STARTING LINEUP
The listed ranks and lineup are a starting point. The team builder exposes the effect targets and conditions so you can adapt the composition to your encounter.
Open this team in the builder ↗Party, role and execution
Rotate the two Neptilius carries around their ready windows while retaining the relevant Water support. Maintain Orserk through hits and preserve the defensive slot for the boss’s pressure rather than exposing both carries to the same attack.
Recorded partner effects
These are raw structured values from the acquired v1.0.3 player dataset. Effect names determine the unit and target; no unverified damage-total formula is applied. A false same-species stacking flag means another copy does not add that effect.
Contextual text references and cooldown overrides are shown separately where native v1.0.3 evidence supplies them. They require the activation described in the final column and are not unconditional party totals.
| Pal | Effect | Rank 1 raw | Rank 5 raw | Target and conditions |
|---|
| Jormuntide | Damage Rate If Defender Wetness | 50 | 65 | To Self And Trainer; same-species non-stacking |
| Orserk | Bullet Hit Stack Buff | 1 | 5 | To Active Otomo; same-species non-stacking |
| Silvegis | Player Shield Recover Start Time Rate | 30 | 60 | To Trainer; same-species non-stacking |
| Silvegis | Shield Damage Cut Rate | 65 | 80 | To Trainer; same-species non-stacking |
Equipment and ingredient plan
The following options are observed in the source build loadout. Recipe quantities use the acquired catalog’s default recipe when an exact item name matches; they are first-tier ingredient facts, not a price, crafting-time estimate or assertion that every alternative must be equipped together.
| Item | Source slot | Shown tech level | Default recipe ingredients |
|---|
| Rocket Launcher | Opening salvo | 65 | 75 Coralum Ingot, 30 Polymer, 25 Carbon Fiber, 10 Computer |
| Drone Launcher | Stack engine | 77 | 70 Paloxite Ingot, 40 World Tree Holy Water, 8 AI Core, 5 Ancient Civilization Core |
| Megaboost Gun | Carry buff | 63 | 150 Coralum Ingot, 120 Hexolite, 200 Carbon Fiber, 100 Circuit Board |
| Lord of the Sea's Baton | Water attack amp | No technology level shown | 20 Refined Ingot, 30 Horn, 30 Aquatic Pal Fluids, 5 Ancient Civilization Core |
| Neptilius's Talisman | Water defense amp | No technology level shown | 20 Refined Ingot, 15 Carbon Fiber, 30 Aquatic Pal Fluids, 10 Ancient Civilization Parts |
| Faleris Aqua Ring | Fire insurance | No technology level shown | 20 Refined Ingot, 30 Paldium Fragment, 30 Aquatic Pal Fluids, 5 Ancient Civilization Parts |
| Dogen Emblem | Shared attack | No technology level shown | 20 Refined Ingot, 30 Bone, 35 Paldium Fragment, 30 Ancient Bone |
| Advanced Recovery Meds | Pal healing | 61 | 15 Cavern Mushroom, 30 Red Berries, 10 High Quality Pal Oil, 7 Cotton Candy, 10 Sulfur |
| Revival Potion | Pal revive | 61 | 30 Cavern Mushroom, 50 Red Berries, 20 High Quality Pal Oil, 10 Cotton Candy, 20 Sulfur |
Stat point priority
Player allocation order for this composition, adapted from the captured guide. This is strategy guidance rather than a measured point budget; change the order when your survival or carrying needs differ.
| Priority | Player stat | Why it comes here |
|---|
| 1 | Attack | Add meaningful player weapon damage while the Water carries perform their burst cycles. |
| 2 | Health | Cover hits that get through when the shield is unavailable. |
| 3 | Stamina | Keep lateral movement and escape routes available during Fire and Electric patterns. |
| 4 | Weight and work speed | Fit the heavy weapons and ammunition before entry, then prioritize the combat loop. |
Recruitment and upgrade sequence
- Recruitment targets: Neptilius, Neptilius, Jormuntide, Orserk, Silvegis. Open the linked Pal records for the available acquisition and breeding paths.
- Craft only the Pal Gear needed by the effects you intend to activate, then confirm the effect at the rank you currently own.
- Budget the listed loadout ingredients and upgrade one role at a time; compare the rank 1 and rank 5 records rather than quoting the fully upgraded number on an uncondensed Pal.
Evidence boundary
The factual tables preserve the stated source snapshot. Source-specific recommendations and mechanics have not been independently reproduced in the current game. Exact gameplay rule gaps remain in the coverage notes rather than being filled with invented quantities.
