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Curated party archetype

Soak/Shock Overload

Updated

Soak the target to double your Electric damage, then convert every shot to Electric.

The engine here is not a partner skill at all, it is an element interaction: a Soaked enemy takes double damage from Electric attacks. Ophydia makes your attacks apply Soak, Prixter Lux converts those attacks to Electric for 30 seconds, and the two together mean your weapon is hitting a target that is taking 2x from the element you just switched to. Jormuntide adds 50% to 65% on top for anything Soaked, and Solenne pays 30% to 80% raw attack for keeping five different species in the party. Slowatt is the fifth slot because Electric attacks eventually proc Electrify, which wipes Soak off the target, and Slowatt turns that otherwise wasted window into an area discharge.

Your five-slot partyReady to load
OphydiaSoak opener
Prixter LuxElectric conversion
JormuntideSoak amplifier
SolenneParty-wide attack
SlowattElectrify payoff
Core slots load at rank 1; use the open slots and rank controls to adapt the party.
5Party members
4Effects surfaced
5Max partner rank
1.0Dataset synced
// 01

The lineup

5 core members

Every slot has a job. The cards below show the exact synergy, its rank range, who it affects, and a mapped route to recruiting that pal.

Soak opener01
Ophydia 1 effect

Makes your attacks inflict Soak Lv 2 to Lv 6. Soak is the whole build: it doubles the Electric damage the target takes, so this slot is worth more than its own numbers suggest.

  • Soak InflictionLv 2 Lv 6YouUnique effect · does not stack
Recruitment route

Start with the mapped field-boss encounter. The lowest mapped encounter is level 69.

Electric conversion02
Prixter Lux Core attacker

Activated: converts your attacks to Electric and raises your Attack by 30% for 30 seconds, on a 50-second cooldown. This is what lets a Soaked target take double damage from an ordinary gun.

Activated partner skills carry no rank curve in the 1.0 export, so the conversion does not appear in the scaling table below. The dataset does record its timings: 30 seconds of effect against a 50-second cooldown.
Recruitment route

Catch it in the wild. Spawns at levels 65 to 68 across 35 points on the main island.

Soak amplifier03
Jormuntide 1 effect

Adds 50% to 65% damage for you and your pals while the target is Soaked, stacking on top of the doubled Electric damage rather than replacing it.

  • Damage vs Soaked Targets50% 65%You and palUnique effect · does not stack
Recruitment route

Start with the mapped field-boss encounter. The lowest mapped encounter is level 55.

Party-wide attack04
Solenne 1 effect

Pays 30% to 80% attack as long as no two pals in the party share a species. This lineup already satisfies that, so it is the largest unconditional number on the page.

  • 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.

Electrify payoff05
Slowatt 1 effect

When you hit an Electrified enemy it discharges for 40% to 60% of your attack to everything nearby. It only fires while Soak is off the target, which makes it a partial refund rather than a bonus.

  • Electrified-Target Discharge40% 60%YouUnique effect · does not stack
Recruitment route

Catch it in the wild. Spawns at levels 65 to 66 across 64 points on the main island.

TipThe short version

Soak the target with Ophydia, activate Prixter Lux to turn your shots Electric, and fire into the doubled element damage while Jormuntide adds 65% and Solenne adds 80% attack. Reapply Soak whenever an Electrify proc overwrites it, because Electrify replaces Soak rather than layering on top of it. Slowatt is the consolation prize during those Electrify windows: your hits detonate the target for area damage.

// 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 / rolePartner effectAffectsRank 1Rank 5
OphydiaSoak opener
Soak InflictionUniqueYouLv 2Lv 6
JormuntideSoak amplifier
Damage vs Soaked TargetsUniqueYou and pal50%65%
SolenneParty-wide attack
Attack (all species unique)UniqueYou30%80%
SlowattElectrify payoff
Electrified-Target DischargeUniqueYou40%60%
Values verified against current partner-skill rank curves
// 03

Passives to implant

2 core · 4 total

This is a trainer-damage build, so pal-side element passives like Capacitor and Lord of Lightning do nothing for you: they raise the damage of the pal carrying them, not your gun. Only the player-facing implants matter, and the two that matter most stack once per party slot.

