Last updated: May 10, 2026. This guide covers every raid boss in Palworld including Bellanoir, Bellanoir Libero, Blazamut Ryu, Xenolord, and Bjorn & Bastigor. You will find detailed stats, attack patterns, type weaknesses, recommended Pal counters, solo strategies, team compositions, and the complete loot table for each encounter.
Introduction
Raid bosses represent the toughest endgame content in Palworld. Unlike the tower bosses fought during the main story campaign or the alpha Pals roaming the overworld, raid bosses are summoned directly to your base through the Summoning Altar and must be defeated within a strict 10-minute timer. Failure means the boss despawns and you lose the summoning materials — which require hours of alpha Pal hunting to gather.
Five raid bosses are currently available as of the Feybreak update: Bellanoir, Bellanoir Libero (Ultra), Blazamut Ryu, Xenolord, and Bjorn & Bastigor. Each escalates in difficulty, with Xenolord standing as the hardest encounter in the game at level 55 with over 520,000 HP. This guide provides everything you need to beat every raid boss, whether you are raiding solo or with a group.
For general boss mechanics outside of raids, see our Palworld Boss & Tower Guide. If you need to optimize your Pal team, the Best Pals Tier List covers combat performance rankings in depth.
How Raid Bosses Work: The Summoning Altar
Raid bosses are not fought in dungeons or found in the wild. You bring them to your base by constructing a Summoning Altar and activating the appropriate summoning item. Understanding this system in detail is essential before attempting any raid.
Building the Summoning Altar
The Summoning Altar becomes available at Technology Level 35, placing it in the mid-game range. It requires the following materials to construct:
| Material | Quantity | Where to Farm |
|---|---|---|
| Stone | 50 | Mining any rock node or using a Stone Pit at base |
| Paldium Fragment | 30 | Mined from blue ore deposits, or crafted from Paldium at the Crusher (2x Ore = 1x Paldium Fragment) |
| Wood | 20 | Chopping trees or using a Logging Site at base |
Place the altar in a flat, open area of your base. Raid bosses are large, and the fight covers substantial ground. Bellanoir is roughly the size of a Relaxaurus, while Xenolord is nearly twice that. A minimum clearing of 30 by 30 foundation tiles is recommended for the harder bosses. Avoid placing the altar near essential base structures — raid boss attacks can destroy wooden walls in two hits and stone walls in four hits. Higher-tier bosses can one-shot Pal Boxes, Feed Boxes, and production facilities if these are within the blast radius.
Slabs and Plates
Each raid boss requires a specific slab crafted from plates that drop from alpha Pals across the Palpagos Islands. The slab is consumed on use, so you need a new one for every attempt.
| Raid Boss | Slab | Materials | Plate Drop Sources |
|---|---|---|---|
| Bellanoir | Bellanoir Slab | 9x Bellanoir Plate | Alpha Pals level 30+ (Chillet, Penking, Bushi, Katress, Kingpaca, etc.) |
| Bellanoir Libero | Bellanoir Libero Slab | 9x Bellanoir Libero Plate | Dropped as loot from defeating Bellanoir (Ultra summon) |
| Blazamut Ryu | Blazamut Ryu Slab | 9x Blazamut Ryu Plate | Alpha Pals level 40+ on Sakurajima Island |
| Xenolord | Xenolord Slab | 9x Xenolord Plate | Alpha Pals level 50+ on Feybreak Island |
| Bjorn & Bastigor | Bjoern & Bastigor Slab | 9x Bjoern & Bastigor Plate | Alpha Pals level 45+ across multiple islands |
Bellanoir Plates drop from the widest pool of alpha Pals. If you are farming plates efficiently, target the easiest alpha Pals such as Chillet (level 11, Sealed Realm of the Frozen Wings) or Penking (level 15, Sealed Realm of the Hydro Underground). These can be killed in under 30 seconds each and respawn every hour. Xenolord Plates and Bjoern & Bastigor Plates require farming high-level alpha Pals that take 2-5 minutes per kill, making slab preparation a significant time investment.
The 10-Minute Raid Timer
Once you activate the slab at the Summoning Altar, a 10-minute countdown begins. The boss spawns immediately and becomes aggressive. If the timer reaches zero before the boss is defeated, the boss despawns and the slab is consumed — there are no second chances, no continues, and no checkpoints.
