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Guides/Combat

Palworld Alpha, Predator and Tower Boss Differences, Multiplier by Multiplier

A boss version of a Pal is not just a higher level. What the game data changes for Alpha Pals, Predators, tower bosses and raid bosses.

Updated 2026-08-10

The wild version of a Pal and its boss version are two separate rows in the game's data. Level and size are the least of it — damage taken, capture rate and experience are all rewritten. Every multiplier below comes from the data tables the site is built on.

Alpha Pals

The crowned ones with a title in front of their name. 313 Pals have an Alpha version, and against the wild row it changes:

Field Change
HP base stat × 1.2
Damage taken × 0.24 (in most cases)
Capture rate correction × 0.7
Experience granted × 10
Ride sprint speed +100 (on the 91 rideable Pals)
Size noticeably larger hitbox

Alphas feel spongy because of the damage reduction, not the health bar. The HP base only goes up a fifth; the bar looks far longer than that because the Pal is also a much higher level. What actually eats your damage is that × 0.24 — three quarters of every hit, gone.

The reduction is not uniform. The data has four tiers:

Damage taken Count Examples
× 0.48 44 Chikipi Lifmunk Rushoar Fuack
× 0.24 261 the standard tier, most of the roster
× 0.18 5 Necromus Paladius Frostallion Frostallion Noct Jetragon
× 0.04 2 Silvance Dandilord

Those 44 at × 0.48 are mostly low-rarity early Pals with only half the usual reduction, which makes them the sensible place to learn the fight. The toughest ordinary Alphas are Silvance and Dandilord at 4% damage taken. Running the other way, Panthalus is the odd one out: its Alpha takes × 1.2, more than the wild version.

Capture rate is multiplicative. A Pal whose own correction is 1.0 becomes 0.7 as an Alpha; one sitting at 1.5 becomes 1.05. For real odds, run it through the capture rate calculator with the level and remaining HP.

Predator Pals

48 Predator forms exist in the data:

Field Change
Damage taken × 0.2 (47 of 48)
Max HP × 2 (47 of 48)
Capture rate correction × 0.7
Damage dealt × 1 to × 10, varies per Pal
Experience granted × 10 to × 40
Flinch / knockback 37 of 48 are fully immune

Unlike Alphas, Predators genuinely have double the health, and most of them ignore flinch and knockback outright, so you cannot interrupt their animations. The payoff is experience: the top tier hands out 40× and is one of the fastest ways to level.

Tower bosses

The nine tower bosses run on a completely separate set of numbers: Shadowbeak, Grizzbolt, Faleris, Lyleen, Orserk, Bastigor, Selyne, Shaolong, Astralym.

Field Phase one Phase two
Max HP multiplier × 12 to × 62 × 75 to × 405
Damage taken × 1 (no reduction) × 0.1 to × 0.45
Damage dealt × 1 × 5 to × 13
Experience granted × 30 × 30 to × 35
Flinch / knockback immune immune
Capture not capturable not capturable

The structure is legible enough: phase one is a wall of health that takes full damage, and phase two turns on the reduction while pushing output past ten times. The dangerous stretch is the back half, so there is no reason to hold resources back early.

Tower bosses are immune to flinch and knockback for the whole fight. Any build that relies on interrupting them does nothing; positioning is all you have.

Raid bosses

The altar summons, 19 rows in the data. On top of enormous HP multipliers, half of them carry × 100 status resistance, which means status effects effectively do not land. Freezing or entangling one to buy time is not a plan — damage and type advantage are.

Three things worth settling before the fight

Type advantage is × 2 on the right element and × 0.5 on the wrong one. Against something taking 24% damage, that fourfold swing does more than a better gun ever will. Check the type chart first.

Learn on the × 0.48 tier. Chikipi, Rushoar and Lifmunk Alphas have half the usual reduction and low levels, and are the first ones you can reliably solo.

Bring an Alpha down before throwing. The capture correction is multiplied by 0.7 and the level is above the local wild ones, so throwing at full health mostly wastes spheres. The capture rate calculator shows what each sphere does at a given HP.


Base stats and capture corrections for every Pal are on the Paldex. Multipliers here come from the site's game-data snapshot.