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Guides/Combat

Palworld Status Effects - Skills, Elements and Trigger Chances

Browse the nine status effects, the skills that apply them and their trigger chances.

Updated 2026-08-10

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Burn, freeze and the vines wrapped around a target are not decoration — they are status effects, and the skill data records which move applies which effect and at what chance. A moveset choice therefore weighs more than power and element.

The nine effects and their elements

Data keys in brackets; the names are the game's own:

Effect Applied by Skills carrying it
Burn Fire Dragon Dark Neutral Grass 56
Soak (Wetness) Water 36
Electrify Electric 36
Freeze Ice 34
Blind (Darkness) Dark 31
Ivy-Covered Grass 28
Muddy Ground 21
Poison Dark Ground Grass 8
Stun Neutral Ground 2

The pattern is one element, one effect: Water soaks, Electric electrifies, Ice freezes, Grass entangles, Ground muddies, Dark blinds.

The one exception: Dragon skills apply Burn. Of the 56 skills that carry it, 33 are Fire and 16 are Dragon, with a handful from Dark, Neutral and Grass — mostly self-destruct moves. A Dragon Pal brings a second source of fire.

The proc chance is in the data

Every skill that carries an effect has a chance attached, and it does not change between Pals. The distribution is lopsided:

  • 100%, guaranteed. Most of the heavy hitters live here. 31 of Soak's 36 skills are 100%, 28 of Freeze's 34, 26 of Electrify's 36.
  • Around 50%. Blind has the most, 13 of 31.
  • 35% and below. A handful of low-cooldown harassment moves — Wind Cutter (Ivy-Covered, 35%), Stone Cannon (Stun, 20%).

If you want a status to land reliably, take the 100% moves in that element rather than trying to stack chances with fast, cheap ones. Typical picks:

Element Effect Skills
Fire Burn Flare Arrow, Spirit Flame, Spirit Fire
Water Soak Bubble Blast, Acid Rain, Hydro Laser
Electric Electrify Tri-Lightning, Thunder Rain, Lock-on Laser
Ice Freeze Ice Missile, Crystal Breath, Blizzard Spike
Grass Ivy-Covered Seed Machine Gun, Seed Mine, Circle Vine
Ground Muddy Stone Blast, Rock Lance, Rocky Impact
Dark Blind Dark Laser, Apocalypse, Dark Ball
Dark Poison Poison Fog, Poison Blast

Which Pal learns what, and at which level, is on the active skills page and on each Pal's own page.

The effects change incoming damage

A community-compiled table documents how the effects interact with elements. The game data never exposes these multipliers — only the direction is known:

Effect Takes more damage from Takes less damage from Duration
Burn — Grass 15s
Soak Electric Fire 10s
Ivy-Covered Fire — 10s
Muddy — Electric 10s
Electrify Water — 10s
Blind — — 4s
Freeze — — 3s
Poison — — 18s

That gives two working combos: soak then electrify, entangle then burn. In reverse, Grass moves against a burning target deal less than normal.

One at a time, except Poison

Only one effect can be on a target at a time; a new one overwrites the old. Electrify after Soak gains the bonus, but one more Water move washes the Electrify off again — the wrong order wastes the damage.

Poison is the sole exception. It coexists with anything else, and at 18 seconds it also lasts the longest.

It works on you too

The player and their Pals can carry effects too. The player's stat points include Status Resistance, which lowers the chance of an effect landing, and the accessories include a resistance ring for each element. The rings reduce damage rather than duration, but combined with Status Resistance they clearly shorten the time a status keeps you pinned.


The interaction table and durations are community-compiled; the game data holds no table for them, so treat those rows as indicative. Element-versus-element multipliers are on the type chart and in how to remember type matchups.