Gaming Roundup

Palworld 1.0 Best Combat Pals for Endgame Teams

The seven damage dealers, buffers, and healers that carry tower bosses, raids, and open-world Legendaries in the 1.0 update.

The seven damage dealers, buffers, and healers that carry tower bosses, raids, and open-world Legendaries in the 1.0 update.

Endgame fights in Palworld 1.0 punish a thrown-together roster. Tower bosses, raid bosses, and open-world Legendaries each demand a team built around a clear job, and the strongest setups pair a raw damage dealer with Pals that amplify its output or keep it alive. Seven Pals cover those roles cleanly, and knowing what each one contributes lets you swap the right partner in before a fight instead of grinding through it.

Quick answer: Run Jormuntide Ignis, Knocklem Ignis, or a Frostallion for damage, add Orserk or Solenne to boost attack, and keep a Lyleen in the party to heal. Celesdir Noct is an optional high-risk multiplier for Pals carrying the Immortality passive.

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The seven combat Pals and what each one does

The list splits into three jobs. Some Pals deal damage themselves, some multiply the damage of whatever Pal is fighting beside you, and one pair keeps the whole party topped up. Build a team by picking one from each column rather than stacking six attackers.

PalRoleKey skill (level 5)
Jormuntide IgnisFire DPSUp to 100% bonus damage to burning enemies
Knocklem IgnisBruiser / tankIron Guardian Mode: +210% attack and defense
Frostallion / Frostallion NoctIce or Dark DPS / flyerAoE Ice attacks, ships with the Legend passive
OrserkDamage amplifier+5% attack and defense per stack, up to 30 stacks (+150%)
SolenneDamage amplifier+80% player attack while the party is all different species
Celesdir NoctHigh-risk amplifierBlessing of Chaos: boosts attack while draining active Pal HP
Lyleen / Lyleen NoctHealerRestores 2,000 HP to the player and all party Pals

Damage dealers: Jormuntide Ignis, Knocklem Ignis, and Frostallion

Jormuntide Ignis is the standout Fire attacker. Its skill scales with burn, pushing damage up to 100 percent against enemies that are already burning at level 5. That makes it the go-to pick for anything weak to Fire, and it doubles as a Level 4 Kindling worker back at base, so it earns its party slot twice over.

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Knocklem Ignis fills the tank role. Its Iron Guardian Mode raises attack and defense by 210 percent at level 5 once activated, letting it trade blows and soak heavy hits. That survivability is what makes it viable in raid boss fights where incoming damage would drop a squishier Pal.

Frostallion is the Ice answer to the game’s many Dragon-type threats, and you can grab it early from the snow biome on the first map. It works as a fast flying mount or a standalone DPS unit, launches powerful AoE Ice attacks, and arrives with the rainbow-tier Legend passive already attached. Frostallion Noct behaves the same way but converts its output to Dark damage, giving you a second angle on Dragon bosses.


Buffers that multiply your damage: Orserk, Solenne, and Celesdir Noct

Orserk lives in the World Tree map, in the red fire biome, and provides Level 8 Electricity at base. In combat its Ferocious Thunder Dragon skill raises the attack and defense of the Pal fighting beside you by 5 percent per stack at level 5, up to 30 stacks. Keep Orserk in the party, fight with a separate DPS Pal, and land hits with a bullet-firing weapon to reach 150 percent bonus attack and defense.

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Solenne is a 1.0 addition found in the World Tree, with 8 Handiwork at base. Its Untainted Maiden skill boosts your attack by 80 percent at level 5 as long as the other Pals in your party are all different species. The buff needs no button press, so simply carrying Solenne keeps the bonus active for the whole fight.

Celesdir Noct, also from the World Tree, is the high-risk option. Its Blessing of Chaos passive amplifies the active Pal’s attack while shaving off a small percentage of that Pal’s health every second. It only pays off when your front-line fighter carries the rainbow-tier Immortality passive, which cancels the downside and leaves the damage boost intact.


Healing: Lyleen and Lyleen Noct

Lyleen and Lyleen Noct are the party healers, and you can obtain both from Sakurajima. Their active skills, Blessing of the Flower Spirit and Goddess of the Tranquil Light, restore 2,000 health to you and every Pal in the party at level 5. For sustained fights, add the rainbow-tier Idiosyncratic passive to either one for extra passive health regeneration while you battle.

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How to combine them for a fight

A strong setup pairs one damage dealer with one amplifier and a healer, then leaves room to match the enemy’s weakness. Against a Dragon boss, lead with Frostallion for Ice damage; against Fire-weak enemies, bring Jormuntide Ignis; for a long raid where you expect heavy hits, Knocklem Ignis tanks while a Lyleen keeps the party alive. Orserk and Solenne slot into almost any of these, since their buffs apply to whichever Pal is doing the fighting.

You will know a buff Pal is working when your active fighter’s damage climbs noticeably, and Orserk’s stacks in particular build as you keep landing bullets. Remember Solenne’s condition, though. If two Pals in your party share a species, its 80 percent attack bonus turns off, so keep the roster varied to hold the buff.

Tier is only the ceiling. Passive skills decide how close a Pal gets to it, and stacking attack passives can turn a lower-ranked body into a heavy hitter. That is why the rainbow-tier traits matter here, from Frostallion’s default Legend to the Immortality passive that unlocks Celesdir Noct’s payoff. Pick your damage dealer, attach a buffer that fits your weapon, and bring a Lyleen for the long fights, and the harder tiers of endgame content fall much faster.