OFFICIAL 1.0.3.101283 · HARD ENCOUNTER
Check the selected Hard rematch
- Encounter level
- 78
- Battle limit
- 300 seconds (5 minutes)
- Hard access requirement
- Defeat Auri & Shaolong
These are the selected encounter’s level, timer and access rule. The recommended level and equipment remain preparation advice. Select Hard at the entrance; the save-wide difficulty preset is separate.
Official encounter evidence and source corrections →
UNDERSTAND THE REMATCH
Encounter and damage budget
Marcus and Faleris, Hard Mode
- Source-reported level
- 78
- Source-reported HP
- 526,900
- Time limit
- 5 minutes
The source lists level 78, 526,900 HP and five minutes for the PIDF rematch. Four soldiers consume the opener, and Electric coverage threatens the Water carry despite Water’s listed 1.5× advantage against Faleris.
Alternate two cooldown pools
The guide uses two Neptilius copies to keep damaging casts available against 526,900 HP within 300 seconds. Its proposed Serenity setup supplies a 30% cooldown reduction; rotating both pools is more important than holding a burst in reserve.
Recall from Electric coverage
Four of the source’s ten boss attacks are Electric and punish the Water matchup. Watch their telegraphs and remove the active copy rather than assuming elemental advantage makes it safe.
Remove the four soldiers
Two PIDF Riflemen and two Elites interrupt mounting, chip the shield and divert targeting. Rocket their opening cluster and finish all four before beginning the boss rotation.
Encounter values and strategy are reported by the captured public guide. They are separate from the linked v1.0.3 catalog and have not been measured in a running game here.
Immortality recovery in the fixed baseline
Immortality restores its Pal carrier from actual HP damage attributed to that Pal. In the traced normal HP-damage path, shield-only damage restores nothing. Positive damage uses nominal 5% recovery, float32 multiplication/subtraction, truncation toward zero and a minimum request of 1 HP; recovery stops at the carrier’s effective maximum HP and does not revive it. It does not grant the trainer this self-targeted healing. Other damage callbacks and encounter healing-per-second are not established by this rule.
The English source sentence used the regeneration slot (100) in its life-steal placeholder. The actual LifeSteal slot is 5; regeneration raw 100 and Attack raw 15 remain separate effects. The original description and slot conflict remain in the linked passive record.
Immortality effects, original description and limits →Pocketpair official Linux server 1.0.3.101283 →
EXECUTE THE COMPOSITION
How to play it
Keep autonomous fire in range
Maintain proximity so up to nine drones can keep damaging the boss. Orserk grants 1–5% Attack and Defense per landed bullet to the active Pal for five seconds, capped at 30; drone triggering is unconfirmed, so use your gun and watch the counter.
Refresh Soak through the Water cycle
Connect Thalassonic Laser, Geyser Gush or Hydro Slicer to apply Soak for Jormuntide’s source-listed 50–65% shared damage payoff. After a long recall, restore a Water hit rather than assuming the original status remains.
Megaboost the copy about to fight
Shoot the incoming Neptilius with the Megaboost Gun during the approach, then mount promptly. Buff the active burst recipient rather than spending the temporary support on the resting copy.
Pilot the mounted three-cast burst
Ride Neptilius and cast Thalassonic Laser, Geyser Gush and Hydro Slicer in order. Community reports claim extra damage from secondary eruptions on large targets; keep that attribution rather than treating listed power as proof of the reported overperformance.
Return control to the AI after the burst
Dismount as the third cast lands and resume player gunfire. The source uses the AI-controlled Neptilius’s own attack rotation as a second Water pass while the player rebuilds and maintains support.
Alternate the two skill pools
After the first copy’s casts are spent, recall it and repeat with the second Neptilius. Return when the first pool has recovered; the resting copy’s recovery is part of the sequence rather than idle field time.
Override the rotation for Electric attacks
Recall the active Neptilius whenever an Electric windup begins and redeploy after danger. Water resistance helps against Fire, but the source explicitly excludes the Electric attacks from that protection.
PACE THE WHOLE ATTEMPT
Fight plan
Reserve no more than the first 30 seconds for soldiers, establish the source’s amplifiers by one minute, and check half HP at 2:30. The remaining windows maintain the same two-carry rotation.
Electric attack telegraphs and each carry’s available casts determine swaps. The clock windows are pace checks rather than fixed boss phase triggers.
Windows show elapsed time from encounter start. HP checkpoints explicitly distinguish damage removed from health remaining; they are targets for this strategy, not guaranteed clear times.
- 0:00 to 0:30
Finish the PIDF group
Rocket the two Riflemen and two Elites, then use the first Neptilius’s Geyser Gush or Hydro Slicer to clean up. Issue Attack That Enemy on a surviving soldier rather than spreading damage onto Faleris.
Checkpoint · 0:30By 0:30, all four soldiers should be dead and the shield should be intact or regenerating.