The timer is real-time and does not pause when you open menus, die, or recall Pals. Dying costs you precious seconds to respawn and run back. Every second spent re-summoning Pals is a second not dealing damage. This timer constraint is the primary reason preparation matters more than execution in Palworld raids.
Raid Difficulty Scaling
Raid bosses scale their stats based on the number of players in the world at the time of summoning. In solo mode, the boss has base HP and damage. With two players, HP increases by approximately 60%. With three players, HP doubles. With four players, HP reaches roughly 2.5x the solo value. Damage values scale similarly.
The numbers presented in this guide assume solo scaling unless otherwise noted. If you are raiding with a group, adjust your expectations — the boss will have significantly more HP and will hit harder.
Bellanoir — The Dark Menace
Bellanoir was the first raid boss added to Palworld during the Sakurajima update. It is a Dark-type creature at level 30 with roughly 105,000 HP. It serves as the entry point for raid content and is the easiest raid boss by a wide margin.
Bellanoir Stats
| Stat | Value |
|---|---|
| Type | Dark |
| Level | 30 |
| HP (Solo) | ~105,000 |
| Defense | 580 |
| Attack | 720 |
| Weakness | Dragon (2x damage) |
| Resistance | Dark (0.5x damage) |
| Immune | Normal, Psychic |
| Summon Item | Bellanoir Slab (9x Bellanoir Plate) |
Bellanoir Attack Patterns
Bellanoir cycles through four primary attacks during the fight. Understanding the telegraphs is the difference between a clean kill and a failed slab.
1. Dark Laser. Bellanoir charges a beam of dark energy for roughly 1.5 seconds, indicated by a bright purple glow around its mouth. The beam fires in a straight line and persists for approximately 2 seconds, dealing damage every tick. The beam can sweep slightly to track a moving target. Dodge by moving perpendicular to the beam axis the instant you see the charge animation begin. If you are using melee Pals near Bellanoir, recall them before the laser fires — the beam will one-shot most Pals below level 35.
2. Nightmare Ball. Bellanoir conjures a large purple projectile that homes toward the nearest target. The ball travels slowly compared to the laser, giving you roughly 2-3 seconds to react. Upon impact, it explodes in a 5-meter radius dealing moderate Dark damage. The homing is weak — sprinting laterally when the ball is about halfway to you will cause it to miss. This attack is more dangerous to Pals than to the player because Pals do not dodge. Keep your Pals on aggressive targeting and accept that some will eat the hit.
3. Apocalypse. Bellanoir rises into the air and hovers for 1 second before slamming into the ground. The impact creates a shockwave that deals massive AOE Dark damage in a 15-meter radius. This is Bellanoir’s highest-damage attack and can one-shot players wearing anything less than Pal Metal Armor. The hover animation is unmistakable — sprint away immediately. If you are within 10 meters of Bellanoir when it begins the hover, you likely cannot outrun the blast. In this case, use a dodge roll through the shockwave (the roll has invincibility frames) or take cover behind terrain. Bellanoir uses Apocalypse most often when its HP drops below 60%.
4. Dark Pulse. A close-range burst of dark energy that Bellanoir uses when a target is within melee range (roughly 5 meters). The attack knocks back and applies a 1-second stun. This is primarily a threat to Pals engaging in melee combat. If you fight at range with a Rocket Launcher or Assault Rifle, you will rarely see this attack.
Bellanoir Phases
Bellanoir has two distinct phases:
Phase 1 (100% to 40% HP): Bellanoir alternates between Dark Laser and Nightmare Ball, using Apocalypse roughly every 30 seconds. Attack frequency is moderate at one attack every 4-5 seconds. During this phase, you can comfortably deal damage while dodging.
Phase 2 (Below 40% HP): Bellanoir enrages and gains a permanent attack speed buff, reducing its attack interval to 2-3 seconds. Apocalypse frequency doubles to once every 15 seconds. Additionally, Bellanoir gains a 20% raw damage boost. This is the phase where unprepared teams wipe. The key is to burst Bellanoir down through the 40% threshold with your strongest Pals and weapons ready. If you enter Phase 2 with most of your team still alive, you are in good shape. If you have fewer than 5 Pals remaining, consider resetting.
