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
Treat shield damage reduction, regeneration delay, health recovery and damage support as separate layers. Reposition when the shield breaks and allow the relevant recovery window before recommitting; shield protection does not make every incoming hit harmless.
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 |
|---|
| 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 |
| Lapiron | Defense | 50 | 65 | To Trainer; same-species non-stacking |
| Teafant | Recover HPOn HPThreshold | 20 | 40 | To Trainer; same-species non-stacking |
| Celesdir | Regene HP Rate | 0.15 | 0.75 | To Self And Trainer; same-species non-stacking |
| Celesdir | Shot Attack | 2 | 6 | To Self; Elements neutral; same-species stackable |
| Celesdir | Move Speed | 2 | 6 | To Self; Elements neutral; same-species stackable |
| Solenne | Shot Attack | 30 | 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 |
|---|
| Warsect Terra's Belt | Bulk | No technology level shown | 40 Refined Ingot, 20 Honey, 35 Paldium Fragment, 30 Ancient Lava |
| Phantom Ring | Survivability | No technology level shown | 30 Refined Ingot, 10 Plasteel, 15 Pal Metal Ingot, 30 Ancient Bone |
| Plasma Rifle | Primary | 78 | 80 Paloxite Ingot, 50 Bio Battery, 8 AI Core, 7 Ancient Civilization Core |
| Heavy Assault Rifle | Pre-endgame primary | 70 | 100 Soralite Ingot, 50 Carbon Fiber, 30 Bio Battery, 5 AI Core |
| Mozzarina Cheeseburger | Attack food | No technology level shown | 2 Mozzarina Meat, 1 Flour, 2 Tomato, 2 Milk |
| Memory Wiping Medicine | Respec | No technology level shown | 99 Beautiful Flower, 50 Horn, 50 Bone, 50 Aquatic Pal Fluids |
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 | Health | A larger maximum health pool increases the room available for percentage-based recovery. |
| 2 | Attack | Improve personal damage, since most party slots are devoted to defense. |
| 3 | Stamina | Keep sprinting available when using Lapiron’s movement-conditioned defensive effect. |
| 4 | Weight and work speed | Fit the loadout first and prioritize the stats used during the sustain loop. |
Recruitment and upgrade sequence
- Recruitment targets: Silvegis, Lapiron, Teafant, Celesdir, Solenne. 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.
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
Watch the shield as a separate resource
Use Silvegis’s party effect for reduced shield damage and shorter regeneration delay. Dodge attacks that would exhaust that layer rather than treating its percentages as health immunity.
Move to satisfy Lapiron
Sprint during an incoming attack window when using Lapiron’s sprint-conditioned Defense. Standing still does not preserve that conditional benefit.
Reserve expectations for Teafant
Treat its low-health activation as an emergency supplement. The captured threshold is below 30% health and its 120-second cooldown prevents continuous healing.
Use Celesdir’s recorded recovery role
Keep the regeneration support in the party and inspect its recipient and invocation details. The guide treats it as sustained recovery; that strategy is separate from certifying an exact per-second unit or present-game behavior.
Continue dealing damage
Keep Solenne’s condition satisfied and continue attacking during safe openings. Extra defensive slots do not remove the encounter’s damage requirement.
Count Celesdir’s qualifying allies
If fielding Celesdir, count only the other Neutral party members for its own Attack and movement condition. Solenne qualifies in the default lineup; this is separate from trainer regeneration.
MATCH EACH SLOT TO ITS JOB
Loadout choices and preparation
Invest in shield capacity first, then enough player damage to finish the encounter. A defensive party still needs an affordable sustained weapon and a deliberate food choice.
Defensive gearShield 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.
Defensive gearArmor selection
Prefer protective armor and a Defense roll for this mitigation-focused plan. Keep its defensive tier current instead of chasing an Attack number that the party does not need.
Defensive gearWarsect Terra's Belt
Use Warsect Terra’s Belt for player Health and Defense. A larger maximum-Health pool can support percentage-of-maximum regeneration, but that does not establish a complete measured Celesdir healing rate here.
Warsect Terra's Belt →
Defensive gearPhantom Ring
Choose the Phantom Ring for its source-listed 20% extension to roll and sidestep invulnerability. Use that escape after committed attacks instead of treating it as passive damage reduction.