- 0:30 to 1:00
Turn on the conditional support
Deploy the recommended drones and inspect their contact. Apply Soak with a Water attack for Jormuntide’s amplifier, fire the Megaboost Gun into the first Neptilius, then mount it.
Checkpoint · 1:00By 1:00, Faleris should be Soaked and the active carry’s Orserk indicator should be increasing.
- 1:00 to 2:00
Use both mounted and AI casts
Spend the mounted Thalassonic Laser, Geyser Gush and Hydro Slicer sequence, dismount for the AI-controlled casts, and keep player fire connecting. Switch to the second Neptilius when the first has spent its rotation.
- 2:00 to 3:00
Recall during Electric charges
Alternate ready carries and refresh Megaboost when available. Recall as Thunder Rail, Thunderstorm, All Range Thunder or Thunder Rain charges, then strafe until the attack resolves.
Checkpoint · 2:30By 2:30, Faleris should be at half HP or lower.
- 3:00 to 4:00
Maintain the established cycle
Refresh expired drones, use Advanced Recovery Meds on the resting Neptilius between windows, and keep moving around the perimeter so Raging Flame Wave converges behind you.
- 4:00 to 5:00
Spend both burst pools
Use ready casts and player fire without banking a final burst. If a carry falls, use a Revival Potion to recover its rotation rather than spending the remaining timer retreating.
- This captured strategy assumes that Drone Launcher hits contribute to Orserk stacks. That interaction is not independently established by the fixed v1.0.3 evidence; check the buff indicator and keep player bullets connecting.
ENCOUNTER REACTIONS
Attacks and counterplay
Use the visible cast to decide when to move or recall. These instructions are adapted from the captured hard-mode guide; linked skill pages describe the fixed v1.0.3 catalog and do not establish the encounter’s later boss-specific overrides.
MATCH EACH SLOT TO ITS JOB
Loadout choices and preparation
Prepare an escort opener, a Pal buff tool and Water-facing accessories for Neptilius. Drone support is optional where its relationship to Orserk’s player-hit trigger remains unverified.
WeaponsRocket Launcher
Fire a loaded Rocket Launcher into the opening PIDF group before deployment, then use Neptilius to finish survivors. Treat it as a one-shot opening tool rather than the main combat loop. Unlock: technology level 65.
Rocket Launcher →
WeaponsDrone Launcher
Launch the drones before returning to your main weapon, then remain close enough for their autonomous attacks to connect. Their contribution to player-hit triggers, Orserk stacks or life steal is not independently established by the fixed dataset. Unlock: technology level 77.
Drone Launcher →
WeaponsMegaboost Gun
Aim Megaboost Gun at your own Neptilius before each burst window. The intended benefit is a temporary allied Attack and Defense boost, not spending support shots on Faleris. Unlock: technology level 63.
Megaboost Gun →
Pal accessoriesLord of the Sea's Baton
Use Lord of the Sea’s Baton for active-Pal Attack and Water damage. All named damage skills in this source bar are Water, so the elemental role covers the burst package.
Lord of the Sea's Baton →
Pal accessoriesNeptilius's Talisman
Use Neptilius’s Talisman for Pal Defense alongside Water damage. It helps the carry’s defensive side without changing the requirement to recall from dangerous Electric casts.
Neptilius's Talisman →
Pal accessoriesFaleris Aqua Ring
Use Faleris Aqua Ring for the active Pal’s Water damage and Fire protection. This complements the Water carry’s existing Fire matchup rather than addressing Electric counter-coverage.
Faleris Aqua Ring →
Pal accessoriesDogen Emblem
Use the Dogen Emblem when both trainer shots and the fielded Pal contribute. The source assigns 20% player Attack and a separate 16% active-Pal Attack; it does not give the player both bonuses.
Dogen Emblem →
Consumables and armorAdvanced Recovery Meds
Keep Advanced Recovery Meds as the gradual-Health-recovery item named in the catalog. The source proposes treating the resting carry between windows; check the game’s valid recipient interaction rather than assuming a complete native delivery rule was established here. Unlock: technology level 61.
Advanced Recovery Meds →
Consumables and armorRevival Potion
Carry Revival Potions so one fallen Neptilius can rejoin the two-carry rotation when the fight leaves enough time for the action. Unlock: technology level 61.
Revival Potion →
Consumables and armorAttack meal
Eat an Attack meal before entry and refresh it when retries consume its duration. Do not overwrite it with Defense food while counting both buffs.
Consumables and armorShield capacity
Craft the largest shield currently available to you. Silvegis reduces damage to that shield rather than making the underlying Health bar invulnerable, so shield capacity still matters.
PREPARE THE EXACT RECORD
Equipment and supplies
Open the named tier for its ingredients, unlocks and recorded acquisition methods. Resource planning uses its game ID. Generic choices such as “your strongest shield” in the loadout remain choices rather than a fabricated exact item.