Best Counters for Bellanoir
Bellanoir is weak to Dragon damage at 2x multiplier, making Dragon-type Pals the optimal choice by a wide margin.
| Pal | Type | Role | Why It Works |
|---|---|---|---|
| Jetragon | Dragon | Primary DPS | Highest Dragon DPS in the game. Dragon Breath deals 400+ base damage per tick with type advantage. Jetragon’s flight keeps it out of range of Dark Pulse. |
| Astegon | Dragon/Dark | Tank/DPS | Resists Dark damage (0.5x from Dark moves). High base Defense of 780 means it survives multiple hits from Nightmare Ball. |
| Jormuntide | Dragon/Water | Sustained DPS | Massive HP pool of 5,050 at level 50. Dragon-type moves deal strong damage. Slower than Jetragon but much harder to kill. |
| Shadowbeak | Dark | Secondary DPS | No type advantage but high raw Attack stat of 930 at level 50. Works as a backup DPS when your Dragon Pals are on cooldown. |
| Orserk | Dragon/Electric | DPS | Strong Dragon damage with the added benefit of Electric moves for general usefulness. Good alternative if you lack Jetragon. |
Minimum recommended Pal levels: Level 35 for the standard Bellanoir, level 45 for the Ultra variant. At minimum, your Pals should be 2-star condensed. Four-star Pals with optimized passives will clear Bellanoir in under 3 minutes.
Player Equipment for Bellanoir
- Weapon: Rare-quality Assault Rifle (200+ rounds) or a Rocket Launcher (10 rockets). Bring both if possible.
- Armor: Pal Metal Armor or better. Heat-resistant armor is not needed for this fight since Bellanoir deals Dark damage only.
- Shield: Shield of the Hyper Tier or Legendary Shield. Bellanoir’s attacks hit hard enough that a common shield will break in one hit.
- Accessories: Attack Pendant (+10% ATK or better) or Defense Ring.
- Consumables: 10+ High-Quality Medicine or better. Gigas Spice for ATK buff or Herbal Stew for DEF buff.
Bellanoir Libero (Ultra) — The True Test
Bellanoir Libero is the enhanced variant of Bellanoir, fought at the Ultimate difficulty level. It is level 50 with roughly 320,000 HP — triple the standard version. Defeating the standard Bellanoir at the Ultra difficulty is what unlocks the Bellanoir Libero Slab recipe.
Bellanoir Libero Stats
| Stat | Value |
|---|---|
| Type | Dark |
| Level | 50 |
| HP (Solo) | ~320,000 |
| Defense | 1,100 |
| Attack | 1,450 |
| Weakness | Dragon (2x damage) |
| Resistance | Dark (0.5x damage) |
| Summon Item | Bellanoir Libero Slab (9x Bellanoir Libero Plate) |
New Attacks in Libero Form
Bellanoir Libero retains all of the standard Bellanoir moveset but adds two devastating new attacks that fundamentally change the fight.
Dark Whirlwind: Bellanoir begins spinning rapidly, creating a vortex of dark energy that pulls nearby targets inward. The vortex has a 20-meter pull radius and lasts 4 seconds. Targets caught in the vortex take continuous Dark damage at a rate roughly equal to Bellanoir Libero’s auto-attack. The pull effect makes it exceptionally difficult to escape once you are within 10 meters of the vortex. If you see the spinning animation begin, sprint away immediately and do not stop until the vortex dissipates. Pals caught in the vortex will die in 2-3 seconds. This attack has a 25-second cooldown and is the primary threat to your team. Consider recalling all Pals when Bellanoir Libero initiates Dark Whirlwind and re-deploying after it ends.
Shadow Barrage: Bellanoir launches five homing dark projectiles in quick succession over 2 seconds. Each projectile deals roughly 200 base Dark damage and tracks its target. If all five hit the same target, that is 1,000 total damage — enough to kill most players and many Pals outright. The projectiles can be outrun if you are at maximum range (30+ meters), or you can use a Pal as a shield. Deploying a fresh Pal will absorb the barrage as the summon animation provides temporary invincibility. Time this correctly and you can nullify Shadow Barrage entirely.
Strategy Differences from Standard Bellanoir
Bellanoir Libero requires a significant step up in preparation:
- Team composition: All 15 Pal slots must be filled with level 50 Pals. Any gaps mean you will run out of Pals before the boss dies.
