Stack Attack, weapon and weak-point multipliers, then freeze the target for one fully charged shot.
The largest displayed Attack stat is not the same as the largest real damage result. This burst build stacks separate parts of the calculation instead: the Charge Rifle carries 12,500 listed attack across a six-round magazine, Vanwyrm Cryst adds up to 50% weak-point damage, Cryolinx Terra makes each connected weak-point hit boost the next by up to 60%, Xenogard adds up to 35% because the Charge Rifle is an energy weapon, and Solenne pays up to 80% raw Attack for keeping five different species. Frostallion adds mounted Ice conversion, 10% to 40% player Attack and Freeze buildup. Together, those layers outperform a party that merely chases the biggest character-sheet number.
All three effects require you to be riding it. Freeze Lv 2 to Lv 6 immobilises for about three seconds and interrupts channelled attacks, which is the window a charge weapon needs. Ice and Fire pals are immune to Freeze.
Trainer Attacks Become IceActive →ActiveYouUnique effect · does not stack
Mounted Ranged Attack10% →40%YouUnique effect · does not stack
Freeze InflictionLv 2 →Lv 6YouUnique effect · does not stack
Recruitment route
Start with the mapped field-boss encounter. The lowest mapped encounter is level 60.
Raises weak-point damage by 30% to 50%, the larger of the two Vanwyrm forms. The base form can be carried alongside it for another 40%, since they are different species.
Weak Point Damage30% →50%You
Recruitment route
Catch it in the wild. Spawns at levels 23 to 67 across 266 points on the main island.
Adds 10% to 35% damage while an energy weapon is equipped, which covers the whole beam and plasma family. It pays nothing on a bow or a ballistic rifle, so this slot ties you to the weapon list below.
Energy Weapon Damage10% →35%YouUnique effect · does not stack
Recruitment route
Take it off an enemy camp squad. Xenogard is fielded by NPC squads at 1 mapped enemy camp (1 squad spawn point). Squad levels are not recorded in the camp data, so scout the camp before you commit.
After a weak-point hit connects, the next weak-point attack lands 30% to 60% harder. It rewards consecutive accurate shots, so a full magazine of headshots is worth more than the same shots spread out.
Weak-Point Hit Damage Up30% →60%YouUnique effect · does not stack
Recruitment route
Catch it in the wild. Spawns at levels 62 to 64 across 156 points on the main island.
Pays 30% to 80% attack while no two pals in the party share a species. Vanwyrm and Vanwyrm Cryst count as different species, so you can run both forms and keep this buff.
Attack (all species unique)30% →80%YouUnique effect · does not stack
Recruitment route
Catch it in the wild. Only spawns on the World Tree region.
TipThe short version
Deploy Drone Launcher drones and apply Burn or Poison before mounting Frostallion, because all three mount effects switch off the moment you dismount. Land ordinary shots until Freeze procs, then spend the immobilised window on a fully charged weak-point hit while Vanwyrm Cryst, Cryolinx Terra, Xenogard and Solenne multiply different parts of the result. Empty the six-round magazine into consecutive weak points because Cryolinx Terra pays on the hit after a weak point connects.
// 02
Condensation scaling
Rank 1 → Rank 5
Compare every surfaced partner effect at base rank and full condensation. Effects marked Unique can still scale by rank, but a second carrier of the same species adds nothing. Two different species carrying the same effect do add together.
Pal / role
Partner effect
Affects
Rank 1
Rank 5
FrostallionMounted Freeze setup
Trainer Attacks Become IceUnique
You
Active
Active
FrostallionMounted Freeze setup
Mounted Ranged AttackUnique
You
10%
40%
FrostallionMounted Freeze setup
Freeze InflictionUnique
You
Lv 2
Lv 6
Vanwyrm CrystWeak point core
Weak Point Damage
You
30%
50%
XenogardEnergy weapon amplifier
Energy Weapon DamageUnique
You
10%
35%
Cryolinx TerraWeak point payoff
Weak-Point Hit Damage UpUnique
You
30%
60%
SolenneParty-wide attack
Attack (all species unique)Unique
You
30%
80%
Values verified against current partner-skill rank curves
// 03
Passives to implant
2 core · 4 total
Everything on this page is trainer damage, so the pal-side element passives are dead weight: Ice Emperor raises the Ice damage of the pal carrying it, not the Ice damage of your converted shots. Player passives fill the raw Attack and uptime layers, but they do not replace the separate weak-point and weapon multipliers supplied by the party.
Vanguard
All five slots
Rank 3 · Standard pool
10% increase in Player Attack.
The base number that Vanwyrm Cryst, Cryolinx Terra, Xenogard and Solenne all multiply. Put it on all five slots before anything else.
50% player attack across five carriers
How to get it
Bought once from a bounty officer for bounty tokens, then applied to any pal for gold. Bounty tokens come from the purple wanted markers on your map.
