
Palworld Boss Guide: How to Beat Every Tower Boss
A breakdown of Palworld's tower boss fights, with the levels, gear, and Pals to bring for each one.
The tower bosses are the closest thing Palworld has to a story path. Each one locks you in an arena with a trainer and their Pal, gives you ten minutes on the clock, and expects you to out-DPS a huge health bar while dodging everything they throw at you. They get nastier as you go, and the type matchups flip from fight to fight, so a team that crushes one tower can flop at the next.
Four of the main combat towers run from the very first boss to the endgame finale, and each one wants the right level, the right gear, and a handle on its attack patterns before you walk in. Palworld has a couple of other tower bosses out there too, like Axel and Orserk, but the four below are the core progression most players work through. You do not need to min-max to clear any of these on normal. You do need to respect the timer and bring the right element. Show up under-leveled or with the wrong typing and the clock runs out before the boss does.
Recommended Level and Gear Before Each Tower Fight
Every tower boss is a damage race more than a survival test. The fight ends when the boss hits zero HP or the ten minutes run out, whichever comes first. That single rule shapes almost every choice below. A few levels' worth of extra attack damage matters more here than it does anywhere else in the game, because the boss HP pools are big and the timer is not.
Rough level targets
Here is what to aim for before you walk into each tower, pulled from the levels the fights are tuned around:
| Tower Boss | Boss Level | Your Target Level | Boss HP (approx.) | |---|---|---|---| | Zoe & Grizzbolt | 10 | 12 to 15 | ~30,550 | | Lily & Lyleen | 25 | 25 to 30 | ~69,000 | | Marcus & Faleris | 45 | 45 and up | ~150,000 | | Victor & Shadowbeak | 50 | 50 (cap) | ~105,000 |
Those HP numbers are the community-reported ballpark for normal difficulty, so treat them as a rough sense of scale rather than a hard figure. World settings and difficulty can stretch or shrink them. The point is that the later towers have meaty health bars, and the level gap penalty punishes anyone who shows up early. When your level sits well below the boss, your damage drops off hard, which is the fastest way to time out.
A note on how Palworld handles level difference: if you are a handful of levels under the boss, your hits lose a chunk of their punch and incoming hits hurt more. It is rarely worth brute-forcing a tower three or four levels early. Go farm a few Alpha Pals or set up an XP base and come back. An hour of leveling saves you three failed runs.
Weapon and armor upgrades per tower
Gear scaling matters as much as levels, because your gun and your armor slots carry a big share of the work. Match the weapon tier to the tower you are walking into.
- Zoe & Grizzbolt (early game). A Crossbow unlocked at level 13 is the star here, since it hits much harder than the Old Bow and rewards headshots. Pelt Armor (level 12) and a Feathered Hair Band (level 10) give you enough defense to survive a stray hit. A Common Shield soaks damage you would otherwise take straight to health.
- Lily & Lyleen (mid game). Bring Metal Armor and your best ranged weapon, which at this stage is usually a Musket or a Handgun. Keep a Cold Resistant Metal Armor or a heat source handy for the trip in, since the tower sits in a snowy zone.
- Marcus & Faleris (late game). The Assault Rifle unlocks at level 45, and this is the fight it was made for. Faleris spends most of the battle airborne, so you want a hitscan gun, not a bow. Wear Heat Resistant gear for the desert approach.
- Victor & Shadowbeak (endgame). This one expects real endgame kit: a Rocket Launcher (tech tier 49), a Hyper Shield (tier 43), and Cold Resistant Pal Metal Armor (tier 50) for both the trip in and the fight itself.
Food, shields, and the small stuff
Eat a combat food buff right before you start each fight. The Eikthyrdeer Loco Moco gives a +20% attack boost, which is a free chunk of extra damage on a fight that runs on a clock. Food buffs do not stack, so pick attack over defense for tower runs and move on. Carry a shield one tier above your armor where you can. Damage the shield eats is damage your health bar never sees, and shields recharge between hits if you create space.
Feed your Pals before you go in, too. A hungry Pal burns stamina and regenerates slower, and you will be swapping them in and out a lot. Keep a stack of food on the hotbar.