- Pal quality: At minimum, 3-star condensed Pals with good IVs. Random wild-caught Pals will die in one or two hits.
- Pal passives: Essential. Every Pal should have at least two of: Legend, Ferocious, Musclehead, or Lucky. A team of unoptimized Pals may not have enough DPS to beat the 10-minute timer.
- Weapons: Legendary Rocket Launcher is strongly recommended. A non-legendary launcher will work but requires more rockets. Bring at least 40 rockets.
- Armor: Legendary Pal Metal Armor or higher. The Hyper shield will break in 1-2 hits at this difficulty.
- Base relocation: If your Summoning Altar is at your main base, move all valuable Pals to the Palbox beforehand. Bellanoir Libero’s AOE attacks will kill everything in a 30-meter radius. Better yet, build a dedicated raid base with the altar placed in an open field far from any structures.
Blazamut Ryu — The Fire Dragon
Blazamut Ryu was introduced in the Sakurajima update as the second major raid boss. It is a Fire/Dragon dual-type at level 50 with roughly 280,000 HP. Its dual typing gives it resistances to Fire and Grass while exposing it to Water and Ice. Blazamut Ryu represents the first raid boss where type advantage becomes a hard requirement rather than a suggestion.
Blazamut Ryu Stats
| Stat | Value |
|---|---|
| Type | Fire / Dragon |
| Level | 50 |
| HP (Solo) | ~280,000 |
| Defense | 1,050 |
| Attack | 1,520 |
| Weakness | Water (2x), Ice (2x) |
| Resistance | Fire (0.5x), Grass (0.5x) |
| Summon Item | Blazamut Ryu Slab (9x Blazamut Ryu Plate) |
Blazamut Ryu Attack Patterns
Blazamut Ryu has five distinct attacks, making it the most mechanically diverse raid boss up to this point. Each attack has clear telegraphs that you must learn to read.
1. Fireball Rain. Blazamut Ryu roars upward, then fires 12-16 fireballs into the sky that rain down across a 30-meter radius. Each fireball deals Fire damage on impact and leaves a burning ground effect that persists for 8 seconds. Standing in the burning ground deals ticking Fire damage at roughly 50 damage per tick. The fireballs fall in two waves, with the second wave targeting different locations than the first. To survive, keep moving constantly during the rain. Do not backtrack into areas you have already passed — those areas are likely still burning. Water-type Pals can help extinguish burning ground, but it is more efficient to simply reposition.
2. Dragon Meteor. Blazamut Ryu summons 3-5 dragon-type meteorites that fall from the sky and track targets. Each meteor deals high Dragon damage in a small AOE. The meteors have significant travel time from summon to impact — roughly 2 seconds. If you maintain a straight sprint in one direction, the meteors will land behind you. The trick is to not change direction suddenly. This attack is particularly dangerous because it targets Pals too, and your Pals will not dodge.
3. Magma Eruption. Blazamut Ryu slams a foreleg into the ground, causing magma to erupt in a circular area around it. The eruption occurs in two waves: the first wave hits immediately (dealing high Fire damage), and the second wave erupts 2 seconds later at randomized positions within the initial eruption zone. The first wave covers a 15-meter radius; the second wave covers the same area but only erupts at specific points. You can dodge roll through the first wave and then immediately move to a spot that already erupted, as the second wave will not hit the same spot twice.
4. Flame Breath. Blazamut Ryu inhales for 0.5 seconds, then releases a cone of fire that extends 25 meters in front of it. The breath lasts 3 seconds and can sweep left and right up to 45 degrees in each direction. This attack melts anything caught in it — players in Hyper Armor die in 2 seconds, Pals in 1-2 seconds depending on type. Never stand directly in front of Blazamut Ryu. Stay behind its front legs or to the side. If you see the inhale animation, sprint perpendicular to Blazamut Ryu’s facing direction.
5. Tail Sweep. Blazamut Ryu sweeps its tail in a 180-degree arc behind it. This covers the entire rear zone out to 10 meters. The sweep deals moderate damage but has a wide reach. Players who try to stay directly behind Blazamut Ryu will get hit. The optimal positioning is at the creature’s side, near the front legs, where neither Flame Breath nor Tail Sweep can reach you.
