Skip to main content
What's New
PalMods
Systems reworkPalworld 1.07 min read

Partner Skill Rework in Palworld 1.0

Updated

The Partner Skill rework in Palworld 1.0: over 200 pals changed, the non-stacking rule, and what it means for team building.

Palworld 1.0 changed the Partner Skill descriptions of 215 returning Pals, matching Pocketpair's “over 200” headline and making this the update's broadest team-building pass. The goal Pocketpair states outright is diversity: before 1.0, a handful of Partner Skills were so strong that optimal teams converged on the same few Pals. The rework spreads useful effects across the roster so that more species have a reason to ride in your party.

If you are returning from early access, treat your old team as a starting point rather than a finished build. Skills you relied on have new effects, new names, and in many cases new rules about how they combine. This page covers the universal rules that changed for every pal, the headline before-and-after reworks straight from the patch notes, and how to build around the new non-stacking behaviour.

01

The rules that changed for every pal

Beyond the new default, several quality-of-life changes apply broadly. Some Partner Skills no longer require you to craft Pal Gear first: glider-enhancing Pals and Pals that follow up on your attacks now work the moment you catch them, so the skill is available immediately instead of gated behind a saddle or harness. That lowers the cost of experimenting with a new catch.

Follow-up attacks were also made catch-safe. Partner skills that perform a follow-up hit can no longer land the killing blow on a pal, so a follow-up will not accidentally defeat the target you were trying to capture. Separately, the "increased item drop" effect now applies simply by having the pal in your party rather than only while it is actively fighting, which makes it far easier to assemble a dedicated exploration and farming team.

A few specific effects were retuned as well. The player-healing partner skills on pals such as Petallia and Lyleen changed from a flat fixed-value heal to a percentage heal based on your maximum health, so they stay relevant into the late game when your health pool is large. Small changes like this are why it is worth re-reading the partner skill of every pal you field.

02

The rework by the numbers

215
Returning Partner Skill descriptions changed
Counted from the v0.7.3 to v1.0.0 Pal diff.
153
Distinct partner-skill effect types
Counted directly from our 1.0 dataset, from damage buffs to work auras.
25
Pal records with a stackable effect row
Exceptions are listed below; other rows on the same skill may not stack.
03

The 25 same-species stacking exceptions

This is an effect-row list, not a promise that every part of the Partner Skill stacks. Jelliette, for example, has stackable Work Speed rows but non-stacking fishing-drop rows. Use the team builder to inspect the contribution you actually care about.

KingpacaStackable rows: Movement Speed, Defense.
Kingpaca CrystStackable rows: Movement Speed, Defense.
SweepaStackable rows: Attack, Defense.
JellietteStackable row: Work Speed.
JellroyStackable row: Work Speed.
GobfinStackable row: Attack.
Gobfin IgnisStackable row: Attack.
ElizabeeStackable rows: Attack, Defense.
LeafanStackable rows: Attack, Defense.
BeakonStackable row: Movement Speed.
Beakon CrystStackable row: Movement Speed.
GhanglerStackable row: Movement Speed.
Ghangler IgnisStackable row: Movement Speed.
RayhoundStackable row: Movement Speed.
MoldronStackable row: Attack.
Shroomer NoctStackable row: SAN depletion.
SuzakuStackable row: Movement Speed.
Suzaku AquaStackable row: Movement Speed.
LulluStackable row: Crop growth speed.
Starryon PrimoStackable row: Movement Speed.
PruneliaStackable row: Crop harvest yield.
CelesdirStackable rows: Attack, Movement Speed.
EidrolonStackable rows: Attack, Movement Speed.
Eidrolon IgnisStackable rows: Attack, Movement Speed.
ShaolongStackable row: Attack.
04

The headline reworks, before and after

Old and new partner skills as quoted in the 1.0 patch notes. Silvegis and Xenolord new-side values are the rank-1 magnitudes verified in our partner-effects data.

Nox: Kuudere
Before 1.0
While fighting together, changes the player's attack type to Dark.
In 1.0
When activated, detects the location of nearby Pal Effigies.
Xenolord: Meteor Wing
Before 1.0
Ridden as a flying mount; greatly increases movement speed while flying.
In 1.0
Flying mount. While in party, damage done by the partner skills of weapon-wielding pals increases by 20%. Does not stack.
Kitsun: Wolf of the Sun
Before 1.0
Ridden; unaffected by cold or heat while riding this pal.
In 1.0
Ridden. While in party, you and party pals take 15% less Ice damage and are immune to Frozen. Does not stack.
Orserk: Ferocious Thunder Dragon
Before 1.0
While fighting together, Water pals drop more items when defeated.
In 1.0
While in party, hitting an enemy with a bullet raises the Attack and Defense of the pal fighting alongside you by 1% for 5 seconds, stacking up to 30 times. Does not stack with similar skills.
Silvegis: Aegis Shield
Before 1.0
Ridden; increases shield duration when using Aegis Charge while mounted.
In 1.0
While in party, reduces shield regeneration delay by 30% and cuts damage taken by your shield by 65%. Does not stack.
Cinnamoth: Mysterious Scales
Before 1.0
When activated, attacks the target with Poison Fog.
In 1.0
When activated, attacks with Poison Fog. While at a base, raises the Farming suitability of all other base pals by +1. Does not stack.
Ribbuny: Happy-Go-Lucky Bunny
Before 1.0
In team, increases Attack of Neutral pals; at base, boosts efficiency at the Weapon Workbench and related facilities.
In 1.0
While in party, increases Attack of Neutral pals by 15% (does not stack). While at a base, raises the Handiwork suitability of all other base pals by +1. Does not stack.
Celaray: Zephyr Glider
Before 1.0
Modifies the equipped glider; increases gliding speed for an extended time.
In 1.0
Modifies the equipped glider; prevents fall damage and extends the duration of high-speed gliding.
05

