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Palworld
Character Index
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Humans & Factions | Pals & Pal Elements | Lamball to Celaray (1-25) | Direhowl to Gorirat (26-49) | Beegarde to Ragnahawk (50-74) | Katress to Anubis (75-100) | Jormuntide to Bellanoir (101-112)

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Pals & Pal Elements

    In General 

The Pals

https://static.tvtropes.org/pmwiki/pub/images/palworld_3261957.jpg
Welcome to the Palpagos Islands.note 
Pals are the eponymous creatures of the game Palworld. Native to the Palpagos Islands, Pals have been a constant companion to humans for as long as humans have existed there as well. Pals can be caught to help the player, willingly or unwillingly, in farming, breeding, fighting, or working in factories... Pals can also be sold or slaughtered for food and mistreated, but can be very useful friends as well.
  • Animals Not to Scale: Perhaps not seen as often as with Pokémon, but a fair number of them are often bigger or smaller than their real-life basis. A great example of this would be Teafant, who is supposed to be an elephant similar in concept to Cufant… who looks more like a baby elephant than a fully grown one.
  • Alternate Company Equivalent: Let's not kid ourselves here, they're basically Pokémon.
  • Badass Adorable: Many species of Pals are just as cute and lovable as they are capable of kicking your ass.
  • Benevolent Monsters: Some of the Pals found in the wild are passive, and will not attack you, unless your Pals or you attack them first.
  • Berserk Button: If anyone attacks you, your Pals will fly into a rage and won’t rest until they’ve destroyed the threat. The Castaway found he couldn’t stop his monsters at his home base from killing a hostile human of the lost civilization he wanted to open peaceful negotiation with. You will experience similar problems if you try catching a Pal close to your base, because as soon as it lands a hit on you, every last of your workers will come charging in and carpet-bomb your quarry into uncatchable paste with their attacks.
  • Blessed with Suck: It's possible for Pals to get purely negative Passive Skills that lower their stats or effectiveness in battle or at work.
  • Boss Battle: All battles with Alpha Pals clearly qualify as this. They're generally far higher levels than is typical in that region, tend to have far higher health, and you can capture them to add them in your party. They're also far larger than typical Pals of the region.
  • Boss Subtitles: Every Alpha Pal usually has a subtitle in addition to their name, likely to emphasize that they're far stronger than their normal ilk.
  • Call a Smeerp a "Rabbit": Many Pals going by their subtitles are categorized by real-world animals (such as Incineram being called 'Hyena of the Wild').
  • Carnivore Confusion: Notably averted. Pals who are considered a delicacy or exist to be eaten are pretty explicitly stated as such, and carnivorous Pals generally have no compulsion against devouring the corpses of fallen Pals or humans.
  • Cast of Expies: With only a handful of exceptions either being an Expy of another franchise or a mostly original creation (like Bushi), Pals generally take heavy inspiration, either directly or in combination with, from other Pokémon from the Pokémon franchise.
  • Combat and Support: Pals often fall into two categories: combat and base utility, with many able to do both. Chikipi is an example of a support Pal, having poor stats compared to later-game Pals but can produce eggs at a ranch for food. Shadowbeak, on the other hand, is purely combat-focused, having powerful stats close to legendaries, but its base utility is abysmal, with only a single level in Gathering. Pals like Anubis and Lyleen can be used in combat and base work, being extremely adept at both.
  • Contractual Boss Immunity: The field boss Pals take massively reduced damage compared to their regular counterparts.
  • Cute Critters Act Childlike: Most Pals generally are around the ballpark of intelligence comparable to a human child, though there's always exceptions of exceptionally brilliant — or exceptionally stupid — Pals in tandem with that. This actually bites many people on the ass more than not, as Pals are not only smart enough to realize they're being abused, but can potentially revolt or protest work as a result. Just because they're your slaves doesn't mean they have to like it.
  • Darker and Edgier: Pals as they're written are pretty explicit in being far darker than normal Pokémon. Paldeck entries make constant references of them eating Pals and them even doing some truly nightmarish shit to each other, not to mention many NPCs have made constant reference to their friends being eaten by other wild Pals. It takes much of the darker PokéDex entries of Pokémon Sun and Moon and takes it to its logical extreme while taking full advantage of the fact it's a T-rated game.
  • Deconstructed Character Archetype: Pals are this for Mons in general. The game, no matter how much you treat your Pals well, makes it very clear they're still wild animals, albeit highly intelligent ones. You can't command them to give out attacks unless under specific circumstances, they can be routinely harvested for food or resources or even butchered, they can be enslaved to work in mines or factories, and they are intelligent enough to know if you're mistreating them and possibly even revolt. Just as Palworld is a serious look at how a world would function as a Mons Series, Pals are this for the entire concept of Mons period.
  • Defeat Means Friendship: The rule of Palworld is the same as Pokémon: you have to beat the Pals within an inch of their lives and get them inside of a Pal Sphere. Granted, unlike its inspiration, there's nothing preventing you from ganging up or even shooting a Pal yourself
  • The Dog Bites Back: If you are cruel to your Pals, they might revolt against you.
  • Dub Name Change: Just like in Pokémon, Pals often have different names between the original Japanese and English translation, ranging from Barely-Changed Dub Name to being completely different in meaning. However, there's an extra layer to this with the Pal subspecies, as in Japanese all of them get new names that fit their elemental changes, while in English they keep the same names with just an extra word based on their new element, which oftentimes results in the English version becoming a Non-Indicative Name.
