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Palworld raid bosses are powerful Pals that can be summoned at a Summoning Altar and represent the game’s ultimate challenge. There are six raid bosses in Palworld 1.0—Bellanoir (plus its Libero form), Blazamut Ryu, Xenolord, the Terraria crossover Moon Lord, and Hartalis—spanning eleven encounters once Ultra and Master variants are counted. This guide covers how the Summoning Altar works, what each boss demands, where their second phases kick in, and which gear level actually clears the Level 80 Ultra variants without a group.
TL;DR
- Six raid bosses, eleven total encounters with Ultra/Master variants at level 80 and multi-million HP
- Summoning Altar unlocks at level 33 for 3 Ancient Tech Points; each boss needs its own Slab crafted from 4 fragments
- Raid bosses cannot be caught—they drop eggs and IV Fruits instead
- Ultra variants are gear checks: you need awakened endgame teams to solo them
- Raids differ from Tower Bosses (nine encounters: eight faction towers plus the World Tree finale, 5-minute timers) and Alpha field bosses (open-world spawns)
What Are Raid Bosses in Palworld?
Raid Bosses are powerful Pals that can be summoned at a Summoning Altar and currently represent the game’s ultimate challenge. Slabs are constructed from fragments found in Treasure Chests or obtained during Expeditions, which can be combined at Handiwork crafting stations once the player has enough fragments. Unlike overworld bosses, raid bosses cannot be caught directly—they drop an Egg upon defeat that hatches into a non-boss version of the Pal. The 1.0 launch re-tuned raid difficulty around the new Level 80 cap, pushing the Ultra variants to Level 80 with multi-million HP pools. Raid bosses are distinct from Palworld’s Tower Bosses—the nine Tower Boss encounters, eight faction towers plus Zanara and Astralym at the World Tree, all of which run on a five-minute timer—and from Alpha field bosses, which spawn naturally in the open world and can be captured.
Where to Get the Summoning Altar in Palworld
The Summoning Altar unlocks in the Ancient Technology tab at level 33 for three Ancient Technology Points and is built from 100 Stone and 20 Paldium Fragments. The structure can only be built inside a Pal Base, and once a Slab is introduced and the Raid Boss Pal has been summoned, the altar will be destroyed and the fight will start. The Home Sweet Home update added the Raid Area, making it no longer necessary to build a raid base—it is recommended to bring materials for one or more Remote Palbox Devices into the raid area. Both the Slab and the altar are destroyed by the fight, so a farming session needs a stack of stone and Paldium ready to rebuild altars between summons. Each boss requires its own specific Slab, and you need to have at least one fragment in the inventory to see the option to craft a Slab at the Assembly Line, so you cannot fight a boss whose Slab fragments you have not yet found.

Step-by-Step: How to Start a Raid Boss Fight
Follow this sequence to get it done fast.
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1
Unlock the Summoning Altar
Reach level 33 and spend three Ancient Technology Points to unlock it in the Technology tab, then build it from 100 Stone and 20 Paldium Fragments.
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2
Farm Slab Fragments
Slab Fragments come from treasure and dungeon chests, and the fight tier scales with chest level—Bellanoir's fragments start appearing from around Level 19 chests, while fragments for Bellanoir Libero and later bosses sit in high-level dungeons and drop from dungeon bosses.
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3
Craft the Slab
Each boss has its own Slab made from 4 Slab Fragments at an Assembly Line, and you need at least one fragment in your inventory before the Slab recipe appears.
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4
Place the Slab in the altar
When you place a Slab you choose where to fight, either at your own base or teleported to the dedicated Raid Area—use the Raid Area to keep splash damage away from your production base.
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5
Defeat the boss within 10 minutes
A 10-minute timer runs the whole time and the boss cannot be captured—defeat the boss inside the limit to collect an egg and rewards.
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6
Farm Ultra Slabs
Defeating a Raid Boss drops the Ultra Slab for a more difficult fight with better rewards—Blazamut Ryu (Ultra), Xenolord (Ultra), Hartalis (Ultra) and Moon Lord (Master) also drop their own slab.
All Palworld Raid Bosses: Element, Level and Variants
Palworld has six raid bosses—Bellanoir (plus its Libero form), Blazamut Ryu, Xenolord, the Terraria crossover Moon Lord, and Hartalis—spanning eleven encounters once Ultra and Master variants are counted. Each boss demands element-specific counters and several have phase changes that shift their typing mid-fight. The table below lists every encounter with its level, element, and variants.
