Skip to main content

Raid Bosses

Tactical Quick Answer

Raid bosses are summoned at a Summoning Altar unlocked in the Ancient Technology tree at Level 33, and you get 10 minutes to kill each boss. Fight in the Raid Area instead of at your base: v0.7.0 moved the fight into its own instance, and v0.7.1 stopped the altar being destroyed there, so you never rebuild it. Bring two elemental team compositions, since Blazamut Ryu shifts to Electric partway through and Bellanoir Libero shifts to Ice.

Raid bosses operate outside the normal overworld spawn system. You summon them at a Summoning Altar built in your base, choose whether to fight at the base itself or in a separate Raid Area, and have a strict time limit either way. These encounters demand optimized Pal teams, dedicated base infrastructure, and active party management during multi-phase transitions.

Building the Summoning Altarโ€‹

Unlock the Summoning Altar in the Ancient Technology tree at Level 33. It costs 3 Ancient Technology Points, 100 Stone and 20 Paldium Fragments, all four values exactly as stated. The altar is consumed only when you fight the raid at your base. Since v0.7.1 it survives when you fight inside the Raid Area, so summon there and you never rebuild it.

Fight in the Raid Area

Building a barren sacrificial outpost was solid guidance for most of the game's life, and two patches retired it. v0.7.0 gave raids their own instance, the Raid Area, which deploys you and your Pals away from your base entirely. v0.7.1 then stopped the altar being destroyed at the end of a raid fought inside that area. Pick the Raid Area and your production base sits outside the blast radius and your altar is still standing afterward.

You have 10 minutes to defeat the boss. On team size, you can summon as many Pals as your base can hold, and the commonly quoted figure of 15 to 20 appears in no source. Only one raid per guild can run at a time in v1.0.

Crafting Summoning Slabsโ€‹

Slabs are the keys that initiate each raid encounter, and each takes four Slab Fragments of the matching type. You can craft them at a Primitive Workbench or better, so this is not gated behind a high tier assembly line.

Fragments come from dungeon treasure boxes and from expedition reward tables. Hartalis Slab Fragments have four listed sources: chests in the Feybreak Cavern and the Cherry Blossom Cave, plus expeditions to the Celestial Sakura Cavern and the Dark Cave of Feybreak. No source gives a rate for any of them.

Xenolord Slab Fragments have two routes, not one. They turn up in the final chests of dungeons, and they also sit on the reward tables of the late-game Pal expeditions. Treat both as open. Rates are a different matter: the precise-looking Xenolord percentages in circulation disagree with each other and none of them traces back to a source, so plan the farm around the route and not around a number.

Ultra slabs work differently: they drop from the normal version of the same boss, so you farm your way up the tier instead of finding them in the world.

Tier 1: Bellanoirโ€‹

Bellanoir comes in three versions now. Standard Bellanoir is Level 35 with 333,000 HP and teaches the summoning mechanics. Bellanoir Libero is Level 45 with 411,000 HP, and an Ultra Libero at Level 80 carries 2,394,000. The Level 30 and 50 figures you may have seen are pre-1.0.

Both are Dark type, so bring Dragon Pals. Bellanoir's attacks are primarily melee range, so keep your distance with ranged weapons and let your base Pals absorb the aggro.

One phase detail that is easy to miss: Libero transitions to Ice in its second phase, so pack Fire for the back half of that fight.

Tier 2: Blazamut Ryuโ€‹

Blazamut Ryu (Level 55) is where raid difficulty spikes dramatically. This Dragon/Fire type boss hits hard and features the most punishing phase transition in the game.

During the first phase, Water type Pals dominate. Deal consistent damage while dodging its sweeping fire breath attacks. The turn comes when its health is nearly gone: it goes temporarily immortal, heals roughly a third of its 512,680 HP, and switches to Electric. Your Water Pals are now at extreme risk.

Immediately recall all Water Pals and deploy Ground types like Anubis, Knocklem, or Digtoise. The electrical attacks in the second phase are devastating to anything weak to Electric. Failing to swap your team results in a near-instant party wipe.

Tier 3: Xenolord, Moon Lord, and Hartalisโ€‹

These represent the absolute pinnacle of PvE content in Palworld.

Xenolord (Level 65) is Dark/Dragon with 1,414,000 HP. Its aerial phase rains meteors and spawns Xenovader adds alongside Xenogards. Its slab fragments are covered under Crafting Summoning Slabs above.

On counters, ignore the reasoning you may have read. There is no "standard Dragon weakness to Dragon attacks" in Palworld, since Dragon is weak to Ice. Against a Dark/Dragon target both Ice and Dragon resolve to 2x, so Ice is a fine pick but not uniquely optimal. The claim that the achievement fails if a base Pal lands the kill is undocumented.

