PThePalWiki

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.

PalNo.RankEligible ChildIndex No.
Lamball0011470Yes252
Cattiva0021460Yes271
Chikipi0031500Yes288
Lifmunk0041430Yes231
Foxparks0051400Yes245
Foxparks Cryst005B1305No462
Fuack0061330Yes284
Sparkit0071410Yes291
Tanzee0081250Yes335
Rooby0091155Yes374
Pengullet0101350Yes248
Penking011520Yes353
Jolthog0121370Yes242
Jolthog Cryst012B1360No243
Gumoss0131240Yes340
Vixy0141450Yes306
Hoocrates0151390Yes610
Teafant0161490Yes238
Depresso0171380Yes272
Cremis0181455Yes371
Daedream0191230Yes334
Rushoar0201130Yes230
Nox0211180Yes352
Fuddler0221220Yes329
Killamari0231290Yes313
Mau0241480Yes228
Mau Cryst024B1440No229
Celaray025870Yes363
Direhowl0261060Yes239
Tocotoco0271340Yes232
Flopie0281280Yes319
Mozzarina029910Yes314
Bristla0301320Yes246
Gobfin0311090Yes250
Gobfin Ignis031B1100No251
Hangyu0321420Yes256
Hangyu Cryst032B1422No257
Mossanda033430Yes325
Mossanda Lux033B390No326
Woolipop0341190Yes264
Caprity035930Yes302
Caprity Noct035B855No463
Melpaca036890Yes266
Eikthyrdeer037920Yes233
Eikthyrdeer Terra037B900No234
Nitewing038420Yes318
Ribbuny0391310Yes347
Ribbuny Botan039B1205No464
Incineram040590Yes226
Incineram Noct040B580No227
Cinnamoth041490Yes367
Arsox042790Yes327
Dumud043895Yes372
Cawgnito0441080Yes269
Leezpunk0451120Yes282
Leezpunk Ignis045B1140No283
Loupmoon046950Yes255
Loupmoon Cryst046B805No465
Galeclaw0471030Yes236
Robinquill0481020Yes277
Robinquill Terra048B1000No278
Gorirat0491040Yes240
Gorirat Terra049B1030No241
Beegarde0501070Yes323
Elizabee051330Yes322
Grintale052510Yes366
Swee0531300Yes343
Sweepa054410Yes344
Chillet055800Yes354
Chillet Ignis055B790No355
Univolt056680Yes244
Foxcicle057760Yes332
Pyrin058360Yes260
Pyrin Noct058B240No261
Reindrix059880Yes303
Rayhound060740Yes328
Kitsun061830Yes281
Kitsun Noct061B735No466
Dazzi0621210Yes249
Dazzi Noct062B1115No467
Lunaris0631110Yes247
Dinossom064820Yes289
Dinossom Lux064B810No290
Surfent065560Yes267
Surfent Terra065B550No288
Maraith0661150Yes276
Digtoise067850Yes235
Tombat068750Yes324
Lovander069940Yes309
Flambelle0701405Yes373
Vanwyrm071660Yes286
Vanwyrm Cryst071B620No287
Bushi072640Yes361
Bushi Noct072B650No362
Beakon073220Yes348
Ragnahawk074380Yes360
Katress075700Yes345
Katress Ignis075B690No346
Wixen0761160Yes307
Wixen Noct076B1150No308
Verdash077990Yes331
Vaelet0781050Yes317
Sibelyx079450Yes305
Elphidran080540Yes262
Elphidran Aqua080B530No263
Kelpsea0811260Yes311
Kelpsea Ignis081B1270Yes312
Azurobe082500Yes270
Cryolinx083130Yes265
Cryolinx Terra083B160Yes468
Blazehowl084710Yes336
Blazehowl Noct084B670No337
Relaxaurus085280Yes279
Relaxaurus Lux085B270No280
Broncherry086860Yes297
Broncherry Aqua086B840No298
Petallia087780Yes365
Reptyro088320Yes274
Reptyro Cryst088B230No275
Kingpaca089470Yes338
Kingpaca Cryst089B440No339
Mammorest090300Yes294
Mammorest Cryst090B290No295
Wumpo091460Yes315
Wumpo Botan091B480Yes316
Warsect092340Yes349
Warsect Terra092B350No350
Fenglope093980Yes273
Fenglope Lux093B835No469
Felbat0941010Yes296
Quivern095350Yes356
Quivern Botan095B340Yes357
Blazamut09610Yes300
Blazamut Ryu096B9No301
Helzephyr097190Yes358
Helzephyr Lux097B180No359
Astegon098150Yes330
Menasting099260Yes368
Menasting Terra099B250No369
Anubis100570Yes225
Jormuntide101310Yes253
Jormuntide Ignis101B315No254
Suzaku10250Yes258
Suzaku Aqua102B30No259
Grizzbolt103200No237
Lyleen104250No320
Lyleen Noct104B210No321
Faleris105370No299
Faleris Aqua105245No470
Orserk106140No370
Shadowbeak10760No304
Paladius10880No351
Necromus10970No364
Frostallion110120No292
Frostallion Noct110B100No293
Jetragon11190No333
Bellanoir1121No375
Bellanoir Libero112B1No376
Selyne113345No377
Croajiro114795Yes378
Lullu115905Yes379
Shroomer116720Yes380
Shroomer Noct116B730Yes381
Kikit1171125No382
Sootseer118545No383
Prixter119355No384
Knocklem120265No385
Yakumo121945No386
Dogen122665No387
Dazemu123675No388
Mimog1241200No389
Xenovader125465No390
Xenogard126435No391
Xenolord127265No393
Nitemary128705Yes394
Starryon129365Yes395
Silvegis130215Yes396
Smokie1311245Yes397
Celesdir132815No398
Omascul133630Yes400
Splatterina134725Yes404
Tarantriss135825Yes405
Azurmane136400Yes406
Bastigor137170No472
Prunelia138755Yes20
Nyafia139645Yes19
Gildane140505Yes219

