iaigiri at 160, Jumping Claw and Gobfin Ignis's Spirit Fire at 80, Gobfin's Aqua Gun at 50, and Cinnamoth's Poison Fog at nothing whatsoever. Element follows the move and not the Pal carrying it, which is worth checking before you spend the button — Cinnamoth is a Grass Pal throwing Dark. Reach splits the list the same way: the claws land at knife range, 500 for both Loupmoons and 1,200 for the Incinerams, while Iaigiri closes 5,000 on its own and the Bellanoir beams, Blizzard Spike, Aqua Gun and Spirit Fire are all fired from where you already stand. Poison Fog is the trap in that half — it is a shot, so nothing walks in for you, and it reaches 400, closer than either claw. Read the bottom of the power list as setup rather than damage, because those small hits carry the riders the rest of this page is waiting on. Gobfin is the cheapest deliberate Soak in the game — a 50-power squirt with a Soak rider, no saddle and no gear in front of it, against the technology level 72 saddle that gates Ophydia's Soak and the level 24 one on Azurobe, and Soak is the trigger both Elgrove Cryst and Jormuntide are built on. Cinnamoth deals no damage and only poisons, which is the ailment Bakemi detonates. Hellfire Claw and Spirit Fire hang Burn on the target at full strength for Flaracle and Majex. And Snow Claw and Blizzard Spike freeze, rated 100 where Iaigiri's Burn and Aqua Gun's Soak print 50 — which turns Loupmoon Cryst into a catching tool rather than a damage one, since a frozen target is what Muffly pays its five capture levels on. Elgrove Cryst hands you the same freeze out of a reserve slot but only onto something already soaked; Loupmoon Cryst needs no setup and no unlock, and asks instead for your active slot, because every button in this family fires from the Pal you have summoned. Its 160 power is the reason to prefer it over Sibelyx for that job — Blizzard Spike freezes just as reliably from across the field, and at 450 before the multiplier it is far likelier to finish the Pal you were lining up a sphere for. Set the two Loupmoons against each other and the button is the only thing between them: both hold the identical melee ladder below, and Snow Claw is double the power of Jumping Claw, Ice instead of Dark, with a certain freeze where the plain form rolls Blind at 50. That melee ladder is a third family the search box above will never group for you, and it is not a combat percentage in the ordinary sense — it speeds up your own swings by 15% on an uncondensed copy, then 17, 20, 24 and 30% at ☆4, paid from a party slot with the Pal never summoned. Three Pals carry it on that exact ladder and the effect name does not say which weapon each one covers: both Loupmoons only ever touch melee weapons, while Robinquill Terra only touches bows and holds no button at all. Swap the gun in your hands for the wrong category and the bonus is simply off. On a bow the percentage is not a rate of fire and not a damage figure — it is taken off the draw, so the arrow leaves your hands sooner and then hits for exactly what it always did, which means the heavier the bow you are pulling the more real time the same 30% hands back. It reaches the same nine bows the weapon-damage heading above lists and stops where that one stops, so neither Robinquill touches the three crossbows. Nothing is built for either of them, and the two are separate species rather than two ranks of one, so the non-stacking rule that wastes a second copy of the same Pal does not apply across the pair: plain Robinquill in one slot and the Terra in another draws faster and hits harder at the same time, from the hour you catch them and with no technology level anywhere in front of it.
