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 Knocklem active windows while keeping the relevant Ground support and weapon-hit engine available. Prepare a defensive recovery interval for the boss’s pressure; two carry slots are a timing plan and still require a separate passive-stacking check.
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 |
|---|
| Knocklem | Contextual native rank references | Attack +50% → This Pal; Defense +50% → This Pal | Attack +200% → This Pal; Defense +200% → This Pal | Activated Steel Guardian Mode: temporary attack and defense increases for Knocklem. Excluded from automatic passive totals. |
| Knocklem | Contextual native rank references | Attack +50% → This Pal; Defense +50% → This Pal | Attack +200% → This Pal; Defense +200% → This Pal | Activated Steel Guardian Mode: temporary attack and defense increases for Knocklem. Excluded from automatic passive totals. |
| Turtacle Terra | Item Weight Reduction | 80 | 100 | To Trainer; same-species non-stacking |
| Turtacle Terra | Element Boost Weakness Earth | 25 | 40 | 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 | Opener | 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 |
| Grappling Gun | Ivy escape | 12 | No craftable recipe matched by exact name |
| Revival Potion | Pal revives | 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 | Player shots contribute to the damage check as well as the active carry’s support loop. |
| 2 | Health | Keep a margin for follow-up attacks during Ivy-Covered movement restrictions. |
| 3 | Stamina | Support repeated strafing, evasions and movement between telegraphs. |
| 4 | Weight and work speed | Prepare the carried supplies first; favor the stats used in the tower. |
Recruitment and upgrade sequence
- Recruitment targets: Knocklem, Knocklem, Turtacle Terra, 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
- 72
- 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
Zoe and Grizzbolt, Hard Mode
- Source-reported level
- 72
- Source-reported HP
- 464,000
- Time limit
- 5 minutes
The source’s reworked hard encounter is level 72 with 464,000 HP, five minutes and two Syndicate adds. Ground attacks exploit Electric weakness, but four Grass moves and Ivy-Covered punish the Ground carries.
Price every interruption against pace
The full bar requires roughly 1,550 damage per second averaged over 300 seconds. Add clearing, recalls, swaps and escaping Ivy all consume that same timer, so defensive choices should preserve a sustainable loop.
Respect the anti-Ground Grass set
Reflect Leaf, Spine Vine, Wind Edge and Seed Mine can hit Ground Pals super effectively and contribute to Ivy-Covered. Keep the favorable attacking element while using recalls to avoid the dangerous counter-casts.
Kill the Gunner and Crusher
The two opening Syndicate enemies chip the shield and divert Knocklem. Rocket the pair and command focused cleanup before committing damage to Grizzbolt.
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
Activate the deployed Knocklem
Use Steel Guardian Mode after every deploy; its temporary self buff is not continuously supplied by a reserve party slot. Track the source-listed 40-second effect window.
Give the target command
Use Attack That Enemy on the chosen target so Knocklem spends its attacks on the boss or the add currently being cleared.
Maintain player bullet hits
Keep frequent hits landing for Orserk’s five-second support stacks on the active Pal. Rockets are not the listed bullet trigger, and source drone-trigger claims remain unverified here.
Use the Ground attack cycle
Let the carry cycle Rocky Impact, Sand Twister and Rock Lance into the Electric matchup while you maintain support and respond to telegraphs.
Alternate activated windows
When the current Steel Guardian Mode expires, recall, deploy the other Knocklem, activate its own buff and reissue the target command. Watch each copy’s actual cooldown instead of waiting for a knockout.
Recall for Grass and escape roots
Pull Knocklem from Reflect Leaf and Spine Vine rather than gambling on repeated super-effective hits. Use the Grappling Gun when Ivy-Covered blocks the normal evasive exit.
PACE THE WHOLE ATTEMPT
Fight plan
Use the same five-minute budget for adds and boss. The source alternates 40-second Steel Guardian activations on a 50-second cooldown; inspect the support indicator at each swap rather than assuming continuous uptime.
