Breeding
Pals
Breeding is a mechanic in Palworld used with the Breeding Farm, which allows players to breed Pals together to receive a Pal Egg containing the resulting offspring.
To breed Pals, you must first assign a Male and a Female Pal to the Breeding Farm structure and supply it with at least 1 Cake. After some time, an egg will be produced that can then be hatched via the Egg Incubator. Passive Skills from either parent may be passed down to offspring this way, allowing you to breed Pals with more powerful abilities.
Breeding Farm
The Breeding Farm is a Technology that allows two opposite gendered Pals to breed with each other (even completely different species). It is unlocked at level 19, and requires 100 Wood, 20 Stone, and 50 Fiber to craft.
Pals can be assigned to the Breeding Farm using the Pick Up keybind while hovering over them and throwing them at the building or using the Monitoring Stand. Assigned Pals will wander inside the Breeding Farm until manually removed except pausing for the night.
To produce an Egg these conditions must be met:
- Both assigned pals are of opposite gender.
- At least one Cake is present in the wooden chest located to the right of the Breeding Farm.
The UI will state "Love is blossoming between the two Pals", and a progress bar will appear.
Breeding will progress to completion, regardless of the presence of Cake.
Cake placed in the Breeding Farm's chest will not spoil.
Breeding Speed
Breeding Speed is not affected by work speed. Braloha (possibly increased with Rank) present in the base improves this timer as well as either pal having Philanthropist. If both pals have Nocturnal this also significantly impacts breeding speed since they do not stop for the night.
How Breeding Works
The mechanic behind breeding results is rather simple. Each Pal has a hidden 'breeding power' number between 10 and 1500. The lower the number the more rare or powerful the Pal is. All Pal Power levels can be found on the "Visual Data" tab of the sheet.
The breeding power of both parents is averaged to determine the baby/egg's power:
Simplified: You add both parent's power and 1, divide that result in half, and then round down to the nearest whole number.
And then the (eligible) child species with the rank nearest to this value is selected. If two species are equidistant from this value, the lowest index number is selected. The way this works means you can never breed a Pal stronger/rarer than your strongest/rarest parent. The 'tie breaker comes down to the which Pal comes first in the game file's index.
There are some special pals that cannot be bred through this Rank system but instead require a specific combination, which then overrides the Average-Rank result that that combo would otherwise produce. See further below for a full list.
| Pal | No. | Rank | Eligible Child | Index No. |
|---|---|---|---|---|
| Lamball | 001 | 1470 | Yes | 252 |
| Cattiva | 002 | 1460 | Yes | 271 |
| Chikipi | 003 | 1500 | Yes | 288 |
| Lifmunk | 004 | 1430 | Yes | 231 |
| Foxparks | 005 | 1400 | Yes | 245 |
| Foxparks Cryst | 005B | 1305 | No | 462 |
| Fuack | 006 | 1330 | Yes | 284 |
| Sparkit | 007 | 1410 | Yes | 291 |
| Tanzee | 008 | 1250 | Yes | 335 |
| Rooby | 009 | 1155 | Yes | 374 |
| Pengullet | 010 | 1350 | Yes | 248 |
| Penking | 011 | 520 | Yes | 353 |
| Jolthog | 012 | 1370 | Yes | 242 |
| Jolthog Cryst | 012B | 1360 | No | 243 |