Seven Pals answer the partner-skill key by climbing into your hands rather than doing anything themselves, and not one of them is a mount — the game files their gear beside saddles, so the browser at the top of this page counts all seven among the Pals with technology-tree gear, but Foxparks' Harness, Tocotoco's Gloves and the two Pengullet launchers arm you instead of saddling anything. What each one hits for is the figure no card in the game will show you: all seven grade their ladder as a blank rung followed by S, M, L and XL, and the power underneath those letters splits the family into three tiers the names give no hint of. Two fire a continuous stream and sit at the bottom of it. Foxparks and Foxparks Cryst both run 15 power uncondensed and then 16, 18, 21 and 25 at ☆4 — the same five figures digit for digit, because Huggy Frost is Huggy Fire with the element swapped and nothing else touched. The price is the entire difference. Foxparks' Harness unlocks at technology level 6 for one point and asks 3 Leather, 5 Flame Organ and 5 Paldium Fragment; Foxparks Cryst's Harness waits until level 24, costs two points, asks 10 Leather, 10 Ice Organ and 20 Paldium Fragment, and takes three times the crafting work — eighteen levels and roughly triple the bill for Ice damage and not one point of anything else. There is one reason to pay it: Ice answers Dragon and Fire cannot. The Pal covers most of the cost itself, dropping 1 to 3 Ice Organ and 1 to 2 Leather on every kill at 100%, so five or six off its 43 spawn spots clear both material lines and the Paldium is all you have to go looking for. One of those spots holds an alpha at level 15, which puts the Pal in your box nine levels before the harness it needs can exist. Do not count on breeding a spare from the obvious pair, either: of the two combos written against Foxparks Cryst, an alpha Foxparks with an alpha Foxcicle cannot be run at all, because no alpha Foxparks is placed anywhere on the map, which leaves two alpha Foxparks Cryst as the only working combo and that one already assumes you caught it twice. The middle tier throws once rather than streaming, all three on an identical ladder of 100 climbing through 110, 130 and 160 to 200: Tocotoco as an egg launcher at level 18 for two points, and Jolthog and Jolthog Cryst lobbed as grenades. That pair is the reason to read this heading early — their gloves appear nowhere in the technology tree, no level and no points, just 5 Cloth, 5 Electric Organ and 5 Paldium Fragment for Jolthog and 6 of each for the Cryst, which makes them the cheapest thing on this page that shoots and the only two you can hold before unlocking anything at all. The top of the family is Pengullet at 250 climbing to 500 and Pengullet Lux at 300 to 550, the largest handheld numbers anywhere on this page, and they are paid for with the Pal itself — it is the round the launcher fires and it is knocked out on impact, so a copy is one shot per fight and the gear is a real bill besides, level 17 and 18 for two points each, 20 Copper Ingot and 20 Stone for the plain one against 24 of each plus 20 Electric Organ for the Lux.
Ten Pals answer the partner-skill key with a weapon bolted to the mount, and this is the one family on the page that pays nothing from a party slot — the button is dead until you are actually riding. The names hide it completely: Yellow Tank is a minigun, Grenadier Panda a pair of grenade launchers, Blizzard Crash a hammer, and the gear is one craft that both saddles the Pal and arms it, which is why half of these are not called saddles at all. Read every entry as a window and a wait, because that pair decides the family and neither figure appears on any card. Grizzbolt holds its minigun for 120 seconds and then waits 200; both Relaxauruses fire for 35 and wait 200; Jetragon fires for 35 and waits only 60, which works out to 35 seconds armed in every 95 against Grizzbolt's 120 in every 320 — near enough the same third of a fight from two completely different rhythms, and the two best shares of any timed window in the family. Both Mossandas are the trap at the other end: 12 seconds of grenades against a 210-second lockout, the shortest window and the longest wait in the family and the longest lockout on any partner skill that shoots at anything, so that launcher is one salvo per fight and never something to plan around. Three entries carry no window at all. Bastigor swings on a five-second cooldown, which is close enough to at will; Tarantriss throws a web line on a four-second one; and both Dualiths charge three seconds, hold the beam five, then go quiet for two minutes. What the Condenser buys splits the ten cleanly. For eight it is power and never time — 110 a grenade on an uncondensed Mossanda climbing through 125, 145 and 180 to 225 at ☆4, 100 to 200 on Bastigor's hammer, 20 to 40 on Jetragon's missiles, 16 to 31 on Relaxaurus', and 6.5 to 9.5 on Grizzbolt, a figure that looks tiny only because it is paid per bullet of a two-minute stream rather than per shot you aim. Not one of those windows or lockouts moves at any rank. The last two invert it: neither Dualith prints a power figure anywhere, and what condensing shortens is the wait — 120 seconds unranked, then 110, 100, 90 and 80 — while Tarantriss's web drops 4, 3, 2, 1 and then 0, so a ☆4 copy grapples with no cooldown whatsoever. That inversion is the reason the paired Pals are not choices. Mossanda Lux and Relaxaurus Lux run figures identical to the plain versions for exactly 1.2× the materials and two or three more technology levels, so the Lux is an element and a mount, not a better gun. Dualith and Dualith Noct sit 21 levels apart at 48 and 69 with the same charge, the same beam and the same ladder, and the only thing that differs is what the beam is made of — the Dualith Saddle fires Grass, the Dualith Noct Saddle fires Dark. The bills read the same way: 30 Leather, 20 High Quality Cloth, 10 Ingot and 40 Paldium Fragment against 36 Leather, 24 High Quality Cloth, 20 Dark Fragment, 12 Soralite Ingot and 40 Paldium, which puts the second laser behind sky-island material rather than behind anything the weapon does. One rule covers all ten and no card mentions it: while the weapon is out you cannot throw a Pal, so nothing of yours is on the ground for the whole window and you are the only thing fighting.