Warning
Ultra variants at level 80 have multi-million HP—Bellanoir Libero (Ultra) has 2,394,000 HP, Blazamut Ryu (Ultra) has 2,550,000 HP, Xenolord (Ultra) has 2,562,000 HP. These fights are pure gear checks, not skill checks.
| Boss | Level | Element | Variants | Notes |
|---|---|---|---|---|
| Bellanoir | 30 | Dark | Base only | Only raid boss without an Ultra variant |
| Bellanoir Libero | 50 / 80 (Ultra) | Dark → Ice (phase 2) | Base, Ultra | Starts as Dark Pal, transitions to Ice in second phase |
| Blazamut Ryu | 55 / 80 (Ultra) | Fire/Dragon → Electric (phase 2) | Base, Ultra | At 1 HP shoots Electric attack in all directions, regains nearly 1/3 HP and transforms to Electric-type |
| Xenolord | 65 / 80 (Ultra) | Dark/Dragon | Base, Ultra | Calls in Xenovaders and Xenogards whenever its HP drops below certain thresholds (70% and 40%) |
| Moon Lord | 50 / 80 (Master) | Neutral | Base, Master | Must target individual parts (head, hands, body) marked with eyes to reduce HP; no elemental weaknesses |
| Hartalis | 70 / 80 (Ultra) | Water/Grass → Neutral (phase 2) | Base, Ultra | During first phase is Water and Grass-type, in second phase turns into Neutral-type |
How to Beat Each Raid Boss: Element Counters and Second-Phase Changes
Bellanoir: The Entry Raid
The entry raid summons at Level 30 but punches far above it—wait until around Level 40-45 before trying. Bellanoir is a Dark Pal, so Astegon resists Bellanoir’s Dark attacks heavily and works as both tank and damage, while Orserk is a strong attacker that also resists the boss’s Dark skills. Despite being only around level 30, Bellanoir is powerful to the point where you should probably wait until reaching around level 40-45 before even attempting to fight it—the Assault Rifle and Rocket Launcher are typically the best weapon options for this fight around this level. Bellanoir is the only raid boss with no Ultra variant, making it a low-stakes learning fight.
Bellanoir Libero: The Two-Element Swap
Bellanoir Libero starts as a Dark Pal, so Dragon Pals can be quite useful against her—however, she transitions into her second phase where she’ll become an Ice Pal, so make sure you have Fire Pals ready for that. Bellanoir Libero has a floating hitbox making it dodge a lot of attacks—two great attacks vs Bellanoir Libero are Seed Mine and Flare Storm, which can be bought from Merchants. The Ultra variant at level 80 with over 2 million HP demands a fully awakened endgame team.
Blazamut Ryu: The Fire-to-Electric Boss
Blazamut Ryu is a Fire and Dragon raid boss, so Water and Ice attackers do the heavy lifting—Neptilius and Jormuntide punish the Fire half of its typing, while Frostallion hits the Dragon half. Once you bring Blazamut Ryu down to 1 HP, it starts a new phase—it shoots out an Electric attack in all directions which can paralyze anyone hit, regains nearly 1/3 of its HP and transforms into an Electric-type, staying Electric for the remainder of the battle. At 10% HP left the boss heals 30% HP and swaps element to Electric, also starting to use new Electric attacks. A team bred for the harder Xenolord raid also clears Blazamut Ryu comfortably, so avoid investing in counters used only for this one fight.
Xenolord: The Hardest Standard Fight
Xenolord is one of the toughest opponents in Palworld 1.0—while it has a massive health pool, it also comes with extremely high attack stats and skills. Xenolord combines Dark and Dragon, making Ice and Dragon Pals the strongest picks—its meteors also spawn Xenogard and Xenovader adds that you must kill quickly before they overrun your base Pals, with Frostallion being the best Ice answer to Xenolord’s Dragon typing. Any army you breed for Xenolord will be able to handle Blazamut Ryu and Bellanoir Libero as well as their Ultra variants—there is no need to breed a specific counter for these raid encounters. This is the fight to optimise around—if your team clears Xenolord, it clears most of the roster.
Moon Lord: The Terraria Crossover
The Moon Lord is a Special Raid Boss that cannot be captured and is only meant to be defeated—as the final boss of Terraria, Moon Lord can only be damaged in a unique way compared to previous Raid Bosses. You must target its individual parts—the head, hands, and body—to reduce its HP, with weak points marked with eyes—since the Moonlord has no elemental weaknesses, you can use any Pal you like. Moon Lord is summoned with a Celestial Sigil rather than a Slab fragment, tying the fight to the Terraria realm content. The Master variant at level 80 brings the same unique damage model with vastly inflated HP and attack.
Hartalis: The Barrier Boss
The Hartalis raid boss fight is a technical one, so you won’t be able to brute force the fight—Hartalis will shift between three types of barriers: Grass, Water, and Ground. Phase 1 has two Barriers, one at 50% Health and the next at 25% Health remaining—the 50% HP Barrier will either be Water or Grass, and the other element will be the following 25% Barrier. The barrier needs to be broken within 15 seconds or Hartalis will do huge raid wide damage often resulting in a wipe—the super effective element deals 200% damage to the barrier while all other elements deal 80%. At 0% Health Hartalis enters Phase 2, healing to full health and changing element to Neutral—at 0% Health in Phase 2 Hartalis nukes the raid area, and the player needs to seek cover behind one of five rocks that form around the raid area, with any Pals still out of the Palbox taking massive damage. You must bring both Electric and Fire Pals to handle the first-phase barriers, plus Dark Pals for the second-phase Neutral barrier.