  • Elemental Powers: All Pals have an elemental alignment or two, boiling down to Neutral, Grass, Fire, Water, Electric, Ice, Earth, Dark (which also encompasses poison abilities), and Dragon.
  • Elemental Rock-Paper-Scissors: Grass > Ground > Electric > Water > Fire > Grass. Fire also belongs to a second chain of Fire > Ice > Dragon > Dark > Neutral, making it the only element that's strong against two elements, while Neutral is strong against none of them.
  • Hot Skitty-on-Wailord Action: Parodied. While in Pokémon there are clear limits on whom can breed with whom, you can breed anyone with anyone in Palworld, and you'd likely get some freaky egg creature out of it as a direct result. This leads to truly absurd circumstances, like a Jormuntide breeding with a Flopie of all things.
  • Large and in Charge: Alpha Pals are far bigger than normal Pals, and tend to be the head of the pack in general.
  • Manual Leader, A.I. Party: The only character you directly control is your own Pal trainer; your Pals operate on artificial intelligence, but can be given orders at various times as well.
  • Metal Slime: Pals can appear as Lucky Pals, basically Palworld's equivalent of Shiny Pokémon; they appear larger than normal Pals, and on top of sparkling like a glitter, they have very rare and extremely powerful unique attacks only they get, as well as always getting the Lucky passive skill. They're very rare to find, but catching one will ensure you'll be very happy.
  • Mix-and-Match Critters: Pals, being an amalgamation of different animals and a Cast of Expies to Pokémon, often take from a wide variety of animalistic inspirations.
  • Mon: They are entirely based on this in general, operating on the same principles of capture-able super-powered monsters. They're also a Darker and Edgier variant of this versus other Mons Series, as they're unafraid to say the quiet part out loud with how nightmarish some Pals can be.
  • Monster Lord: Alpha Pals in general are this, often lording over a specific region and tending to be the king of resident smaller Pals, especially in dungeons.
  • Monstrous Cannibalism:
    • Pals from species that drop meat upon being defeated/captured can be fed meat from their own species. Or even themselves.
    • Carnivorous Pals that scavenge and eat corpses are fully willing to eat others of their own species.
  • Mundane Utility: Putting Pals in a base lets you put their incredible abilities to use for everyday tasks. You can have things like Master Swordsman Bushi putting its sword to work chopping wood, have a massive fire dragon (Jormuntide Ignis) cooking food, or even use the Olympus Mons Frostallion as a refrigerator.
  • Mutual Disadvantage: All elements except Neutral resist attacks of their own element.
  • Nature Is Not Nice: It's a dangerous world out there for an unprepared lone human, and many of the monsters even moreso, as the Paldeck's Black Comedy reveals nature can even be cruel to herself.
  • No Body Left Behind: According to The Castaway, this is not merely a gameplay feature. The bodies of Pals who are slain literally do disappear after a certain amount of time passes (though not items you harvest from them to eat or use), the reason being one of the many mysteries of their biology.
  • Nocturnal Mooks: Certain species, like Depresso, Daedream, and Incineram, tend to be more active at night, if not spawning exclusively when the sun's out. This does actually serve a practical purpose since nocturnal Pals don't need to sleep, allowing them to work around the clock instead of just during the day (they do still need a bed to keep them happy, though).
  • Non-Human Sidekick: To their respective trainers. The role is usually filled by the protagonist's Signature Mon, but they all qualify.
  • Pokémon Speak: Notably averted. Despite having names that one would think would be subject to it, most Pals actually have pretty much the exact same cries its real-world equivalent would likely have.
  • Power Up Mount: A good portion of Pals can be ridden once you make a saddle for them. This gives you the ability to either traverse the land more quickly, scale cliffs with powerful jumps, fly, or swim. You can also gain the ability to fight using your Pal’s skills with one needing to recharge after usage.
  • Random Species Offspring: The result of breeding any two Pals together is determined by the combination of the two parents, and is often a species that has no apparent relation to either of them. Good luck explaining how, say, a Lamball and Fuddler resulted in a Tocotoco egg.
  • Secret Art: A number of Pals have a skill exclusive to that species, helpfully labeled as such in the skill description.
  • Super-Persistent Predator: Zigzagged. Some hostile Pals in the wild will pursue you, even passive ones, if you attack them first. If you run and get far away enough, they’ll lose interest and break off the chase. Problem is, if you’ve unwisely decided to pick a fight with a Lightning Bruiser, you won’t be able to put enough distance between the monster and you to escape.
  • Underground Monkey: Some Pals have subspecies of them with a different elemental typing. These can rarely be found in the wild alongside their normal kind, in a different climate than their normal form, or when a Pal is bred with another of a specific element.
  • Undying Loyalty: The main reason why humans are not a critically-endangered species in this world. A fully-befriended Pal will do anything to please you and is your companion for life. The monster will eagerly work to its death for you, and readily fight to the death for you. Even if you fall in battle to a wild attacking Pal, they will never stop.
  • Weaponized Animal: Certain Pals can be given weapons to fight alongside you Panzer Dragoon-style via their Partner Skill, such as Tanzee and Lifmunk being able to use guns. You can even attach heavy weaponry to larger ones.
  • Whale Egg: Aside from the ones that can't breed at all, every Pal reproduces by laying eggs. They can have eggs patterned based on their typings, and some eggs are apparently so big they take real-world hours just to incubate.

