Breeding
Breeding is a mechanic in Palworld used with the Breeding Farm.
It allows players to breed two Pals, which results in them laying a Pal Egg that can be hatched in an Egg Incubator. Through breeding you can get various passive skills or Subspecies Pals.
To breed Pals together you will need a Breeding Farm. Once you place the Breeding Farm you must assign a male and female Pal. The Breeding Farm also needs to be supplied with Cake. After some time they will produce a Pal Egg which can then be incubated.
There are over 18,797 breeding pair combinations, and we simply cannot list them all!
Breeding Farm
The Breeding Farm is a Technology that allows two opposite gendered Pals to breed with each other (even completely different species). It is unlocked at level 19, and requires 100 Wood, 20
Stone, and 50
Fiber to craft.
Pals can be assigned to the Breeding Farm using the Pick Up keybind while hovering over them and throwing them at the building. Assigned Pals will wander inside the Breeding Farm until manually removed.
To produce an Egg these conditions must be met:
- Both assigned pals are of opposite gender.
- At least one
Cake is present in the wooden chest located to the right of the Breeding Farm.
The UI will state "Love is blossoming between the two Pals", and a progress bar will appear.
Breeding will progress to completion, regardless of the presence of Cake.
Cake placed in the Breeding Farm's chest will not spoil.
How Breeding Works
The way breeding works is rather simple. Each Pal has a hidden breeding power number between 10 and 1500. The lower the number the more rare or powerful the Pal is.
The game will then pick the Pal with the closest power to that average. As an example, if the baby Power ends up being 1015, and the closest values are 1010 ( Felbat) and 1020 (
Robinquill), the baby will be
Robinquill. The 'tie breaker' (since 1015 is equal distance between 1010 and 1020) just comes down to the which Pal comes first in the game file's index. In this case
Robinquill comes first in the game files so it gets picked over
Felbat.
The way this works means you can never breed a Pal stronger/rarer than your strongest/rarest parent. For example, if your starting parents have a power of 570 ( Anubis) and 1460 (
Cattiva) the result will be the following: (570 + 1460) / 2 = 1015 (
Robinquill).
If you then bred that baby at 1015 with your starting 570
Anubis: (570 + 1015) / 2 = 792.5 (which is closest to
Arsox at 795).
If you continue this multiple times:
- (570 + 795) / 2 = 682.5 (
Univolt at 680)
- (570 + 680) / 2 = 625 (
Bushi at 625)
- (570 + 625) / 2 = 597.5 (
Incineram at 605)
As you can see you can get closer and closer to your 570 Anubis but you can never breed something stronger/rarer. But this also shows you can take one strong/rare Pal and breed it with its offspring and quickly start making Pals near that strength.
Breeding Conditions
As of launch, any Pal species can breed with any other Pal species. However, this will lead to a seemingly random Pal being generated with none of the parent's stats. The random Pal has a much higher chance of being a weaker, early game Pal than any mid to late game Pal. This is based off a "child rank" obtained from calculating the ranks of both the parents. A breeding combination list has been linked here (you can click here to make a copy of the full breeding list spreadsheet for easier use). In order for the breeding to commence, there must be a male and female Pal in the Breeding Farm. As there is no cooldown, you can have Pals breed indefinitely as long as cake is in the farm's crate. This allows for a faster experience when breeding for variants.
Same-Species Breeding
Pals of the same species, when bred together, will always produce that species. For some species, this is the only way to breed that Pal.
Chikipi
Warsect Terra
Blazamut Ryu
Paladius
Necromus
Frostallion
Jetragon
Bellanoir Libero
Selyne
Mimog
Xenovader
Xenogard
Standard Combination Breeding
Typically, when two Pals breed, the resulting Pal is determined by the two parents breeding "Rank". Roughly, the resulting Pal will be the species with the average of the two parents breeding rank. Specifically, the child rank is calculated as follows:
And then the (eligible) child species with the rank nearest to this value is selected. If two species are equidistant from this value, the first one checked (having the lower "Check Order") is selected.