Stronghold Strategist
All five slots
Rank 3 · Standard pool
10% increase in Player Defense.
A charge weapon holds you still while it charges, which is exactly when you get hit. Player defense is what makes that survivable without a Silvegis slot.
50% player defense across five carriers
How to get it
Same bounty officer, same one-time purchase. Buy both on the first trip.
Reload Master
Nice to have
Rank 3 · Standard pool
Player Reload Speed +4%
Worth 4% reload speed per copy. The Charge Rifle carries six rounds, so you reload often enough for this to be worth more here than on a 38-round plasma rifle.
20% reload speed across five carriers
How to get it
Sold by the arena vendor for battle tickets earned from arena challenges.
Idiosyncratic
Nice to have
Rank 4 · Mutation
Pal and Player Auto Health Regeneration Rate +50% Defense +25% Immune to Poison Damage Immune to Burn Damage
Defense, health regeneration and immunity to poison and burn. The realistic path to dropping a defensive slot from this party entirely.
Defense and regeneration on every carrier, immunities do not need stacking
How to get it
Mutation-pool only, so it never rolls on an ordinary wild catch. Breed for it, or pull the implant from the ancient relic recycler.
// 04
Gear and loadout
16 picks
One weapon defines this build and one partner skill only pays out on a specific class of weapon. Get those two right and the rest is the standard trainer-damage kit. Materials shown are the first craftable tier.
Weapons
Xenogard raises energy weapon damage, which in Palworld means the beam and plasma family: Charge Rifle, Laser Rifle, Plasma Rifle, Beam Launcher, Energy Shotgun and Overheat Rifle. It does nothing for bows, ballistic rifles or shotguns.
The build. 12,500 listed attack across a six-round magazine, so you get six charged shots per reload rather than the single nock a bow gives you. It is an energy weapon, so Xenogard 35% applies on top.
A beam rifle crafted with advanced technology. Charges energy to deliver one powerful shot.
Also an energy weapon and also boosted by Xenogard. Take it when the boss moves too much for charged shots and you need damage per second instead of damage per trigger pull.
A rifle that releases an electrical discharge from the point of impact, which chains to multiple enemies.
Unlocks at technology 51, well before the Charge Rifle at 65, and still counts as an energy weapon. This is the slot to run while you are farming Coralum.
A weapon that fires high-energy lasers. It has impressive firepower and is easy to handle.
Pal Metal Ingot ×50Plasteel ×40Bio Battery ×5Computer ×3
Deploy up to nine drones before swapping back to the Charge Rifle. They continue attacking while you stand still to charge a shot.
A launcher that fires drones which perform autonomous attacks. Capable of deploying up to 9 units, enabling sustained suppression.
Paloxite Ingot ×70World Tree Holy Water ×40AI Core ×8Ancient Civilization Core ×5
Pre-pull status tools
The first Burn or Poison application costs little and adds health-percentage damage when the target accepts the status. Apply it before mounting so the Charge Rifle window stays clean.
Use one Poison Arrow when Poison is accepted or Burn is a poor matchup.
Poison Arrows for use with bows. Afflicts target with ADDITIONAL EFFECT Poison on contact. Can be crafted at Primitive Workbench.
Wood ×2Stone ×2Venom Gland ×1
Accessories
Four player-facing slots. Skip the Cryolinx Ring and Ice Support Whistle: both are Pal Only Equip and raise your active pal Ice damage, not your converted shots.
Defense Up Lv. 4 and Health Up Lv. 4 from one slot, so 25% defense and 25% health.
An accessory that greatly raises Defense and Health.
Refined Ingot ×40Honey ×20Paldium Fragment ×35Ancient Lava ×30
Armor and food
Attack food and defense food replace each other. This build wants attack, because the whole point is converting one accurate shot into an enormous number.
Body
Highest rarity armor you own, attack roll preferred
Each rarity above common adds a larger Attack bonus, but stay near your current defensive tier. Dropping several armor tiers for a slightly larger sheet number usually costs more firing uptime than it gains.
Glider
Best glider available
Worth more here than on most builds. You spend the fight mounted on Frostallion and dismounting at height is routine.
Now with cheese, this dish has reached the highest level of fine cuisine. Eating it will increase Attack by +20% and stay full longer for a period of time.
A dish made by simmering vegetables and meat with spices. The rich flavor is highlighted by large chunks of tender meat. Eating it will increase your Attack by 25% for a period of time.
A potion that allows the player to reset their status points when consumed. It has no effect if consumed by a Pal.
Beautiful Flower ×99Horn ×50Bone ×50Aquatic Pal Fluids ×50
// 05
Stat point priority
Highest priority first
The most attack-skewed ordering of any build on the site. Four of the five party slots multiply attack, and a missed weak point wastes all of them, so there is no argument for spreading points around.
