Snock is the electric snail Pal that debuted with the Palworld 1.0 update, sitting at No. 163 in the Paldex with the tagline “Sluggish Blue Bolt.” It looks the part of a serious lightning bruiser and even comes with its own signature attack, but in practice it lands near the bottom of the combat rankings. The design is charming. The numbers are not.
Quick answer: Snock is a D-tier Electric Pal. Its exclusive Shell Charge move grants only about a 20% Electric damage boost for roughly 8 seconds, a window too short to line up with its high-cooldown attacks, so it deals less than its late-game position suggests.

Snock stats and profile
Snock is a pure Electric-element Pal with a 50/50 gender split and a small (S) body size. Its base numbers are the root of the problem. Even at level 80 with strong rolls it climbs to roughly 3,500–4,280 HP and 520–646 attack, which places it around the very bottom of the roster for total stats. It takes 1.35× extra damage from Ground attacks and deals bonus damage to Water types.
| Attribute | Value |
|---|---|
| Paldex number | #163 |
| Element | Electric |
| Combat tier | D |
| HP | 65 |
| Melee Attack | 100 |
| Ranged Attack | 70 |
| Defense | 75 |
| Work suitability | Generating Electricity Lv 4 |
| Weak to | Ground |
| Strong against | Water |
On the base-building side, Snock offers only a single work suitability, Generating Electricity at Level 4. That one job is not enough to make it a standout worker, which pushes it toward party duty where its partner skill can matter.

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Snock’s partner skill, Charging Shell, makes your own attacks inflict Electrify while it rides in your party. The status scales with the skill’s rank and does not stack, so keeping Snock at your side adds a small amount of chip damage rather than a game-changing boost.
Its active kit is entirely Electric, headlined by the exclusive Shell Charge at level 50. Snock withdraws into its shell to reduce incoming damage while it stores electricity, then discharges to hit nearby enemies. After that discharge, its Electric skills get a temporary attack increase.
| Level | Skill | Power | Cooldown |
|---|---|---|---|
| 1 | Shockwave | 80 | 4s |
| 7 | Lightning Streak | 160 | 8s |
| 15 | TriSpark | 250 | 12s |
| 22 | Lightning Strike | 300 | 16s |
| 30 | Lightning Bolt | 450 | 20s |
| 40 | All Range Thunder | 500 | 24s |
| 50 | Shell Charge (exclusive) | 500 | 24s |
| 70 | Thunder Rail | 600 | 30s |

Why Shell Charge underperforms in combat
The core issue is timing. The attack boost from Shell Charge lasts only about 8 seconds and adds roughly 20% Electric damage, and that buff arrives after the discharge hit, so the discharge itself does not benefit. Eight seconds is barely enough to squeeze in one or two low-power filler attacks before it wears off.
Pals also fire their moves in a fixed order rather than reacting to buffs. Shell Charge has a 24-second cooldown, while Snock’s biggest hitters, Thunderstorm and Thunder Rail, run on 30-second cooldowns. Those windows drift out of sync, so the buff rarely lands on the attacks you actually want to amplify. Swapping in shorter-cooldown moves like Lightning Bolt (20s) and Lightning Streak (8s) only feeds the buff into weaker filler damage.
There is a far stronger way to raise Electric output that has nothing to do with Snock. Applying the Soaked status with a Water attack doubles Electric damage, which outclasses the self-buff Snock brings to the table. Between the mistimed buff and the low base stats, Snock ends up ranked near the very bottom of the meta despite being a late-game unlock.
Note: If you do run Snock as an attacker, treat Ground as its hard counter. Pals like Aegidron, Cryolinx Terra, Moldron, and Anubis all exploit its 1.35× Ground weakness for fast kills.

Where to find and how to breed Snock
Snock lives on Sunreach, the sky-island region added in 1.0, where it roams at level 63–69 in groups of up to three. It also holds the boss chamber inside the Sunreach Skies dungeon, and a fixed Alpha version spawns at level 65. Its capture rate is an average 1.0, so lining up a back-strike bonus before you throw a sphere is worth the effort. Catch a cheaper low-level one first, then farm the higher spawns if you plan to condense it.
Breeding is the reliable route if you would rather not climb the sky islands. Pairing Blue Slime with Pierdon Cryst produces Snock, and it hatches from an Electric Egg. Cave Bat or Demon Eye paired with Pierdon Cryst also work among the many viable combinations.
There is one payoff worth knowing. Snock is the only parent that produces its variant, Snock Lux, through a unique combination with Turtacle Terra. Snock Lux gains a Ground secondary typing and a different partner skill, Grounding Shell, which cuts party Water damage and grants Shock immunity.
Drops and best use for Snock
Capturing or defeating Snock guarantees useful crafting materials, making it more valuable as a farm target than a fighter.
| Item | Amount | Rate |
|---|---|---|
| Electric Organ | 1–2 | 100% |
| Aquatic Pal Fluids | 1–2 | 100% |
Given its numbers, the practical role for Snock is a party seat for the Charging Shell Electrify effect, a Level 4 electricity generator at base, or a farm for Electric Organ and Aquatic Pal Fluids. As a front-line damage dealer it simply cannot keep up with the 1.0 roster, and its clever shell gimmick does not rescue it from the bottom of the tier list. It is a great creature to collect and a poor one to build around.