Pal | Rank | Eligible Child | Check Order |
---|---|---|---|
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1470 | Yes | 27 |
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1460 | Yes | 46 |
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1500 | Yes | 62 |
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1430 | Yes | 7 |
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1400 | Yes | 20 |
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1330 | Yes | 59 |
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1410 | Yes | 65 |
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1250 | Yes | 107 |
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1155 | Yes | 137 |
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1350 | Yes | 23 |
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520 | Yes | 121 |
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1370 | Yes | 17 |
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1360 | No | 18 |
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1240 | Yes | 112 |
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1450 | Yes | 79 |
![]() |
1390 | Yes | 82 |
![]() |
1490 | Yes | 14 |
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1380 | Yes | 47 |
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1455 | Yes | 134 |
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1230 | Yes | 106 |
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1130 | Yes | 6 |
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1180 | Yes | 120 |
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1220 | Yes | 101 |
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1290 | Yes | 85 |
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1480 | Yes | 4 |
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1440 | No | 5 |
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870 | Yes | 127 |
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1060 | Yes | 15 |
![]() |
1340 | Yes | 8 |
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1280 | Yes | 91 |
![]() |
910 | Yes | 86 |
![]() |
1320 | Yes | 21 |
![]() |
1090 | Yes | 25 |
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1100 | No | 26 |
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1420 | Yes | 31 |
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1422 | No | 32 |
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430 | Yes | 97 |
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390 | No | 98 |
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1190 | Yes | 39 |
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930 | Yes | 75 |
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890 | Yes | 41 |
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920 | Yes | 9 |
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900 | No | 10 |
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420 | Yes | 90 |
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1310 | Yes | 116 |
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590 | Yes | 2 |
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580 | No | 3 |
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490 | Yes | 131 |
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790 | Yes | 99 |
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895 | Yes | 135 |
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1080 | Yes | 44 |
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1120 | Yes | 57 |
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1140 | No | 58 |
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950 | Yes | 30 |
![]() |
1030 | Yes | 12 |
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1020 | Yes | 52 |
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1000 | No | 53 |
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1040 | Yes | 16 |
![]() |
1070 | Yes | 95 |
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330 | Yes | 94 |
![]() |
510 | Yes | 130 |
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1300 | Yes | 113 |
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410 | Yes | 114 |
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800 | Yes | 122 |
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680 | Yes | 19 |
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760 | Yes | 104 |
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360 | Yes | 35 |
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240 | No | 36 |
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880 | Yes | 76 |
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740 | Yes | 100 |
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830 | Yes | 56 |
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1210 | Yes | 24 |
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1110 | Yes | 22 |
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820 | Yes | 63 |
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810 | No | 64 |
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560 | Yes | 42 |
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550 | No | 43 |
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1150 | Yes | 51 |
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850 | Yes | 11 |
![]() |
750 | Yes | 96 |
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940 | Yes | 81 |
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1405 | Yes | 136 |
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660 | Yes | 60 |
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620 | No | 61 |
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640 | Yes | 126 |
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220 | Yes | 117 |
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380 | Yes | 125 |
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700 | Yes | 115 |
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1160 | Yes | 80 |
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990 | Yes | 103 |
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1050 | Yes | 89 |
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450 | Yes | 78 |
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540 | Yes | 37 |
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530 | No | 38 |
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1260 | Yes | 83 |
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1270 | Yes | 84 |
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500 | Yes | 45 |
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130 | Yes | 40 |
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710 | Yes | 108 |
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670 | No | 109 |
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280 | Yes | 54 |
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270 | No | 55 |
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860 | Yes | 71 |
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840 | No | 72 |
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780 | Yes | 129 |
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320 | Yes | 49 |
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230 | No | 50 |
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470 | Yes | 110 |
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440 | No | 111 |
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300 | Yes | 68 |
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290 | No | 69 |
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460 | Yes | 87 |
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480 | Yes | 88 |
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340 | Yes | 118 |
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980 | Yes | 48 |
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1010 | Yes | 70 |
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350 | Yes | 123 |
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10 | Yes | 74 |
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190 | Yes | 124 |
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150 | Yes | 102 |
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260 | Yes | 132 |
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570 | Yes | 1 |
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310 | Yes | 28 |
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315 | No | 29 |
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50 | Yes | 33 |
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30 | No | 34 |
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200 | No | 13 |
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250 | No | 92 |
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210 | No | 93 |
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370 | No | 73 |
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140 | No | 133 |
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60 | No | 77 |
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80 | No | 119 |
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70 | No | 128 |
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120 | No | 66 |
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100 | No | 67 |
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90 | No | 105 |
Gender Ratios
Most Pals have a gender ratio of 1:1 Male to Female. These are the outliers.