The only number on this page measured against another Pal's partner skill rather than against you, a Pal or an enemy, and the browser at the top of this page files Xenolord under movement speed because a ride ladder is the only row it shares with anything else. Meteor Wings lifts what the weapon-wielding Pals hit for by 20% on an uncondensed copy, then 26, 32, 38 and 50 at ☆4, and it pays out of a party slot — Xenolord does not have to be the Pal you have summoned, so it runs underneath one of the two weapon families directly above rather than taking their place. The gate is what settles whether the slot is worth spending: the Xenolord Saddle sits at technology level 66, while the five handheld weapons that appear in the tree unlock between level 6 and 24 and eight of the ten mounted guns are finished by 48, so the multiplier lands long after almost everything it multiplies. Only Dualith Noct at 69, Bastigor at 73 and Jetragon at 79 come later. Read the ride ladder beside it as a second cost: that column is blank on an uncondensed copy and pays nothing until ☆1.
Two rows on this page are written against a clock instead of against a percentage of damage or yield, they land beside each other in any search for a cooldown, and they do nothing alike. Lapure is the one that changes how the rest of this section plays. Its effect is measured against you rather than against any Pal, so it trims the lockout on whatever partner skill you fire, and it asks for nothing first: not a mount, no saddle or glove for it exists anywhere in the technology tree, and it never has to be the Pal you have summoned, so the discount runs from a party slot the hour you catch one. The ladder is 10% off an uncondensed copy, then 15, 20, 30 and 50% at ☆4, and it is the only entry here whose payoff is collected through other Pals' buttons — the twelve one-move Pals directly above sit on a 30-second lockout that no amount of condensing shifts, and a ☆4 Lapure hands those Pals back at 15 seconds; Knocklem's 50-second wait becomes 25 the same way. Read it against your other four slots before taking it, because a party of standing auras waits on nothing and collects nothing: the drop, resist, guard and per-ally families are all live the whole time and this slot buys them zero. Maraith is the row that looks like a relative and is not. Its cut is measured against itself and fires only after it defeats something, climbing from 30% through 34, 40 and 48 to 60% at ☆4, and what it shortens is the Pal's own attack cooldowns while it fights — nothing you press comes back faster for it.
Every Pal in this family is rideable, so the bonus is a riding bonus. Check the two per-party-member families above before comparing anything here: thirteen of these rows are rates paid per matching ally rather than flat percentages, which is why Celesdir and the Eidrolons look so much worse than Nitewing and are not. Eleven of the thirteen count an element; the other two are Kingpaca and Kingpaca Cryst, which count Melpaca and read as identical 14% mounts here while paying up to 56%. Seventeen more share one generic ride bonus between them — nothing on an uncondensed copy, then 10, 12, 15 and 20% up the ranks — so Direhowl at technology level 9 and Necromus at 61 are carrying the identical figure, and inside that group the saddle you can afford is the only thing separating them. Four are terrain-locked and carry much larger numbers because of it: Polapup and Polapup Terra on snow, Palumba on grass, Dazemu on open ground. Those three ladders are nowhere near each other in size. Grass is the biggest flat riding figure anywhere on this page — Palumba pays 155% on a copy you have never touched, then 175, 195, 215 and 240% at ☆4 — where both Polapups run 80 through 160% on snow and Dazemu runs 50 through 100% on open ground, so an uncondensed Palumba on its own surface already beats a ☆4 Dazemu by half again. The gates do not follow the payouts: Polapup 26, Dazemu 28, Palumba 35, Polapup Terra 55. Palumba's is the steepest of the early three — 3 technology points, then 30 Leather, 30 Ingot, 40 Paldium Fragment and 30 Cloth — and the cloth is what actually holds you up, because it is the only saddle of the four that asks for woven cloth instead of raw Fiber and 30 of it means 60 Wool fed through a Loom before you ride at all. Dazemu wants 2 points and 20 Leather, 30 Fiber, 15 Ingot and 20 Paldium Fragment, which is roughly half the bill seven levels earlier, so the sensible order is to ride Dazemu over open ground while the wool stockpiles. The snow pair hold something the percentage above cannot show: riding either also arms a slide dash you fire yourself, and that dash runs