    Neutral Element 

Neutral Element

https://static.tvtropes.org/pmwiki/pub/images/neutral_icon.png
Neutral-elemental Pals are Pals that lack any specific Element, or are pretty close or analogous to real-world animals as much as possible.
  • Action Bomb: The moves Implode and Megaton Implosion, which both knock out the user (or kill it, in the case of the wild) in exchange for inflicting massive damage on the opponent, are Neutral moves.
  • Badass Normal: The best way to describe some of the tougher Neutral-elementals. They tend to not have any specialty regarding the elements, they just fight with all they have until they win.
  • Boring, but Practical: They aren't going to be as flashy as one might like, but their attacks are unresisted across the board, giving a very boring but consistent answer to many of your worse problems in the Palpagos Islands.
  • Blow You Away: They actually learn a move called Air Cannon, which as the name implies, is them firing a blast of highly-pressurized air at its target. Fenglope and Nitewing respectively both also learn Cloud Tempest and Tornado Attack, which also involve using wind to attack opponents with. The rest of the lion's share of Wind attacks tend to go to Grass-elemental Pals.
  • Color-Coded Elements: Neutral is represented with a greyish beige.
  • Com Mons: The majority of Com Mons are Neutral-elementals, but the opposite is not necessarily true.
  • Energy Ball: Their moves Power Blast and Power Bomb are a small and large variant of this, respectively.
  • Elemental Rock-Paper-Scissors: It hits everything neutral, but it itself is weak to Dark-elemental moves.
  • Expy: The Neutral element is for all intents and purposes the exact same as Pokémon's Normal-type.
  • Light 'em Up: Several of their abilities, such as Power Blast, Power Bomb, and Pal Blast, are all associated with blasts of yellowy-light magic. It doesn't hurt that Paladius is associated with it.
  • Master of None: Neutrals have no element advantage over any other element, only a weakness to Dark moves.
  • Non-Elemental: Pals of this element tend to lack any specific element to them, often only being weak to Dark-elemental attacks and deals neutral damage to every Pal in the game. While this does mean it has no type advantages to take certain Pals down more quickly and easily, it also means it isn't resisted by anything (not even itself), making it consistently useful.
  • Real Is Brown: Many of them have a brown or tan color scheme to make them look more like real animals.
  • Wave-Motion Gun: Their Ersatz-Hyper Beam in Pal Blast is this… and unlike Hyper Beam, it's not only not Awesome, but Impractical, but straight-up the best Neutral-elemental skill you can get in the game!

    Grass Element 

Grass Element

https://static.tvtropes.org/pmwiki/pub/images/grass_icon.png
Grass-elemental Pals are associated with Green Thumb powers. They tend to come either as Planimals, benevolent fairies, or even insects.