1AttackFirst and by a wide margin. Raise the player base from 100 to its 200 cap through level points, Might Remedies or Might Elixirs, then let weak-point damage, the follow-up bonus, the energy-weapon bonus and Solenne amplify it.
2HealthSecond. Charging a shot means standing still, and standing still in a boss arena means taking a hit you did not dodge.
3StaminaThird. Mounted flight drains it, and you are mounted for most of the fight.
4Weight and work speedLast. Neither does anything in a boss fight.
// 06
How to play it
7 steps
This is a positioning build rather than a cooldown build. Nothing here has a timer, so the discipline is entirely about where you are standing and what you are aiming at.
1Check that all five species are different
Solenne pays 30% to 80% attack only while no two pals in the party share a species. The default lineup satisfies this, and so does swapping Frostallion for the base Vanwyrm, because Vanwyrm and Vanwyrm Cryst are separate species. What breaks it is running two of the same form, and the buff disappears silently rather than warning you.
2Layer food, drones and one status before mounting
Eat Mammorest Curry, deploy the Drone Launcher payload, then use the basic Crossbow to apply Burn or Poison if the target accepts it. Swap back to the Charge Rifle and mount Frostallion before the first real damage shot.
3Mount Frostallion before you engage
All three of its effects, the Ice conversion, Freeze Lv 2 to Lv 6, and 10% to 40% ranged attack, require you to be riding it. Dismounted, Frostallion contributes nothing at all. This is the single biggest constraint on the build and the reason it is not simply the solo carry party with a different gun.
4Freeze first, then charge
Freeze immobilises for around three seconds and interrupts whatever the target was channelling. That is the window a charge weapon needs. Land ordinary hits until Freeze procs, then commit to the charged shot into a stationary target.
5Aim for the weak point, every time
Vanwyrm Cryst adds 30% to 50% weak-point damage and Cryolinx Terra makes each connected weak-point hit boost the next by 30% to 60%. A body shot throws away both, and it also breaks the Cryolinx Terra chain so the following shot starts from zero.
6Spend the whole magazine before reloading
Six rounds per reload. Because Cryolinx Terra bonus applies to the next weak-point attack after one connects, consecutive accurate shots within a magazine are worth more than the same six shots spread across a fight.
7Keep your distance and reposition between charges
Nothing in this party mitigates damage. The Phantom Ring longer dodge window plus flight on Frostallion is the entire defensive plan, so treat range as a resource and do not trade hits.
// 07
What this build turns down
5 considered
This build sits next to the Unkillable Solo Carry in the library and the two get compared constantly. They are genuinely different, and the comparisons below are where the difference shows.
Chasing only the largest displayed Attack stat
The case for it Every slot should add raw Attack because the character-sheet number is the clearest measure of damage.
Weapon power, weak-point damage, Cryolinx Terra follow-up damage and Xenogard energy-weapon damage multiply different parts of the result. Replacing them with more raw Attack can raise the sheet while lowering actual damage.
The Mechanical Bow instead of the Charge Rifle
The case for it The Mechanical Bow lists 20,000 attack against the Charge Rifle 12,500, and its arrows cost two Soralite Ingots for ten. On paper it is the harder-hitting and vastly cheaper weapon.
Two things close that gap. The bow is not an energy weapon, so Xenogard 35% does not apply to it, and it fires one arrow at a time against the Charge Rifle six-round magazine. Listed attack is also not comparable across weapon classes, because each class has its own damage formula. The bow remains the better pick if you have not reached technology 65, or if ammunition cost is the constraint.
Dropping Frostallion for a second weak-point stack
The case for it Vanwyrm base form adds 20% to 40% weak-point damage, and it stacks with Vanwyrm Cryst because they are different species. That is a flat, unconditional 40% against Frostallion mount-locked package.
A real and defensible swap, and it is listed as an alternate for exactly that reason. What you give up is Freeze. A three-second immobilise is what lets a charge weapon land its shot on a moving boss, and no amount of weak-point percentage helps if the head moves during the charge. Take Vanwyrm when you are fighting something that already stands still.
Pal-side Ice accessories and passives
The case for it Ice Emperor as a passive and the Cryolinx Ring, Ice Support Whistle and Frostallion Talisman all raise Ice damage by 18% to 30%, which looks natural for a build that converts your attacks to Ice.
All of them are pal passives or flagged Pal Only Equip. They raise the Ice damage of the pal fighting beside you, and your converted shots scale from raw attack instead. Run Dogen Emblem, Attack Pendant, Phantom Ring and Warsect Terra Belt.
Trusting the 200,000 damage figure
The case for it The Reddit test that produced this lineup reported roughly 200,000 damage on a training dummy, which is the number that made the build popular.