Blazamut Ryu Phases
Phase 1 (100% to 50% HP): Uses Fireball Rain and Dragon Meteor as primary attacks. Magma Eruption is used when Pals are close. Flame Breath is used occasionally when the player is in front. Attack pace is moderate.
Phase 2 (Below 50% HP): Blazamut Ryu gains a 30% attack speed increase. Flame Breath cooldown reduces from 15 seconds to 8 seconds. Tail Sweep is added to the rotation. Fireball Rain covers a wider area, and Dragon Meteor summons 5 meteors instead of 3. This phase demands constant movement and aggressive Pal re-summoning.
Best Counters for Blazamut Ryu
Water and Ice Pals exploit Blazamut Ryu’s 2x weakness to both elements. Fire Pals should be avoided entirely — they deal 0.5x damage and take 2x damage from Fire moves.
| Pal | Type | Role | Why It Works |
|---|---|---|---|
| Jormuntide | Dragon/Water | Primary DPS | Water-type moves deal massive damage. Hydro Laser hits for 500+ base damage with type advantage. Jormuntide’s 5,050 HP pool absorbs Dragon Meteor hits that would kill smaller Pals. |
| Suzaku Aqua | Water | Mobile DPS | Purely Water-type, so all its moves exploit the 2x weakness. High speed makes it harder for Blazamut Ryu to hit with Fireball Rain. Its Aqua Jet attack is on a short cooldown for consistent DPS. |
| Frostallion | Ice | Burst DPS | Ice moves also deal 2x damage. Blizzard Spike is a high-damage Ice move with piercing. Frostallion’s speed rivals Jetragon’s, making it exceptionally mobile. Its Ice typing resists Dragon moves. |
| Azurobe | Water/Dragon | Sustained DPS | Dragon/Water typing gives it STAB on both effective elements. Lower HP than Jormuntide but easier to obtain and breed. |
| Jormuntide Ignis | Fire/Dragon | NOT RECOMMENDED | Takes 2x damage from Fireball Rain and Flame Breath. Only use as a last resort if you have no Water or Ice Pals. |
Xenolord — The Final Challenge
Xenolord is the hardest raid boss in Palworld as of the Feybreak update. It is a Dark/Dragon dual-type creature at level 55 with over 520,000 HP. Xenolord has three phases, seven distinct attacks, and a self-heal ability that punishes low DPS teams. This boss is the ultimate test of everything you have learned about Pal breeding, equipment crafting, and combat strategy.
Xenolord Stats
| Stat | Value |
|---|---|
| Type | Dark / Dragon |
| Level | 55 |
| HP (Solo) | ~520,000 |
| Defense | 1,400 |
| Attack | 1,850 |
| Weakness | Dragon (2x), Ice (2x) |
| Resistance | Dark (0.5x), Fire (0.5x), Grass (0.5x) |
| Immune | Normal, Psychic |
| Summon Item | Xenolord Slab (9x Xenolord Plate) |
Xenolord Attack Patterns — Full Breakdown
Xenolord has the deepest moveset of any raid boss, with attacks spread across three escalating phases. This section covers every move in detail.
Phase 1 Attacks (100% to 65% HP)
1. Void Storm: Xenolord summons a swirling storm of dark energy centered on itself. The storm expands outward from a 10-meter radius to a 40-meter radius over 3 seconds and persists for 6 seconds total. Inside the storm, you take continuous Dark damage at roughly 100 damage per tick. The storm is visually striking — a purple-black tornado with particle effects. The best strategy is to put distance between yourself and Xenolord as soon as you see the storm wind-up animation. All Pals within the storm will take heavy damage, so recalling them early is wise. If you are caught in the storm with no escape, your only option is to tank through it with a shield and heal immediately after.
2. Dimensional Slash: Xenolord teleports to a random location within the arena and immediately performs a wide slashing attack in a 180-degree arc in front of it. The teleport has no visual indicator of the destination — Xenolord simply vanishes and reappears. The slash deals high Dark damage and has a 1-second stun. The key to surviving this attack is to never stand still. If you are constantly moving, there is a good chance Xenolord will teleport to a location where the slash misses you. If you see Xenolord flicker, dodge roll immediately regardless of where you think it is going.