Zoe and Grizzbolt Attack Patterns and Counters
Zoe and her Grizzbolt wait inside the Rayne Syndicate Tower, the one closest to where most players start. Grizzbolt is an Electric type, which is the most important thing about this whole fight, because Electric is weak to Ground. Bring Ground moves and the early game stops being a wall.
The fight runs on the standard ten-minute clock. You are level 10 against a level 10 boss here, so the damage race is real but not brutal. Most players who wipe do it by standing still in melee range, not by running out of time.
What Grizzbolt throws at you
Grizzbolt is an aggressive brawler that wants to stay in your face. The attacks have tells, and once you have seen them once or twice they get easy to read.
- Three-slam combo (medium range). When Grizzbolt throws its arms wide, it is about to slam three times. Dodge roll the first two quickly, then wait a beat before dodging the third. The last slam is delayed and does the most damage, so it is the one you really do not want to eat.
- Close-range shockwave. When it lifts its claws up near its face while you are in melee, a small stunning shockwave follows. Roll out, the range is short.
- Thunderbolt line and electric ball spread (ranged). Claws to the face from far away means either a straight line of bolts or a fan of electric balls coming your way. Side-step or duck behind a pillar. Individual hits are small, but a full spread melts your shield and chunks your health.
- Targeting laser beam. A laser sight locks onto you, then a beam fires a moment later. It is heavily telegraphed and very deadly. Get behind a pillar the instant you see the targeting line.
How to counter it
The arena has pillars, and they are not decoration. Grizzbolt gets caught on them, has to path around them, and they block the projectiles and the laser. Fight near the pillars, not in the open middle.
Keep moving and keep your distance. Up-close hits are the scary ones, so kite the big bear around the arena and let your Pals take the aggro. Throw a Pal out far from you so Grizzbolt has to pick a target. Whoever it ignores gets free damage.
Aim for the head with your Crossbow. Headshots deal bonus damage, and Grizzbolt's head is a big, easy target. Swap your Pal back to its ball when it gets low so it can recover health, then throw it out again. A knocked-out Pal is out of the fight until you walk back to a Palbox, so do not let that happen mid-battle.
Best Pals for this fight
Ground types are the move here, since Ground beats Electric. A few early-game picks do great work:
- Rushoar is a Ground type that takes less and deals more against Electric Pals. It is aggressive and works well as a distraction you throw out when you need to run and reset.
- Gumoss is a Ground and Grass hybrid that hits Grizzbolt hard with its Ground moves from range.
- Chillet, the Alpha you can catch just east of the tower, freezes Grizzbolt in place for a few seconds, which buys you free headshots. It is a fan favorite for this exact fight.
Caprity and Foxparks are solid backups too. Caprity trades tankiness for ranged leaf damage, and Foxparks throws out fire damage-over-time and can even be picked up as a flamethrower. Just keep them leveled to match you.
Lily and Lyleen Boss Fight Breakdown
Lily and Lyleen live in the Tower of the Free Pal Alliance, up in a small snowy zone north of the starting plateau. Cold resistance gear gets you there in one piece, so craft that before you make the trip. Lyleen is a Grass type, which makes Fire the headline counter for this fight, but there is a twist worth knowing up front.
The Lyleen heals
The thing that trips people up here is that Lyleen heals itself during the fight. So this is not just about hitting hard, it is about hitting hard enough and fast enough to outpace the recovery. Stall tactics that work elsewhere will time out here, because you cannot slowly chip a boss that tops itself up. Lean into burst damage and keep your damage output high the whole fight.
There is also a typing wrinkle. Lyleen knows Water moves alongside its Grass ones, and Water beats Fire. That means a pure Fire-type Pal can get punished if it eats a Water bubble. The cleaner play is to bring Pals that know Fire moves without necessarily being Fire typed, so you get the super-effective damage without handing Lyleen a free counter. Foxparks and Rooby both work, and Incineram is a strong pick if you picked one up from base raids.
Attack patterns and how to handle them
Lyleen is more of a ranged caster than a brawler. The two attacks to respect:
- Single big water bubble. This is the one you can fully shut down. Hide behind a pillar and the bubble pops harmlessly. Simple.