Values you can trust, straight from the data

Where the patch notes quote a specific percentage, we can check it against the effect values in our dataset. Silvegis starts with a 30% shield-regeneration-delay reduction and 65% shield damage cut, then reaches 60% and 80% at Partner Skill rank 5. Xenolord starts at 20% Partner Skill damage and reaches 50% at rank 5. The former page incorrectly reported that ceiling as 30%.

That rank scaling is the detail most build guides miss. Many partner skills grow stronger as you condense the pal, so the number in the tooltip is a floor, not a ceiling. Our team builder reads the full rank curve for all 153 effect types, sums your party under the 1.0 non-stacking rules, and shows the real total at the ranks you have actually invested, which is the only reliable way to compare two builds.

06

Building around the non-stacking rule

Because most duplicate-species rows do not stack, a reliable first strategy is to layer different Partner Skills that push the same goal from different angles. Before building around copies, check whether the exact row appears in the 25-Pal exception list. The patch notes ship several worked examples of cross-species synergy: a bow build pairs Loomen, whose Partner Skill makes arrows explode on contact, with Robinquill Terra, which speeds up bow charge, preserving sustained fire and long-range burst.

The same layering idea drives the element and status builds below. Instead of five copies of one damage carrier, you stack a defensive buff, an offensive buff, and a weak-point or condition amplifier so the whole party contributes something distinct.

07

Status ailment build

Open with Burn, then pile on damage against burning enemies. Each pal contributes a different piece, so none of them is wasted by the non-stacking rule.

RenjishiWhile in party, your attacks inflict Burn, the trigger the rest of the team builds on.
Jormuntide IgnisNullifies lava damage and increases you and your pals' damage to Burning enemies.
FlaracleAttacking an Ignited enemy causes an additional explosion, extending the Burn payoff.
08

Water element build

Stack offence and defence on Water pals, then convert it into burst on weak points. Three different partner skills, no overlap.

Gloopie PrimoWhile in party, increases the Defense of Water pals.
KelpseaWhile in party, increases the Attack of Water pals.
Penking LuxImproves your and your pals' Water damage against enemy weak points.
09

Fishing build

A non-combat team that shows how broadly partner skills now reach. Each pal improves a different part of the fishing loop.

SolmoraWhile in party, makes it easier to fish up talented pals.
JellietteWhile in party, increases the items obtained from fishing.
GloopieWhile in party, makes the fishing minigame less likely to fail.
WhalaskaWhile in party, fishing minigames start with an increased capture gauge.
10

Build and check your team

Comments

Loading discussion...

FAQ

Frequently asked questions

Do partner skills stack in Palworld 1.0?

Usually not, but it is not an absolute rule. Most same-species effect rows keep only the highest-rank copy, while 25 Pal records carry at least one row explicitly marked as stackable. A mixed Partner Skill can contain both kinds.

How many pals had their partner skills reworked in Palworld 1.0?

Pocketpair says over 200. The committed release diff records Partner Skill description changes on exactly 215 returning Pals, alongside the Partner Skills on the 72 new additions.

What is the non-stacking rule in Palworld?

For a non-stacking row, duplicate copies of one species do not add together; the highest-rank copy contributes. The rule is stored per effect, and 25 Pal records have at least one exception, so check the exact effect rather than treating the whole species as universally stackable or non-stacking.

Did partner skills stop needing Pal Gear in Palworld 1.0?

For some pals, yes. Glider-enhancing pals and pals that follow up on your attacks no longer require you to craft their Pal Gear first, so their partner skill works the moment you catch them. Most other partner skills still work as before.

Can a follow-up attack kill a pal you want to catch in 1.0?

No. In 1.0, partner-skill follow-up attacks can no longer land the finishing blow on a pal, so they will not accidentally defeat a capture target. This makes catch-focused teams much safer to run.

How did Petallia and Lyleen healing change in Palworld 1.0?

Their player-healing partner skills changed from a flat fixed-value heal to a percentage heal based on your maximum health. That keeps them useful in the late game, when a fixed heal would be a tiny fraction of your health bar.