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Bellanoir, Blazamut Ryu, Xenolord, and Hartalis standing on ascending raid-arena platforms

Palworld Slab Bosses: Fight This Order First

Slab bosses are not normal Alphas. Palworld's current standard raid ladder runs from level 35 Bellanoir to level 70 Hartalis, and fighting it out of order can waste every slab you saved.

PalMods Team 5 min read
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Palworld gives slab bosses ordinary-looking level numbers, then lets them erase a team that handles ordinary Alphas without blinking.

That mismatch is wrecking first attempts. A level 35 Bellanoir is not “just another level 35.” A slab boss has raid health, arena pressure, a timer, and the power to turn a bad base decision into an archaeological site.

The current standard slab-boss order#

Palworld 1.0 has five summonable raid Pals in its standard progression ladder. Fight the non-Ultra slab for each one in ascending level order.

OrderBossStandard levelBest first damageReadiness check
1Bellanoir35DragonYour first raid mechanics check
2Bellanoir Libero45DragonYou can survive sustained arena pressure
3Blazamut Ryu55Ice, then WaterYou have a real endgame ranged build
4Xenolord65Ice and DragonYou can handle a mobile airborne target
5Hartalis70DarkYou can burst between barrier windows

The complete ladder is not based on vibes. The current raid rows put Bellanoir at 35, Bellanoir Libero at 45, Blazamut Ryu at 55, Xenolord at 65, and Hartalis at 70.

Standard bosses
5
First raid
Bellanoir, level 35
Highest standard entry
Hartalis, level 70
Fragments per slab
4
Ultra raid level
80
Slab refunded on failure
No

Every Ultra slab jumps to level 80. That does not mean every Ultra gives a new Pal. Bellanoir Libero is a separate Pal from Bellanoir, but the standard and Ultra slabs for Blazamut Ryu, Xenolord, and Hartalis summon harder versions of the same Pal.

Why Bellanoir has to come first#

The level 35 fight teaches every rule the game does a poor job of explaining:

  • The slab disappears when the summon begins.
  • A raid boss is much stronger than a field Alpha at the same level.
  • Wide attacks punish clumped Pals and static shooting.
  • A timer makes cautious damage builds fail even when they survive.
  • Your arena and Pal selection matter as much as your player level.

The current Bellanoir guide confirms she is Dark and weak to Dragon. More importantly, she is the cheapest place to discover whether your raid team can stay alive, deal damage, and rotate replacements.

Do not read a clean Bellanoir win as permission to skip directly to Xenolord. Read it as permission to try Bellanoir Libero.

The two jumps that catch strong players#

Bellanoir Libero to Blazamut Ryu#

The jump from level 45 to 55 is where a strong general-purpose team starts failing a specific matchup. Blazamut Ryu is Dragon and Fire, so Ice attacks answer the Dragon half and Water answers the Fire half. The Blazamut Ryu guide recommends Ice as the best single answer because it matters from the opening seconds.

This is the point where “my highest-level Pals” stops being a plan. Bring a team built for the boss.

Blazamut Ryu to Xenolord#

Xenolord begins at level 65, the highest entry tier before Hartalis. It is Dark and Dragon, giving it weaknesses to Dragon and Ice, and it spends much of the fight airborne. The Xenolord guide calls for one attacker covering each weakness plus a ranged weapon.

If your Blazamut Ryu victory depended on standing close and unloading slow attacks, Xenolord will expose it.

Why Hartalis is last even though the gap is small#

Hartalis is only five levels above Xenolord. The mechanical jump is larger than the number.

Hartalis is pure Neutral, so Dark is the only elemental advantage. Its Sacred Barrier blocks attacks while active, creating burst windows instead of a steady damage race. You need to recognize when damage can land, hold expensive attacks, and then commit between barriers.

The Hartalis guide also confirms that the standard level 70 and Ultra level 80 tiers give the same Pal. That makes the standard slab the obvious first target. The Ultra fight adds punishment without adding a new Paldeck entry.

The team test before every new slab#

Use one failed standard raid as data, but never use a rare slab as a scouting tool when the previous tier already exposed a weakness.

Before moving up, answer yes to these questions:

  1. Did you beat the previous boss with meaningful time remaining?
  2. Could your active Pals survive more than one major attack?
  3. Do you have the next boss's elemental counter, not just neutral damage?
  4. Can you replace downed Pals quickly without losing the entire damage window?
  5. Is your weapon effective at the target's real combat range?
  6. Do you have a second slab banked in case the first attempt teaches you something new?

If the answer to the first two is no, do not climb. A five- or ten-level jump will not improve the situation.

The base-destruction mistake is now optional#

A current player reported summoning Bellanoir beside their first and only base with underleveled Pals, a crossbow, and a makeshift pistol. The result was exactly what experienced players feared: the base was ruined.

The useful part of the follow-up discussion is that Palworld 1.0 offers a separate raid base when you use a slab at the Summoning Altar. Older advice about dedicating one of your own bases to raids is no longer the only option.

Use the arena for first clears. A custom raid base can still be fun, but it should be a deliberate build, not the kitchen you happened to be standing beside.

  • Choose the separate raid arena at the Summoning Altar
  • Bring the next boss's elemental counter
  • Repair weapons and armor before inserting the slab
  • Prepare replacement Pals in advance
  • Bank at least one extra standard slab
  • Clear each standard tier before touching an Ultra slab

The slab ladder is simple once you respect it: 35, 45, 55, 65, 70. Palworld's mistake is making those numbers look ordinary.

Yours would be believing them.

Sources#