3. Dark Regeneration: Xenolord stops attacking, channels dark energy for 3 seconds, and heals for approximately 5% of its maximum HP — roughly 26,000 HP. This heal is uninterruptible. There is no way to prevent it. The only counterplay is to deal enough damage between heals to outpace the HP recovery. If your team’s combined DPS is below roughly 4,500 per second, you will struggle to make progress against Xenolord.
Phase 2 Attacks (65% to 30% HP)
4. Void Call: Xenolord summons three Void Orbs that orbit around it at a 10-meter distance. Each orb has 5,000 HP and fires homing projectiles at the nearest target. The orbs fire one projectile each every 3 seconds, for a combined fire rate of 3 projectiles every 3 seconds. If left alive, the orbs will shred your Pals. You must assign specific Pals or use specific weapons to destroy the orbs while the rest of your team continues damaging Xenolord. The Legendary Rocket Launcher is excellent for this — one rocket kills an orb. Alternatively, Jetragon’s Dragon Breath can kill an orb in one tick. Do not ignore the orbs. A full complement of three orbs firing for 30 seconds will kill most of your team.
5. Dark Nova: Xenolord begins a 2-second charge, indicated by pulsing purple energy and an expanding aura around it. After the charge completes, Xenolord explodes in a burst of dark energy that covers a 50-meter radius. This is a wipe mechanic. Even level 55 Pals with 4-star condensation and Legend passive take massive damage — roughly 80% of their HP. The explosion will kill players without Legendary Armor and a Legendary Shield. The counterplay is simple: when you see the charge animation, recall all Pals and sprint to the absolute edge of the arena. You must be at least 50 meters from Xenolord before the explosion. If you are in a small arena or your altar is surrounded by walls, this becomes much harder — keep the area around your altar clear.
Phase 3 Attacks (Below 30% HP)
6. Reality Fracture: Xenolord tears the fabric of space, creating glowing purple fissures on the ground. Fissures appear across roughly 60% of the arena floor, each persisting for 10-15 seconds. Standing in a fissure deals continuous Dark damage at 150 damage per tick. The fissures appear in waves, with new fissures replacing old ones every 8 seconds. This means there is no safe stationary position in Phase 3 — you must constantly reposition to the areas without fissures. Pals are particularly bad at avoiding fissures and will die quickly in this phase. Consider switching to hit-and-run tactics: deploy Pals, let them attack for 5 seconds, recall them, reposition, and repeat.
7. Enrage: At 15% HP, Xenolord permanently enrages. Its attack speed doubles, all ability cooldowns are halved, and its damage is increased by 50%. Combined with Reality Fracture covering most of the arena, this is the most intense phase of any Palworld encounter. The enrage persists until Xenolord dies or your team wipes. This is the time to unload all remaining Rocket Launcher ammo and deploy your strongest remaining Pals.
Best Counters for Xenolord
Xenolord’s Dark/Dragon typing means Dragon moves deal 2x damage and Ice moves deal 2x damage. Dark resistance from Dark-type Pals is less useful here since Dragon moves will hit them for neutral or super-effective damage.
| Pal | Type | Role | Why It Works |
|---|---|---|---|
| Jetragon | Dragon | Primary DPS | Highest Dragon DPS in the game. Essential for Void Call orb destruction. Must be carefully micro-managed to avoid Void Storm. |
| Frostallion | Ice | Burst DPS | Ice moves deal 2x damage. High speed helps avoid Dimensional Slash. Blizzard Spike can hit Xenolord from outside Void Storm range. |
| Frostallion Noct | Dark/Ice | Secondary DPS | Good option if you have one bred for passives. Resists Dark damage but takes neutral from Dragon. |
| Shadowbeak | Dark | Tanky DPS | Resists Dark damage and has solid attack stats. Dark-type moves deal neutral damage. |
| Jormuntide Ignis | Fire/Dragon | Emergency DPS | Fire moves deal 0.5x damage but Dragon moves deal 2x. Only use if your Dragon-type pool is thin. |
Critical tip for Xenolord: Bring at least 3 Jetragons or equally fast Dragon-type Pals specifically for destroying Void Orbs in Phase 2. If you cannot kill the orbs quickly, Xenolord becomes significantly harder.