| Gumoss | 013 | 1240 | Yes | 340 |
| Vixy | 014 | 1450 | Yes | 306 |
| Hoocrates | 015 | 1390 | Yes | 610 |
| Teafant | 016 | 1490 | Yes | 238 |
| Depresso | 017 | 1380 | Yes | 272 |
| Cremis | 018 | 1455 | Yes | 371 |
| Daedream | 019 | 1230 | Yes | 334 |
| Rushoar | 020 | 1130 | Yes | 230 |
| Nox | 021 | 1180 | Yes | 352 |
| Fuddler | 022 | 1220 | Yes | 329 |
| Killamari | 023 | 1290 | Yes | 313 |
| Mau | 024 | 1480 | Yes | 228 |
| Mau Cryst | 024B | 1440 | No | 229 |
| Celaray | 025 | 870 | Yes | 363 |
| Direhowl | 026 | 1060 | Yes | 239 |
| Tocotoco | 027 | 1340 | Yes | 232 |
| Flopie | 028 | 1280 | Yes | 319 |
| Mozzarina | 029 | 910 | Yes | 314 |
| Bristla | 030 | 1320 | Yes | 246 |
| Gobfin | 031 | 1090 | Yes | 250 |
| Gobfin Ignis | 031B | 1100 | No | 251 |
| Hangyu | 032 | 1420 | Yes | 256 |
| Hangyu Cryst | 032B | 1422 | No | 257 |
| Mossanda | 033 | 430 | Yes | 325 |
| Mossanda Lux | 033B | 390 | No | 326 |
| Woolipop | 034 | 1190 | Yes | 264 |
| Caprity | 035 | 930 | Yes | 302 |
| Caprity Noct | 035B | 855 | No | 463 |
| Melpaca | 036 | 890 | Yes | 266 |
| Eikthyrdeer | 037 | 920 | Yes | 233 |
| Eikthyrdeer Terra | 037B | 900 | No | 234 |
| Nitewing | 038 | 420 | Yes | 318 |
| Ribbuny | 039 | 1310 | Yes | 347 |
| Ribbuny Botan | 039B | 1205 | No | 464 |
| Incineram | 040 | 590 | Yes | 226 |
| Incineram Noct | 040B | 580 | No | 227 |
| Cinnamoth | 041 | 490 | Yes | 367 |
| Arsox | 042 | 790 | Yes | 327 |
| Dumud | 043 | 895 | Yes | 372 |
| Cawgnito | 044 | 1080 | Yes | 269 |
| Leezpunk | 045 | 1120 | Yes | 282 |
| Leezpunk Ignis | 045B | 1140 | No | 283 |
| Loupmoon | 046 | 950 | Yes | 255 |
| Loupmoon Cryst | 046B | 805 | No | 465 |
| Galeclaw | 047 | 1030 | Yes | 236 |
| Robinquill | 048 | 1020 | Yes | 277 |
| Robinquill Terra | 048B | 1000 | No | 278 |
| Gorirat | 049 | 1040 | Yes | 240 |
| Gorirat Terra | 049B | 1030 | No | 241 |
| Beegarde | 050 | 1070 | Yes | 323 |
| Elizabee | 051 | 330 | Yes | 322 |
| Grintale | 052 | 510 | Yes | 366 |
| Swee | 053 | 1300 | Yes | 343 |
| Sweepa | 054 | 410 | Yes | 344 |
| Chillet | 055 | 800 | Yes | 354 |
| Chillet Ignis | 055B | 790 | No | 355 |
| Univolt | 056 | 680 | Yes | 244 |
| Foxcicle | 057 | 760 | Yes | 332 |
| Pyrin | 058 | 360 | Yes | 260 |
| Pyrin Noct | 058B | 240 | No | 261 |
| Reindrix | 059 | 880 | Yes | 303 |
| Rayhound | 060 | 740 | Yes | 328 |
| Kitsun | 061 | 830 | Yes | 281 |
| Kitsun Noct | 061B | 735 | No | 466 |
| Dazzi | 062 | 1210 | Yes | 249 |
| Dazzi Noct | 062B | 1115 | No | 467 |
| Lunaris | 063 | 1110 | Yes | 247 |
| Dinossom | 064 | 820 | Yes | 289 |
| Dinossom Lux | 064B | 810 | No | 290 |
| Surfent | 065 | 560 | Yes | 267 |
| Surfent Terra | 065B | 550 | No | 288 |
| Maraith | 066 | 1150 | Yes | 276 |
| Digtoise | 067 | 850 | Yes | 235 |
| Tombat | 068 | 750 | Yes | 324 |
| Lovander | 069 | 940 | Yes | 309 |
| Flambelle | 070 | 1405 | Yes | 373 |
| Vanwyrm | 071 | 660 | Yes | 286 |
| Vanwyrm Cryst | 071B | 620 | No | 287 |
| Bushi | 072 | 640 | Yes | 361 |
| Bushi Noct | 072B | 650 | No | 362 |
| Beakon | 073 | 220 | Yes | 348 |
| Ragnahawk | 074 | 380 | Yes | 360 |
| Katress | 075 | 700 | Yes | 345 |
| Katress Ignis | 075B | 690 | No | 346 |
| Wixen | 076 | 1160 | Yes | 307 |
| Wixen Noct | 076B | 1150 | No | 308 |
| Verdash | 077 | 990 | Yes | 331 |
| Vaelet | 078 | 1050 | Yes | 317 |
| Sibelyx | 079 | 450 | Yes | 305 |
