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Palworld has nine elements. The quickest way to exploit an enemy’s weakness is to use the attacking element listed in the chart below: 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.
The current reference values are 2× damage for a strength, 0.5× for a weakness, and 1× for a neutral interaction. Elemental matchups matter, but they are only one part of Palworld’s damage calculation: same-element Active Skill bonuses, Pal stats, passives, critical hits, status effects, and the skill itself also affect the result.
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Palworld element chart
| Element | Strong against | Weak against |
|---|---|---|
| Fire | Grass, Ice | Water |
| Grass | Ground | Fire |
| Ground | Electric | Grass |
| Electric | Water | Ground |
| Water | Fire | Electric |
| Ice | Dragon | Fire |
| Dragon | Dark | Ice |
| Dark | Neutral | Dragon |
| Neutral | None | Dark |
This is the complete nine-element matchup chart documented for the current Palworld reference material. “Strong against” describes the element of the attacking move, not necessarily the element of the Pal using it.
How to use the chart
Compare the element of your Active Skill with the element of the target Pal. For example, a Fire skill is strong against Grass and Ice, while a Water skill is strong against Fire.
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- Attacking with a strength: the current reference value is 2× damage.
- Attacking into a weakness: the attack deals 0.5× damage.
- Neutral interaction: the attack deals 1× damage before other modifiers.
The reverse relationship applies when considering defense. A Fire Pal is vulnerable to Water attacks, a Grass Pal is vulnerable to Fire attacks, and so forth.
Some older Palworld guides use different numbers, including 1.5× for strengths. Those figures should not be mixed with the current chart: use 2×, 0.5×, and 1× for the documented current rules unless you are specifically testing a different game version.
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Most of Palworld’s elements form a straightforward loop:
- Water defeats Fire.
- Fire defeats Grass and Ice.
- Grass defeats Ground.
- Ground defeats Electric.
- Electric defeats Water.
- Ice defeats Dragon.
- Dragon defeats Dark.
- Dark defeats Neutral.
Two details are easy to miss: Fire is the only element with two offensive advantages, and Neutral is the only element with no offensive strength of its own. Neutral is not immune to every element; Dark attacks are strong against Neutral.
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Best attacking element for each target
| Target element | Use this attacking element | Notes |
|---|---|---|
| Fire | Water | Water is strong against Fire. |
| Grass | Fire | Fire is strong against Grass. |
| Ground | Grass | Grass is strong against Ground. |
| Electric | Ground | Ground is strong against Electric. |
| Water | Electric | Electric is strong against Water. |
| Ice | Fire | Fire is strong against Ice. |
| Dragon | Ice | Ice is strong against Dragon. |
| Dark | Dragon | Dragon is strong against Dark. |
| Neutral | Dark | Dark is strong against Neutral. |
Dual-element Pals: check both elements
A dual-element Pal inherits the relevant strengths and weaknesses of both of its elements. For example, a Dragon/Electric Pal is vulnerable to Ice and Ground attacks because Ice is strong against Dragon and Ground is strong against Electric. It is also a useful target for Dragon attacks if you are checking its Dark matchup—but its exact result depends on the attacking element and both target elements.
Do not assume that every dual-element matchup automatically produces double damage or half damage. If one attacking element is strong against one of the target’s elements but weak against the other, the modifiers cancel and the result is neutral damage.
For example, Grass attacks are strong against Ground but weak against Fire. Against a Fire/Ground Pal, those effects cancel, producing a normal result under the documented rules.
Dual-element decision rule
- Write down both elements of the target Pal.
- Check whether your attack is strong against either element.
- Check whether it is weak against the other element.
- Prefer an attack that is strong against one element without being weak against the other.
- If one strength and one weakness apply, treat the matchup as neutral rather than as a damage bonus.
The current chart does not create a 4× double weakness or a 0.25× double resistance. That is a consequence of the present nine-element table, not a permanent guarantee for future elements or balance changes.