Grass-elemental variant Pals are identified by the suffix "Botan".
  • Big Creepy-Crawlies: A fair amount of Grass-elemental Pals — such as Cinnamoth, Beegarde, Elizabee, Vaelet and Warsect — are actually inspired by insects and Pokémon's Bug-type, and are functionally the exact same as that typing. Also like said type, most of them are utterly massive compared to real bugs.
  • Blow You Away: They actually get quite a few wind-based spells themselves, from Wind Cutter to Grass Tornado. They naturally take a bright green hue with it as well. As if acknowledging this, many Grass-elemental Pals learn quite a few of the other wind-using skills that Neutral-elemental Pals get as well.
  • Bullet Seed: They can learn Bullet Machine Gun, which is about the exact same as you'd expect it to be in the Trope Namer's equivalent.
  • Color-Coded Elements: The Grass element is represented as Green, and many Grass-elementals are varying shades of green and yellow.
  • Elemental Rock-Paper-Scissors: They utterly wreck most Ground-elementals, but are burnt to a crisp by Fire-elementals.
  • Expy: They're actually not entirely the Grass-type that you know; they're a Composite Character of the Grass-type on top of the Bug-type and the more benevolent side of the Fairy-type.
  • Fairy Companion: Several Grass-elementals — like Flopie, Verdash, Vaelet, Petalia and Lyleen — actually take a lot from the more benevolent side of Pokémon's Fairy-type, often representing the "Seelie Court" with whimsical, friendly fairies and nature spirits. They're in every way more benevolent than the night-time fairies.
  • Fantastic Flora: Just going by its attacks, the Grass-element includes plants who can shoot seeds like machine guns, giant seeds that can serve as land mines, tornados made of grass, as well as giant spiked vines impaling targets from afar. And that's just the moves, we haven't even talked about the Pals!
  • Garden Garment: Flopie, Petallia, and Lyleen are dressed in beautiful flower-like garments that are a natural part of their bodies.
  • Green Thumb: The crux of powers for the element involve manipulating plants and other nature aspects, naturally.
  • Light 'em Up: They can learn Solar Blast as the ultimate Grass-type move.
  • Nature Spirit: If they aren't a Planimal or Big Creepy-Crawly, they're this, and of the "benevolent fairy" type, too.
  • Our Nymphs Are Different: Many Grass-elementals — such as Petalia, Flopie and Lyleen — were actually feminine Nature Spirits who were fairies in their own right.
  • Planimal: A good portion of Grass-elemental Pals are crosses between plants and animals, such as Lifmunk and Tanzee. Notably, the game answers the question of planimal meat, as some of them like Caprity (a berry bush goat), Broncherry (a cherry sauropod) and Mammorest (a tree-mammoth) drop their meat when killed and can be cooked into dishes. Cooked Caprity meat is mentioned to be both berries and meat at the same time, while Broncherry meat is stated to have nutrients gained from photosynthesis.
  • Power Nullifier: Grass skills have a chance to entangle enemies, slowing their movement and preventing any action that requires stamina. This makes the player and other human victims unable to perform any action other than using ranged weapons or walking.
  • Recursive Ammo: The Seed Mine skill has the user send out an exploding seed that showers more seeds over a wide area, which explode after a short delay.
  • Wave-Motion Gun: They can learn Solar Blast — aka, an Ersatz Solar Beam — as their ultimate move, and it also averts Awesome, but Impractical much like the other beam attacks.
  • Weak to Fire: They are burned to ashes by Fire-elemental Pals.
  • Wind Is Green: While Neutral-element Wind manifests as a whitish-blue, Grass-element Wind tends to appear with a bright green shade.

    Fire Element 

Fire Element

https://static.tvtropes.org/pmwiki/pub/images/fire_icon.png
Fire-elemental Pals are associated with pyrokinetic abilities. They tend to have lots of damage-dealing capabilities and are often found in volcanic areas, but they're easily doused by Water-element attacks.

Fire-elemental variant Pals are identified by the suffix "Ignis".
  • Anti-Structure: Downplayed: Fire attacks are great at destroying wooden base structures by setting them ablaze, but stone or metal structures will not catch fire.
  • Attack! Attack! Attack!: Much like its counterpart in Pokémon, Fire-elemental Pals tend to have nothing but attacking moves as they burn everything in their path.
  • Breath Weapon: They can learn Ignis Breath to cook any different Pals they fight alive.
  • Color-Coded Elements: Fire is represented as an orange-red.
  • Convection, Schmonvection: While played straight in regards to Pals with fiery body parts being able to handle flammable objects without igniting them, this is averted when it comes to using their flame-producing moves, as a Pal so much as passing nearby a wooden building using a Wreathed in Flames move will set it ablaze, which due to fire spreading too fast to effectively extinguish large wooden objects means you might as well say goodbye to it and hope you've advanced far enough in the Tech tree to make stone buildings. Additionally, having a Fire Pal active will increase the temperature for your player, which is handy when it's cold but can spell trouble if you're in a warm area and you're not wearing gear with adequate heat resistance.
  • Elemental Personalities: While there are inevitably exceptions to the rule, a great deal of Fire-elemental Pals are portrayed as Hot-Blooded, Hair-Trigger Temper or even The Berserker, like Arsox, Vanwyrm, Ragnahawk, Blazehowl and Blazamut.
  • Elemental Rock-Paper-Scissors: They are super effective against Grass-element and Ice-elemental Pals, but are doused by Water-elemental moves.
  • Expy: Goes without saying, but they're functionally the exact same as Pokémon's Fire-type.
  • Fantastic Nuke: Their ultimate move, Fire Ball, involves hurling a massive orb of fire at the opponent to obliterate the surrounding area in a massive fiery explosion. It's obviously the last skill that they often acquire for exactly this reason.
  • Fire Is Red: They're often near-universally portrayed with a red color scheme or red coloration to their flames.
  • Flaming Hair: This design feature is popular among Fire-elementals, such as Pyrin or Blazehowl.
  • Glass Cannon: They tend to have this stat distribution of having high Attack, but low Defense. Helping things is that they're the only element in the game which hits two different elements super effectively.
  • Kill It with Water: All Fire-elementals are weak to Water-elemental attacks, so this is the best way to take one out.
  • Last Disc Magic: Their ultimate ability, Fire Ball, involves chucking a massive orb of fire at opponents to obliterate them with it.
  • Magma Man: Invoked in certain magma-related attacks like Ignis Rage.
  • Man on Fire: Fire skills can set targets on fire for continuous Damage Over Time.
  • Mundane Utility: They are very useful at keeping a base warm, lighting torches or fire places, and smelting ores. They can even serve as an early-game light source, if you run out of torches.
  • No-Sell: Fire-element Pals are immune to the burning status.
  • Playing with Fire: Producing fire and other heat-based attacks are of course their main method of fighting.
  • Required Secondary Powers: It's only natural that Fire-elemental Pals are immune to walking on lava or being burned.
  • Soul Power: A few Pals can learn Spirit Fire, which is apparently able to generate the flames of souls to burn opponents with.
  • Wreathed in Flames: Many Fire-elemental Pals tend to be surrounded in flames themselves.