| Elphidran | 080 | 540 | Yes | 262 |
| Elphidran Aqua | 080B | 530 | No | 263 |
| Kelpsea | 081 | 1260 | Yes | 311 |
| Kelpsea Ignis | 081B | 1270 | Yes | 312 |
| Azurobe | 082 | 500 | Yes | 270 |
| Cryolinx | 083 | 130 | Yes | 265 |
| Cryolinx Terra | 083B | 160 | Yes | 468 |
| Blazehowl | 084 | 710 | Yes | 336 |
| Blazehowl Noct | 084B | 670 | No | 337 |
| Relaxaurus | 085 | 280 | Yes | 279 |
| Relaxaurus Lux | 085B | 270 | No | 280 |
| Broncherry | 086 | 860 | Yes | 297 |
| Broncherry Aqua | 086B | 840 | No | 298 |
| Petallia | 087 | 780 | Yes | 365 |
| Reptyro | 088 | 320 | Yes | 274 |
| Reptyro Cryst | 088B | 230 | No | 275 |
| Kingpaca | 089 | 470 | Yes | 338 |
| Kingpaca Cryst | 089B | 440 | No | 339 |
| Mammorest | 090 | 300 | Yes | 294 |
| Mammorest Cryst | 090B | 290 | No | 295 |
| Wumpo | 091 | 460 | Yes | 315 |
| Wumpo Botan | 091B | 480 | Yes | 316 |
| Warsect | 092 | 340 | Yes | 349 |
| Warsect Terra | 092B | 350 | No | 350 |
| Fenglope | 093 | 980 | Yes | 273 |
| Fenglope Lux | 093B | 835 | No | 469 |
| Felbat | 094 | 1010 | Yes | 296 |
| Quivern | 095 | 350 | Yes | 356 |
| Quivern Botan | 095B | 340 | Yes | 357 |
| Blazamut | 096 | 10 | Yes | 300 |
| Blazamut Ryu | 096B | 9 | No | 301 |
| Helzephyr | 097 | 190 | Yes | 358 |
| Helzephyr Lux | 097B | 180 | No | 359 |
| Astegon | 098 | 150 | Yes | 330 |
| Menasting | 099 | 260 | Yes | 368 |
| Menasting Terra | 099B | 250 | No | 369 |
| Anubis | 100 | 570 | Yes | 225 |
| Jormuntide | 101 | 310 | Yes | 253 |
| Jormuntide Ignis | 101B | 315 | No | 254 |
| Suzaku | 102 | 50 | Yes | 258 |
| Suzaku Aqua | 102B | 30 | No | 259 |
| Grizzbolt | 103 | 200 | No | 237 |
| Lyleen | 104 | 250 | No | 320 |
| Lyleen Noct | 104B | 210 | No | 321 |
| Faleris | 105 | 370 | No | 299 |
| Faleris Aqua | 105 | 245 | No | 470 |
| Orserk | 106 | 140 | No | 370 |
| Shadowbeak | 107 | 60 | No | 304 |
| Paladius | 108 | 80 | No | 351 |
| Necromus | 109 | 70 | No | 364 |
| Frostallion | 110 | 120 | No | 292 |
| Frostallion Noct | 110B | 100 | No | 293 |
| Jetragon | 111 | 90 | No | 333 |
| Bellanoir | 112 | 1 | No | 375 |
| Bellanoir Libero | 112B | 1 | No | 376 |
| Selyne | 113 | 345 | No | 377 |
| Croajiro | 114 | 795 | Yes | 378 |
| Lullu | 115 | 905 | Yes | 379 |
| Shroomer | 116 | 720 | Yes | 380 |
| Shroomer Noct | 116B | 730 | Yes | 381 |
| Kikit | 117 | 1125 | No | 382 |
| Sootseer | 118 | 545 | No | 383 |
| Prixter | 119 | 355 | No | 384 |
| Knocklem | 120 | 265 | No | 385 |
| Yakumo | 121 | 945 | No | 386 |
| Dogen | 122 | 665 | No | 387 |
| Dazemu | 123 | 675 | No | 388 |
| Mimog | 124 | 1200 | No | 389 |
| Xenovader | 125 | 465 | No | 390 |
| Xenogard | 126 | 435 | No | 391 |
| Xenolord | 127 | 265 | No | 393 |
| Nitemary | 128 | 705 | Yes | 394 |
| Starryon | 129 | 365 | Yes | 395 |
| Silvegis | 130 | 215 | Yes | 396 |
| Smokie | 131 | 1245 | Yes | 397 |
| Celesdir | 132 | 815 | No | 398 |
| Omascul | 133 | 630 | Yes | 400 |
| Splatterina | 134 | 725 | Yes | 404 |
| Tarantriss | 135 | 825 | Yes | 405 |
| Azurmane | 136 | 400 | Yes | 406 |
| Bastigor | 137 | 170 | No | 472 |
| Prunelia | 138 | 755 | Yes | 20 |
| Nyafia | 139 | 645 | Yes | 19 |
| Gildane | 140 | 505 | Yes | 219 |
Gender Ratios
Most Pals have a gender ratio of 1:1 male to female, with the exception of the following Pals:
Unique Combination Breeding
A few breeding combinations have specific outcomes that are handled specially.
