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Palworld Type Chart: All Nine Elements, Strengths, and Weaknesses Explained

The full Palworld type chart for all nine elements, the exact weakness each one has, how the 1.5x damage bonus works, and how to build a Pal roster that always has the right answer. Includes a quick counter cheat sheet for towers and tough fights.

By Zaru
Palworld Type Chart: All Nine Elements, Strengths, and Weaknesses Explained
Table of Contents

How it works in Palworld

Palworld has nine elements: Neutral, Fire, Water, Grass, Electric, Ground, Ice, Dragon, and Dark. Combat runs on a single loop: hitting a Pal with the element it is weak to deals 1.5x damage, and the same bonus works against you when an enemy hits your Pal's weakness. There are no complicated resistances to memorize. Learn which element each type fears, keep a Pal of that element handy, and every fight tilts in your favor before it starts.

Unlike a lot of monster-collectors, Palworld keeps the chart tight and almost perfectly circular, so once you see the pattern it is hard to forget.

The full weakness chart

Each element is strong against exactly one type and weak to exactly one type. Read the table as "bring column two to beat column one."

ElementDeals bonus damage toIs weak to (take a Pal of this against it)
NeutralNothingDark
FireGrass, IceWater
WaterFireElectric
GrassGroundFire
ElectricWaterGround
GroundElectricGrass
IceDragonFire
DragonDarkIce
DarkNeutralDragon

A couple of things stand out once it is laid out:

  • The core loop is a familiar rock-paper-scissors ring: Fire beats Grass, Grass beats Ground, Ground beats Electric, Electric beats Water, Water beats Fire. Five elements, one clean circle.
  • The other four sit in a second ring: Dragon beats Dark, Dark beats Neutral, Ice beats Dragon, Fire beats Ice. Fire pulls double duty here, which is part of why Fire Pals feel so useful early.
  • Neutral is the odd one out. It has no offensive advantage against anything and only fears Dark. Neutral Pals are all-rounders you bring for their skills or work suitability, not for type advantage.

How the damage bonus actually works

The math is refreshingly simple. When your Pal's attack element matches the target's weakness, that attack does roughly one and a half times its normal damage. Play the whole fight on the right side of that multiplier and enemies fold noticeably faster. Play on the wrong side, sending a Grass Pal at a Fire boss, and you are the one taking the extra damage while your hits barely register.

Two practical notes:

  • The bonus applies to the attack's element, not the Pal's element. Many Pals learn moves outside their own type. A Pal can carry a coverage move to punch a weakness its base element could not reach, which is how you cover gaps without hauling nine Pals around.
  • Your own weapons count too. When you are shooting rather than commanding a Pal, elemental ammo and elemental gear follow the same chart, so a Fire situation wants Fire tools in your hands as much as a Fire Pal at your side.

The counter cheat sheet

When you are staring down a tough Pal, an Alpha, or a Tower boss, this is the fast lookup. Bring the element on the right.

  • Facing Fire? Bring Water.
  • Facing Water? Bring Electric.
  • Facing Electric? Bring Ground.
  • Facing Ground? Bring Grass.
  • Facing Grass? Bring Fire.
  • Facing Ice? Bring Fire.
  • Facing Dragon? Bring Ice.
  • Facing Dark? Bring Dragon.
  • Facing Neutral? Bring Dark.

The Tower bosses are where this pays off most, because they hit hard enough that fighting them off-type is a slog and on-type is a clean win. Check the boss element before you queue up, then send the counter.

Building a roster that always has an answer

You cannot carry every element at once, but you do not need to. A small, deliberate lineup covers almost everything because of how the ring works.

  1. Anchor on Fire and Water. Between them they threaten Grass, Ice, and Fire itself, which is a huge slice of the early and midgame. Fire in particular is the most broadly useful attacking element thanks to its double coverage.
  2. Add Electric and Ground. These two cover the back half of the main ring, handling Water and Electric threats respectively, and Ground doubles as a strong answer to a lot of mechanical enemies.
  3. Keep one Ice and one Dragon on the bench. Ice is your Dragon-killer and Dragon is your Dark-killer. You will not need them constantly, but when a Dragon-type Alpha shows up, having an Ice Pal ready turns a nightmare into a formality.
  4. Do not sleep on coverage moves. Teaching a Pal an off-type skill lets a single strong Pal threaten multiple weaknesses, which keeps your active party lean.

A note on capturing

Type advantage is a combat tool first. When you are trying to catch a Pal rather than kill it, you still want to weaken it, so on-type damage helps you knock it low quickly, just be careful not to overshoot and defeat it. Lower health means a better catch rate, and there are gear and consumables that push those odds further. Use the chart to soften a target fast, then swap to gentler attacks to bring it into the sphere.

Keep building your team

Type advantage is the foundation, but a strong Pal roster also comes down to which Pals you invest in and how you breed for the best passives. Once the chart is second nature, our Palworld breeding guide covers how to combine Pals for the traits you want, the tier list for 2026 ranks who is worth building, and the complete 1.0 guide ties the whole progression together. You can also browse the Palworld wiki hub for more.

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Published by

Zaru

Published

July 27, 2026

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