Bjorn & Bastigor — Feybreak Update Raid
The Feybreak update introduced Bjorn & Bastigor, a unique two-phase raid encounter featuring a human raid boss riding his Ice-type Pal. This is the only raid encounter that involves a human enemy, and it requires fundamentally different tactics.
Bjorn & Bastigor Stats
| Entity | Type | Level | HP (Solo) | Weakness | Drops |
|---|---|---|---|---|---|
| Bjorn (mounted) | Human | 40 | N/A (shares Bastigor HP) | See below | N/A |
| Bastigor (mount) | Ice | 40 | ~180,000 | Fire (2x), Ground (2x) | Bastigor Saddle schematic |
| Bjorn (dismounted) | Human | 40 | ~85,000 | Headshots (3x damage) | Legendary Rocket Launcher schematic |
Fight Flow
Phase 1 (Bjorn mounted on Bastigor): Bjorn begins the fight riding Bastigor. You must deplete Bastigor’s HP bar to separate them. During this phase, Bastigor attacks with Frost Breath (Ice cone attack), Ice Beam (piercing Ice projectile), and Stomp (melee AOE). Bjorn fires a Legendary Rocket Launcher from the mount, creating 5-meter radius AOE explosions where the rockets land. The rockets deal Fire damage and can hit targets behind cover. Your priority in Phase 1 is to deal damage to Bastigor while dodging Bjorn’s rockets. Fire-type Pals such as Suzaku, Ragnahawk, and Blazamut deal 2x damage to Bastigor and are the optimal choice.
Phase 2 (Bjorn dismounted): Once Bastigor’s HP reaches zero, Bjorn is thrown off the mount. Bastigor becomes enraged, gaining a 25% speed boost and using Frost Breath more frequently. Bjorn switches to a Legendary Assault Rifle and throws grenades. He takes 3x damage from headshots, making a Legendary Sniper Rifle or Handgun the optimal weapon for finishing him. The recommended kill order is Bastigor first (it is more dangerous when enraged), then Bjorn. However, if your gear is strong enough, you can ignore Bastigor and kill Bjorn with 3-4 headshots for a faster clear.
Best Counters for Bjorn & Bastigor
| Phase | Threat | Best Counter | Why |
|---|---|---|---|
| Phase 1 | Bastigor | Suzaku, Ragnahawk, Blazamut, Jormuntide Ignis | Fire-type moves deal 2x damage. Avoid Ice-type Pals — they deal 0.5x damage to Bastigor. |
| Phase 1 | Bjorn’s rockets | Player movement | Keep moving laterally. Never stand still. Use the terrain for cover if available. |
| Phase 2 | Bastigor (enraged) | Same as Phase 1, but now with defensive Pals | Bastigor hits harder. Switch to bulkier Fire Pals with defensive passives. |
| Phase 2 | Bjorn | Player with Sniper Rifle | Headshots deal 3x damage. A Legendary Sniper Rifle deals roughly 8,000 damage per headshot, killing Bjorn in 10-11 shots. |
Solo Raid Strategies
Defeating raid bosses solo is significantly more demanding than group play but is entirely achievable with proper preparation. Here is the complete solo raiding protocol.
Pre-Raid Preparation Checklist
- Character level: Must be at least the boss’s level. For Xenolord, level 55 is mandatory. Being underleveled reduces your damage output and increases damage taken due to the level difference modifier.
- Pal team: All 15 Pal slots filled. Every Pal should be level 50 for Libero and above. At minimum, 3-star condensation. Recommended: 4-star condensation for Xenolord.
- Pal passives: No filler passives. Every Pal should carry at least two combat passives (Legend, Ferocious, Musclehead, Lucky) or optimal type-specific passives (Divine Dragon for Dragon-types).
- Weapons: Legendary Rocket Launcher (primary burst damage), Legendary Assault Rifle (sustained damage), Legendary Shotgun (emergency close-range).
- Ammo: 200+ Assault Rifle rounds, 50+ rockets, 50+ shotgun shells.
- Armor: Legendary Pal Metal Armor with high defense roll. Minimum 600 defense.
- Shield: Legendary Shield. The additional shield HP is the difference between surviving one hit and dying.
- Food buff: Mozzarina Rib Roast (+15% DEF for 600 seconds) or Pancake (+15% ATK for 600 seconds). Reapply if the fight goes long.
