Last updated: 21 July 2026
Palworld Tower Bosses — All Bosses & Strategy
Tower Bosses are Palworld's main story gates — each Tower of the Palpagos Islands Defense Force pits you and your five Pals against a human trainer and a massive boss Pal under a strict time limit. They cannot be caught, drop strong loot and Technology Points, and reward type knowledge over raw stats. This guide lists every tower boss in order with elements, counters, levels, and a repeatable strategy.
Tower Bosses are the Palworld story bosses — a human trainer plus a giant boss Pal fought one-on-five in a timed arena. Palworld 1.0 (July 2026) reworked all existing bosses and added two more (Sunreach and World Tree), bringing the total to nine. Each arena now has a 5-minute time limit (down from 10), boss HP was adjusted to match, and every boss now fights in a thematically unique arena. Beat the original five in roughly this level order: Zoe & Grizzbolt (Electric, ~Lv 15) → Lily & Lyleen (Grass, ~Lv 30) → Axel & Orserk (Electric/Dragon, ~Lv 35) → Marcus & Faleris (Fire, ~Lv 40) → Victor & Shadowbeak (Dark, ~Lv 50). Beyond Victor, four additional towers exist: Feybreak (Bjorn & Bastigor) and Sakurajima (Saya & Selyne) added in earlier updates, then the two 1.0 bosses: Azure Covenant in Sunreach (Auri & Shaolong, ~Lv 68) and World Tree (Zenara & Astralym, ~Lv 80).
01How Tower Boss Fights Work
Each tower fight follows the same format, so the strategy generalises across all of them:
- Five-Pal team: you bring up to five Pals and swap between them freely during the fight — type coverage matters more than a single strong Pal.
- Time limit (5 minutes): the arena has a 5-minute countdown — reduced from 10 minutes in the 1.0 rework. Boss HP was adjusted downward to match, but the fights are still a sharp DPS check, not a war of attrition. Run out of time and you fail.
- Thematic arenas: every boss now fights in an environment matching its element and region — replacing the old uniform tower room. Expect environmental cues unique to each encounter.
- No catching: boss Pals cannot be captured — these are pure combat encounters.
- Two health bars: functionally you whittle the boss Pal's HP pool while dodging telegraphed AoE attacks.
- Retry-friendly: you can re-attempt after a wipe, so a failed run is a chance to adjust your team and level.
The universal tactics: exploit the boss's elemental weakness, keep moving to dodge slow heavy hits, use ranged weapons to chip safely, and bring healing items plus a Pal that can tank aggro.
02Tower 1 — Zoe & Grizzbolt (Electric)
Recommended level: around 15. Grizzbolt is an Electric-type, so it is weak to Ground.
- Bring Ground Pals (e.g. early Ground types) to exploit the weakness and resist Grizzbolt's electric attacks.
- Grizzbolt fires a sustained beam — strafe sideways to break line of sight and avoid standing in front of it.
- Use cover pillars in the arena to block its ranged attacks while your Pals close in.
- This is the first real combat check; if you are struggling, level to 15+ and craft better weapons before retrying.
03Tower 2 — Lily & Lyleen (Grass)
Recommended level: around 30. Lyleen is a Grass-type, weak to Fire.
- Bring Fire Pals (Arsox, Rooby, or stronger) for a major damage boost.
- Lyleen heals and summons adds — focus it down quickly rather than getting bogged in the smaller threats.
- Watch for its area attacks; keep moving and only commit to attacks during recovery windows.
- A Fire-element ranged weapon plus Fire Pals makes this fight much shorter than it looks.
04Tower 3 — Axel & Orserk (Electric/Dragon)
Recommended level: around 35. Orserk is Electric/Dragon; its Dragon side is weak to Ice, and the Electric side is weak to Ground, so Ice Pals are the cleanest counter.
- Bring Ice Pals to hit the Dragon typing; Ground works against the Electric component but Ice is the stronger overall pick.
- Orserk is highly mobile and hits hard — prioritise dodging its lunge and beam attacks over greedy damage.
- Keep your distance and use cover; this is a noticeable difficulty spike over Tower 2.
- Heal proactively — Orserk's burst can drop a Pal fast if you stand still.
05Tower 4 — Marcus & Faleris (Fire)
Recommended level: around 40. Faleris is a Fire-type, weak to Water.
- Bring Water Pals (Jormuntide is excellent here) for both damage and resistance to Faleris's fire attacks.
- Faleris is fast and aerial — Water ranged attacks and homing skills help you keep pressure on a mobile target.
- Equip Heat-Resistant gear is not required indoors, but bring fire-damage mitigation Pals to soften its hits.
- Maintain DPS uptime; the time limit is a real factor against an evasive flyer.
06Tower 5 — Victor & Shadowbeak (Dark)
Recommended level: around 50, ideally with strong gear and a bred team. Shadowbeak is a Dark-type, weak to Dragon.
- Bring your strongest Dragon Pals — Jetragon is ideal if you have caught it by now.
- Shadowbeak has huge HP and devastating AoE bursts; this is the hardest of the base story towers.
- Mobility is survival — learn its attack telegraphs and dodge through them rather than tanking.
- Bring top-tier healing and consider a defensive Pal to soak aggro while your Dragon attacker focuses fire.
Note: Palworld 1.0 (July 2026) reworked all five original bosses and expanded the total tower count to nine. The four additional towers beyond Victor are: the Feybreak tower (Bjorn & Bastigor, ~Lv 60 — added in the Feybreak update), the Moonflower tower on Sakurajima (Saya & Selyne, ~Lv 55 — added in the Sakurajima update), the Azure Covenant tower in Sunreach (Auri & Shaolong, ~Lv 68, new in 1.0), and the final World Tree encounter (Zenara & Astralym, ~Lv 80, new in 1.0). Victor & Shadowbeak remains the final gating boss before the expansion zones.
FAQ
What order should I fight the Palworld tower bosses?
Fight them in roughly ascending level order: Zoe & Grizzbolt (Electric, ~Lv 15), Lily & Lyleen (Grass, ~Lv 30), Axel & Orserk (Electric/Dragon, ~Lv 35), Marcus & Faleris (Fire, ~Lv 40), and Victor & Shadowbeak (Dark, ~Lv 50). Each is an optional story gate, but tackling them in this order matches the difficulty curve and the gear you will have at each stage.
Can you catch tower bosses in Palworld?
No. Tower boss Pals cannot be captured — they are pure combat encounters fought alongside their human trainer. They drop strong loot and Technology Points, and you fight them with your team of up to five Pals under a time limit. Only wild Pals and Alpha Pals out in the world can be caught.
What level should I be for the first tower boss?
Aim for around level 15 for Zoe & Grizzbolt, the first tower. Grizzbolt is Electric-type, so bring Ground Pals to exploit its weakness and resist its attacks. If you are getting one-shot, level up a few more times and craft better weapons and armor before retrying — the fight is very doable with the right type matchup.
Which tower boss is the hardest?
Among all nine bosses, Zenara & Astralym at the World Tree (the final encounter at ~Lv 80) is the hardest fight in the game — 420,000 HP with no elemental weakness. Among the original five, Victor & Shadowbeak (Dark, ~Lv 50) is the toughest — huge HP and punishing AoE bursts that demand strong Dragon Pals and good dodging. The Sunreach boss Auri & Shaolong (~Lv 68, Water/Dragon) is the next step up after Victor.
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