    Water Element 

Water Element

https://static.tvtropes.org/pmwiki/pub/images/water_icon.png
Water-elemental Pals are associated with hydrokinetic abilities. They often tend to be amphibious, aquatic, or marine animals.

Water-elemental variant Pals are identified by the suffix "Aqua".
  • Acid Attack: They can learn Acid Rain as an ability, which is surprising for a Phonýmon game to give their Water-type Expy.
  • Aquatic Mook: Several wild Water-elemental Pals are fought while on water or near it.
  • Breath Weapon: They can shoot jettisons of water in the form of Aqua Gun and, at the highest level, Hydro Laser.
  • Bubble Gun: They can learn Bubble Blast as a move.
  • Color-Coded Elements: Water Is Blue, as are most Water-elementals' color schemes.
  • Elemental Rock-Paper-Scissors: It completely douses any Fire-elementals, but is zapped to oblivion by Electric-elemental attacks.
  • Expy: Needless to say, they're pretty much one-for-one Palworld's equivalent of the Water-type.
  • Flying Seafood Special: Practically all Water-elementals based on fish just seem to float in midair when battling on land.
  • Ice Magic Is Water: Surprisingly averted, unlike its equivalent in Pokémon. Most Water-elementals that aren't part-Ice — with a few exceptions like Fuack, Gobfin, and Suzaku Aqua — usually cannot learn Ice-elemental moves without Skill Fruits, likely done to balance the element more comparatively speaking.
  • Last Disc Magic: You tend to get Hydro Laser at the max level, and it's the strongest Water-elemental move in the game by a considerable margin.
  • Making a Splash: The crux of how their powers work naturally involve generating and/or manipulating water.
  • Rain Dance: A Water-elemental move that makes it rain can be found in Acid Rain.
  • Sea Monster: Many of the more powerful Water-elementals have a place in the in-game lore as one of these, such as Jormuntide, which is for all intents and purposes a giant sea serpent with a temper a mile wide.
  • Water Is Blue: The majority of Water-elementals have blue coloration to them.
  • Wave-Motion Gun: Their ultimate skill is Hydro Laser, which as it implies, is a massive beam of high-pressure water.

    Electric Element 

Electric Element

https://static.tvtropes.org/pmwiki/pub/images/electric_icon.png
Electric-elemental Pals are the second rarest of all the Pals, and are capable of electric abilities. They're hard to find, but can be found more commonly in desert areas.

Electric-elemental variant Pals are identified by the suffix "Lux".
  • Bolt of Divine Retribution: The penultimate and ultimate skills for Electric elementals — Lightning Strike and Lightning Bolt — almost look like calling upon God's judgement to smite the poor sucker in the way of you and your Pal.
  • Color-Coded Elements: The Electric-elemental icon is Yellow, as are a majority of Electric-elementals themselves.
  • Elemental Rock-Paper-Scissors: Electric-elementals utterly obliterate most Water-elementals, but they're sitting ducks against Ground-elementals.
  • Expy: Goes without saying, but they're functionally the same as Pokémon's Electric-type.
  • Fast as Lightning: Several Electric-elementals tend to have high speed as a rule, but not all of them. Grizzbolt is a good example of an aversion.
  • Fragile Speedster: Most of the time they tend to be very fast, but they aren't very durable at all.
  • Harmless Electrocution: Notably averted, unlike Pokémon. Electrocution can and most likely will kill you if you stand in the way for too long.
  • Improvised Lightning Rod: The penultimate Electric skill, Lightning Strike, involves using oneself as a lightning rod to smite one's foes.
  • Last Disc Magic: Lightning Strike's generally the last skill an Electric-elemental Pal gets, and for good reason.
  • Living Battery: Electric-elemental mons can be used to power devices that need electricity by having them generate and direct it into a generator.
  • Logical Weakness: Electricity is not conductible through the ground, so it's a given that Ground-elemental Pals would shrug off Electric-elemental powers like they're nothing.
  • The Paralyzer: Electric skills can paralyze targets, completely immobilizing them for a short duration.
  • Shock and Awe: Creating and manipulating electricity is naturally the crux of combat for them.
  • Static Electricity: Most Electric elementals are coated in fur for building up static charges as part of the implied explanation for how they generate electricity, and some super-fluffy Pals like Cremis can learn Electric-elemental moves despite lacking the element for this reason.
  • Yellow Lightning, Blue Lightning: Electric attacks typically have a yellow coloration (although blue is also not unheard of), while the Pals themselves also tend to be yellow or blue.