Same-Species Breeding
The following Pals may only be bred by two parents of their own species:
- Chikipi
- Blazamut Ryu
- Paladius
- Necromus
- Frostallion
- Jetragon
- Bellanoir Libero
- Mimog
- Xenovader
- Xenogard
- Xenolord
Variant Pals
Most variant Pals don't use the breeding rank system, and can only be bred from their own species or two specific species:
- The result of breeding a Katress and Wixen is dependent on the genders of the parents. A female Wixen gives Wixen Noct, while a female Katress gives Katress Ignis.
Note that Kelpsea Ignis and Wumpo Botan do not have unique breeding combinations. Kelpsea Ignis and Wumpo Botan can be bred using the standard combination method above.
Tower Boss Pals
Tower Boss Pals don't use the breeding rank system, and can only be bred from their own species or two specific species:
| Pal Result | Parent Combination |
|---|---|
| Lyleen | Mossanda + Petallia |
| Faleris | Vanwyrm + Anubis |
| Grizzbolt | Mossanda + Rayhound |
| Orserk | Grizzbolt + Relaxaurus |
| Shadowbeak | Kitsun + Astegon |
| Selyne | Paladius + Lunaris |
| Bastigor | Frostallion + Anubis |
Miscellaneous
One Pal has a unique breeding combination, despite being neither a variant nor a tower boss.
| Pal Result | Parent Combination |
|---|---|
| Celesdir | Gildane + Eikthyrdeer Terra |
Alpha Pals
A bred Pal has a 5% chance of being an Alpha Pal. This is independent of the parents -- Alpha status is not inherited. An Alpha egg is always Huge-sized, regardless of whether its species normally hatched from a Huge Egg.
Note that Legendary Pals received much more than the usual HP bonus from being Alpha. A bred Legendary Pal, even one with ideal passives, will generally be weaker in combat than a wild-caught Legendary unless it happens to be an Alpha.
= Inheritance Mechanics =
Passing Down Passive Skills
Passive skills are able to be passed down from the parents onto the child. Passive skills can also be randomly generated on the child.
Mechanics
The passive skills of the child are determined in the following manner:
- Combine all the passives of both parents into a list, discarding any duplicates.
- Choose a number, X, between 1 and 4 with the following probabilities:
| Number | Probability |
|---|---|
| 1 | 40% |
| 2 | 30% |
| 3 | 20% |
| 4 | 10% |
- The child inherits that many randomly-selected passives from the list, or all the passives if the number equals or exceeds the size of the list.
- All passives from the parent are eligible for inheritance, including ones such as Lucky and Legend that don't naturally occur on wild Pals.
- Choose another number, Y with the same probabilities as above.
- If this number exceeds X, the child receives random passives to make up the difference.
- It only looks at the initial number generated, not the actual amount of passives that the child inherits; for example, if the two parents combined have 2 passives, the child rolls 4 for X, then 3 for Y, then it will inherit those 2 passives from the parents (as X is 4 which is larger than 2), but not receive a 3rd random passive (as Y is smaller than X), which means it'll only have 2 passives despite rolling 3 for Y.
- These cannot include passives that don't generate randomly.
- Passives that the child inherits can't be selected as random passives, but passives from the parent that the child failed to inherit can be.
Chance to inherit
These probabilities correspond to a typical breeding scenario where the creatures you’re breeding possess a set of unique passive skills. The goal is to inherit all these skills, without the introduction of any additional random skills.
| Number of skills | Probability |
|---|---|
| 4 | 10% |
| 3 | 12% |
| 2 | 24% |
| 1 | 40% |
In-depth probabilities
Several factors come into play when determining the actual probabilities:
- The random roll for the number of skills to inherit can exceed the combined number of unique skills the parents have. This increases the likelihood of inheriting fewer stats compared to the maximum possible (4) (see Cumulative Probability).
- If the goal is to inherit a specific subset of skills from the parent pals, and the total number of skills is not the same as the subset you want, then you have to factor that into the probability. This requires calculating the binomial coefficient to get the number of possible combinations of skills.