Buff expiry and Grass telegraphs determine recalls and swaps. The time windows are damage-pace targets, with a half-bar checkpoint at 2:45.
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 0:20
Rocket and command the Gunner
Fire into the grouped Syndicate Gunner and Crusher, deploy the first Knocklem and activate Steel Guardian Mode. Aim at the Gunner and issue Attack That Enemy using the mouse wheel or right stick.
- 0:20 to 0:50
Finish the opening pair
Kill the Gunner, command the Crusher next, and shoot the same target as Knocklem. Avoid dividing damage onto Grizzbolt before both adds are gone.
Checkpoint · 0:50Before 0:50, both adds should be dead while the opening Steel Guardian window is still contributing.
- 0:50 to 1:30
Build support on the boss
Mark Grizzbolt and maintain player bullets while Knocklem cycles Rocky Impact, Sand Twister and Rock Lance. Deploy the recommended drones, but check the actual support indicator rather than assuming their hits count.
Checkpoint · 1:30Build to a full source-modeled Orserk stack bar while keeping the second Knocklem unused in reserve.
- 1:30 to 2:30
Alternate full buff windows
When the active Steel Guardian activation ends, recall that copy, deploy the second, activate it and reissue the target command. Continue alternating as the resting copy clears its listed 50-second cooldown.
- 2:30 to 3:45
Resume promptly after Grass casts
Recall from Reflect Leaf and Spine Vine, use the Grappling Gun to escape Ivy-Covered, and return to the damage loop as soon as the cast clears.
Checkpoint · 2:45By 2:45, Grizzbolt should have 232,000 HP or less remaining, half the starting bar.
- 3:45 to 5:00
Commit the finish
Use remaining rockets between Grass casts while alternating ready Knocklem activations. Rockets add damage but do not feed the source’s bullet-hit stack model. Rely on Silvegis-assisted shield recovery instead of preserving every shield point.
Checkpoint · 4:30At 4:30, a boss bar above 15% calls for a more aggressive final window; passive waiting will exceed the timer.
- 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.
ACTIVATION MATTERS
Contextual partner rank evidence
An empty generic effect array does not erase separately recorded activation parameters. The values below come from pinned native v1.0.3 evidence. They are excluded from automatic passive totals.
Knocklem · Steel Guardian Mode
Activated Steel Guardian Mode: temporary attack and defense increases for Knocklem.
Inspect Knocklem partner conditions · Native evidence and limits
MATCH EACH SLOT TO ITS JOB
Loadout choices and preparation
Give the opener, landed-hit weapon and escape tool separate jobs. Prepare a revival for each Knocklem and trainer medicine so one mistake does not remove the entire alternating loop.
WeaponsRocket Launcher
Fire the loaded Rocket Launcher into the grouped Syndicate Gunner and Crusher at the start. The source treats rockets as add burst rather than the bullet-hit stack feeder. 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 →
WeaponsGrappling Gun
Keep Grappling Gun hotbarred as the source’s escape from Ivy-Covered and nearby Grass telegraphs. A status that restricts normal movement should trigger the planned escape rather than more stationary fire. Unlock: technology level 12.
Grappling Gun →
WeaponsSustained player firearm
Choose a fast reliable bullet weapon whose ammunition will last the attempt. Frequent landed player hits maintain the five-second support window while adding your share of damage.
Armor and consumablesArmor selection
Equip current high-rarity protective armor before comparing secondary rolls. Electric chip still matters once the shield breaks.
Armor and consumablesShield 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.
Armor and consumablesRevival Potion
Carry at least two Revival Potions, one reserve per Knocklem. Losing a copy otherwise leaves gaps in the source’s 40-second buff/50-second cooldown alternation. Unlock: technology level 61.
Revival Potion →
Armor and consumablesTrainer recovery
Carry recovery medicine for the trainer’s Health and use it before chip damage becomes critical. It does not replace recalling a Pal out of a major telegraph.
Armor and consumablesAttack meal
Eat Attack food at the entrance because this plan uses the party and shield for defense. A Defense meal for the same recipient replaces that choice rather than adding another simultaneous food buff.