on a second ladder of its own — 250 uncondensed, climbing a flat 250 per rank to 1,250 for Polapup, and 300 to 1,300 on the same step for Polapup Terra. Their speed rows are identical, so the dash is the only mechanical difference between the two, and Polapup Terra keeps its 50-point lead at every rank. The dash is a one-second burst on a five-second cooldown, and the cooldown is fixed — condensing buys distance and nothing else. One pairing on this page cuts the other way from the Celesdir warning above, and both halves of it sit under the same Paldex number. Starryon rides on a ladder that is only awake after dark — 50% on a copy you have never condensed, then 62, 74, 86 and 100%, and a flat nothing while the sun is up — while Starryon Primo is the identical animal underneath, 1,250 sprint, 900 run, 230 stamina and the same flat 25% jump, and pays its ladder per Neutral Pal riding along in the other four slots. That means zero from a party with no Neutral in it, and four matching slots on a ☆4 copy only draw level with what the Dark one hands you for free. The saddle is twenty technology levels further up as well, 77 against 57, and asks 65 Paldium Fragment, 36 Leather, 24 Dark Fragment, 18 High Quality Cloth and 20 High Quality Pal Oil where the plain Starryon wants 60, 30, 20 and 15 with no oil anywhere in it — so the surcharge is a fresh Pal Oil chain for a speed row that cannot beat the cheaper saddle. Build the Primo saddle for the Pal, never for this number. Two rules sit behind that night ladder that no column here can print. The clock is one of a kind: across every partner skill in the game only four extra conditions exist at all — Lapiron hardens your defense while you sprint, Flambelle, Bushi Noct and Celesdir pay out of combat, Solenne reads your roster — and Starryon is the only Pal in the Paldex whose bonus is keyed to the hour. The second is that the two halves of the skill answer to different rules: the 25% jump is a riding effect and is live whenever you are in the saddle, day or night, while the speed row is flagged for party membership rather than for riding, so what the night switches on and off is a party-slot bonus and not a saddle bonus. Read it that way and the Pal is a shift pattern rather than a ranking — after dark an untouched Starryon at 50% clears every generic ride bonus on this page, which stops at 20%, and every per-ally ceiling above it, which stops at 25%, while in daylight its speed row pays nothing whatsoever and the cheapest saddle already in your technology tree is the faster ride. For raw travel time, compare these against the full sprint-speed table on the mount speeds page.
The browser at the top of this page files Azurmane under nothing at all, because Plasma Dash has no percentage in it anywhere — the effect column is blank, so one of the largest movement figures in the game is absent from the family directly above. It is a button rather than a standing bonus: ride, press the partner-skill key, and the horse spends one burst at four times its own 1,260 ride sprint. The gate is the Azurmane Saddle at technology level 58 for 4 points, then 50 Electric Organ, 60 Paldium Fragment, 30 Leather and 15 High Quality Cloth — the organs are the part to start stockpiling early, since fifty of them is a lot of Electric Pals butchered or farmed. Judge this one on the timer and never on the multiplier, because the two ladders behind it move at completely different rates. The burst is 4x on a copy you have never condensed, then 4.2x, 4.4x, 4.6x and 5x at ☆4 — 25% across four steps, one of the flattest ladders on the page. The lockout underneath it runs 4 seconds, then 3.4, 2.6, 1.8 and 0.62 at ☆4, better than six times shorter, and that is the entire reason to feed this Pal to the Condenser. The Pal changes character as it climbs: an untouched Azurmane dashes once and then rides ordinarily for four seconds, while a ☆4 one has the button back before the last burst has run out, so long routes stop being a sprint and become an unbroken chain of hops. Read it against the snow pair above, which is the exact mirror — their slide dash buys distance at every rank against a five-second wait that never shifts, this one buys the wait and barely touches the distance, and the two are therefore worth condensing for opposite reasons. The gate lands one level above Starryon's, which makes them the real choice at that point in the tree: a sustained ride row that pays only after dark, or a burst that pays at any hour on any surface. Spares are the easy half — Azurmane is a valid child of 65 different parent pairings, so the Condenser can be fed out of the breeding pen instead of by repeat catches.