- It’s generally desirable to avoid the introduction of any additional random skills (see Without Random Skills).
| Number of Inherited Skills(n) | Probability (p) | Without Random Skills (W(n)) | Cumulative Probability (C(n)) | Cumulative Without Random Skills (CW(n)) |
|---|---|---|---|---|
| 4 | 10% | 10% | 10% | 10% |
| 3 | 20% | 8% | 30% | 12% |
| 2 | 30% | 12% | 60% | 24% |
| 1 | 40% | 16% | 100% | 40% |
R(n) = p(n) x 0.4
W(n) = R(n) if n < 4, p(n) if n = 4
C(n) = Sum(p(i), i=n to 4)
CW(n) = Sum(R(i), i = n to 4) if 1 < n < 4, C(n) x 0.4 if n = 1, p(n) if n = 4
- Probability represents the fundamental likelihood of inheriting a specific number of skills. Please note that this figure is before accounting for the condition outlined in [1] above.
- Without Random Skills is the Probability multiplied by the probability to not generate any additional random passive skills (40%).
- Cumulative Probability is the chance to inherit that number or more passive skills. This number reflects both the probability to inherit n or more skills, and the probability to inherit n skills when the parents combined total number of skills is also n.
- Cumulative Without Random Skills is the Cumulative Probability multiplied by the probability to not generate any additional random passive skills (40%).
Noteworthy things
- When you have a pal species with perfect passive skills, you should be able to pass those passives on to a different pal species with a 10% chance. You do this by breeding the perfect pal with a second pal of a different species that has no passive skills.
- When parents have more than four unique passive skills, the probability of inheriting a specific set of skills is not linearly dependent on the total number of skills. Instead, it’s determined by the number of possible combinations of skills, calculated using the binomial coefficient. For instance, if there are six unique skills, the chance of inheriting a specific set of four skills is 1 out of the total 15 combinations of six skills taken four at a time, not simply 4/6.
- Due to the above, it is optimal to only breed pals that together have the four desired passive skills and nothing else (2 + 2, 3 + 1, 4 + 0).
- Duplicate skills are ignored, so e.g. 4 + 1 is equivalent to 4 + 0 if the one skill is common to both parents.
- When breeding for a precise combination of skills, it’s usually preferable to avoid introducing any extra random skills. If you’re aiming for a specific combination of fewer than four passive skills, the probability of achieving this combination is further diminished by a 40% chance of not generating any additional random skills.
- Aiming to inherit a specific subset of fewer than four skills from the combined skills of the parents is consistently a bad idea. As mentioned earlier, the probabilities decrease linearly with the number of skills. This is further compounded by the 40% chance of not rolling any random skills, and the lack of cumulative probability from the number of skills to inherit rolling a higher number. As a result, this significantly lowers the chance of inheriting only that specific subset of skills.
- Once a passive skill is inherited, it’s excluded from the selection pool for future iterations. This means that an inherited skill won’t be chosen again in subsequent rounds. In other words, you won’t encounter a situation where the same skill is selected two or more times, resulting in the offspring having fewer passive skills than the random roll for number of inherited skills.
- The probability of inheriting a specific passive skill remains the same, whether it’s present in one or both parents. When forming the combined skill list from both parents, any duplicate skills are eliminated.
- It seems that the likelihood of randomly selecting a passive skill, regardless of whether it’s a higher-tier or lower-tier, is equal. Interestingly, this holds true not only for inherited skills but also for those that are randomly generated.
- It’s possible to roll the same random passive skills that weren’t initially selected for inheritance. This slightly increases the odds of obtaining a specific combination of passive skills from the stated probabilities. However, this increase is probably minimal, and somewhat complex to calculate.
- For modders: The UPalGameSetting properties Combi_PassiveInheritNum and Combi_PassiveRandomAddNum are the weighted random arrays that control the chance to inherit a certain number of passive skills.
To summarize
There are two rolls for passives. An inheritance roll, and a mutation roll. The inheritance roll determines how many passives are inherited from the parents. The mutation roll determines how many random passives are added on after that, if there is room for them. If all four slots are filled from the inheritance roll, the mutation roll is skipped.
- Duplicate passive skills on both parents neither help nor harm inheritance chances
- It doesn't matter which parent has which passive skill. A 2-2, 3-1, and 4-0 distribution all have the same odds.
This table shows the odds for inheriting a given number of passives:
| Passive skills available for inheritance | Chance of inheriting all parents' passives, with no random passives |
|---|---|
| 1 | 40% |
| 2 | 24% |
| 3 | 12% |
| 4 | 10% |
Passing Down Active Skills
When breeding, there is a 50% chance to pass down one active skill from either parent. The child can inherit any active skill the parents currently know, not just what they have equipped. This means that when trying to breed down an active skill you want to limit the pool of moves by keeping the parents at level 1.
Exclusive skills cannot be bred down.