Vanguard

All five slots
Rank 3 · Standard pool

10% increase in Player Attack.

Buffs your attack, not the pal carrying it, so it works from a party slot with the pal never leaving its sphere. Every multiplier on this page scales off the attack number this raises.

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.

The defensive twin. This build has no Silvegis and no dedicated tank, so player defense is the only mitigation it buys.

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. Prixter Lux gives you a 30-second window and you want to spend it firing, not reloading, so reload speed converts fairly directly into damage here.

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. Worth chasing once the core two are on every slot, but it is a long breeding project and it does nothing for your damage.

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

12 picks

Because Prixter Lux supplies the element, the weapon does not need to be Electric. What it needs is a high rate of fire, since every individual hit is being multiplied by the doubled element damage, Jormuntide and Solenne. Materials listed are the first craftable tier of each line.

Weapons

Rate of fire beats raw per-shot damage in this build. A slow, hard-hitting weapon spends most of the 30-second conversion window reloading.

  • Primary
    Plasma RifleTech Lv 78

    The best sustained-damage-per-second option in the game and the natural home for a build that multiplies every bullet. Its own discharge chains between enemies, which pairs neatly with Slowatt on group fights.

    A rifle that releases an electrical discharge from the point of impact, which chains to multiple enemies.

    Paloxite Ingot ×80Bio Battery ×50AI Core ×8Ancient Civilization Core ×7
  • Pre-endgame primary

    Run this until the plasma rifle unlocks at technology 70. It gives up damage but its ammunition needs only Soralite Ingots and gunpowder.

    An assault rifle made from Soralite Ingots. It has been enhanced to handle powerful ammo while maintaining its versatility.

    Soralite Ingot ×100Carbon Fiber ×50Bio Battery ×30AI Core ×5
  • Burst option

    Useful when the Soak window is short and you want to dump damage fast. Splash damage also refreshes Soak on everything in the blast, which matters on multi-target fights.

    A grenade launcher made from Soralite Ingots. Improved trajectory stability allows for precise long-range bombings.

    Soralite Ingot ×80Corrosive Solvent ×15Thermal Core ×5AI Core ×5
  • Off-hand
    Drone LauncherTech Lv 77

    Drones attack on their own, so they keep contributing while you reload inside the conversion window. They stop working if you drift out of range, so stay close.

    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

Accessories

Four slots, all of them player-facing. Ignore the Lord of Lightning Baton and the Electric Support Whistle here: every element accessory in the game is flagged Pal Only Equip and raises your active pal Electric damage, not your own converted shots.

  • Attack slot 1

    Attack Up Lv. 4, worth 20% attack to you and another 16% to the pal fighting beside you. The largest single attack accessory in the game.

    An accessory that greatly raises your Attack, and that of the Pal fighting alongside you.

    Refined Ingot ×20Bone ×30Paldium Fragment ×35Ancient Bone ×30
  • Attack slot 2

    Attack Up Lv. 3, worth another 15% attack. There is no third attack accessory, so the last two slots go defensive.

    An accessory that raises Attack.

    Ingot ×25Horn ×20Paldium Fragment ×25Ancient Civilization Parts ×2
  • Survivability

    Extends roll and sidestep invincibility by 20%. With no tank in this lineup, dodge frames are the mitigation.

    An accessory that extends the invincibility period of rolls and sidesteps.

    Refined Ingot ×30Plasteel ×10Pal Metal Ingot ×15Ancient Bone ×30
  • Bulk

    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 are mutually exclusive: eating one removes the other. This build has no defensive party slot, so the call is closer than it is on a tanky build, but attack still wins because so much multiplies it.

  • Body
    Highest rarity armor you own, attack roll preferred

    Rarity beats the roll. If two pieces tie, take the one that rolled attack.

  • Attack food

    Worth 20% attack, cheap, and craftable all game. Eat it before the fight, not during, because the conversion window is too short to spend on a food animation.

    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.