Passive records and availability
Check the exact passive’s effect and eligibility before moving it to a carry. An availability label does not guarantee a particular catch, implant or mutation result.
Passive selection and acquisition
These are the captured guide’s build choices and suggested acquisition routes. Use the linked fixed-baseline passive record for its actual effects and eligibility; a proposed route is not a guaranteed roll.
Use on both Neptilius carries to improve the frequency of their burst bars.
Use a standard-pool carrier obtained by catching or breeding, then transfer it through breeding or the implant route described by the guide.
Use for Water damage and the carrier's Defense; the Ice component is unused by the recommended attacks.
Start from a Pal already carrying Lunker and breed it across; the capture does not place it in the ordinary wild-roll pool.
Nominal 5% LifeSteal restores the Pal carrying Immortality from eligible actual HP damage, with native truncation/minimum and an effective HP cap. It grants no trainer healing and does not establish an encounter healing-per-second result.
The capture proposes mutation breeding or the ancient-relic implant route rather than ordinary wild catches.
Help the carry finish its burst sequence despite flinch and knockback.
The capture proposes a standard-pool carrier or its implant; finish the chosen field Pal with the effect rather than preparing reserve combat stats.
Use on the reserve supporters for player weapon damage while maintaining the required hit triggers.
The guide points to a bounty officer: unlock the implant with bounty tokens, then use gold to apply it to the intended carriers.
Add protection for the player when attacks reach past the shield.
The captured route normally uses the bounty-officer implant unlock, followed by gold applications to the selected carriers.
UNDERSTAND THE TRADE
What this build turns down
God of Destruction on the carries
Faleris's Electric coverage already threatens the Water carries. Halving their maximum Health further reduces the room for recall mistakes, so the default favors sustain and control resistance.
Penking Lux over Silvegis
The default retains Silvegis to protect the player during open firing and carry swaps. Penking Lux is the proposed offensive alternative, with the lost shield safety made explicit.
One Neptilius plus a fourth support
The second Neptilius supplies an independent health pool and attack bar. Its role is rotation continuity and recovery time, rather than another unique party effect.
Alternates and flex picks
Replace Orserk if the reported multiplayer stack failure affects the session. It supplies weakness-conditioned Water support without bullet-stack upkeep; server behavior remains a reported issue.
Acquisition route →BUILD IT IN A USEFUL ORDER
Acquisition and upgrade plan
Prepare two developed Neptilius copies, rank the supports and gather the schematic options. The source uses a completed endgame kit rather than a newly caught roster.
Prepare two comparable Water carries
Develop two Neptilius with the same intended four passives, strong Attack and Defense IVs, and high Trust. The source clear reports use Trust 7 or above, but that is a reported setup rather than a measured universal threshold.
Neptilius field guide →
Upgrade the support shell to the quoted ranks
The source uses Jormuntide 65% rather than 50%, Orserk 5 per hit rather than 1, and Silvegis 80% shield reduction with 60% regeneration-delay reduction rather than 65% and 30%. Preserve each trigger when evaluating a lower-rank party.
Finish both active attackers
The guide recommends level 80, full Pal Soul enhancement and awakening on both Neptilius copies. Complete both projects before expecting the timed swap pattern to compensate for mistakes; party composition alone does not establish sufficient damage for the deadline.
Supply the non-native third attack
The fixed Neptilius learnset supplies Geyser Gush at 50 and Thalassonic Laser at 60. Hydro Slicer is absent from that list, so obtain its compatible Skill Fruit; use native Aqua Surge, learned at 40, as the source's interim alternative.
Collect the Water accessory options
Prepare the schematics for Lord of the Sea's Baton, Neptilius's Talisman and Faleris Aqua Ring, with Aquatic Pal Fluids and ancient parts in their recipes. The source adds Dogen Emblem as another equipped-slot option; inspect recipients and slot allocation rather than stacking every listed accessory.
Finish the launcher and recovery kit
Base unlocks are Rocket Launcher 65, Megaboost Gun 63 and Drone Launcher 77. The launcher costs four technology points and its recipe includes 70 Paloxite Ingots and 40 World Tree Holy Water. Stock several level-61 Revival Potions; drone-triggered Orserk stacking remains unverified.
RECRUIT THE LINEUP
Acquisition routes
Use each acquisition page for its captured locations, breeding and egg evidence. Duplicate party slots require additional copies; the links below list each species once.
Practical encounter and equipment selection: PalMods source guide, captured 23 October 2026. Instructions are independently worded by Palworld Run. Source guide version labels and current-game behavior are separate from the fixed v1.0.3 linked catalog. No clear time or in-game execution has been measured here.