Eight mounts let you jump a second time in mid-air, and nothing in the browser at the top of this page marks which ones: the second hop carries no percentage, so it sits outside the scaling table altogether. Necromus, Tarantriss and Fenglope are the worst of it — all three print the shared 10/12/15/20 ride ladder and nothing else, the same figure twelve mounts that cannot jump also carry, so by the table they are indistinguishable. The jump comes with the saddle, which is the only price on it, and by that price the order is Eikthyrdeer 12, Tarantriss 20, Eikthyrdeer Terra 21, Fenglope 26, Rayhound 30, Rayhound Cryst 32, Fenglope Lux 57, Necromus 61. Eikthyrdeer puts it in reach at level 12, well before the Mega Glider at 18, and a second hop clears the ledges a ground mount has to ride around. Both Eikthyrdeer spend their skill on lumber instead of speed — yield on one, a Deforest rank on the other — so they are the only two here where the jump is the whole reason to saddle up. Rayhound is the odd one in the other direction: its ride bonus is 5% per other Electric Pal in your party rising to 25% at ☆4, and exactly nothing in a party with no Electric in it. Tarantriss is the only Pal that answers this heading and the saddle-weapon heading above at the same time, since the web grapple comes along with the jump.
Exactly one Pal in the Paldex speeds up climbing, and the search box above will not find it: its row is labelled for the climb rate rather than for movement, so it sits with neither of the travel families either side of it. Gorirat Terra adds 50% to the rate you haul yourself up a rock face on an uncondensed copy, then 60, 70, 85 and a straight doubling at ☆4. The ladder is not what makes it worth a slot, though — it is that nothing stands in front of it. This Pal is not a mount, has no saddle and needs no gear built, so there is no technology level between catching one and climbing faster, and the bonus is paid out of a party slot with the Pal never summoned. That is the exact inverse of the movement family above, where every entry is inert until its saddle exists. Nor is it a variant you have to breed toward: the Ground form spawns at 67 places on the map, by day and by night, with no alpha version to hunt down. One thing to get right at the box — the plain Neutral Gorirat is a different skill under a near-identical name, a self-buff button that raises its own ranged attack, and it does nothing whatsoever for a cliff.
Seven Pals move you faster through water, and all seven run one shared ladder rather than seven of their own — nothing at all on an uncondensed copy, then 10%, 14%, 18% and 25% across ☆1 to ☆4. That makes the family a question of what else the Pal does and how early you can ride it, never of which number is bigger. Azurobe is the answer to the second half by a wide margin: its saddle sits at technology level 24 and every other entry here is 40 or later, so it is the cheapest way into this family and it hands you a Water damage switch at the same time. Azurobe Cryst is the same skill three levels on with Ice instead, and "same" is meant literally: the swim ladder, the +5% to +20% attack row, the 1,000 dash and the 160 stamina are identical figures on both forms, so the three technology levels buy the element your shots count as and nothing else at all. The bill is where they differ, and it is not the levels. The Cryst saddle asks for 30 Leather, 36 Fiber, 12 Cloth, 30 Paldium Fragment and 12 Ice Organ where the plain one wants 25, 30, 10, 25 and 10 Pal Fluid — a fifth more of the camp material either way, but the organ is the part that can strand you, since Pal Fluid comes off anything Water and you are riding a lake. The Pal pays for itself there: Azurobe Cryst drops 1 to 3 Ice Organ on every kill at 100%, so four or five of the pack you were hunting for the mount covers the whole recipe, and failing that Pengullet at Paldex 17 is common enough to trip over and drops 1 to 2 guaranteed. Do not read the heading as the roster of Pals that will carry you across open water, though — holding a swim row and being rideable on water are two different properties, and they overlap on only five Pals. Nine Pals in the Paldex are sea mounts, rated on a swim dash rather than a ground sprint, and four of those print no swim row anywhere: Surfent at technology level 16, Ghangler at 31, Jormuntide at 40 and Ghangler Ignis at 42. Running the other way, Whalaska and Whalaska Ignis hold the swim row while being land mounts, so the percentage is the whole of what either gives you in the water — they carry it alongside their fishing rows, which is