Lightning Bolt
Best power for its cooldown in the whole electric pool. The default pick.
- PWR
- 450
- CT
- 20s

Palworld 1.0 ships 92 skill fruits and most of them are gold traps. We graded every element's fruit pool with real game data, three ranked picks and a flex slot each, the Ivy combo that rescues fire, and the two 1,500 gold nukes you should buy on sight.
Palworld 1.0 ships 92 skill fruits, and most of them are gold traps. This board keeps the 34 worth slotting: three ranked picks per element, a flex slot for the situational monsters, and the tech that rescues fire. Stats come straight from the 1.0 game data; every skill links to its full breakdown in the skills Palpedia.

Every electric fruit on this board is a clean, dependable hit with no gimmick attached. Run any mix of the three and fill the gaps with TriSpark when you want damage flowing between the big cooldowns.
Best power for its cooldown in the whole electric pool. The default pick.
The nuke slot. Long animation, huge payoff, worth it on bosses.
Eight-second filler that keeps shock pressure up between the heavy hits.
High sustained output with almost no animation commitment.
Run it when: Long fights where you would rather cast every 12 seconds than stand through the Thunderstorm animation.

Water covers every stage of the game: Splash carries the early levels, Hydro Slicer bridges the midgame and Hydro Laser finishes as a top-tier single-target beam. Geyser Gush turns boss fights into a math problem the boss loses.
The endgame beam. Tied for the best sustained output in the water pool.
Fast, accurate and nearly as efficient as the beam. The reliable core pick.
Shreds raid-scale bodies, whiffs most of its damage on small targets.
Run it when: Big hitbox bosses only. At 1,500 gold it is the cheapest 600-power skill in the game.

Circle Vine is quietly one of the best boss skills in 1.0: the roots hit big targets over and over for far more than the listed 300 power. Behind it sit two honest beams and a 1,500 gold screen-clearer.
Sprouts roots across the whole hitbox. The bigger the target, the harder it hits.
Converging wind blades that reward aim with the second-biggest grass hit.
A 600-power vortex around your Pal that clears everything standing near it.
Run it when: Packs and multi-target fights. The other 1,500 gold bargain nuke; buy it on sight.

Ice hits as hard as any element on paper. In practice two of its heavy hitters only pay out when every part of the attack connects, so build around Diamond Rain and let the conditional skills earn their slot.
Excellent single-target damage that only gets better as the target grows.
No conditions, no misses. The dependable core of any ice kit.
Needs both the spike and the cloud to land. Swap it out if you see single hits.
One of only two 700-power fruits in the game. Wasted on small targets.
Run it when: Raid bosses and alphas with hitboxes big enough to eat the whole storm.

Every ranked dark fruit is a tier 3 heavyweight, and Dark Whisp is the rare 600-power skill you can simply buy from a merchant. The pool has no filler tier, so dark Pals leaning on fruits stay quiet until the gold shows up.
The efficiency king of the dark pool. Slot it and never think about it again.
Slightly behind Dark Laser on raw numbers, still a clean heavy hit.

Ground is the meat-and-potatoes pool: two renamed classics that just hit things, and Sand Twister sitting on top when its orbiting storms connect. Rockburst survives the melee nerfs only as a close-range flex.
Solid single-target core with bonus damage when the outer tornadoes hit.
Stone Beat from the beta, renamed and rebalanced into the ground nuke.
Still strong point-blank, but not enough to carry a full melee build.
Run it when: Aggressive close-range Pals that were already going to stand in melee.

Dragon Meteor finally hits like its name after the 1.0 fixes, but the cast still locks your Pal in place. Beam Slicer is the pool MVP: nearly nuke efficiency with none of the standing around.
The best uptime in the dragon pool. Quick cast, clean sweep.
The fixed 1.0 version hits hard, but budget for the long animation.
Eight-second cooldown with splash damage attached to every impact.
Run it when: You want Meteor damage spread across a pack instead of parked on one target.

Neutral skills are never super effective, so every fruit here starts the fight at a discount. Pal Blast is genuinely good; the rest only make sense on a deliberate fight-anything flex build.
A real heavy beam. The one neutral fruit that earns its slot on numbers.
Very solid filler, held back only by having no matchup it wins.
The other 700-power fruit, nerfed hard: it needs a huge hitbox to compete.
Run it when: Giant targets only. Against anything smaller, Circle Vine and Sand Twister deal more.

Fire is the weakest fruit pool in 1.0. Fireball needs all four ticks after the explosion, Flame Funnel needs every funnel to connect and Flame Wall wants the target to stand still. The real fire tech is bringing a vine.
The most honest fire fruit, with bonus damage on targets that hold still.
The 600 power is split across four ticks; miss one and the nuke fizzles.
Full power only when every funnel connects, and funnels love to miss.
Every ranked pick above comes from one of two supply lines. Neither is gated behind a boss, so the only real currency is knowing where to look.
The 1.0 map data places 35 skill fruit trees across the islands, each dropping a random fruit on a respawn timer.
Open the tree layer on the map →Merchants stock a rotating shelf: tier 2 fruits at 3,000 gold and tier 3 heavyweights at 5,000. Restock by hopping between settlements.
Browse every skill's full page →Geyser Gush and Wind Burst are mispriced at 1,500 gold, less than half the price of every other 600-power fruit. Buy both on sight, every time.
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