    Mozzarina Meat ×2Flour ×1Tomato ×2Milk ×2
  • Attack food, ancient tier

    Worth 25% attack. Five percentage points over the cheeseburger for a much harder recipe.

    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.

    Mammorest Meat ×1Onion ×2Carrot ×2Potato ×2Red Berries ×2
  • Respec

    Craft one before committing to a stat spread so a wrong allocation costs materials rather than a character.

    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

A pure trainer-damage ordering. Nothing in this party protects you, so health comes earlier than it would on a build with Silvegis in it.

  1. 1AttackFirst. The doubled Electric damage, Jormuntide, Solenne, the accessories and the food are all multipliers on this one number.
  2. 2HealthSecond, and earlier than on most damage builds. There is no shield specialist and no tank in this lineup.
  3. 3StaminaThird. You will be rolling to keep uptime during the conversion window rather than backing off.
  4. 4Weight and work speedLast. Neither does anything in a boss fight.
// 06

How to play it

6 steps

The order matters more here than on most builds, because two of the statuses involved cannot coexist. Steps one and two happen before the fight.

  1. 1Check that all five species are different

    Solenne pays nothing if two pals share a species. The default lineup satisfies this, but it is the first thing that breaks after a swap and it fails silently.

  2. 2Eat attack food

    Attack and defense food replace each other, so eating defense food actively removes your attack bonus. Take the Mozzarina Cheeseburger and leave it there.

  3. 3Apply Soak before you activate anything

    Get Ophydia Soak onto the target first. Soak is what doubles the Electric damage, so activating Prixter Lux into a dry target wastes most of the window. Water pals cannot be Soaked at all, which is the one matchup where this build simply does not work.

  4. 4Activate Prixter Lux, then commit

    You get 30 seconds of Electric conversion and 30% attack against a 50-second cooldown, so roughly three fifths uptime. Spend all of it firing. Do not open the window and then reposition.

  5. 5Watch for the Electrify proc, and reapply Soak

    Electric attacks eventually inflict Electrify, and Electrify replaces Soak instead of stacking with it. The moment that happens you lose the 2x and Jormuntide together. Land a hit to refresh Soak as soon as the Electrify window ends.

  6. 6Let Slowatt cover the Electrify windows

    While the target is Electrified rather than Soaked, your hits detonate it for 40% to 60% of your attack to everything nearby. On single-target boss fights this is a small refund. On group fights it is the reason the build clears rooms.

// 07

What this build turns down

4 considered

This lineup is one slot different from the community version it started as, and the reasoning for the swap is worth stating openly along with the comps that get suggested instead.

Univolt in the fifth slot

The case for it
Univolt raises Electric damage to weak points by 25% to 40% for you and your pals. In a build that converts everything to Electric, that reads like a natural fit.

It is doubly conditional: the bonus needs Electric to be hitting an elemental weakness, and it only applies to weak-point hits. Solenne pays 80% attack on every hit for a condition this party already meets. Univolt is the right pick against Water and Flying bosses specifically, which is why it is listed as an alternate rather than dropped.

Running Snock for guaranteed Electrify

The case for it
Snock makes your attacks inflict Electrify Lv 2 to Lv 6, which would give Slowatt a reliable trigger instead of waiting on random procs.

It fights the core of the build. Electrify and Soak cannot be on a target at once, so guaranteeing Electrify means guaranteeing that the doubled Electric damage and Jormuntide are switched off. Electric and Ground pals are also immune to Electrify outright. Snock belongs in a dedicated Slowatt add-clear party, not this one.

Pal-side Electric accessories and passives

The case for it
Lord of Lightning as a passive and the Lord of Lightning Baton, Electric Support Whistle and Fenglope Lux Ring as accessories all raise Electric damage by 18% to 30%.

Every one of them is flagged Pal Only Equip or is a pal passive. They raise your active pal Electric damage and do nothing for your converted shots. In a trainer-damage build those four slots should be Dogen Emblem, Attack Pendant, Phantom Ring and Warsect Terra Belt instead.

Dropping Slowatt for a second amplifier

The case for it
Slowatt only works during Electrify windows, which the build actively tries to avoid, so the slot looks wasted.