No. | Pal | Male Ratio | |
---|---|---|---|
89 | ![]() |
Kingpaca | 90% |
89 | ![]() |
Kingpaca Cryst | 90% |
92 | ![]() |
Warsect | 85% |
92B | ![]() |
Warsect Terra | 85% |
124 | ![]() |
Mimog | 80% |
120 | ![]() |
Knocklem | 70% |
116 | ![]() |
Shroomer | 55% |
69 | ![]() |
Lovander | 30% |
104 | ![]() |
Lyleen | 30% |
104 | ![]() |
Lyleen Noct | 30% |
115 | ![]() |
Lullu | 30% |
62 | ![]() |
Dazzi | 20% |
29 | ![]() |
Mozzarina | 20% |
113 | ![]() |
Selyne | 20% |
51 | ![]() |
Elizabee | 10% |
50 | ![]() |
Beegarde | 10% |
112 | ![]() |
Bellanoir | 5% |
112B | ![]() |
Bellanoir Libero | 5% |
Unique Combination Breeding
A few breeding combinations have specific outcomes that are handled specially.
Variant Pals
- Note: Katress/Wixen results is dependant on the genders of the parents. Female Wixen gives Wixen Noct and Female Katress gives Katress Ignis.
Note that Kelpsea Ignis and
Wumpo Botan do not have unique breeding combinations.
Kelpsea Ignis and
Wumpo Botan can be bred using the standard combination method above.
Tower Boss Pals
Pal Result | Parent Combination |
---|---|
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Passing Down Passive Skills
Passive skills are able to be passed down from the parents onto the child. Passive skills can also be randomly generated. Special combinations have a random set of 4 passive skills; a couple or more of these skills can be 3rd tier. The "lucky" passive skill is one of these skills, giving the child a 15% boost to attack power and work speed.
Chance to inherit
These probabilities correspond to a typical breeding scenario where the creatures you’re breeding possess a set of unique passive skills. The goal is to inherit all these skills, without the introduction of any additional random skills.
Number of skills | Probability |
---|---|
4 | 10% |
3 | 12% |
2 | 24% |
1 | 40% |
In-depth probabilities
Several factors come into play when determining the actual probabilities:
- The random roll for the number of skills to inherit can exceed the combined number of unique skills the parents have. This increases the likelihood of inheriting fewer stats compared to the maximum possible (4) (see Cumulative Probability).
- If the goal is to inherit a specific subset of skills from the parent pals, and the total number of skills is not the same as the subset you want, then you have to factor that into the probability. This requires calculating the binomial coefficient to get the number of possible combinations of skills.
- It’s generally desirable to avoid the introduction of any additional random skills (see Without Random Skills).
Number of Inherited Skills(n) | Probability (p) | Without Random Skills (W(n)) | Cumulative Probability (C(n)) | Cumulative Without Random Skills (CW(n)) |
---|---|---|---|---|
4 | 10% | 10% | 10% | 10% |
3 | 20% | 8% | 30% | 12% |
2 | 30% | 12% | 60% | 24% |
1 | 40% | 16% | 100% | 40% |
R(n) = p(n) x 0.4
W(n) = R(n) if n < 4, p(n) if n = 4
C(n) = Sum(p(i), i=n to 4)
CW(n) = Sum(R(i), i = n to 4) if 1 < n < 4, C(n) x 0.4 if n = 1, p(n) if n = 4
- Probability represents the fundamental likelihood of inheriting a specific number of skills. Please note that this figure is before accounting for the condition outlined in [1] above.
