Build a combat team around the 9-element wheel, not around one nuke
The 1.0 meta rewards coverage over raw power. Here's how to read the element wheel and pick five Pals that answer everything the route throws at you.

The 9-element wheel, by top pick
- Fire
- Knocklem Ignis, Jormuntide Ignis, Blazamut Ryu
- Water
- Neptilius
- Ice
- Frostallion / Frostallion Noct — counters Dragon bosses
- Dragon
- Eidrolon / Eidrolon Ignis, Jetragon (open-field nuke)
- Dark
- Bellanoir Libero, Selyne — counters Neutral mobs
- Electric
- Orserk
- Grass
- Dandilord
- Ground
- Anubis, Knocklem
- Neutral
- Solenne, Hartalis (barrier/support, stunner-adjacent)
Coverage beats one nuke
Palworld 1.0 combat runs on a nine-element wheel, which means the mistake most returning players make is stacking damage instead of coverage. Six copies of the same flying nuke will melt trash and then wall completely on the first boss that resists it.
The practical team shape
The practical shape of a team is one flying nuke for open damage (Jetragon fits both roles — mount and attacker), one Ice answer for the Dragon bosses you meet from Feybreak onward (Frostallion is the community pick), one Dark pick for the Neutral mobs that fill every zone (Selyne or Bellanoir Libero), a Fire, Water, Electric or Grass flex depending on the biome (Orserk and Dandilord both slot in well), and a stunner or utility pick to buy openings (Hartalis brings a damage-blocking barrier, Anubis covers Ground). That covers the wheel without carrying dead weight.
Three separate rosters
A separate reflex worth keeping: a combat monster is often a poor worker and a poor mount. Don't staff your base with your fighters — the route treats base Pals, mounts and your combat five as three different rosters.