Raid Boss Rewards and What You Unlock
Defeating raid bosses yields not only valuable rewards, but also Pal Eggs that will hatch into weaker but still quite powerful versions of themselves, making them highly sought after by players in the late-game. The egg drops hatch the Pal with roughly a 10% chance of an Alpha. Ultra variants drop the same eggs as their standard versions. Rewards per fight include:
IV Fruits
IV Fruits are the raid-exclusive items that lock a parent’s IVs before breeding, the backbone of any perfect-stat program. These are the primary reason to farm Ultra variants once you have the base egg.
Training Items
Training Manuals and Training Crystals are direct Pal XP items, with the Crystals being exclusive to Bellanoir. These speed up leveling for your breeding projects.
Ultra Slabs
Defeating a standard boss drops the slab for its harder version—Blazamut Ryu, Xenolord, Hartalis, and Moon Lord Master all work this way. The exception is the Bellanoir line, which has no Ultra fight from the base boss, making the standard versions your slab factory for the Level 80 tier.
Crafting Loot
Ancient Civilization Cores and boss-specific prizes like the Crown of Salvation from Hartalis (Ultra) drop from raids. These feed into high-tier crafting recipes.
Best Raid Boss Farming Methods
Tip
Both the Slab and the altar are destroyed by the fight, so a farming session needs a stack of stone and Paldium ready to rebuild altars between summons. Keep these materials in a nearby chest in your Raid Area.
Common Misconceptions About Raid Bosses
Myth: Raid Bosses Are the Same as Tower Bosses
Raid bosses, Tower Bosses, and Alpha field bosses are three separate systems. Tower Bosses include the nine faction towers plus Zanara and Astralym at the World Tree, all with five-minute timers and no summoning requirement—you simply walk up and challenge them. Raid bosses require Slabs and the Summoning Altar, run on a 10-minute timer, and drop eggs instead of being catchable. Alpha field bosses are open-world spawns you can capture with spheres. Players conflate all three constantly—if you are reading about a Tower Boss guide thinking it applies to raids, you will be chasing the wrong loot.
Myth: You Can Catch Raid Bosses
You cannot catch any raid bosses—instead you summon each one from a crafted Slab, beat it before the timer runs out, and collect an egg that hatches a normal, usable version of that Pal. Raid bosses cannot be caught—the egg is the prize, so pure damage is the whole game plan. Trying to weaken and capture a raid boss wastes your 10-minute timer.
Myth: You Need Boss-Specific Teams for Every Raid
Any army you breed for Xenolord will be able to handle Blazamut Ryu and Bellanoir Libero as well as their Ultra variants—there is no need to breed a specific counter for these raid encounters. The efficient path is a single team, not five—an army bred and leveled for Xenolord, the hardest standard fight, also clears Blazamut Ryu, Bellanoir Libero, and their Ultra variants with no boss-specific counters. The exception is Hartalis, which demands both Fire and Electric Pals for its barrier mechanic.
Our Take: Are Raid Bosses Worth It?
Our Take
Raid bosses are Palworld’s true endgame, but the Ultra variants at level 80 are unambiguous gear checks—plan accordingly.
The standard-version raids from Bellanoir through Xenolord are well-tuned fights that reward learning patterns and building counter-teams, and the eggs plus IV Fruits make them mandatory for anyone pushing breeding or late-game content. The issue is the Ultra jump: level 80 Ultra variants with multi-million HP pools shift raids from mechanical challenges into DPS checks that demand fully awakened, perfectly bred teams. If you are trying Ultra Xenolord or Bellanoir Libero Ultra without awakened Pals and maxed gear, you will hit the 10-minute timer long before the boss dies.
The smart path is to farm standard bosses until you have the eggs and a stack of Ultra Slabs, then push your breeding and Awakening systems until your team can clear Xenolord comfortably. One Xenolord-tuned team clears every other raid including the Level 80 Ultra versions, so you are building once and farming the entire roster. Hartalis is the outlier—its barrier mechanic forces you to bring both Fire and Electric Pals regardless of optimization—but the fight is more about reading the barrier colour and swapping Pals than raw damage. If you enjoyed Monster Hunter’s endgame or Destiny raids, this loop will feel familiar: learn the fight, build the counter-team, optimise your clear time, then use the rewards to push harder content. If you hate timed DPS checks, skip Ultra variants entirely and farm standard bosses for eggs—the stat investment for Ultras is steep and only matters if you are chasing perfect IVs for PvP or completionism.