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Palworld Type Chart: Every Element’s Strengths and Weaknesses

Palworld type chart: nine elements, 2x damage to the element each beats and 0.5x to the one that beats it. Every strength and weakness at a glance.

Cassia Fenwick
Cassia Fenwick, Staff Writer
Published · 6 min read
Cute elemental creatures of fire, water, ice, grass, electric, dark and ground arranged around a colour wheel

Palworld has nine elements, and the rule is simple: an attack deals 2x damage to the element it beats and 0.5x to the element that beats it. Water beats Fire, Fire beats Grass and Ice, Grass beats Ground, Ground beats Electric, Electric beats Water, Ice beats Dragon, Dragon beats Dark, and Dark beats Neutral. Neutral beats nothing, but its attacks never get resisted either. This Palworld type chart is current for version 1.0 (released July 10, 2026), checked against the Palworld Wiki in November 2026.

Key takeaways

•Each element deals 2x to one target (Fire gets two: Grass and Ice) and 0.5x to the element that counters it.
•A Pal using a skill of its own element gets +20% damage, so a matching super-effective hit lands at 2.4x.
•On dual-element Pals, a skill that’s strong against one half and weak against the other cancels out to 1x.
•Per the Palworld Wiki (edited September 2026), every element except Neutral also resists itself.

The full Palworld type chart for 1.0

Read each row left to right: what that element’s attacks hit hard, what shrugs them off, and which element punishes Pals of that type. Values come from the Palworld Wiki’s Elements page (last edited September 6, 2026).

ElementDeals 2x toDeals 0.5x toTakes 2x from
NeutralNoneNoneDark
FireGrass, IceWater, FireWater
WaterFireElectric, WaterElectric
GrassGroundFire, GrassFire
ElectricWaterGround, ElectricGround
IceDragonFire, IceFire
GroundElectricGrass, GroundGrass
DarkNeutralDragon, DarkDragon
DragonDarkIce, DragonIce

Two quirks stand out. Fire is the only element with two targets, and Neutral is the only one with no offensive strength and no offensive weakness. Even Dark, which hits Neutral Pals for double, takes normal damage from Neutral attacks.

The self-resist entries (Fire into Fire, Ice into Ice and so on) are on the wiki’s Elements page as of its September 6, 2026 edit, but the page doesn’t cite a test or source. Pocketpair hasn’t published an official multiplier sheet, so treat that detail as community sourced.

How damage multipliers work in Palworld

The wiki lists three outcomes: 2x when the skill’s element is strong against the target, 0.5x when it’s weak, and 1x for everything else. The part many players miss is that the skill’s element decides offense, not the attacker’s. A Water Pal casting a Grass skill attacks as Grass. Defense works the other way: what you take depends on your Pal’s own element or elements.

Two more modifiers stack on top. A Pal using a skill that matches one of its own elements deals an extra 20%, and critical hits always deal double damage no matter the matchup.

Worked example: picking the right skill

Take a Water Pal fighting a Fire boss. Its Water skill gets 2x for the matchup and 1.2x for matching the Pal’s element: 2 × 1.2 = 2.4x. Now suppose the same Pal has a Grass skill slotted and fires that instead. Grass into Fire is 0.5x, with no same-element bonus.

Same Pal, same stats, same fight: the right skill does 2.4 ÷ 0.5 = 4.8 times the damage of the wrong one. That single number is the whole case for checking skill elements before a tower or Alpha fight, not just Pal elements. It also means a Pal with an off-element skill in its active slots is quietly wasting turns.

The two loops that make the chart easy to remember

Nine elements sounds like a lot, but the chart is really one five-step loop plus one straight chain, joined at Fire.

Palworld element matchups: a five-element loop and a five-element chain The loop (arrow = deals 2x to) Water Fire Grass Ground Electric The chain Ice Dragon Dark Neutral beats nothing Fire is the hinge: it sits in the loop and starts the chain.
Follow the arrows: each element deals 2x to the next one. Source: Palworld Wiki, Elements page.

The loop runs Water → Fire → Grass → Ground → Electric → back to Water. The chain runs Fire → Ice → Dragon → Dark → Neutral, and Neutral hits nothing for extra damage. Remember that Fire is the hinge between them and you can rebuild the whole chart from memory.

Dual-element Pals: when weaknesses stack or cancel

Many Pals carry two elements and inherit the weaknesses of both. The game weighs every strength and weakness before applying a final multiplier, which produces a few results that surprise people.