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.
Put on both Knocklems to tighten the ordinary Ground-skill rotation.
Use a standard-pool carrier obtained by catching or breeding, then transfer it through breeding or the implant route described by the guide.
Use on the Ground carry's own attack bar; it does not establish a trainer elemental bonus.
The captures disagree about ordinary wild availability. For this proposal, use an existing carrier through breeding or the stated implant route instead of assuming a wild roll.
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.
Place on the three reserve supporters to improve the trainer's continuing direct damage.
The guide points to a bounty officer: unlock the implant with bounty tokens, then use gold to apply it to the intended carriers.
Use on those same supporters for player protection during the tower attempt.
The captured route normally uses the bounty-officer implant unlock, followed by gold applications to the selected carriers.
Other passive trade-offs
UNDERSTAND THE TRADE
What this build turns down
Player-led Anubis and Gobfin
Anubis and Gobfin move the damage burden to the trainer's aim, weapons and evasion. The source's fixed conversion timings are not universal rank claims; consult the pinned activation context.
God of Destruction Knocklems
God of Destruction's Health penalty increases the risk from Grass coverage. The captured proposal favors keeping a full health reserve for the carry rather than maximizing its Attack line.
Muddy as mitigation
Muddy changes Electric damage received by the afflicted target. Applying it to Grizzbolt does not establish reduced outgoing Electric damage, so it is not a mitigation plan.
Alternates and flex picks
Replace Orserk when its reported dedicated-server behavior prevents useful stacks. Dumud supplies a simpler Ground-Pal Attack condition without requiring bullet upkeep.
Acquisition route →Choose the trainer-led Ground-conversion variation if personal weapons and aim support it. Refer to pinned activated ranks rather than the capture's outdated claim that no curve exists.
Acquisition route →Use in the trainer-led Anubis variation, where the captured duplicate-compatible player Attack role serves the chosen damage recipient.
Acquisition route →BUILD IT IN A USEFUL ORDER
Acquisition and upgrade plan
Develop two complete Knocklems and the ranked support bench before opening the hard rematch. The passive line is a separate acquisition task with uncertain outcomes.
Prepare two fully developed Knocklems
Obtain two actual copies and build each toward the source's level-80, condensation, soul-enhancement and four-passive target. Strong IVs and high Trust provide reported margin, but the source does not establish a measured universal gate for either.
Knocklem field guide →
Rank the three reserve supports
The source uses Turtacle Terra 40% weakness support, Orserk 5 per bullet stack and Silvegis 80% shield reduction at rank 5. Check recipient, trigger and actual party state before treating these as continuous multipliers throughout the fight.
Use the correct passive acquisition pools
Serenity and Demon God are standard-pool eligible in the fixed catalog. Earth Emperor has innate Anubis carriers rather than generic wild-roll eligibility, while Immortality is mutation-pool eligible. Plan supported inheritance or identified recycler implants; Immortality's LifeSteal slot1 restores the carrier from nominal 5% of actual HP damage, with native rounding and the effective HP cap; the other slots remain separate.
Budget the six support-passive applications
The source buys Vanguard and Stronghold Strategist once each with bounty tokens, then quotes 50,000 gold per Pal application. Applying both to three supports therefore means six applications under that cost model; confirm the applicable version rather than confusing unlock purchases with a free full-party installation.
Prepare the weapon and recovery shelf
The fixed base unlocks are Rocket Launcher 65, Revival Potion 61, Drone Launcher 77 and Grappling Gun 12. Reserve Paloxite Ingots, World Tree Holy Water, AI Cores and Ancient Civilization Cores for the launcher; its drone-hit interaction with Orserk is not independently established.
Complete the hard-mode unlock progression
The source states that defeating the Azure Covenant Tower boss opens Hard Zoe and Grizzbolt. Check that progression on the intended save before preparing a rematch; the source's displayed level 72 does not make this an early-game version of the normal fight.
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.