Pals that learn an exclusive move at level 1 are unique in that they will always pass down another active skill. For example, Orserk learns Kerauno at level 1. If you breed two Orserk with Holy Burst and Kerauno, the resulting Orserk will always have Holy Burst if it inherits an active skill.
Passing Down Potentials
Potential represents a Pal's genetics, and determine the random variation in stats from pal to pal. To summarize, There are three Potential values: ATK, DEF, and HP. They are heritable, and increase the amount of stats you gain from level to level. A maximum Potential will raise its corresponding stat gains at each level-up by 30% (for the most part. Legendary Alpha pals have much higher HP potentials) At level 1, this will be insignificant, but at level 50 the bonus will be quite substantial.
Austin John Gaming did a 100-sample test to determine inheritance chances for Potential, however he made a miscalculation and in his conclusions reported half of the actual inheritance chances. His actual data shows that each Potential has the following odds of inheritance:
- 30% Father
- 30% Mother
- 40% Random mutation
This means that the odds of inheriting all three Potentials from either parent is (60%)^3 = 21.6%, and the odds of inheriting all three Potentials from one parent is (30%)^3 = 2.7%.
Breeding a perfect Pal
If you're looking to breed Pals with specific traits, there are three traits that can be passed down from parent to child: Potential, Passive Skills, and Active Skills.
First, get a Pal with max Potential (alpha pals tend to have above-average Potential, so look for high Potential from them). Depending on what you want the final Pal to have, some undesired Passive Skills can be acceptable, as they can be replaced with the Pal Surgery Table. Breed pals with one or more perfect Potentials together until all the Potentials are perfect. The Ability Glasses will display a Pal's Potential, alternatively this website can tell you what a pal's Potential are, but you'll have to level it up a little to tell for sure, due to rounding errors in the in-game stat screen. If a Pal is close to having perfect Potential, Stout Fruit, Power Fruit and/or Life Fruit can be used to boost it to perfect.
Next, obtain a pair of Pals with the Passive Skills you want distributed between the two of them (a Yakumo can speed up this process significantly), and breed them with your perfect Potential Pal. Your goal is to obtain a breeding pair with the Passive Skills you're looking for distributed between the two of them, no undesired Passive Skills and max Potential. Note that when working toward this, partial successes can increase your odds. If you get a child with the passives you want, but only 2/3 Potential maxed, you can swap them in to increase your odds of getting all three Potential maxed. If there are Passive Skills that you want but can be obtained from the Pal Surgery Table, then you might want to treat it as an undesired Passive Skill; not having it on the main breeding Pals increases the chances that the other Passive Skills will be passed on.
If you are also looking to pass an Active Skill onto the final Pal, then the parents should be kept at level 1, so they have less Active Skills and are thus more likely to pass on the desired Active Skill.
Once this final breeding pair is obtained, they can be bred together to then produce the final desired Pal. Note that gender doesn't matter too much here, as Pal Reversers can be used.
As an example, I recently bred a raid army of Polapups with Legend/Lunker/Demon God/Serenity, max Potential and Double Blizzard Spike passed on from Frostallion; I first caught a Frostallion with Legend/Ice Emperor/Demon God (using a Demon god Yakumo), and a Jolthog with no passives, and bred them until I got a Polapup with Double Blizzard Spike and Legend/Ice Emperor/Demon God, which I kept at level 1.
And then, I caught a Neptilius with very high Potentials and only Legend/Lunker, and bred it with a Foxparks with no passive, until I got two Polapups, one with Legend and high Attack/HP Potential, one with Lunker and high Defense Potential, then bred those two until I got a Polapup with Lunker and all high Potentials, and used some fruits to boost it to max Potential.
Now I have a Polapup with max Potential and Lunker, and one with Legend/Demon God and Double Blizzard Spike, so I started breeding them, gradually improving them until I had a perfect breeding pair, a Polapup with Lunker/Demon God and a Polapup with Legend/Lunker, both with max Potential and Double Blizzard Spike at level 1, from which I was able to breed Polapups with Legend/Demon God/Lunker, max Potential and Double Blizzard Spike, that I could add Serenity to with the Pal Surgery Table.
Aiming for specific Passives
Work Speed
Pal's work speed base value is 70, passive skill is cumulative Artisan (50%) + Work Slave (30%) + Serious (20%) + Lucky (15%) = 115%, Pal Essence Condenser no increase, Statue of Strength Enhancement 10 levels total 30% increase. Potential value doesn't affect work speed.
So the max working speed is 70*215%*130%=195 [This is outdated as the Lucky or Serious should be replaced with Remarkable Craftsmanship which gives an incredible 75% bonus and is a rainbow trait.
