All 9 attributes in a single-cycle counterattack table: 2 times the damage to the restraining side, 0.5 times the damage to the defeated side. There will be a bonus when the attack attributes are consistent with Pal's own attributes.
The core table has been made into a card frame that can be used for screenshots: just take a screenshot and take away the title, status, version and source icon. The one-click export settings of lock screen 9:16, second screen 16:9 and shared image 1:1 are retained, and the card content will not be changed when accessing.
Core table (take screenshot and use immediately)
Palworld Quick Check Card · A1
Attribute conflict table
The current version is still valid
Attack attribute
Restraint (2×)
Knocked (suffers 2×)
Usage scenarios
fire
grass / ice
water
It is commonly used in early clearing; fire is the only attribute that can defeat both elements at the same time.
water
fire
thunder
Prioritize checking when fighting enemies with fire attributes and magma areas.
thunder
water
land
Check before catching the Water Pal to avoid damage overflow.
Grass
land
fire
In the early and mid-term, it is useful for ground pals and enemies in resource areas.
land
thunder
Grass
It can be used as a stable countermeasure for high-level thunder-type Pal.
ice
dragon
fire
Before fighting dragon type, check the source and cooldown of skills.
dragon
dark
ice
High-level battles are common and require the use of capture rate tools to control output.
dark
none
dragon
Common to non-attributes; afraid of dragons myself.
none
—
dark
There is no restraint object; substitute when facing dark attributes.
Practical reading method of the mutual restraint table: It’s not about memorizing the table, it’s about three judgments
situation
How to read the phase resistance table
Common mistakes
Clear the field/fight the boss (requires high damage)
Attack with the restraining party's attribute to get 2× damage; if the attack attribute is consistent with your Pal's own attribute, you will get another layer of the same attribute bonus (STAB), and the total damage will be the highest.
Just look at the Pal level and not the attributes. If you hit the opponent head-on, the damage will be half.
Capture (retain blood, do not kill)
Capture Paradox: Restraint attribute makes you hit quickly but it is easy to accidentally kill. When catching high-level targets, you should avoid violently bombarding their weak points, and instead use blood control, back attacks, and status abnormalities to slowly chip away at them.
Use the weakest attribute to hit with all your strength, but the target will die instantly without being caught.
Dual attributes/mixed team
A Pal or a team must be able to cover multiple attack attributes to avoid being stuck as a whole team when encountering a single attribute that can defeat you.
The whole team has the same attribute, and it will not be solved when encountering the restraining party or a universal enemy without attributes.
Attributes not only affect combat: look at capturing and team matching together
correlation surface
How do players use it?
border
Same attribute bonus (STAB)
When the attack attributes are consistent with Pal's own attributes, the damage will be higher; when forming a team, let the main Pal use his own attribute skills to gain the most benefit.
The specific multiplier is subject to the in-game; whether it will be adjusted to 1.0 will be explained in the patch.
Capture attribute trade-offs
The ball module, back attack, and weak point hit on the capture page should be read together with the mutual restraint: reducing blood relies on damage, and retaining blood relies on control. The two must be balanced. The formula is based on the on-site model of the capture rate tool.
The community damage value is not written as definite data.
Attribute coverage rather than the strongest single entity
The value of the team lies in the attribute coverage: it can deal with major threats such as fire/water/thunder/dragon, which is more stable than stacking a single strongest Pal.
No ranking of the strongest Pal/strongest attribute.
card border
field
content
Is the old version still valid?
Attribute conflict has not changed since EA (change-forecast bucket A, about 90% remains unchanged); whether 1.0 will add new attributes or change bonuses will be explained in the official patch.
Not claimed
No commitment 1.0 The attribute table and skill bonuses will remain unchanged; rumors of new attributes will not be included.
When to use this card
Usage scenarios
Next entrance
Confirm team attribute coverage before clearing the jungle