- Without Random Skills is the Probability multiplied by the probability to not generate any additional random passive skills (40%).
- Cumulative Probability is the chance to inherit that number or more passive skills. This number reflects both the probability to inherit n or more skills, and the probability to inherit n skills when the parents combined total number of skills is also n.
- Cumulative Without Random Skills is the Cumulative Probability multiplied by the probability to not generate any additional random passive skills (40%).
Noteworthy things
- When you have a pal species with perfect passive skills, you should be able to pass those passives on to a different pal species with a 10% chance. You do this by breeding the perfect pal with a second pal of a different species that has no passive skills.
- When parents have more than four unique passive skills, the probability of inheriting a specific set of skills is not linearly dependent on the total number of skills. Instead, it’s determined by the number of possible combinations of skills, calculated using the binomial coefficient. For instance, if there are six unique skills, the chance of inheriting a specific set of four skills is 1 out of the total 15 combinations of six skills taken four at a time, not simply 4/6.
- Due to the above, it is optimal to only breed pals that together have the four desired passive skills and nothing else (2 + 2, 3 + 1, 4 + 0).
- When breeding for a precise combination of skills, it’s usually preferable to avoid introducing any extra random skills. If you’re aiming for a specific combination of fewer than four passive skills, the probability of achieving this combination is further diminished by a 40% chance of not generating any additional random skills.
- Aiming to inherit a specific subset of fewer than four skills from the combined skills of the parents is consistently a bad idea. As mentioned earlier, the probabilities decrease linearly with the number of skills. This is further compounded by the 40% chance of not rolling any random skills, and the lack of cumulative probability from the number of skills to inherit rolling a higher number. As a result, this significantly lowers the chance of inheriting only that specific subset of skills.
- Once a passive skill is inherited, it’s excluded from the selection pool for future iterations. This means that an inherited skill won’t be chosen again in subsequent rounds. In other words, you won’t encounter a situation where the same skill is selected two or more times, resulting in the offspring having fewer passive skills than the random roll for number of inherited skills.
- The probability of inheriting a specific passive skill remains the same, whether it’s present in one or both parents. When forming the combined skill list from both parents, any duplicate skills are eliminated.
- It seems that the likelihood of randomly selecting a passive skill, regardless of whether it’s a higher-tier or lower-tier, is equal. Interestingly, this holds true not only for inherited skills but also for those that are randomly generated.
- It’s possible to roll the same random passive skills that weren’t initially selected for inheritance. This slightly increases the odds of obtaining a specific combination of passive skills from the stated probabilities. However, this increase is probably minimal, and somewhat complex to calculate.
- For modders: The UPalGameSetting properties Combi_PassiveInheritNum and Combi_PassiveRandomAddNum are the weighted random arrays that control the chance to inherit a certain number of passive skills.
To summarize
There are two rolls for passives. An inheritance roll, and a mutation roll. The inheritance roll determines how many passives are inherited from the parents. The mutation roll determines how many random passives are added on after that, if there is room for them. If all four slots are filled from the inheritance roll, the mutation roll is skipped.
- Duplicate passive skills on both parents neither help nor harm inheritance chances
- It doesn't matter which parent has which passive skill. A 2-2, 3-1, and 4-0 distribution all have the same odds.
This table shows the odds for inheriting a given number of passives:
Passive skills available for inheritance | Chance of inheriting all parents' passives, with no random passives |
---|---|
1 | 40% |
2 | 24% |
3 | 12% |
4 | 10% |
IV Inheritance Chances
IVs ("Innate Values", a term borrowed from the Pokémon fandom), represent a Pal's genetics, and determine the random variation in stats from pal to pal. To summarize, There are three IVs, ATK, DEF, and HP. They are heritable, and increase the amount of stats you gain from level to level. A maximum IV will raise its corresponding stat gains at each level-up by 30% (for the most part. Legendary Alpha pals have much higher HP potentials) At level 1, this will be insignificant, but at level 50 the bonus will be quite substantial.
