All Tower Bosses in Palworld 1.0: Order, Levels & Counters

Tower bosses are Palworld's progression spine. There are nine of them, running from Level 10 to Level 80, and in 1.0 they are also the gate on the endgame — the World Tree opens once you have worked through them. This guide lists all nine in order with their levels, tower locations and elemental weaknesses, so you can plan the route rather than discovering a difficulty spike the hard way.
The Full List, in Order
| Boss | Level | Pal element | Tower / faction |
|---|---|---|---|
| Zoe & Grizzbolt | 10 | Electric | Tower of the Rayne Syndicate |
| Lily & Lyleen | 20 | Grass | Free Pal Alliance Tower |
| Axel & Orserk | 30 | Dragon / Electric | Eternal Pyre Tower |
| Marcus & Faleris | 40 | Fire | Tower of the PIDF |
| Victor & Shadowbeak | 50 | Dark | PAL Genetic Research Unit Tower |
| Saya & Selyne | 55 | — | Sakurajima (Moonflower Tower) |
| Bjorn & Bastigor | 60 | — | — |
| Auri & Shaolong | 68 | Dragon / Water | Sunreach Tower |
| Zanara & Astralym | 80 | — | The Sealed Calamity — final boss |
Most towers can be challenged in almost any order, but the level range spans 10 to 80. Working from lowest to highest is what keeps your equipment, Pals and Technology unlocks in step with the fight in front of you.
Where the Five Base Towers Are

| Tower | Coordinates | Region |
|---|---|---|
| Rayne Syndicate | 111, -431 | Windswept Hills |
| Free Pal Alliance | 36, -311 | North of Small Settlement |
| Eternal Pyre | -588, -518 | Mount Obsidian |
| PIDF | 556, 336 | Desiccated Desert |
| PAL Genetic Research Unit | -149, 447 | Astral Mountains |
Two of these are in hostile biomes. Mount Obsidian is volcanic and the Desiccated Desert is exactly what it sounds like — bring heat resistance to both, or the environment will chip you down before the boss does.
Weaknesses at a Glance

Element matchup roughly doubles your damage into a weakness and halves it into a resistance — a four-fold swing. Against a timed tower fight, that is the difference between a comfortable clear and running out of clock.
| Boss Pal | Element | Bring |
|---|---|---|
| Grizzbolt | Electric | Ground |
| Lyleen | Grass | Fire |
| Orserk | Dragon / Electric | Ice (Dragon half) or Ground (Electric half) |
| Faleris | Fire | Water |
| Shadowbeak | Dark | Dragon |
| Shaolong | Dragon / Water | Ice |
Orserk is the only one with two answers, which makes it the most forgiving of the mid-tier towers if you have a mixed squad.
Counters from the 1.0 Roster
Palworld 1.0's new Pals cover every one of these matchups:
- vs Grizzbolt (Electric) → Sekhmet (Ground, 790 – 997 Attack) or Aegidron (Dragon/Ground, 850 – 1,075). Bulldosu also gives the party immunity to Electrify.
- vs Lyleen (Grass) → Flaracle (Fire, 850 – 1,075) or Renjishi (Fire, 820 – 1,036). Pair Renjishi with Flaracle so Burn detonates for 40% of your attack damage.
- vs Orserk (Dragon/Electric) → Moldron Cryst (Ice/Ground, 850 – 1,075) covers both halves on its own.
- vs Faleris (Fire) → Panthalus (Water, up to 10,260 HP) or Shaolong (Dragon/Water, 910 – 1,153).
- vs Shadowbeak (Dark) → Shaolong, Aegidron or Eidrolon. Aegidron's Stun immunity matters here more than anywhere.
Why the Order Matters

Three things to plan around:
1. The difficulty spike is at Victor & Shadowbeak. The jump from Level 40 to Level 50 is a noticeably harder step than the ones before it. If a tower run is going to stall, it stalls here.
2. Tower fights are timed. Palworld 1.0's combat overhaul made tower bosses faster, which cuts both ways — the fight is shorter, but so is your window. Bringing the wrong element can genuinely run you out of clock rather than just costing you health.
3. They gate the World Tree. Palworld 1.0's endgame region opens after the tower bosses, so the tower route is not optional content — it is the main progression path to Level 80, the ancient technology tier and everything in this knowledge base tagged endgame.
One practical note for multiplayer: v1.0.2 fixed a bug where Victor & Shadowbeak could disappear after using a teleportation attack. If you are running an older build on a dedicated server, update before attempting that tower.
Practical tips
- Fight them in level order. The 10-to-80 spread means equipment and tech unlocks should keep pace.
- Bring the counter element. A 2× multiplier matters more here than anywhere because the fights are timed.
- Heat resistance for Mount Obsidian and the Desiccated Desert — the environment stacks damage on top of the boss.
- Aegidron's Stun immunity is the single most useful party buff across all nine fights.
- Update your server past v1.0.2 before the Victor & Shadowbeak tower.
Running your own Palworld 1.0 server
Tower bosses are the natural group activity in Palworld — nine fixed fights that a squad can work through together. A dedicated Palworld 1.0 server keeps that progression persistent so nobody has to wait for a host, supports full crossplay so friends on any platform can join the run, and applies automatic updates so patches like the v1.0.2 Victor & Shadowbeak fix land without anyone touching a config file. One-click backups mean a failed attempt is never worse than a failed attempt.
Conclusion
Palworld has nine tower bosses, from Zoe & Grizzbolt at Level 10 to Zanara & Astralym at Level 80, and in 1.0 they gate access to the World Tree. The five base-map towers sit at 111, -431, 36, -311, -588, -518, 556, 336 and -149, 447. Fight them in level order, bring the counter element every time — Ground, Fire, Ice or Ground, Water, Dragon respectively — and expect the difficulty to jump at Victor & Shadowbeak, Level 50. Bring heat resistance to Mount Obsidian and the Desiccated Desert, and keep Aegidron in the party for Stun immunity.
Want to run the tower route with friends? Rent a Palworld server at gamever.io — instant setup, one-click backups and automatic updates, full crossplay and 24/7 uptime. Start with a free trial and use promo code WELCOME.
