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Palworld Alpha, Predator and Tower Boss Differences - Damage, Capture and EXP Multipliers

Browse the differences between Alpha, Predator and tower boss rows: damage reduction, capture rate and EXP multipliers.

Updated 2026-08-13

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The wild version of a Pal and its boss version are two separate rows in the game data. Level and size are the least of the differences — damage taken, capture rate and experience are all rewritten. The exact multipliers follow, row by row.

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 rises only a fifth; the bar looks far longer because the Pal is also a much higher level. The × 0.24 damage-taken modifier is what absorbs the damage — three quarters of every hit is removed.

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

The 44 Pals at × 0.48 are mostly low-rarity early species with 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. In the other direction, Panthalus is the exception: 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 ignore flinch and knockback outright, so their animations cannot be interrupted. The payoff is experience: the top tier grants 40×, 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 × 0.7 to × 1 × 5 to × 13
Experience granted × 30 × 30 to × 35
Flinch / knockback immune immune
Capture not capturable not capturable

The structure is straightforward: phase one is a wall of health that takes full damage and hits at roughly wild strength — Astralym (× 0.7) and Shaolong (× 0.9) even hit slightly below it — while phase two turns on the reduction and pushes damage output to 5–13 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. A build that relies on interrupting them achieves nothing; positioning is all that works.

Raid bosses

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

Before the fight

Type advantage is × 2 with the right element and × 0.5 with the wrong one. Against something taking 24% damage, that fourfold swing does more than a better weapon. 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 Alphas you can reliably solo.

Bring an Alpha's HP down before throwing. The capture correction is multiplied by 0.7 and the level sits above the local wild Pals, so a full-health throw 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, one page each.