Austin John Gaming did a 100-sample test to determine inheritance chances for IVs, however he made a miscalculation and in his conclusions reported half of the actual inheritance chances. His actual data shows that each IV has the following odds of inheritance:
- 30% Father
- 30% Mother
- 40% Random mutation
This means that the odds of inheriting all three IVs from either parent is (60%)^3 = 21.6%
Breeding for both IVs and Passives
If you're looking to breed pals for both passives and IVs, you should first try to get a pal with no passives, but max IVs (alpha pals tend to have above-average IVs, so look for high IVs from them). Failing that, you can settle for max IVs with no undesired passives. Breed pals with one or more perfect IVs together until all the IVs are perfect, and it has no passives, or no unwanted passives. This website can tell you what a pal's IVs are, but you'll have to level it up a little to tell for sure, due to rounding errors in the in-game stat screen.
Next, obtain a pair of pals with the four passives you want distributed between the two of them, and breed them with your perfect IV pal. Your goal should be to obtain a breeding pair with the four passives you're looking for distributed between the two of them, no undesirable passives, and max IVs. Note that when working toward this, partial successes can increase your odds. If you get a child with the passives you want, but only 2/3 IVs maxed, you can swap them in to increase your odds of getting all three IVs maxed.
Finally, breed your perfect IV parents together until you get perfect IVs and four passives. Once you've assembled the final breeding pair, the odds are:
- 21.6% to inherit all three IVs from either parent
- 10% to inherit all four passives
Total: 2.16%, or about 1/46.
Aiming for specific Passives
Work Speed
Pal's work speed base value is 70, passive skill is cumulative Artisan (50%) + Work Slave (30%) + Serious (20%) + Lucky (15%) = 115%, Pal Essence Condenser no increase, Statue of Strength Enhancement 10 levels total 30% increase. IV value doesn't affect work speed.
So the max working speed is 70*215%*130%=195
Pal Essence Condenser will increase all work suitability by 1 when it's 4 stars, and each level of work suitability is 300% more, the difference between level 1 and level 5 is about 33333=81 times.
Any previous work trait pal that is bred for artisan/work slave/serious/lucky can consider dropping lucky (15%) for nocturnal: it’s a slight work speed drop for being able to work 24/7 outside of food/spa. Particularly useful for Orzerk (electricity for oil pumps), Lyleen (planting), jormuntide (watering), frostellion (new ice crusher and cold feed box). Them being 5 work skill may be a good enough trade off to lose lucky for being able to work 24/7, over their noct counterparts. For pals that were already dark types it’s pointless and you can just bred for lucky.
Other
For combat pals, I think serenity is newest contender for traits. 30% cooldown on active as well as 10% Atk may effectively replace either 15% Atk (lucky), 20% (ferocious) or 20% element. It's worth to consider dropping elemental since it’s a pain to breed and forces you to pretty much exclude the option of other element attacks for a slight dmg boost.
For mounts Unlimited stamina feels more impactful overall than nimble. Definitely a preference things and depending on the pal (like it’s pointless on jetdragon to have nimble). So likely legend/swift/runner/unlimited stamina.
Noble and fine fur are kinda pointless late game due to abundance of gold, but early game it could be useful if you gonna bulk sell items.
History
- 0.3.1.0
- Due to the addition of many new Pals, some Pal breeding combinations have been changed.
- 0.2.4.0
- 0.1.5.1
- Fixed a bug where breeding Pals always had fixed passives.
- 0.1.2.0
- Introduced.
Trivia
- There is a glitch (assumed) that Pals of the same gender can breed from time to time.
External Tools
- Pal Breeding Calculator made by uk-youngprofessional on Reddit.
- Palworld Breeding Calculator by Paldex.io
- Palworld Breeding Tree
- Palworld Breeding Combos Calculator by Jagdish1o1
- Palworld Breeding Calculator by Palworld.gg
- Passive skill inheritance calculator by mgxts
- Breeding calculator that detects+reads your save file and solves for pals + traits by tylercamp
- All Palworld Breeding Combos: Palworld Breeding Calculator
- Palworld Zucht Liste: Finde deine perfekten Pal-Kombinationen