Fair on a single-target boss, and Lapure is the better pick there because permanent Electric conversion is worth more than a situational discharge. Slowatt stays in the default lineup because Electrify procs happen whether you want them or not, and unclaimed windows are worse than a partial refund.

// 08

Where to get everything

6 stops

Nothing in this build needs a rare drop. Ophydia and Jormuntide are the two that take real effort, and both are breedable.

  1. Catch or breed the five palsEvery recruitment route is on the role cards above, pulled from the mapped spawn tables. All five are breedable, so a missing species is a breeding project rather than a wall.
  2. Condense all five to rank 5Every headline number on this page is the rank 5 value: Soak Lv 6, 65% from Jormuntide, 80% from Solenne, 60% from Slowatt. At rank 1 the same five pals give roughly half of it. Activated skills like Prixter Lux Scorpion Longwave also grow with condensation, though the 1.0 export does not record their rank curve.
  3. Buy the two player implants onceThe bounty officer sells Vanguard and Stronghold Strategist for bounty tokens. Buy each once, then apply it to any pal for gold. Reload Master comes from the arena vendor for battle tickets.
  4. Reach technology 78 for the Plasma RifleThe plasma rifle is the intended weapon and it needs Paloxite Ingots, Bio Batteries, AI Cores and Ancient Civilization Cores. Run the Heavy Assault Rifle at technology 70 until then.Plasma Rifle materials
  5. Work the ancient relic recyclerThe recycler is the main endgame source of schematics and implants, including Idiosyncratic. Feed it relics rather than hoarding them.
  6. Stockpile Mozzarina meat and milkCheeseburgers need Mozzarina meat, milk, flour and tomatoes. Capturing Mozzarina along the coast supplies both the milk, from a ranch, and the meat.
// 09

Alternates and flex picks

4 viable swaps

Keep the build's identity while adapting the lineup to the pals you own or the encounter ahead.

Discussion

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FAQ

Frequently asked questions

Why does Soak matter so much in an Electric build?

Because a Soaked target takes double damage from Electric attacks. That element interaction, not any partner skill, is the largest multiplier on the page. Ophydia applies Soak and Prixter Lux makes your shots Electric, so the two slots together are what turn an ordinary rifle into the build.

Can Soak and Electrify be on a target at the same time?

No. Poison is the only status in Palworld 1.0 that coexists with other statuses. Everything else replaces whatever was there, so an Electrify proc wipes your Soak and switches off both the doubled Electric damage and Jormuntide. That is why the rotation tells you to reapply Soak rather than assuming both are up.

Which enemies is this build bad against?

Water pals, because they cannot be Soaked, which removes the entire engine. Electric and Ground pals are immune to Electrify, so Slowatt does nothing against them either. Against a Water boss, use a different party rather than trying to force this one.

Why is Solenne here instead of Univolt?

Univolt raises Electric damage to weak points, but only when Electric is hitting an elemental weakness, so it is off for most of a fight. Solenne pays 30% to 80% attack on every hit for a condition this party already meets, which is five different species. Univolt is still the correct pick against Water and Flying bosses and is listed as an alternate.

Do the Electric accessories help my converted shots?

No. Lord of Lightning Baton, Electric Support Whistle, Fenglope Lux Ring and Orserk Talisman all carry Pal Only Equip effects, which raise the Electric damage of the pal fighting beside you. Your own converted attacks scale from raw attack, so use Dogen Emblem and the Attack Pendant instead.

What does Lapure change?

Prixter Lux runs 30 seconds of effect on a 50-second cooldown, so about three fifths uptime. Lapure cuts partner skill cooldowns by up to 50% at rank 5, which brings that to 25 seconds against a 30-second effect. The Electric conversion becomes permanent. On long boss fights that is the strongest single swap available to this build.

Do I have to fully condense the pals?

Yes, for the numbers quoted here. Ophydia goes from Soak Lv 2 to Lv 6, Jormuntide from 50% to 65%, Solenne from 30% to 80%, and Slowatt from 40% to 60%. An uncondensed party gives roughly half the build.