    Ice Element 

Ice Element

https://static.tvtropes.org/pmwiki/pub/images/ice_icon.png
Ice-elemental Pals are often commonly found in cold regions to the far north and the mountains. They practice cryokinetic abilities, but they're easily melted by flames.

Ice-elemental variant Pals are identified by the suffix "Cryst".
  • Breath Weapon: They can learn Cryst Breath usually at the midpoint of a Pal's levelling cycle.
  • Color-Coded Elements: Ice-elementals are represented by light-blue, and many Ice-elementals share the colorization.
  • The Dragonslayer: Ice is the element for nailing Dragons. It's Dragon's only weakness in general, and given how powerful many Dragon-elemental Pals tend to be, all the better for it.
  • Elemental Rock-Paper-Scissors: Ice-elemental Pals actually form a new Rock-Paper-Scissors chain; they utterly destroy most Dragon elementals, but in turn are melted alive by Fire-elementals.
  • Expy: Goes without saying, but they're inspired by Ice-types.
  • Harmless Freezing: Completely averted, unlike Pokémon. Frostbite from overexposure will kill you if you're exposed for long enough in Palworld, and many Ice-elementals can deal devastating damage to other Pals. On the other hand, Ice skills can freeze enemies solid for a short duration, which does not inflict additional damage on its own.
  • Ice Magic Is Water: Averted. Just like how Water-elementals usually can't learn Ice-elemental moves, Ice-elementals that aren't part-Water usually can't learn Water-elemental moves, with the exceptions of Sibelyx and Kingpaca Cryst.
  • An Ice Person: Predictably, the Ice-element's abilities are all cryogenic in nature. This also makes them excellent for cooling food to keep it fresh.
  • Impaled with Extreme Prejudice: Their ultimate skill, Icicle Spike, often means impaling the poor Pal on a giant spear of ice, causing massive damage in the process.
  • Last Disc Magic: Blizzard Spike is the last Ice-elemental skill a Pal often learns before maxing out, and it's predictably very powerful.
  • Late Character Syndrome: Played with. On the one hand, most of the Ice-elementals you can get appear in the Snowy Mountains, the last region of the game… but on the other hand, there's plenty of early-game Ice-elemental Pals for you to acquire, like Pengullet, Penking, Chillet, Swee and Sweepa.
  • No-Sell: Ice-element Pals are immune to getting frozen.
  • Weak to Fire: They are melted to pieces by Fire-elemental Pals.

    Ground Element 

Ground Element

https://static.tvtropes.org/pmwiki/pub/images/ground_icon.png
Ground-elemental Pals have the ability to manipulate the earth beneath their feet. They are often found either in the deserts or in cavern areas.

Ground-elemental variant Pals are identified by the suffix "Terra".
  • Color-Coded Elements: Ground-elementals are often tan or brown, and their elemental icon is the same.
  • Dishing Out Dirt: The crux of how their powers work is of course manipulating rocks and earth.
  • Elemental Rock-Paper-Scissors: They utterly devastate Electric-elementals, but they themselves are often weak to Grass-elemental attacks as a result.
  • Expy: They're cut and dry as a Composite Character for Ground and Rock-type Pokémon.
  • A Handful for an Eye: Sand Blast and Sand Tornado often throws a bunch of sand into the target, stunning them.
  • Impaled with Extreme Prejudice: Their ultimate skill, Rock Lance, often means impaling the poor Pal on a giant stalagmite, causing massive damage in the process.
  • Mighty Glacier: They tend to be relatively slow, and often have very high Attack and Defense to balance it out.
  • Sand Blaster: When their attacks don't feature throwing rocks at the opponent, they often are able to manipulate sand, like in Sand Blast or Sand Tornado as abilities.
  • Silicon-Based Life: Many Ground-elementals are mostly made up of rocks, like Digtoise and Reptyro. Any Pals that don't have this element still have basing in Ground-elemental attacks in general.
  • Stone Wall: If they don't have good Attack, they'll at the very least have good Defense. Many Pals — such as Warsect and Digtoise — have sky-high Defense stats, so even if their Attack doesn't pan out, they're still extremely tough as a general rule.