Pal Essence Condenser will increase all work suitability by 1 when it's 4 stars, and each level of work suitability is 3x faster than the previous level, so the difference between level 1 and level 5 is about 3^(5-1)=81 times.
Any previous work trait pal that is bred for artisan/work slave/serious/lucky can consider dropping lucky (15%) for nocturnal: it’s a slight work speed drop for being able to work 24/7 outside of food/spa. Particularly useful for Orzerk (electricity for oil pumps), Lyleen (planting), Jormuntide (watering), Frostallion (new ice crusher and cold feed box). Them being 5 work skill may be a good enough trade off to lose lucky for being able to work 24/7, over their noct counterparts. For pals that were already Dark types it’s pointless and you can just breed for lucky.
For Pals at work stations, including Ranches (Ranch Pals now use work speed), I'd suggest Artisan, Serious, Work Slave, and either Lucky or Nocturnal. Not having Nocturnal on all base Pals lets transporters clear work stations at night.
For transporters I'd suggest Legend, Runner, Swift, and either Nocturnal or Nimble. Knocklem can take bigger stacks, Vanwyrm is faster: personally I use Knocklem with Nocturnal for bulk transporting and Vanwyrm with Nimble for ranch or mining base transporting (loose mining nodes like Quartz, not the mining pits you can put in your base).
Serious can be implanted with the Pal Surgery Table by default (aka without obtaining an Implant first) so it's easy to add to a finalised pal.
Combat
For combat pals, I think Serenity is newest contender for traits. 30% cooldown on active as well as 10% Atk may effectively replace either 15% Atk (lucky), 20% (ferocious) or 20% element. It's worth to consider dropping elemental since it’s a pain to breed and forces you to pretty much exclude the option of other element attacks for a slight dmg boost.
Legend and Musclehead always (except for the few Pals that can't get Legend). Then Serenity > 30% elemental passives > Impatient > 20% elemental passives > Ferocious. On paper Impatient is fairly equal to the 20% elemental passives but Impatient allows you to mix active skills damage types. The 30% elemental passives are better than Impatient if using skills that match (although Shadowbeak and Bellanoir Libero deal so much damage with their exclusive skills that they can use 30% elemental passives and mix skill elements). An argument could be made for putting Ferocious on Knocklem instead of Impatient when used in your party because of its Partner Skill. If using Knocklem as a base Pal for raids, stick with Impatient.
For booster Pals, Vanguard and Stronghold Strategist give you 2 free slots for anything (for example, Motivational Leader boosts work speed).
For element swap mounts, legend/swift/runner/vanguard lets you outpace most attacks. Can swap out Runner or Vanguard for Infinite Stamina, Nimble or Stronghold Strategist.
Other
For travel mounts, Unlimited stamina feels more impactful overall than nimble. Definitely a preference things and depending on the pal (like it’s pointless on jetragon to have nimble). So likely legend/swift/runner/unlimited stamina.
Noble and Fine Furs are kinda pointless late game due to abundance of gold, but early game it could be useful if you gonna bulk sell items. They stack, with 5 Pals: -40% buy price, +40% sell price.
Strategy
Phase One: Potential/Passive Hunter
- Catch a legendary & any lucky Pal
- Catch any tower boss (NOTE: This is only possible if you are playing on a PC version prior to 0.1.5.0. If you are playing on the PlayStation 5 version, or any PC version later than this, the glitch to capture a tower boss was patched out.)
- Crank your server setting to 3x spawn (or as high as your PC can handle).
- Hunt for 100 Potential Chikipis & Blazamuts (use Alpha Blazamut, as their Potential ranges between, as compared to the regular Blazamuts on Island #3, which range from 1-100. When combined with the rare/uncommon spawn rate; it's far quicker/easier to farm 100 Potential Blazamuts at Alpha spawn, than farming island; all be it significantly harder).
Phase Two: The Pair of Perfect Pairs
- Breed the Chikipis & Blazamuts until you get one with perfect Potential.
- Cross breed your legend & lucky pals w/ a tower boss to get a legend & lucky Chikipi.
- You now need to pass Lucky/Legend to your Blazamut (this path is going to vary based upon what Lucky pals you have)
- If you want to pass from your Chikipi to Blazamut, the fastest route is Breed Chikipi to Blazamut for Tombat, Tombat to Blazamut for Ragnahawk, Ragnahawk to Blazamut for Helzephyr, Helzephyr to Blazamut for Cryolinx, Cryolinx to Blazamut for Suzaku, Suzaku to Jormuntide for Suzaku Aqua, and finally Suzaku Aqua to Blazamut.
