You've probably been there. You wander into a massive, glowing tower thinking your level 15 Lamball and a stone spear are enough to take over the world. Then, a cinematic starts, a health bar the size of a skyscraper appears, and you’re sent back to your base with nothing but bruised ego and empty pockets. Pocketpair didn't exactly hand out a manual for this. If you’re looking for the palworld bosses in order, you need to know that while the game is "open world," there is a very specific path of least resistance.
Taking these guys on out of sync is basically a suicide mission.
The difficulty curve in Palworld isn't a gentle slope; it’s more like a jagged cliffside in the Astral Mountains. If you jump from the first boss to the third because you happened to be flying nearby, you're going to get roasted—literally. Let’s get into the nitty-gritty of who these Syndicate leaders are, why they’re kicking your butt, and the actual sequence you should follow to plant your flag at the top of every tower.
Rayne Syndicate Tower: Zoe and Grizzbolt
This is the "Welcome to Palworld" moment. Zoe and her fluffy, electrified powerhouse, Grizzbolt, are located at coordinates (112, -434). Most players stumble upon this tower within the first couple of hours. Honestly, it's the only boss fight that feels somewhat fair when you're just starting out.
Grizzbolt is an Electric-type. If you’ve played any monster-catching game in the last twenty years, you know the drill. Bring Ground-types. Gumoss or Rushoar are your best friends here. You want to be at least level 12, but level 15 makes it a breeze. The biggest mistake people make? Standing still. Grizzbolt has a high-speed dash and a nasty gatling gun attack. Use the pillars in the arena. They aren't just there for decoration; they are your only hope for breaking line-of-sight when Zoe decides to turn the arena into a bullet hell.
One weird thing about this fight is the timer. You’ve got 10 minutes. It sounds like a lot until you realize Grizzbolt has 30,550 HP. If your DPS (damage per second) is low, you’ll find yourself sweating as the clock hits the one-minute mark. Focus on headshots. Zoe sits right on top, and hitting her directly deals extra damage compared to hitting the Pal’s body.
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Free Pal Alliance Tower: Lily and Lyleen
Next up is Lily. She’s located way up north in the snowy-but-not-too-snowy Free Pal Alliance area at (181, 29). This is where the palworld bosses in order progression really starts to demand better gear. You’re looking at a jump to level 25 or 30 here.
Lyleen is a Grass-type beauty, but don’t let the flowers fool you. She has 69,375 HP. Since she’s Grass, you need Fire. Lots of it. Arsox is a fantastic mount for this fight because it converts your attacks to Fire damage while you're riding it.
The move you have to watch out for is her bubble shield and the homing leaf attacks. Lyleen plays a long game. She’ll kite you, heal up, and let her AOE (area of effect) attacks do the work. If you haven't upgraded to at least a Mega Shield and some Metal Armor, one stray hurricane attack will end your run. It's kinda funny how the "Free Pal Alliance" leader uses one of the most pampered Pals in the game to try and crush you, but hey, hypocrisy is a theme here.
Eternal Pyre Tower: Axel and Orserk
Things get spicy now. Axel and Orserk are hanging out in the middle of a volcano at (-588, -517). You’re going to need heat-resistant armor just to reach the front door. This is a massive jump in difficulty. Orserk is a dual Electric/Dragon type.
This combo is a nightmare.
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Normally, you'd bring Ground for Electric, but Orserk has Dragon moves that will delete your Ground Pals. Your best bet? Ice types or high-level Ground types like Dumud or Anubis. Anubis is basically the "Easy Mode" button for this fight if you’ve spent time breeding him early.
Axel has 130,700 HP. You need to be level 40. No exceptions. If you walk in there at level 35, you’re just providing Orserk with a snack. The arena is smaller than it looks, and Orserk’s "Keraunos" lightning strike covers a huge portion of the floor. You have to be frame-perfect with your dodges. Honestly, this is the point in the palworld bosses in order list where most casual players get stuck. The jump from 69k HP to 130k HP is brutal.
PIDF Tower: Marcus and Faleris
Marcus is the "law" in Palworld, which basically means he’s a jerk with a giant fire bird. You’ll find him at the top of the desert biome at (556, 336). Faleris is a pure Fire-type, and he stays airborne for most of the fight.
This makes the fight a total pain for melee-focused builds.
You need a refined rifle or a cross-bow at the very least, but by level 45, you should be rocking an Assault Rifle. Faleris has 146,975 HP. Because he’s Fire, you want Water Pals. Jormuntide is the king here. If you don't have a Jormuntide, a high-level Azurobe can work, but you're playing with fire.
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The biggest tip for Marcus? Watch the floor. Faleris loves to drop fire tornadoes that linger. If you get caught in one, the "Burning" status effect will eat through your health faster than you can use a potion. It's a fight of attrition. Move, shoot, swap Pals to reset their cooldowns, and keep Jormuntide out as much as possible to tank the hits.
PAL Genetic Research Unit Tower: Victor and Shadowbeak
This is it. The big one. Victor is located in the freezing peaks of the Astral Mountains at (-146, 448). You need cold-resistant armor. You need the best weapons in the game. You need to be level 50.
Shadowbeak is a Dark-type, and he is a literal tank with 200,750 HP.
To beat Victor, you need Dragon-type Pals. Jetragon is the obvious choice, but since you usually need to beat the game to easily get Jetragon, you might be stuck with Quivern or Chillet. Actually, a highly condensed Chillet is a "secret weapon" here because it adds Dragon damage to your attacks while you ride it.
Shadowbeak’s signature move, Divine Disaster, creates a series of light orbs that charge at you. If they hit, you're done. There’s no "kinda" surviving it. You have to dodge toward the orbs to pass through their hitboxes. This fight tests everything you’ve learned about the palworld bosses in order. It’s long, it’s stressful, and the music is epic enough to make your palms sweat.
Actionable Insights for Boss Hunters
To make sure you don't just become a stain on the tower floor, keep these practical tips in mind for your next run:
- Dodge-Rolling is everything: You have invincibility frames (i-frames) during your roll. Use them to go through attacks, not just away from them.
- The "Headshot" Rule: Always aim for the human rider. They have a separate, much squishier hitbox than the Pal.
- Pal Swapping: When your Pal's health gets low, or they are about to be hit by a massive telegraphed attack, withdraw them into their sphere. It resets their positioning and saves them from a knockout.
- Condensed Power: Don't just bring any Pal. Use the Pal Essence Condenser to "star up" your main combat team. A 4-star Chillet is infinitely more useful than a 0-star Jetragon in the mid-game.
- Statue of Power: Dump all your Lifmunk Effigies into your catch rate, but don't forget to use Pal Souls to buff your main team’s attack and defense at the statue too.
Progressing through the towers is the true test of your base-building and breeding skills. If you follow this order—Zoe, Lily, Axel, Marcus, then Victor—you'll find the difficulty spike is manageable rather than impossible. Get your armor ready, craft a few thousand rounds of ammo, and go show the Syndicate who really runs the Palpagos Islands.