Combat
Palworld Type Chart — Elemental Strengths & Weaknesses
Rock beats scissors, water beats fire, and somewhere out there a Dragon-type is weak to itself for reasons nobody fully explained to me before I lost a mirror match — so let's get the whole chart straight in one pass instead of learning it the way I did.
The Core Triangle
Palworld's nine elements — Neutral, Fire, Water, Grass, Electric, Ice, Ground, Dark, and Dragon — form a rock-paper-scissors web similar to other creature-collector games, with a few asymmetric matchups worth memorizing. Water beats Fire and Ground. Fire beats Grass and Ice. Grass beats Water and Ground. That three-way loop covers most early fights, and once it clicks, the rest of the chart is just exceptions to learn on top of it.
Electric's Narrow Lane
Electric only beats Water, but is itself weak only to Ground — a narrow matchup that makes Electric Pals reliable specialists rather than generalists. Not flashy, but hard to counter-pick if you know what you're walking into.
Dragon and Dark
Dragon is the odd one out: it's strong against Dark and against itself, but also weak to Ice and to itself simultaneously — so mirror matches and Ice ambushes are both real threats against a Dragon-type mount. Dark, in turn, beats Neutral but loses to Dragon, and Neutral has no offensive strengths of its own. It's the element equivalent of bringing a butter knife to a sword fight.
Every Pal detail page on this site lists weaknesses derived directly from this chart, so you can plan a capture-team loadout without memorizing the whole grid — or browse the full Pal database by element directly if you already know what you're hunting.