Moon Lord (Level 50) came from the Tides of Terraria collaboration. Summoning takes a Celestial Sigil crafted from 100 Hallowed Bars, which is exactly right. Deploy high-defense base Pals to draw aggro while you manually target its exposed eyes and central heart core with heavy firearms. It also spawns three True Eyes of Cthulhu.

The Level 80 version is [Master] Moon Lord, and note that "Master" is its own tier here, distinct from the "(Ultra)" tier the other four raids use. The Celestial Sigil [Master] is a 100% drop from beating the base Moon Lord, so you unlock the harder version by clearing the easier one. What the Sealed Realm of Terraria chest gives, also at 100%, is the ordinary Celestial Sigil Schematic. That realm is real, but its coordinates and a Level 45 Eye of Cthulhu guarding it are undocumented, and the Eye of Cthulhu cannot appear as a field Alpha at all.

Hartalis (Level 70) has 972,000 HP, with an Ultra at Level 80 carrying 1,952,000. The base Pal is Neutral, not dual-typed.

The two phases are real and phase one genuinely is Water/Grass, with phase two Neutral. But the barriers are element-keyed, not health-keyed: phase one's breaks to Fire or Electric and phase two's to Dark. The 600,000 and 300,000 HP thresholds appear in no source. At the phase break Hartalis performs an area attack, not a raid wipe with a full heal.

Orserk is a solid phase-one pick, and Helzephyr Lux really is Dark/Electric and really does break the phase-two barrier, though Frostallion Noct is the more commonly recommended answer there. Paladius being mandatory is unsupported.

The Ultra Tierโ€‹

Four of the five raids have an (Ultra) version at Level 80: Bellanoir Libero Ultra, Blazamut Ryu Ultra, Xenolord Ultra and Hartalis Ultra. Moon Lord's top tier is branded [Master] instead. The full v1.0 raid roster is eleven encounters once you count both tiers.

What v1.0.3 Changedโ€‹

Two reward tables were wrong and are now right. The reward settings for the normal Moon Lord battle and for the Ultra Raid Boss battle had not been updated to their intended settings, and v1.0.3 corrected both. If you cleared either before August 12, 2026, what you were paid was not what the fight was meant to pay.

The same patch fixed some raid boss battles failing to progress as intended.

What v1.0.4 Changedโ€‹

Summoned Pals and Base Pals now prioritize skills expected to deal higher damage. v1.0.4 also changed Base Pal behavior when they use charging-type skills, and backstep behavior for summoned Pals using some skills.

The patch also fixed some Raid Boss battles where the boss could fail to temporarily stop moving after taking a certain amount of damage, or fail to summon smaller Pals correctly.

Raid Preparation Checklistโ€‹

Before summoning any raid boss, confirm the following:

  • You have chosen the Raid Area, so the fight happens away from your base and the altar survives it
  • You have as many combat Pals assigned as the base will hold
  • You carry at least two elemental team compositions for phase transitions
  • Your personal weapons and ammunition are fully stocked
  • You have healing items ready for both yourself and your Pals

Frequently Asked Questionsโ€‹

How do you unlock the Summoning Altar in Palworld?

It sits in the Ancient Technology tree at Level 33 and costs 3 Ancient Technology Points, 100 Stone and 20 Paldium Fragments. The altar is consumed only when you fight the raid at your base, and since v0.7.1 it survives a fight inside the Raid Area.

Can you summon a raid boss at your main base?

You can, and since v0.7.0 you have a better option. Choosing the Raid Area deploys you and your Pals to their own instance, so your base sits outside the blast radius, and since v0.7.1 the altar survives that fight instead of being consumed. Fighting at your base is what costs you the altar and puts your structures in range.

How do you beat Blazamut Ryu in Palworld?

Lead with Water Pals in phase one while dodging its fire breath. When its health is nearly gone it goes briefly immortal, heals roughly a third of its 512,680 HP, and switches to Electric. Recall every Water Pal at that point and deploy Ground types like Anubis, Knocklem or Digtoise.

What counters Xenolord in Palworld?

Ice or Dragon, and they are equally good. Against a Dark/Dragon target both resolve to 2x, so the claim that Ice is mathematically optimal because Xenolord lacks a Dragon weakness is wrong on its own terms, since Dragon is weak to Ice in this game and not to itself. Xenolord is Level 65 with 1,414,000 HP.

How many Pals do you need for a raid?

As many as your base can hold. The frequently quoted 15 to 20 figure is not documented anywhere. They fight with their own AI while you use heavy weapons from the perimeter, and you have 10 minutes.

See Combat and Bosses for the full elemental weakness chart and Breeding and Passives for creating optimized combat Pals.