the only place on this page where a travel skill and a gathering skill sit on the same Pal, and the reason a Whalaska kept for fishing is worth condensing past ☆0 even if you never touch the fishing numbers. Surfent is what that costs Azurobe over the early game: its saddle lands eight technology levels sooner and it dashes at 1,440 against Azurobe's 1,000, off a recipe of 5 Leather, 5 Pal Fluid and 10 Paldium Fragment you can meet the hour you unlock it. Ghangler is the one to plan a party around. Its 1,350 dash sits just under Surfent's, but the row above it is not a flat bonus — it is the per-matching-ally kind from the first heading on this page, 5% for each other Dark or Water Pal in your slots on an unranked copy climbing to 25% at ☆4, and it is paid on the dash itself. Four matching allies at ☆4 doubles it to 2,700, past the 1,800 and 2,000 that Jormuntide and Neptilius post on their own rows at technology levels 40 and 64. Feeding it is close to free, because Ghangler is itself both Dark and Water, so spare copies always count when nothing else in the box fits, and it carries 320 stamina against Surfent's 100 and Azurobe's 160 — which is what actually decides a long crossing, since the dash stops the moment the bar empties. The saddle is the catch, and the technology level understates it: level 31 buys the recipe for 3 points, but it asks for 10 Cryogenic Coolant, itself a separate unlock at that same level for another 2 points and one Ice Organ plus one Pal Fluid apiece — so ten Ice Organs stand between a Dark and Water mount and the water. Ghangler Ignis runs the identical dash and the identical ladder eleven levels later while counting Fire or Water instead, a harder party to stock for no extra speed. Solmora and Solmora Lux double up the same way Whalaska does, pairing the swim row with the talent-probability skill. One thing none of the seven shares: the high leap you fire yourself over open water belongs to Neptilius alone. That runs on a second ladder — a 3.6 second cooldown tightening to 3.0, 2.4, 1.8 and 1.0 seconds up the same five steps — and unlike the snow dash in the movement family above, whose cooldown never moves, condensing this one buys frequency. The leap lasts about a second, so by ☆4 it is ready again as you touch down and a crossing becomes a chain of jumps instead of a swim.
Five Pals change how the glider on your back behaves and the browser above finds three of them, because Flying Trapeze and Winter Trapeze carry no word that points at a glider and Hangyu and Hangyu Cryst drop out of any search for one. Take the gear at its word before slotting any of them: every one of these five gloves alters the glider you already have equipped and not one of them stands in for a glider, so the ceiling on all five is which glider you have built — Normal Parachute at technology level 5, Mega Glider at 18, Giga Glider at 40 and Hyper Glider at 52, for 2, 2, 3 and 4 points. The gloves themselves cost nothing on that tree. None of the five is anywhere in it: no level, no points, the recipe simply arrives with the Pal, which inverts every gear-gated heading above and is not even shared by the other Pal gloves in the game — Tocotoco's Gloves sit at level 18 for 2 points. That leaves the material bill as the entire price and it is lopsided. Celaray's Gloves ask 5 Cloth, 3 Aquatic Pal Fluids and 5 Paldium Fragment; Celaray Lux's want 10 Cloth, 5 Electric Organ and 6 Paldium; Hangyu's want 5 Cloth, 3 Leather, 10 Fiber, 3 Ingot and 10 Paldium, with the Cryst version a shade above at 6, 3, 12, 3 and 12. Galeclaw's Gloves are the outlier at 20 Cloth, 20 Leather, 30 Fiber and 30 Paldium, four times the cloth of the cheapest entry and the only one of the five that is a real build. The Celaray pair also carries a second half nobody else here has: both list a fall damage cancel, and nothing in either entry restricts it to an item the way the saddle families above are restricted, so it pays out of a party slot with no gloves crafted and no glider open. Galeclaw and both Hangyus list nothing of the kind, and with them in the slot the landing still hurts. That cancel is written identically at all five rank steps, and the other three carry no numeric row at any rank at all, so this is the one family on the page where a Starfruit and a condense buy nothing whatsoever — catching one finishes the skill. Which makes availability the only remaining question, and Celaray answers it: seventh in the book and spawning at 863 places by day and by night, well ahead of Galeclaw at 419, Hangyu Cryst at 335 but night only, Celaray Lux at 328 and Hangyu at 144.