- Medicine: 20+ High-Quality Medicine. 10+ Advanced Medicine for emergencies.
- Base check: All valuable Pals moved to Palbox. All production buildings at least 40 meters from the altar. Consider building a dedicated raid base on a flat area of an empty island.
Solo Engagement Plan
- Pre-fight: Eat your food buff. Equip your best weapon. Verify all 15 Pal slots are filled. Check ammo counts one more time.
- Summon: Activate the slab at the altar and immediately move 20+ meters away from the altar. Deploy your first three Pals. Set them to Aggressive behavior.
- Opening burst: While the boss is aggroing your Pals, get 3-4 free Rocket Launcher shots. This is the safest damage window of the entire fight.
- Mid-fight rotation: Cycle through your Pals as they die. Keep all 15 slots on cooldown — the moment a Pal dies, re-summon another. If you have a moment of safety, switch to Assault Rifle for sustained DPS.
- Burst phases: When the boss uses a long-animation move (Apocalypse, Void Storm charge, Dark Nova charge), unload 2-3 rockets. These are your safest damage windows.
- Execute: Below 20% HP, deploy your three strongest remaining Pals and fire all remaining rockets. This is the do-or-die phase.
Common Solo Mistakes
- Standing still during attacks. Constant movement is required for every boss except maybe standard Bellanoir.
- Letting Pal slots sit empty. Dead Pals should be re-summoned within 2 seconds. Any gap in your Pal presence is lost DPS.
- Not bringing enough ammo. Running out of Rocket Launcher ammo at 5% boss HP is devastating. Bring more than you think you need.
- Fighting near base structures. One stray Apocalypse can destroy your Palbox, causing you to lose the ability to re-summon Pals.
Rewards and Loot Table
Each raid boss drops exclusive items that cannot be obtained through any other method in Palworld. The loot is awarded on boss defeat and appears as a loot bag near the summoning altar.
| Raid Boss | Ancient Tech Points | Guaranteed Drops | Rare Drops (10-15% chance) |
|---|---|---|---|
| Bellanoir | 20 | Bellanoir Slab (allows re-summon), 1x Large Soul (random type) | — |
| Bellanoir Libero | 50 | Bellanoir Libero Slab (allows re-summon), 2x Large Soul | Legendary Schematic: Missile Launcher |
| Blazamut Ryu | 40 | Blazamut Ryu Slab (allows re-summon), 1x Large Soul | Legendary Schematic: Blazamut Ryu Hat |
| Xenolord | 80 | Xenolord Slab (allows re-summon), 3x Large Soul, 10x Ancient Civilization Parts | Legendary Schematic: Xenolord Sword |
| Bjorn & Bastigor | 30 | Bjoern & Bastigor Slab (allows re-summon), 1x Large Soul | Legendary Schematic: Bastigor Saddle |
Ancient Technology Points from raids are separate from the points earned through normal progression. They unlock exclusive technology items at the Technology menu. You will need multiple raid completions to unlock everything.
Legendary schematics have a roughly 10-15% drop rate per kill. Plan for 7-10 kills to obtain the specific schematic you want. The Legendary Xenolord Sword is considered the best melee weapon in the game with base 3,200 attack and a unique Void Slash active ability.
Conclusion
Raid bosses are Palworld’s ultimate endgame content. Each boss tests a different aspect of your preparation: Bellanoir tests basic type matchup knowledge, Blazamut Ryu tests your Pal breeding quality, and Xenolord tests everything together under a strict timer. Work through them in order. Do not skip to Xenolord without first mastering the earlier fights.
Remember that the single most impactful thing you can do to improve your raid performance is breed better Pals. A fully optimized 4-star Jetragon deals roughly 3x the damage of a wild-caught Jetragon with random passives. The difference between success and failure in high-level raids often comes down to passive skill quality. For detailed breeding strategies, see our Palworld Breeding Guide and for finding the alpha Pals you need for plate farming, check the Palworld Pal Locations Guide.
Related Guides
- Palworld Best Pals Tier List — Full combat performance rankings for every Pal
- Palworld Boss & Tower Guide — All overworld alpha bosses and tower boss strategies
- Palworld Breeding Guide — How to breed raid-ready Pals with perfect passive skills
- Palworld Pal Locations Guide — Where to find every alpha Pal for plate farming