    Dark Element 

Dark Element

https://static.tvtropes.org/pmwiki/pub/images/dark_icon.png
Dark-elemental Pals are known for their ability to project black magic. They are almost never found during the day; they often either inhabit caverns or come out at night. They are likewise also associated with anything from creatures associated with the dark element, to malevolent fairies, ogres or creatures of myth, to even wraiths and ghosts.

Dark-elemental variant Pals are identified by the suffix "Noct".
  • All Myths Are True: While there exists plenty of Pals who are merely animals who have Dark-elemental abilities or have no mythical status like Depresso or Hoocrates, most Pals of this element take a wide variety of inspiration from all sorts of mythical or "dark" creatures, from imps, to evil faeries, to ogres, to dark dragons, to demonic birds, to vampires, to witches, to psychopomps, to werewolves. It'd honestly be more accurate to call this type less akin to Casting a Shadow as a base requirement so much as being Things That Go "Bump" in the Night.
  • Black Magic: All Dark-elemental Pals are capable of some truly terrible dark magic, from merely Casting a Shadow to powerful curses to using the energy of souls against its enemies to even poisonous attacks.
  • Casting a Shadow: Unlike the Dark-type of Pokemon that inspires it, which revolves around Combat Pragmatism with only a small amount of darkness-based attacks, the Dark element of Palworld is directly based around having the crux of its abilities being darkness-based magic alongside most Dark-elementals having connection to shadows and the night.
  • Color-Coded Elements: Dark is often portrayed with a dark purple hue.
  • Curse: Many Dark-elemental Pals are capable of truly devastating curses as a general rule, being experts in black magic.
  • Dark Is Not Evil: The element as a whole zigzags between not-evil and Dark Is Evil, as there's a case to be had that it counts for both.
    • On the one hand, there's a very strong argument to be made that the Dark-elemental is very unnatural. Many Dark-elemental Pals — like Incineram Noct and Velbat — are openly portrayed as malicious and often have a nasty case of Horror Hunger, and even ones that aren't inherently malicious or hostile can still be very terrifying, like Nox or Daedream. Much of the Pals in the Dark-elemental are a perversion of the natural order of things as a general rule, and represent creatures spoken in hushed whispers of the dark nights.
    • On the other hand, there's just as much of a case to be made that Dark-elemental Pals aren't evil, just misunderstood. Pals like Depresso and Hoocrates are outright harmless, Mau is seen as a case of The Sacred Darkness due to its tail being perceived to bring it good luck, many, many Dark-elemental Pals have wandered into the hands of heroic Pal trainers to be not only a massive help to any Pal trainer's Base, but also potentially capable of love and affection — even those aforementioned "evil" Dark-elemental Pals like Incineram Noct or Felbat.
    • In the end, it comes down to how the trainer raises it and how they use it; Pals may appear to be evil to us, but applying human morality to Pals can be rather naive, as even good-natured Pals can serve evil trainers, just like how heroic Pal trainers can command Pals perceived as "evil". It's ultimately not about whether the Pal in question is good or bad, it's all down to the trainer to raise them right.
  • Elemental Rock-Paper-Scissors: It's strong against Neutral-elemental Pals, but weak against Dragon-elemental Pals.
  • Expy: They are basically a Composite Character for the Dark, Ghost, Poison, and Psychic type Pokémon.
  • The Fair Folk: A massive amount of Dark-elemental Pals exhibit this theme for the more malicious kinds of "fairy"-like creatures, being otherworldly and often-time alien Pals who often appear in the dead of night to haunt people. They're not always like that, but they often are.
  • Nocturnal Mooks: They generally only appear at night, or in dark areas like caverns. In fact, they make up the majority of the Nocturnal Mooks you can encounter at night. This also makes them very useful for base work, as they do not need to sleep at night and can perform work for an entire day/night cycle.
  • Poisonous Person: Many Pals who are Dark-elemental show some ability to use Poison to their advantage, and indeed, this is the by-and-large crux of some venomous Pals like Leezpunk. Many Dark Pals also drop Venom Glands. This isn't core to their abilities, though, and they often tend to phase out to more powerful Black Magic down the line.
  • The Sacred Darkness: Despite often being the element most associated with perverting the natural order, they are ultimately just as critical to the ecosystem as any other Pal, and in some cases many of them are revered like Mau.
  • Soul Power: One of their abilities in Spirit Flame involve using the powers of the netherrealm to burn a flame of hatred and malice to attack its opponents with it.
  • Temporary Blindness: Some Dark skills have a chance to blind targets, greatly dimming their vision.
  • Utility Party Member: Due to being Nocturnal Mooks, most Dark-elementals at a base do not sleep at night. This means they can perform work at all times apart from eating/taking a break, making them extremely valuable for a base. A noteworthy example is the Ice/Dark Vanwyrm Cryst being the only Pal that can cool the refrigerator at all times, as other Ice Pals sleep at night.
  • Your Soul Is Mine!: Worryingly, there's a chance you may find Souls on some Pals with the Dark element…