Treat it as one setup on one dummy. Weapon schematic tier, condensation rank, implanted passives, food, stat allocation, shot placement and the target defence all move that figure by multiples in either direction. The build is strong; the specific number is not a promise, and a training dummy has no defence stat at all.
// 08
Where to get everything
7 stops
The gating item is the Charge Rifle at technology 65, and the gating pal is Frostallion, which is a legendary field boss rather than a breeding project.
Beat Frostallion, or breed for itFrostallion is a legendary encountered in the far northern snowfield. It carries the Legend and Ice Emperor passives innately, which is part of why it is worth the slot even before the partner skill.
Catch or breed the other fourEvery recruitment route is on the role cards above, pulled from the mapped spawn tables. Vanwyrm Cryst, Xenogard, Cryolinx Terra and Solenne are all breedable.
Condense all five to rank 5Every headline number is the rank 5 value: 50% weak point from Vanwyrm Cryst, 60% follow-up from Cryolinx Terra, 35% energy weapon from Xenogard, 80% attack from Solenne, and Freeze Lv 6 plus 40% ranged attack from Frostallion. At rank 1 the same party gives roughly half.
Reach technology 65 and farm CoralumThe Charge Rifle needs 200 Coralum Ingots, 25 Bio Batteries, 5 Thermal Cores and 15 Computers. Coralum is the bottleneck; the rest you will already be producing by that tech level.Charge Rifle materials
Raise schematic rarity after the party worksFarm Ancient Relic recycling and legendary treasure maps, then use the Drafting Table to combine lower-rarity schematics. Better rarity improves weapon power and magazine performance, but it cannot repair a broken party condition.
Buy the two player implants onceThe bounty officer sells Vanguard and Stronghold Strategist for bounty tokens. Buy each once, then apply to any pal for gold. Reload Master comes from the arena vendor for battle tickets.
Raid the time caves for accessoriesThe Phantom Ring and Warsect Terra Belt are both time-cave pickups and both craftable once you hold the schematic. Every accessory schematic also has a guaranteed Ancient Shrine location.
// 09
Alternates and flex picks
5 viable swaps
Keep the build's identity while adapting the lineup to the pals you own or the encounter ahead.
Is this the highest possible displayed Attack stat?
No. It is designed for higher real damage by combining raw Attack with separate weak-point and energy-weapon multipliers. A pure Attack stack can show a larger number and still deal less damage.
Does this build require accurate weak-point hits?
Yes, more than any other build on the site. Vanwyrm Cryst adds up to 50% weak-point damage and Cryolinx Terra adds up to 60% to the next weak-point hit after one connects. A body shot wastes both and resets the Cryolinx Terra chain, so two of your five slots go idle.
Is the Charge Rifle actually an energy weapon?
Yes, by community consensus: the energy weapon family is the beam and plasma line, which covers the Charge Rifle, Laser Rifle, Plasma Rifle, Beam Launcher, Energy Shotgun and Overheat Rifle. Our own 1.0 export does not carry an energy weapon tag, so we cannot confirm it from the data files the way we can confirm the partner-skill numbers. The Charge Rifle is filed as WeaponAssaultRifle in the export, the same as the Plasma Rifle.
Do I have to stay mounted on Frostallion?
Yes. The Ice conversion, the Freeze infliction and the ranged attack bonus are all worded as mounted effects and all three switch off the moment you dismount. If you would rather fight on foot, swap Frostallion for Vanwyrm and take a second weak-point stack instead.
Which bosses is Freeze useless against?
Ice and Fire pals are immune to Freeze. Against those, Frostallion is a mount with a 40% ranged attack bonus and nothing else, so consider Frostallion Noct for Blind, or drop the slot for Vanwyrm.
Will every shot deal 200,000 damage?
No. That number was a single Reddit training-dummy report. Weapon schematic tier, condensation, implanted passives, food, stat allocation, shot placement and the target defence all change the result, and a training dummy has no defence at all.
How is this different from the Unkillable Solo Carry?
They share three ideas but solve different problems. The solo carry spends a slot on Silvegis for up to 80% shield damage reduction and stacks two Vanwyrm forms for 90% weak-point damage, which makes it forgiving over a long fight. This build spends those slots on Xenogard energy weapon bonus and Frostallion Freeze, which makes it a burst build: immobilise the target, land one enormous charged shot, reposition.
Does Lapure help here?
No. Every effect in this party is a passive party-slot effect with no cooldown, so there is nothing for a cooldown reduction to shorten. Lapure is excellent in the Soak/Shock, Anubis and Knocklem builds, and does nothing at all in this one.
Should an active Pal damage build use the same passives?
No. For a Pal carry, Diamond Body and Immortality are the general core, Serenity is preferred for sustained fights, and the remaining slot should usually be an elemental damage passive or Demon God. Orserk can add up to 150% Attack and Defense from thirty recent bullet-hit stacks. That is a separate roster and passive plan.
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