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Same-element Active Skill bonus
The current reference documentation gives an Active Skill a further 20% damage bonus when its element matches one of the user Pal’s own elements. This bonus is separate from the target matchup. A same-element skill can therefore benefit from the user’s elemental affinity even when the target has no relevant weakness.
In practical terms, an attack can combine:
- the Active Skill’s base damage;
- the target’s elemental matchup;
- the 20% same-element skill bonus, when applicable; and
- other combat factors such as Pal stats, passives, critical hits, status effects, and skill properties.
Element advantage is consequently a strong selection tool, not a complete damage calculator. A weaker Pal with the correct skill may not always outperform a substantially stronger Pal, and a skill’s range, cooldown, hit rate, and other properties can matter in real combat.
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Suppose the target is a single-element Ice Pal. Fire is strong against Ice, so choose a Fire Active Skill or a Pal that can use one. If the target is Water, choose Electric. If the target is Dragon, choose Ice.
For a dual-element Fire/Ground Pal, do not simply select Grass because Grass beats Ground. Grass is also weak against Fire, so those two interactions cancel. You should instead look for an attacking element that exploits one target element without suffering a weakness against the other, or use a neutral attack if no clean advantage is available.
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What the chart does—and does not—tell you
It applies to element-based attacks
The chart compares an attack’s element with the target Pal’s element or elements. It should not be read as a claim that every weapon or combat action receives an elemental bonus.
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Do not assume guns have type advantages
Do not apply the Pal element chart to bullets unless a current authoritative source specifically confirms that mechanic. The reviewed reference material indicates that bullets work the same against every type, but that point was not corroborated by the primary reference layer. The safe conclusion is that this chart is for documented elemental interactions, especially Pal skills, rather than a blanket rule for all damage sources.
Pal elements are not identical to another game’s type system
Use Palworld’s own terms—elements or element types. The chart is similar in concept to type systems in other games, but it should not be assumed to share their exact rules, multipliers, immunities, or calculations.
Quick-reference checklist
- Identify every element on the enemy Pal.
- Choose an Active Skill that is strong against a target element.
- For a dual-element Pal, make sure the attack is not weak against its other element.
- Use a skill matching one of the user Pal’s elements when the 20% same-element bonus is worthwhile.
- Account for Pal stats, passives, critical hits, status effects, cooldowns, range, and accuracy.
- Do not treat Neutral as immune; Dark is strong against it.
- Do not rely on old multiplier claims without checking which version they describe.
Version note
This chart reflects the current nine-element reference reviewed for this article. Palworld continues to receive updates, so recheck the matchup values after a patch that changes combat balance or adds an element. A future element or rules change could alter the current dual-element and multiplier behavior.
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Frequently Asked Questions
What is the strongest element in Palworld?
Fire has the most offensive strengths in the current chart: it is strong against both Grass and Ice. That does not make Fire universally best, because Fire is weak to Water and other factors affect combat damage.
What is Dark strong against in Palworld?
Dark is strong against Neutral. Dark is also weak against Dragon.
Is Neutral immune to elemental attacks?
No. Neutral has no offensive strength of its own, but Dark attacks are strong against Neutral. Neutral is not completely immune to every element.
How do dual-element Pals work?
A dual-element Pal uses both of its elements when checking strengths and weaknesses. If an attack is strong against one element and weak against the other, the modifiers cancel to normal damage under the documented rules.
Do same-element skills deal more damage?
Yes. The current reference documents a 20% bonus when an Active Skill matches one of the user Pal’s elements. This bonus is separate from the target’s elemental weakness or resistance.
The Bottom Line
For the current Palworld chart, remember the key counters: Water > Fire, Fire > Grass/Ice, Grass > Ground, Ground > Electric, Electric > Water, Ice > Dragon, Dragon > Dark, and Dark > Neutral. Check both elements on dual-type Pals, because one strength and one weakness cancel rather than creating a doubled result.
Quick Recap
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