- Spread of smaller bubbles. These go around and through pillars, so hiding does not save you. Dodge-roll sideways instead. If a bubble stream is heading for your Pal, recall the Pal to its ball, let the bubbles pass, then send it back out.
Beyond that, the universal boss habits apply. Keep dodge-rolling away from attacks, rotate your Pals out when they get low so they recover health in the ball, and keep firing your weapon for steady damage. Headshots from the front land extra damage. Recall and re-throw your Pals often if they get stuck behind a pillar wasting shots into stone.
Best Pals for this fight
Fire moves are the play, delivered by Pals that are not sitting-duck Fire types if you can swing it. Foxparks stays useful here with its flamethrower active skill for burst damage. Rooby is another solid Fire attacker you may already have leveled. Incineram brings the Fire typing plus enough bulk to trade blows.
Most of your damage at this stage often comes from your Musket or Handgun, with the Pals there to split the boss's attention so you can line up headshots. As long as you respect the heal and keep your DPS up, level 25 to 30 clears this comfortably.
Marcus and Faleris Weak Points to Exploit
Marcus and Faleris are a real difficulty spike. They live in the PIDF Tower up at the north end of the Dessicated Desert, a hot zone, so pack Heat Resistant gear for the walk in and watch the high-level wild Pals on the short run from the fast travel statue to the door. The boss pair is level 45 with a health pool near 150,000, which is the biggest of the four by a wide margin.
Faleris is a Fire type and it flies, so two things define this fight: Water attacks are your best friend, and you need ranged weapons because the boss spends almost the whole battle in the sky.
The element and the angle
Water beats Fire, plain and simple. Build a team of Water Pals before you attempt this. The passives to hunt for are Hydromaniac and Lord of the Sea, both of which boost Water damage. They spawn randomly, so do not bank on having them, but grab them if a Water Pal you are leveling rolls one.
The flying part is the other half of the equation. A bow or crossbow works, but an Assault Rifle is what this fight really wants, and it unlocks right at level 45. Hitscan gunfire on a fast airborne target beats leading your shots with arrows every time.
Reading the attack tells
Faleris mixes Fire and Electric moves, and a lot of them are area-of-effect attacks that show a red zone on the ground before they land. The red perimeter is your warning, so treat it as the core skill of the fight: see red, leave red. Roll or run out of the marked area and you avoid the hit entirely.
The big ones to watch for:
- Ignis Rage AoE and Lightning AoE. Faleris flaps its wings, a red ring appears, and damage drops inside it. Get outside the ring.
- Ignis Breath. When the wings flap and it rears back, flames are coming. Run, dodge sideways, put a pillar between you and the mouth.
- Spirit Fire. Fireballs that explode into smaller fireballs that keep traveling. Dodge the first wave, then give the explosion radius room.
- Lightning Bolt Attack. A charged ball forms under the talons, then a lightning beam fires. Wait for the ball to shift from blue to yellow, then dodge sideways once the direction is locked in.
- Phoenix Flare. Faleris bursts into flame, spits out fiery tornadoes, then lunges forward. Watch the tornadoes and the boss separately, then run where neither one is heading.
Faleris chains attacks together fast, so never stand in one spot. Keep one eye on the boss at all times, because it can flip from one move to the next inside a second.
Strategy and weak point
The cleanest approach is to keep moving, use the pillars as cover, and punish Faleris during the windup of its AoE attacks. When it locks a red zone on a spot, that is your window, because the boss is committed to that location while you roll to the side and unload.
Split the aggro with your Pals. Throw a Water Pal out to one side and attack from the other so Faleris has to choose a target. Whoever it ignores gets free damage. Do not waste stamina sprinting when the focus is on your Pal, save it for the dodges you will need a moment later.
There is also a damage bonus for hitting Marcus himself. The trainer is part of the target, so when you get a clear line on him, take it. Bonus damage on the rider speeds up an otherwise long fight.
Best Pals for this fight
Water types that can hang with a flying Fire boss at level 45:
- Jormuntide brings Hydro Laser at level 40, a pressurized water beam that hits hard. You can hatch one from a Huge Dragon Egg or fight the field boss version in the middle of the map.
