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TOOL

Pal Build Calculator

Pick a Pal, set level, IVs, and up to 4 passive skills to compute final HP, Attack, and Defense. Base stats and passive values come straight from the game tables; the stat formula and the way passives stack are community estimates.

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Individual Values (Talent)0 / 0 / 0

0–100. There are exactly three IV axes (HP, Attack, Defense) because the game has exactly these three talent fruits. The Attack IV applies to both the melee and shot base stats.

Passive Skills (up to 4)0 / 4

Only the 115 passives that can attach to a Pal are listed (per the game data's display category). Armor and accessory-only passives are excluded. Note that 17 of them have no obtainable source in the data (likely boss-only), so they may not be reachable in normal play.

  • 1Empty
  • 2Empty
  • 3Empty
  • 4Empty

These actually move HP, Attack, Defense, Work Speed, or Move Speed. Excluded from the stat total because the effect targets the player, doesn't trigger while the Pal is out fighting, or is a fixed step value rather than a percentage.

Final Stats

Select a Pal and the final stats — level, IVs, and passives applied — will appear here.

How it's calculated

This calculator invents no new coefficients. Below is exactly where the game tables end and estimation begins.

Game data — used as-isGame data

Base HP, melee attack, shot attack, and defense come straight from the game's own data. So do passive effect types and values, what each effect applies to, whether it is a percentage or a fixed value, and whether it stacks. The level cap of 80 is this site's baseline.

Estimate — base stat formulaEstimate

HP = floor(500 + 5×level + baseHP × 0.5 × level × (1 + IV/100)); Attack and Defense = floor(baseStat × 0.075 × level × (1 + IV/100)). Palworld publishes no official stat formula, so this uses the reverse-engineered formula from community calculators (PalCalc) and palworld.wiki.gg. Nothing in the game tables backs these coefficients.

Estimate — passive stackingEstimate

Only effects that apply to the Pal itself, raise a stat by a percentage, and trigger while the Pal is out fighting are summed. For effects that do not stack, only the highest value counts. Final = base × (1 + total percent / 100), rounded down.

What is assumed here

  1. 1Multiple passives are assumed to add together rather than multiply. That is inferred from the absence of stacking rules for HP, Attack, and Defense in the game data — not from anything that states additive stacking.
  2. 2Passive percentages are assumed to apply to the final stat after level and IVs, not to the base stat. No table records the order of operations, and the alternative model produces different numbers.
  3. 3The base stat formula itself is community reverse-engineering and may change with game patches.

Axes left out, and why

To avoid presenting numbers with no basis, these axes have no input control at all.

AxisReason for exclusion
Condensing (rank 1–20)The game's upgrade tiers list only material requirements and reset costs — no stat bonus values.
FriendshipFriendship_* fields exist, but the tables alone don't reveal the unit (percent per rank, total percent, or multiplier).
Souls / food / hunger / sanityNo stat-modifier table was found at all.
Alpha and boss variantsThis site's 288 Pal entries exclude bosses, and it is unclear whether the Enemy* rate fields apply to player-owned Pals.
Elemental effectiveness · damageNo type-effectiveness table exists anywhere in the extracted data, so this tool does not compute damage.
Fixed step effects (capture power, temperature resistance, work aptitude ranks…)Effects that raise a stat by a fixed amount rather than a percentage are excluded from the stat total and listed under 'Other effects' with their original values.
Armor and accessory passivesEquipment-only passives (Category is not SortDisplayable) can never be on a Pal, so they are excluded from the picker.

Build notes

For a combat Pal, stacking the Attack IV with percentage Attack passives moves the needle most. The 'Attack' percentage here applies equally to the melee and shot base stats because every attack passive in the game tables uses the ShotAttack effect type — not a single passive uses MeleeAttack. Conversely, watch the 'Other effects' list for trade-offs, such as passives that grant a large attack bonus at the cost of work speed.

FAQ

Can I trust these numbers exactly?
Base stats and passive values are exact — they come straight from the game’s own data. The formula that turns level and IVs into a real stat, and the way passive percentages are summed, are community reverse-engineering and may deviate from the in-game display. Each figure carries a 'Game data' or 'Estimate' badge so you can tell which is which.
Why is there no condensing or friendship input?
Because the game tables contain no stat bonus values for them. Plugging invented coefficients into an unknown axis would contaminate the whole result, so those inputs don't exist and the reason is published in the 'How it's calculated' table.
Why only four passive skills?
The game has four passive slots, and each Pal record has exactly four PassiveSkill fields. No table explicitly states the slot count, so the field count is indirect evidence.