Target PalIncoming skillResult
Reptyro (Fire/Ground)Grass1x: strong vs Ground, weak vs Fire, so they cancel
Reptyro (Fire/Ground)Water2x: Water beats Fire, Ground stays neutral
Relaxaurus (Dragon/Water)Ice2x: Ice beats Dragon
Relaxaurus (Dragon/Water)Electric2x: Electric beats Water

Can a Pal take 4x? Not right now. The wiki notes the only typing that would suffer a double weakness is a Grass/Ice Pal hit by Fire, and none exists. A 0.25x double resist only happens through self-resist: a Dark skill into a Dragon/Dark Pal like Astegon is resisted by both elements. Apart from that, no two elements resist the same attacker.

What beats each element? Quick counter picks

When a tower boss or Alpha shows its element icon, here’s the one-line answer for each:

Fire Pals: bring Water. Water Pals: bring Electric. Grass Pals: bring Fire. Electric Pals: bring Ground. Ground Pals: bring Grass. Ice Pals: bring Fire. Dragon Pals: bring Ice. Dark Pals: bring Dragon. Neutral Pals: bring Dark.

For dual-element targets, check both icons and skip any attack element that one half resists, since it’ll cancel to 1x at best.

Your own dual-element Pals work the same way in reverse. A Dragon/Electric Pal hits both Dark and Water for double, but it also takes double from Ice and Ground. Before a boss fight, look at what the boss attacks with, not just what it is, and bench anything that boss can hit for 2x.

Our take: if you’re building a small all-purpose squad, a Fire skill user earns its slot first because it’s the only element with two targets. Ice comes next, since it’s the single answer to Dragon. Neutral attackers are the safe filler: they’ll never hit for double, but they’ll never get resisted either.

Learn the loop, remember the hinge, and you’ll rarely need this page mid-fight.

Put it to use in our Palworld dungeon locations guide. For Pokémon’s version of the system, see our Pokémon Champions tier list and Eevee evolutions guide.

Palworld type chart FAQ

Is the Palworld type chart the same as Pokémon’s?

No. Palworld uses nine elements instead of Pokémon’s 18 types, and each element has exactly one weakness. There’s no Fighting, Flying or Steel. Damage is 2x or 0.5x, 4x can’t currently happen, and 0.25x only comes from the self-resist rule (a Dark skill into a Dragon/Dark Pal), so the chart is far smaller and easier to memorize than Pokémon’s.

Did Palworld 1.0 change the type chart?

The Palworld Wiki’s history for elements lists them as introduced in early access version 0.1.2.0 and logs no matchup changes since. Pocketpair’s 1.0 patch notes (July 10, 2026) list no element-chart changes either. The newest addition is documentation, not a patch: the wiki’s September 2026 edit says elements resist themselves, without citing a source. Check patch notes after future updates.

Does Neutral resist anything in Palworld?

No. Neutral Pals take normal damage from every element except Dark, which deals 2x. Neutral is also the one element that doesn’t resist itself, per the wiki. On offense, Neutral skills never deal reduced damage, even against Dark, which makes them a reliable backup option.

Cassia Fenwick
About the author

Cassia Fenwick

Cassia Fenwick is a staff writer at Console Alley, covering console gaming from the latest hardware questions to the games players return to for years. Her work moves across news, practical guides, reviews, gaming gear, and the wider culture around games. Whether she is breaking down a new console feature or explaining a mechanic in a familiar favorite, she writes with a straightforward goal: help readers understand what matters and what to do next. She pays particular attention to the small details that shape the playing experience. A controller compatibility rule, a battery-life setting, a difficult-to-find resource, or a change introduced by a game update can make the difference between a frustrating evening and a rewarding one. Her published coverage includes Nintendo Switch and Switch 2 questions, Terraria, Stardew Valley, and The Sims 4, with explanations that welcome readers who may be discovering a game for the first time or returning after time away. Cassia's style is clear, patient, and grounded in practical examples. Rather than assuming readers already know the terminology, she begins with the question at hand, adds the context that genuinely helps, and keeps instructions easy to follow. She is interested not only in how a feature works, but also why its design matters—especially when a small interaction, interface decision, or unexpected mechanic changes how a game feels. Outside her gaming coverage, Cassia enjoys colorful postcards, making books, and noticing the shapes, colors, and details built into everyday objects. That curiosity carries naturally into her writing, where overlooked features and thoughtful design can provide a fresh way to look at a game. Her aim is for every article to be useful on its own: approachable enough for a newcomer, specific enough for someone looking for a quick answer, and enjoyable enough to leave readers with something new to explore.

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