- Suzaku Aqua mixes Water and Ice moves and can be found in the desert near Duneshelter or hatched from a Huge Damp Egg. Water/Flying Pals are especially handy here because they can trade with Faleris at its own altitude.
- Kelpsea learns Hydro Jet early and Hydro Laser at level 50, found near Azurobe Hill and the Deep Bamboo Thicket.
Bring a full party, keep them leveled and fed, and keep a shield equipped. At level 38 you can technically scrape by, but 45 and up is where the fight feels fair.
Victor and Shadowbeak Endgame Fight Strategy
Victor and Shadowbeak are the capstone tower fight, sitting in the Tower of the PAL Genetic Research Unit. This is the hardest combat tower in the game. Shadowbeak is a Dark type, which is the key to the whole matchup: Dark is weak to Dragon, and Dragon types also resist Dark damage, so a Dragon team both hits harder and lasts longer here. The boss is level 50, the cap, and you want to be level 50 yourself with a full party at the same ceiling.
The trip in is cold, so Cold Resistant Pal Metal Armor is doing double duty. It is the best armor in the game and it gets you to the door without freezing.
Gear and stat prep before you walk in
This fight expects endgame everything. Spend the prep time before you start.
- Respec your character. Build a Memory Wiping Medicine at the Electric Medicine Workbench and dump your points into Attack, HP, and Defense. If you dodge well, weight Attack heavier. If you do not, prop up HP and Defense.
- Legendary weapons and armor. Hunt down legendary schematics from Alpha bosses. The stats are a real step up, worth the crafting cost.
- Combat accessories. Equip every accessory slot with something that boosts a combat stat. This is the hardest fight in the game, so every point earns its keep.
- Food buff. Eat an attack food like the Eikthyrdeer Loco Moco for the +20% attack boost before you engage.
- The kit itself. Rocket Launcher at tech tier 49 for raw damage, Hyper Shield at tier 43, and Cold Resistant Pal Metal Armor at tier 50.
Upgrade your Pals
Stat investment on your team pays off big here, because the boosts are percentage-based and high base stats multiply better. Sacrifice Pal Souls at a Statue of Power to raise Max HP, Attack, and Defense. Then run your main attacker through the Pal Essence Condenser to raise its base stats and push its Partner Skill level up, since the Condenser is the only way to level a Partner Skill.
On passives, look for Dragon damage boosts like Blood of the Dragon and Divine Dragon, plus Cheery to cut incoming Dark damage. Breeding is the way to stack these onto one Pal, since a child can inherit up to four passives from its parents.
The fight itself
You can outgear this fight and still lose if you cannot dodge. What makes or breaks Victor and Shadowbeak is whether you stay alive long enough to deal the damage. So the first skill to lock in is dodging. Learn the windups, keep moving, and treat every hit you avoid as damage you did not have to heal through.
The big mechanical weak point: Shadowbeak's face is a weak spot. Hits to the face deal bonus damage, shown in larger orange text. Aim for the head whenever you have a clean shot, and it adds up fast across a 105,000 HP fight.
Victor himself fights with long-range tech weapons, so keep moving and do not let him pin you down at range. The same pillar-and-kite habits from the earlier towers still apply here. Split the aggro between you and your Dragon Pal, recall your Pal when an attack is about to land on it, and re-throw it to keep the damage flowing.
Best Pals for this fight
Dragon types are the answer, both for the super-effective damage and the Dark resistance:
- Jetragon is a top-tier Dragon attacker, fast and hard-hitting, and it can carry a Missile Launcher for even more output. The go-to pick for this fight.
- Quivern learns Dragon Meteor, a 150-power Dragon skill, and boosts your Dragon damage while you ride it.
- Chillet also learns Dragon Meteor, and its Wriggling Weasel Partner Skill converts your attacks to Dragon damage and buffs your attack while mounted, which is a neat way to turn your own gun into Dragon output.
Bring a team of leveled, souled-up Dragon types, eat your food, aim for the face, and keep moving. Clear this one and you have knocked out the toughest tower in the game, along with five Ancient Technology Points and a fresh fast travel point at the top for your trouble.