    Dragon Element 

Dragon Element

https://static.tvtropes.org/pmwiki/pub/images/dragon_icon.png
Dragon-elemental Pals are easily the rarest of all the Pal elementals, but they often tend to be extremely powerful. They're capable of manipulating a great deal of abilities through draconic might.
  • Achilles' Heel: Ice. The one thing that stops a Dragon in its tracks is Ice-elemental attacks, as it's their one weakness.
  • The Berserker: One thing many dragons have in common is that they will fucking flatten you if you piss them off, and they fight like a berserk animal when enraged. Elphidran, Azurobe, Quivern, and Chillet are very much the exception to the rule.
  • Blow You Away: As many Dragon-elemental Pals can fly, it's not uncommon to see them having access to several wind-based skills from other elements. Even in their own element, Elphidran has access to Mystic Whirlwind as a basic skill as well.
  • Breath Weapon: It wouldn't be dragons without it, now wouldn't it? But they can learn Draconic Breath at a later level, which is about as powerful as you'd assume it to be — as in, very strong DPS overall.
  • Colony Drop: The strongest Dragon-element skill in the game, Dragon Meteor, usually involves dropping a big-ass meteor on its foes.
  • Color-Coded Elements: A bright, vivid light purple is what represents the Dragon element here.
  • Death from Above: Its strongest skills, Dragon Meteor and Jetragon's exclusive Beam Comet, both consists of a giant Colony Drop in the former case and a Macross Missile Massacre of meteors in the latter's case.
  • Dinosaurs Are Dragons: Dinossom and Relaxaurus are pretty explicitly based off of dinosaurs. They're half Dragon-elemental.
  • Draconic Abomination: Several of the Dragon-elementals, like Astegon and the currently-unreleased Dragostrophe, are absolutely terrifying dragons who are also demonic.
  • Dragons Are Demonic: As listed above, Astegon and the currently-unreleased Dragostrophe are terrifying monstrosities who are feared by the denizens of the world.
  • Dragons Are Divine: By contrast, Elphidran, Azurobe, Quivern and Jetragon are revered as a general rule as holy dragons.
  • Dragon Rider: Almost all of them can fly, and almost all of them you get to ride with the right saddle.
  • Dragon Variety Pack: The Dragon element includes creatures such as Western dragons (Jetragon), Eastern dragons (Azurobe), serpents (Jormutide), general dinosaurs and reptiles (Dinossom and Relaxaurus), and even Land Sharks (Orserk) and mammals (Chillet). The Dragon breeding group expands it further to basically anything reptilian.
  • Elemental Rock-Paper-Scissors: They utterly obliterate Dark-elemental Pals, but in turn they are weak to Ice-elemental attacks.
  • Expy: They are — obviously — based on the Dragon-type from Pokémon.
  • Infinity -1 Sword: If you happen to get a Dragon-elemental Pal, you suddenly will never find yourself wont for a stronger Pal for a long time; snagging Chillet or one of the Windswept Hill Dinossoms early on pays off very nicely. Most of the Dragon-elemental Pals tend to be horrifyingly strong Lightning Bruisers, and it's for that reason that many of them are very powerful in general.
  • Infinity +1 Element: They very much carried this trait over from the other series. The vast majority of Dragon-elemental Pals are terrifying Lightning Bruisers who hit like mack trucks and are very durable, meaning a well-trained Dragon-elemental Pal will last you 'til the end of the game. Arguably gets to the point of being Purposefully Overpowered, given the single fastest mount in the game and one of the four Olympus Mons is a Dragon-elemental Pal as well.
  • Late Character Syndrome: You're not getting one of these bad boys until at LEAST in the mid-game with Chillet, and even then, not only is Chillet itself exceptionally strong, it's also one of the weakest Dragon-elementals around.
  • Lightning Bruiser: They overwhelmingly tend to be this stat. They have very solid Attack and Defense at the least, and are very mobile in addition to all of the above.
  • Our Dragons Are Different: Tends to run the whole gamut of different kinds of dragons, from Divine Dragons to Demonic Dragons to Draconic Abominations… it also goes without saying that they're the rarest element by far, likely to make up for the fact they're on average a lot more powerful than most Pals.
  • Power Equals Rarity: They are easily the rarest element to find in the wild, and are consistently the strongest stat-wise.
  • Slap-on-the-Wrist Nuke: Their ultimate skill, Dragon Meteor, is a Colony Drop that likely should obliterate the entire planet… but it doesn't. It seems to look devastating entirely for the Rule of Cool.
  • Technicolor Fire: Many of their skills manifest as flames in various shades of purple. It's not just for show, either, as skills like Draconic Breath can set targets on fire.
  • Ultimate Life Form: Most of them have Paldeck entries that focus on how badass they are.
  • Unstoppable Rage: Unless your name is Elphdran, Azurobe, Quivern, or Chillet, Dragon-elemental Pals are driven by a downright feverish sense of rage. Anger one, and you'll be sent back home in pieces.

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