Phantom Ring →
WeaponsPlasma Rifle
Use Plasma Rifle to supply sustained player damage while the party handles mitigation. Lower damage can lengthen the fight even when survival feels comfortable. Unlock: technology level 78.
Plasma Rifle →
WeaponsHeavy Assault Rifle
Use the Heavy Assault Rifle while working toward the technology-78 Plasma Rifle. Its Soralite Ingot and Gunpowder ammunition route makes sustained shooting easier to supply. Unlock: technology level 70.
Heavy Assault Rifle →
WeaponsMozzarina Cheeseburger
Eat Mozzarina Cheeseburger before engaging for the source-listed 20% Attack food buff. Choose between Attack and Defense food for the same recipient; the plan does not add the two together.
Mozzarina Cheeseburger →
WeaponsMemory Wiping Medicine
Prepare Memory Wiping Medicine before reallocating player status points, so a mistaken distribution can be reset without abandoning the character.
Memory Wiping Medicine →
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.
Prioritize offense because most of the lineup is already allocated to survival.
The guide points to a bounty officer: unlock the implant with bounty tokens, then use gold to apply it to the intended carriers.
Add player Defense after the damage role; it is another defensive choice rather than a replacement for dealing damage.
The captured route normally uses the bounty-officer implant unlock, followed by gold applications to the selected carriers.
Choose for the relevant recovery and status-protection roles where shield mitigation alone does not solve the hazard.
The proposed routes are mutation breeding or an implant obtained through ancient-relic recycling; ordinary wild rolls are not the stated route.
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.
UNDERSTAND THE TRADE
What this build turns down
Warsect in the fifth slot
Warsect's small barrier requires a short melee-hit sequence. Solenne serves the missing damage role without requiring this shield-focused trainer to satisfy that melee trigger.
Reading Celesdir as an out-of-combat regenerator
The captured Celesdir description specifies party regeneration without an out-of-combat restriction. Its contribution should not be described as available only between pulls.
Doubling up on the barrier with both Warsect forms
The source proposes the two Warsect forms together, but the barrier still requires melee upkeep and consumes two slots. That allocation suits a melee variation better than the default shield plan.
Taking defense food to match the theme
The party already devotes most slots to defense. Attack food supports its limited offensive lane instead of adding another defensive choice.
Alternates and flex picks
Use the melee-triggered barrier only when the player can maintain its rapid-hit condition; it is not the default shield-support role.
Acquisition route →Consider the second barrier carrier only for a deliberate melee variation under the source's cross-species proposal.
Acquisition route →Exchange the emergency-heal role for life steal while Felbat fights with the player; the healing depends on dealing damage.
Acquisition route →Choose a large activated party heal when a rare emergency recovery is more useful than a continuously operating slot.
Acquisition route →BUILD IT IN A USEFUL ORDER
Acquisition and upgrade plan
Develop Silvegis and the equipped shield first, then add the regeneration and emergency-heal ranks. The source's protection plan still needs a separate response to applicable status damage.
Recruit the accessible defensive party
Use the linked species pages for the full roster, with Teafant available early as a starting recovery option. Check actual breeding pairs for missing members before making the final five-slot plan.
Prioritize Silvegis, then Celesdir
The source compares Silvegis shield reduction from 65% to 80% and regeneration-delay reduction from 30% to 60%. Celesdir's recorded regeneration value rises from 0.15 to 0.75 with a per-second description; check its recipient and conditions rather than treating the value as guaranteed survival.
Complete the remaining defensive ranks
The guide uses rank-5 Lapiron 65% sprint Defense, Teafant 40% emergency healing and Solenne 80% Attack. Each has a different trigger or party condition, so inspect the relevant record instead of assuming every bonus applies while standing still behind a shield.
Keep the shield tier current
The source prioritizes the best usable shield because Silvegis reduces applicable shield damage. Upgrade and maintain the actual shield item before buying marginal damage equipment; a percentage reduction does not restore a broken or depleted shield by itself.
Budget the trainer implant purchases
The source proposes Vanguard and Stronghold Strategist from the bounty officer using bounty tokens, followed by gold applications. Inspect which party members actually carry the passives before counting them in a defensive plan.
Prepare the proposed status-immunity option
The guide recommends a relic-recycler Idiosyncratic implant for Poison and Burn exposure. Check its actual immunity scope and recipient; do not infer from percentage mitigation that every damage-over-time effect is covered or that this is the only possible response in the current game.
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.