The Tower Bosses are Palworld's spine. Each faction tower gates a chunk of progression, drops the materials and unlocks that push you toward the endgame, and forces you to actually understand the element chart instead of throwing your favorite Pal at everything. Every fight is a boss and their signature Pal on a strict five-minute timer, and the timer is the real enemy: bring the wrong types and you will watch a health bar crawl while the clock runs out.
Two rules carry every tower. First, the bosses do not scale, so tackle them in level order and you will never be underpowered. Second, element counters roughly halve the fight, so the prep that matters most happens in your Pal box, not in the arena.
The order to fight them
Approach the towers in ascending level. The early faction towers form the backbone of the run:
- Zoe and Grizzbolt (around level 10) kick things off. Grizzbolt is pure Electric with the smallest health pool of any tower boss, so a Ground Pal shreds it. Early Ground options like Rushoar or Fuddler do real work here.
- Lily and Lyleen (around level 20) is a pure Grass check. Bring Fire. A Foxparks and its flamethrower Partner Skill can burn Lyleen down well inside the timer.
- Axel and Orserk (around level 30) pairs speed with Electric coverage. Ice Pals slow Orserk's approach and hit the weakness at the same time.
- Marcus and Faleris (around level 40) brings a Fire flyer. Answer it with Water, and keep moving to avoid its aerial dives.
- Victor and Shadowbeak (around level 50) is the wall a lot of players hit. Shadowbeak is a Dark powerhouse, and Dragon Pals are the standard counter. This is the fight where under-leveled or poorly-geared Pals get exposed.
Beyond these, later regions added further towers, including the Sakurajima and Feybreak endgame bosses at higher levels. Their exact lineup and levels shift with patches, so check the current in-game tower list before you plan a run, but the approach never changes: identify the boss Pal's element, bring its hard counter, and fight in order.
The counters that decide each fight
The single highest-value habit in Palworld is keeping a small stable of counter Pals, one strong option per element, condensed and geared. When a tower's weakness is Ice or Dragon or Water, you want that Pal already built, not something you scramble to catch at the last minute.
| Boss Pal element | Bring this |
|---|---|
| Electric (Grizzbolt, Orserk) | Ground, or Ice for the Dragon-typed ones |
| Grass (Lyleen) | Fire |
| Fire (Faleris) | Water |
| Dark (Shadowbeak) | Dragon |
Element advantage is not a small bonus here. The right type can turn a fight that grinds down to the final seconds into a clean two-minute clear, which is why the tier list and your box preparation matter more than raw player level. Use the tier list to pick a reliable carry per element and invest in a handful rather than spreading thin.
Prep that beats the clock
The Pals are half the battle. The rest is the loadout you walk in with.
- Condense your carry. A condensed, high-rank Pal hits noticeably harder. For a wall like Victor, this is often the difference between a clear and a timeout.
- Feed your team first. Well-fed Pals fight at full strength. Do not enter a tower with hungry Pals bleeding stats.
- Bring your own firepower. These are co-op fights between you and your Pal, so pack a strong gun and plenty of ammo. Your damage is not a rounding error, especially in the later towers. Route your tech points toward better weapons before a hard tower.
- Stock healing. Bring healing items for yourself and be ready to swap or recall a Pal before a big hit lands. A dead Pal deals no damage.
- Use the arena. Most tower arenas have pillars and cover. Break line of sight to dodge the boss's heaviest attacks, then punish during the recovery.
Catching versus killing
You do not catch tower bosses, but their overworld and Alpha counterparts are a different story. If your goal is adding a strong Pal like Grizzbolt or Shadowbeak to your team, hunt the field Alpha version out in the world rather than the tower encounter. Line up your work suitability needs and combat needs at the same time when you decide which Alphas are worth the trip.
After the towers
Clearing the core faction towers opens the path deeper into the map and toward the endgame zones. It is also the natural moment to level up your operation at home: a stronger base means better production, faster crafting, and the resources to condense the next counter Pal for the next tower. The loop feeds itself, and the towers are the checkpoints that pace it.
Still building toward your first tower? The complete 1.0 guide covers the fundamentals, and the full Palworld coverage will point you at the Pals worth investing in for every element on this list.



