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Systems reworkPalworld v1.0.06 min read

Partner Skill Rework in Palworld 1.0

The Partner Skill rework in Palworld 1.0: over 200 pals changed, the non-stacking rule, and what it means for team building.

Palworld 1.0 reworked the partner skills of more than 200 pals, the single largest balance pass in the update and the one that most changes how you build a team. The goal Pocketpair states outright is diversity: before 1.0, a handful of partner skills were so strong that optimal teams converged on the same few pals. The rework spreads power across the roster so that many more pals have a reason to ride in your party, and so that combining their skills creates real synergy instead of stacking one dominant effect.

If you are returning from early access, treat your old team as a starting point rather than a finished build. Skills you relied on have new effects, new names, and in many cases new rules about how they combine. This page covers the universal rules that changed for every pal, the headline before-and-after reworks straight from the patch notes, and how to build around the new non-stacking behaviour.

01

The rules that changed for every pal

Beyond the non-stacking rule, several quality-of-life changes apply broadly. Some partner skills no longer require you to craft Pal Gear first: glider-enhancing pals and pals that follow up on your attacks now work the moment you catch them, so the skill is available immediately instead of gated behind a saddle or harness. That lowers the cost of experimenting with a new catch.

Follow-up attacks were also made catch-safe. Partner skills that perform a follow-up hit can no longer land the killing blow on a pal, so a follow-up will not accidentally defeat the target you were trying to capture. Separately, the "increased item drop" effect now applies simply by having the pal in your party rather than only while it is actively fighting, which makes it far easier to assemble a dedicated exploration and farming team.

A few specific effects were retuned as well. The player-healing partner skills on pals such as Petallia and Lyleen changed from a flat fixed-value heal to a percentage heal based on your maximum health, so they stay relevant into the late game when your health pool is large. Small changes like this are why it is worth re-reading the partner skill of every pal you field.

02

The rework by the numbers

200+
Pals with reworked partner skills
The largest single balance pass in the 1.0 update.
153
Distinct partner-skill effect types
Counted directly from our 1.0 dataset, from damage buffs to work auras.
0
Stacking from duplicate species
A second copy of the same pal adds nothing to its partner skill.
03

The headline reworks, before and after

Old and new partner skills as quoted in the 1.0 patch notes. Silvegis and Xenolord new-side values are the rank-1 magnitudes verified in our partner-effects data.

Nox: Kuudere
Before 1.0
While fighting together, changes the player's attack type to Dark.
In 1.0
When activated, detects the location of nearby Pal Effigies.
Xenolord: Meteor Wing
Before 1.0
Ridden as a flying mount; greatly increases movement speed while flying.
In 1.0
Flying mount. While in party, damage done by the partner skills of weapon-wielding pals increases by 20%. Does not stack.
Kitsun: Wolf of the Sun
Before 1.0
Ridden; unaffected by cold or heat while riding this pal.
In 1.0
Ridden. While in party, you and party pals take 15% less Ice damage and are immune to Frozen. Does not stack.
Orserk: Ferocious Thunder Dragon
Before 1.0
While fighting together, Water pals drop more items when defeated.
In 1.0
While in party, hitting an enemy with a bullet raises the Attack and Defense of the pal fighting alongside you by 1% for 5 seconds, stacking up to 30 times. Does not stack with similar skills.
Silvegis: Aegis Shield
Before 1.0
Ridden; increases shield duration when using Aegis Charge while mounted.
In 1.0
While in party, reduces shield regeneration delay by 30% and cuts damage taken by your shield by 65%. Does not stack.
Cinnamoth: Mysterious Scales
Before 1.0
When activated, attacks the target with Poison Fog.
In 1.0
When activated, attacks with Poison Fog. While at a base, raises the Farming suitability of all other base pals by +1. Does not stack.
Ribbuny: Happy-Go-Lucky Bunny
Before 1.0
In team, increases Attack of Neutral pals; at base, boosts efficiency at the Weapon Workbench and related facilities.
In 1.0
While in party, increases Attack of Neutral pals by 15% (does not stack). While at a base, raises the Handiwork suitability of all other base pals by +1. Does not stack.
Celaray: Zephyr Glider
Before 1.0
Modifies the equipped glider; increases gliding speed for an extended time.
In 1.0
Modifies the equipped glider; prevents fall damage and extends the duration of high-speed gliding.
04

Values you can trust, straight from the data

Where the patch notes quote a specific percentage, we can check it against the effect values in our dataset. Silvegis is a clean example: at partner-skill rank 1 our data carries a 30% shield regeneration-delay reduction and a 65% shield damage cut, matching the patch notes exactly, and both values scale as you condense the pal, reaching 60% and 80% at its top rank. Xenolord's partner-skill damage buff reads 20% at rank 1 in our data, exactly as written, and climbs to 30% at max rank.

That rank scaling is the detail most build guides miss. Many partner skills grow stronger as you condense the pal, so the number in the tooltip is a floor, not a ceiling. Our team builder reads the full rank curve for all 153 effect types, sums your party under the 1.0 non-stacking rules, and shows the real total at the ranks you have actually invested, which is the only reliable way to compare two builds.

05

Building around the non-stacking rule

Because same-species skills no longer stack, the strongest teams now layer different partner skills that push the same goal from different angles. The patch notes ship several worked examples of this, and every pal in them is in our dataset with a guide page. A bow build pairs Loomen, whose partner skill makes your arrows explode on contact, with Robinquill Terra, which speeds up your bow charge, so you keep both sustained fire and burst at range.

The same layering idea drives the element and status builds below. Instead of five copies of one damage carrier, you stack a defensive buff, an offensive buff, and a weak-point or condition amplifier so the whole party contributes something distinct.

06

Status ailment build

07

Water element build

08

Fishing build

09

Build and check your team

FAQ

Frequently asked questions

Do partner skills stack in Palworld 1.0?

No. For almost every pal, putting two of the same species in your team no longer stacks their partner-skill effect; only one copy counts. Different pals with different partner skills still combine, which is the point of the rework, but duplicate species do not add up.

How many pals had their partner skills reworked in Palworld 1.0?

Over 200 pals had their partner skills reworked in the 1.0 update, alongside a batch of brand-new partner skills. It is the largest single balance pass in the update and the one that most changes team building.

What is the non-stacking rule in Palworld?

The non-stacking rule means a partner-skill effect does not double when you field two of the same species. It was added in 1.0 to widen team-building options and stop optimal teams from being five copies of one strong carrier.

Did partner skills stop needing Pal Gear in Palworld 1.0?

For some pals, yes. Glider-enhancing pals and pals that follow up on your attacks no longer require you to craft their Pal Gear first, so their partner skill works the moment you catch them. Most other partner skills still work as before.

Can a follow-up attack kill a pal you want to catch in 1.0?

No. In 1.0, partner-skill follow-up attacks can no longer land the finishing blow on a pal, so they will not accidentally defeat a capture target. This makes catch-focused teams much safer to run.

How did Petallia and Lyleen healing change in Palworld 1.0?

Their player-healing partner skills changed from a flat fixed-value heal to a percentage heal based on your maximum health. That keeps them useful in the late game, when a fixed heal would be a tiny fraction of your health bar.