All Palworld raid bosses in 2026: from Bellanoir to Moon Lord
Raids are Palworld's true endgame. Since version 1.0 the game counts six raid bosses spread across eleven encounters: from Bellanoir, who you can already handle around level 30 with a bit of preparation, to the Ultra variants that have been pushed up to level 80 with the new level cap. These are no ordinary boss fights: you summon the boss yourself, you get ten minutes, and if things go wrong, half your buildings end up in rubble. In this guide we go through every boss, with the level, slab, weaknesses and a tactic that works for each encounter.
How a raid works: altar, slab, ten minutes
Every raid starts at the Summoning Altar, which you unlock around technology level 33 and build from little more than stone and Paldium Fragments. On top of that you need a slab per attempt: you craft one by combining four slab fragments from the same boss at a workbench. You'll find fragments in treasure chests in dungeons, and for the later bosses also as expedition rewards. Place the complete slab in the altar and the boss appears on the spot.
From that moment a ten-minute timer starts ticking. If you don't make it in time, the boss disappears again — and your slab is gone either way, even after a defeat. So gather fragments for multiple attempts right away, especially when meeting a new boss for the first time.
Build a separate raid base first
One thing to sort out before you enthusiastically place a slab in the altar: raid bosses wreck buildings, and that damage simply stays, even if you lose. Anyone who summons their first Bellanoir in the middle of a lovingly decorated main base learns that the hard way. The standard solution is a separate raid base: use a free base slot for a bare outpost on flat terrain, with only a Palbox, the altar and a chest with spare weapons and ammo. Leave your work Pals at home; anything walking around nearby becomes a target. That way a failed attempt costs you a slab at most, not half your settlement.
All raid bosses at a glance
Bellanoir
- Level: 30
- Slab: Bellanoir's Slab — 4 fragments from dungeon treasure chests
- Weak to: Dragon (Bellanoir is a Dark Pal)
- Tactics: bring your strongest Dragon Pals, keep moving and dodge the purple AoE circles
The entry-level raid and the perfect practice for everything that follows. Winning nets you Ancient Civilization materials plus an egg that hatches into your very own Bellanoir — a fine Dark attacker for the rest of your playthrough.
Bellanoir Libero and Libero (Ultra)
- Level: 50 (Ultra: 80)
- Slab: Bellanoir Libero's Slab from dungeon treasure chests; the Ultra slab drops from the normal Libero
- Weak to: Dragon; in the final phase she switches to Ice and Fire suddenly becomes strong
- Tactics: same patterns as Bellanoir, but faster and hitting much harder — keep a Fire Pal in reserve for the last phase
Libero is Bellanoir at war strength. The Ultra variant at level 80 has a gigantic amount of hitpoints, and a small group of players is the realistic minimum; solo it's mostly a dps check you lose.
Blazamut Ryu and Blazamut Ryu (Ultra)
- Level: 55 (Ultra: 80)
- Slab: Blazamut Ryu Slab; the Ultra slab drops from the normal version
- Weak to: Water; in the final phase he switches to Electric and Ground works best
- Tactics: open with Water Pals, dodge the fire waves and save your burst damage for the element switch at the end
A Fire/Dragon colossus that tests your positioning: stand in one spot and you'll be on fire. Rewards include a Huge Dragon Egg with your own Blazamut Ryu inside.
Xenolord and Xenolord (Ultra)
- Level: 60 (Ultra: 80)
- Slab: Xenolord Slab; the Ultra slab drops from the normal version
- Weak to: Ice — and Dragon does well against his Dark side
- Tactics: this is an endurance fight with an enormous amount of hitpoints; stay out of the projectile rain and keep your damage constant for ten minutes straight
Xenolord is the classic wall solo players crash into: not even because the attacks are impossible to dodge, but because a single player barely makes the dps check within the timer. With three or four players the fight changes completely.
Moon Lord and Moon Lord (Master)
- Level: 50 (Master: 80)
- Summoning: no slab but a Celestial Sigil, which you earn through the Terraria content; the Master version asks for a Celestial Sigil (Master)
- Weak to: no element — aim for the eyes in both hands and on the forehead
- Tactics: since elements barely matter, this is all about weapons, ammo and discipline: hit the weak spots, dodge the beams
The guest from the Terraria collaboration is the odd one out: Moon Lord isn't a Pal, so there's no egg. Instead you get a chance at the Meowmere, and that cat sword alone is worth the trouble.
Hartalis and Hartalis (Ultra)
- Level: 65 (Ultra: 80)
- Slab: Hartalis Slab, from dungeon treasure chests and via expeditions
- Weak to: phase 1 is Water/Grass and weak to Fire and Electric; phase 2 heals up completely, turns Neutral and only takes extra damage from Dark
- Tactics: break the barriers Hartalis throws up within a few seconds, or a blow hits the entire battlefield; plan your team around two phases
The capstone of the raid system and, in its Ultra version, the hardest thing Palworld has to offer. Two full health bars, element switches and a barrier mechanic that demands division of labour — this fight is simply designed for a group.
Why raids only really work with your own server
You can already see the pattern: from Xenolord to Hartalis (Ultra), these fights are balanced around multiple players, each with their best Pals and weapons. Solo you can get quite far up to Blazamut Ryu by overleveling; beyond that, the timer becomes your biggest enemy. And co-op via an invite has a familiar drawback: as soon as the host goes offline, the world closes and fragment farming stops for everyone.
Your own dedicated server solves exactly that. The world keeps running 24/7, everyone logs in whenever it suits them, and on raid night your group is standing at the altar within a minute. At MC-Node your Palworld server runs from € 6,00 per month on our own hardware with NVMe storage in the Previder data centre in Hengelo, with DDoS protection included and cancellable monthly. To be fair: if you only raid now and then with the two of you, you don't need a heavy plan — start small and upgrade only when your group grows.