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:

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:

Pal ResultParent Combination
Azurobe CrystAzurobe + Frostplume
Blazehowl NoctBlazehowl +Felbat
Broncherry AquaBroncherry + Fuack
Bushi NoctBushi + Sootseer
Caprity NoctCaprity + Tarantriss
Chillet IgnisChillet + Arsox
Croajiro NoctCroajiro + Bushi Noct
Cryolinx TerraCryolinx + Dazemu
Dazzi NoctDazzi + Omascul
Dinossom LuxDinossom + Rayhound
Dumud GildDumud + Eikthyrdeer Terra
Eikthyrdeer TerraEikthyrdeer + Hangyu
Elphidran AquaElphidran + Surfent
Faleris AquaFaleris + Jormuntide
Fenglope LuxFenglope + Azurmane
Finsider IgnisFinsider + Gobfin Ignis
Foxparks CrystFoxparks + Foxcicle
Frostallion NoctFrostallion + Helzephyr
Fuack IgnisFuack + Flambelle
Ghangler IgnisGhangler + Sootseer
Gobfin IgnisGobfin + Rooby
Gorirat TerraGorirat + Kikit
Hangyu CrystHangyu + Swee
Helzephyr LuxHelzephyr + Beakon
Incineram NoctIncineram + Maraith
Jolthog CrystJolthog + Pengullet
Jormuntide IgnisJormuntide+ Blazehowl
Katress IgnisWixen + Katress
Killamari PrimoKillamari + Ribbuny
Kingpaca CrystKingpaca + Reindrix
Kitsun NoctKitsun + Nyafia
Leezpunk IgnisLeezpunk + Flambelle
Loupmoon CrystLoupmoon + Sweepa
Lyleen NoctLyleen + Menasting
Mammorest CrystMammorest + Wumpo
Mau CrystMau + Pengullet
Menasting TerraMenasting + Knocklem
Mossanda LuxMossanda + Grizzbolt
Pengullet LuxPengullet + Sparkit
Penking LuxPenking + Rayhound
Pyrin NoctPyrin + Katress
Quivern BotanQuivern + Lullu
Relaxaurus LuxRelaxaurus + Sparkit
Reptyro CrystReptyro + Foxcicle
Ribbuny BotanRibbuny + Bristla
Robinquill TerraRobinquill + Fuddler
Surfent TerraSurfent + Dumud
Suzaku AquaSuzaku + Jormuntide
Turtacle TerraTurtacle + Digtoise
Vanwyrm CrystVanwyrm + Foxcicle
Whalaska IgnisWhalaska + Chillet Ignis
Warsect TerraWarsect + Digtoise
Wixen NoctKatress + Wixen
  • 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 ResultParent Combination
LyleenMossanda + Petallia
FalerisVanwyrm + Anubis
GrizzboltMossanda + Rayhound
OrserkGrizzbolt + Relaxaurus
ShadowbeakKitsun + Astegon
SelynePaladius + Lunaris
BastigorFrostallion + Anubis

Miscellaneous

One Pal has a unique breeding combination, despite being neither a variant nor a tower boss.

Pal ResultParent Combination
CelesdirGildane + 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:
NumberProbability
140%
230%
320%
410%
  • 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 skillsProbability
410%
312%
224%
140%

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))
410%10%10%10%
320%8%30%12%
230%12%60%24%
140%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 inheritanceChance of inheriting all parents' passives, with no random passives
140%
224%
312%
410%

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

References