- Now breed your legend & lucky Chikipi/Blazamut to your perfect Potential Chikipi/Blazamut respectively; until you get a compatible pair of Chikipi/Blazamut to breed (ideally, a male/female of each).
- Once you have your Perfect pair, it's time to start passing their traits on to all the other pals.
Side Note: There's no need to get all the pals in each generation before breeding pals of other generations; I've broken this down into generations to determine pre-requisites to get the traits to your desired Pal.
I do suggest prioritizing all of the pals up to Gen4 , as they are the bread and butter for most later generations. They are the most equidistant in breeding power, making them the most versatile for breeding.
Phase Three: Gen2
Chikipi + Blazamut = Tombat
Phase Four: Gen3
Tombat + Chikipi = Rushoar
Tombat + Blazamut = Ragnahawk
Phase Five: Gen4
Rushoar + Chikipi = Bristla
Rushoar + Blazamut= Anubis
Ragnahawk + Blazamut = Helzephyr
Ragnahawk + Chikipi= Lovander
Tips
- Get your Anubis first. He is great at so many things, and Vanwyrn + Cinnamoth is the easiest combo to breed. Take your time to breed your first Anubis for working with all related traits.
- You will have the most success rate of inheriting traits when there are 4 traits from your parents in total. Whether it's 0/4, 1/3, or 2/2, as long as it's 4 in total, you are good. Exceed this number and you will have an increased chance of getting random traits you don't want.
- Keep one female and one male for each pal with 0 passive skills, or breed some. If you have a pal with traits you don't want but still want to keep the good traits, you can breed them with a 0 traits counter-gender and isolate the trait. This will help you in many future breedings (if you already have your working Anubis). Here are some examples I use in my breeding:
- Anubis + Loupmoon (empty) = Foxcicle
- Anubis + Sparkit (empty) = Verdash
- Anubis + Suzaku (empty) = Jormuntide
- Jormuntide + Blazehowl (empty) = Jormuntide Ignis
- Anubis + Nitewing (empty) = Azurobe
- Anubis + Verdash (empty) = Petallia
- Use the Pal Surgery Table! While you have to obtain some trait implants, vital ones for breeding and work speed are always available (and by that point the 10-50k gold cost should be bearable). This includes the holy combo of breeding: Nocturnal and Philantropist as well as a decent work-pal baseline of Serious and Workaholic.
History
- 0.3.1.0
- Due to the addition of many new Pals, some Pal breeding combinations have been changed.
- 0.2.4.0
- Breeding eggs now have a slight chance to produce an Alpha Pal.
- 0.1.5.1
- Fixed a bug where breeding Pals always had fixed passives.
- 0.1.2.0
- Introduced.
Trivia
- There is a glitch (assumed) that Pals of the same gender can breed from time to time.
External Tools
- Pal Breeding Calculator made by uk-youngprofessional on Reddit.
- Palworld Breeding Calculator by Paldex.io
- Palworld Breeding Tree
- Palworld Breeding Combos Calculator by Jagdish1o1
- Palworld Breeding Calculator by Palworld.gg
- Passive skill inheritance calculator by mgxts
- Breeding calculator that detects+reads your save file and solves for pals + traits by tylercamp
- All Palworld Breeding Combos: Palworld Breeding Calculator
- Palworld Zucht Liste: Finde deine perfekten Pal-Kombinationen
- Palworld Breeding Calculator by Pindrop.gg — pairs the breeding combo solver with an interactive spawn map and guides.
- PalHatch — breeding calculator built on the revised 1.0 rank table, verified against all 44,851 combinations from the 1.0 game files. Includes mutation and passive-inheritance calculators. No login, no ads.
- PalForge — Save-file-aware breeding tree solver. Drop your level.sav, get an optimal multi-gen breeding roadmap from your exact Palbox. 100% client-side, zero uploads.
References
- https://www.reddit.com/r/Palworld/comments/19d98ws/spreadsheet_all_breeding_combinations_datamined/
- https://www.reddit.com/r/Palworld/comments/1af9in7/passive_skill_inheritance_mechanics_in_breeding/
- https://www.reddit.com/r/Palworld/comments/1am7y16/definitive_datamined_guide_to_breeding_for_both/
- https://www.reddit.com/r/Palworld/comments/1am69f5/guide_to_breeding_perfection/
- https://www.reddit.com/r/Palworld/comments/1edzbfq/some_tips_ive_learned_after_so_much_breeding/
- r/Palworld/comments/1eren84/so_you_want_to_try_breeding_down_active_skills/