Every travel family above this one is a mount family, and the price never changes: a saddle has to exist in the technology tree before the skill does anything at all. Two Pals change how you move through the air and charge nothing for it. Neither is rideable, neither has a saddle, a harness or any other Pal gear anywhere in the tree, and both pay out of a party slot with the Pal never summoned, so the effect is live the hour you catch one. The browser at the top of this page hides both. Big Stretch prints a bare Low Gravity 1 with no ladder under it, which is a switch rather than a bonus — condensing the Pal and feeding it Starfruit moves that row nowhere, because there is nothing under it to move. What the switch does is thin out the gravity around you, so a jump carries further and the fall back down is slow enough to steer instead of a drop. Grassland Gymnast prints two rows, Jump Count Increase and Air Dash, flat 1 at all five ranks for the same reason — a second hop in mid-air and a dash to carry it, which is the effect the eight saddled mounts further up this page sell, except that here it works with both feet on the ground and costs no technology points. Which one to hunt is settled by the map rather than by the skills: Verdash spawns at 83 places by day and the same 83 by night, at level 35 to 53, while Valentail holds 32 spots shared between the day and night tables up in the sky islands at level 63 to 69, so it is a late catch on ground you have to fly to reach.
Every row in the browser at the top of this page is keyed to a Paldeck number, and the eleven Terraria Pals were shipped deliberately without one, so not one of them is in it and typing their names into the search box returns nothing. They still hold partner skills, and three of those skills drop straight into families already described above. Mad Eye Lunge throws Eye of Cthulhu's own Frenzied Charge at whatever you are aiming at for 1.1× its power on an uncondensed copy, then 1.3, 1.6, 2.0 and 2.5 — the same ladder the twelve one-shot strikers run, and its entry carries no cooldown of its own, so it sits on that family's fixed 30-second lockout too. Nothing gates it: no saddle, no technology level, no build. Demonic Sight on Demon Eye climbs 15, 17, 20, 24 and 30 up the same five steps, and it is worth being precise about what that number is, because it is not the mount buff Shadowbeak and Selyne hold two headings above. Theirs is read off the mount, needs the saddle built and dies the moment you dismount. The eye's is a percentage added to the ranged attack of the Dark Pals filling your other party slots, it needs nothing built at all, and it is paid from a reserve slot with the Pal never summoned — so it runs underneath whatever you actually ride. Two things bound it. A second eye in the same five slots adds nothing, and the ladder is ranged attack only, so a Dark party swinging melee collects none of it. Hoocrates carries that identical Dark ladder in the Paldex and is catchable in the opening hours, which settles what a caught eye is actually worth here: it is a second copy of an early common, not a Dark buff you could not already field. Enchant on Enchanted Sword is the Dark seat in the drop-rate family — 40% uncondensed to 80% at the top — and the only thing in the game other than Elphidran that raises Dark drops at all. The other eight carry a partner skill with a name and no numbers behind it: Slime Body on all six slimes, Bat Backup on both bats, and condensing either changes nothing. The blank on Slime Body is the misleading one, because what sits behind it is a mount: every slime can be ridden and every one of them jumps high out of the saddle, which is an effect the game charges for everywhere else. The eight double-jump mounts three headings up each wait on their own saddle, from Eikthyrdeer's at technology level 12 to Necromus's at 61 — no ride gear for any slime exists anywhere in the tree, the collab's craft line being armour, blades, lanterns and its own ingots and nothing else, so the hop is live from the catch and never costs a technology point. The six are also the only ride among the eleven; the eyes, the sword and both bats put you on nothing. What they charge instead is pace. All six ride at the same 450 sprint over a 300 cruise, identical from Green through Rainbow, and out of every mount in the game only the two Polapups are slower — so this is a way over a wall, not a way across the map, and the Pal is no use standing still either, with Transporting 1 the whole of a slime's work sheet. One line of that is worth acting on rather than reading. The collab pool breeds only into itself and Eye of Cthulhu wins every pairing inside it, so a single caught Eye plus any slime you already have lays Eye eggs for as long as you keep the cake coming — which is the cheap way to the ☆4 copy that 2.5× multiplier is waiting on. Full context on where the eleven live and how to reach them is in the Tides of Terraria guide.
Riding-focused? See Palworld mount speeds — all rideable Pals ranked.
































































































































































































































































