Every Sphere in Palworld: Eleven of Them, and Capture Power Stops Tracking Technology at Hyper

Palworld has eleven spheres, and for the first four tiers their Capture Power is exactly their technology level — Mega Sphere is technology 14 with Capture Power 14, Giga is 20 and 20, Hyper is 27 and 27. From the Ultra Sphere onward that stops: technology 35 buys Capture Power 33, and the gap widens every tier after it.
By the top of the ladder you are paying technology 74 for Capture Power 64 — ten points of research that buy nothing.
The Full Sphere Ladder

| Sphere | Technology | Capture Power | Rarity | Gap |
|---|---|---|---|---|
| Pal Sphere | 2 | 7 | Common | +5 |
| Mega Sphere | 14 | 14 | Common | 0 |
| Giga Sphere | 20 | 20 | Uncommon | 0 |
| Hyper Sphere | 27 | 27 | Uncommon | 0 |
| Ultra Sphere | 35 | 33 | Rare | −2 |
| Legendary Sphere | 44 | 38 | Rare | −6 |
| Ultimate Sphere | 51 | 44 | Epic | −7 |
| Exotic Sphere | 58 | 50 | Epic | −8 |
| Sol Sphere | 67 | 58 | Epic | −9 |
| Ancient Sphere | 74 | 64 | Legendary | −10 |
| Radar Sphere | — | 20 | Uncommon | — |
The middle of the ladder is the honest part. Mega, Giga and Hyper give you exactly the capture power their technology level implies, which makes them the most efficient research spend in the catalogue.
The Pal Sphere is the only one that over-delivers, at Capture Power 7 for technology 2.
The top half charges an increasing premium. Between the Sol Sphere and the Ancient Sphere you spend seven technology levels for six points of capture power — and the Ancient Sphere is the only Legendary-rarity sphere in the game.
What Each One Costs
| Sphere | Materials |
|---|---|
| Pal Sphere | Paldium Fragment, Wood, Stone |
| Giga Sphere | Paldium Fragment 2, Ingot 2, Wood 5, Stone 5 |
| Hyper Sphere | Paldium Fragment 3, Ingot — |
| Ultra Sphere | Paldium Fragment 5, Refined Ingot 3, Wood |
| Legendary Sphere | Paldium Fragment 5, Pal Metal Ingot 3, Hardwood |
| Ultimate Sphere | Paldium Fragment 10, Pal Metal Ingot 5, Hardwood |
Paldium Fragment is the constant. Every sphere in the game is built on it, and the quantity doubles at the Ultimate tier — 10 per sphere against the Legendary's 5.
The metal is what actually gates you. Ultra needs Refined Ingot, Legendary and Ultimate need Pal Metal Ingot, and the top three need materials from the endgame biomes. A sphere ladder is a smelting project.
Craft down, not up. Because capture power scales more slowly than technology, a stack of Hyper Spheres at Capture Power 27 is often better value per material than a smaller stack of Ultras at 33.
The Radar Sphere Is Not Part of the Ladder

The eleventh sphere has no technology level and no place in the progression:
"A sphere that captures Pals when thrown. Though it has a low chance of success, it can forcibly capture another person's Pal."
| Field | Value |
|---|---|
| Capture Power | 20 — the same as a Giga Sphere |
| Rarity | Uncommon |
| Technology | None listed |
| Effect | Forcibly captures another player's Pal, at a low chance |
This is a PvP item, and it is the only one of its kind. Every other sphere in the game is aimed at a wild Pal; the Radar Sphere is aimed at somebody else's.
"Low chance of success" is the whole design. At Capture Power 20 against a player's levelled and condensed Pal, the odds are poor — but the possibility alone changes what a PvP-enabled server feels like.
If you run PvP, know this item exists. It is the reason a guild's best Pal is a target rather than just an asset, and it is worth deciding your server's stance on it before somebody uses one.
Which Sphere to Actually Carry

- Technology 14–26: Mega Spheres in bulk. Capture Power 14 for technology 14 is the best ratio available, and the materials are trivial.
- Technology 27: the Hyper Sphere. The last sphere where capture power equals its technology level, and the value peak of the whole ladder.
- Technology 35–51: Ultra, then Ultimate. The Ultra-to-Legendary step is the worst on the ladder — nine technology levels for five points of capture power, 33 to 38 — so skip Legendary if you are short of Pal Metal and save for the Ultimate's 44.
- Technology 74: the Ancient Sphere at 64. The ceiling, and the only Legendary sphere.
- Do not stop crafting the cheap ones. Capture chance is a function of the target as well as the sphere, and a hundred Hyper Spheres beat ten Ancient ones for filling a Paldeck.
Capture Power is one input, not the whole calculation — the target's level, remaining health and any status you have applied all feed in, which our capture rate measurements cover in detail.
Running your own Palworld 1.0 server
A Paldeck is a collection measured in hundreds of captures, which only accumulates on a world that persists between sessions. A gamever Palworld server keeps it running with full crossplay, automatic updates and one-click backups.
Conclusion
Palworld has eleven spheres, and the useful pattern in them is that Capture Power equals technology level for exactly three tiers — Mega 14, Giga 20 and Hyper 27 — before the two part company for good. Ultra costs technology 35 for Capture Power 33, and the gap widens every step to the Ancient Sphere's technology 74 for 64, the only Legendary-rarity sphere in the game. That makes the Hyper Sphere the value peak of the whole ladder, and the Ultra-to-Legendary step the worst buy on the ladder — nine technology levels for five points, 33 to 38, on top of a Pal Metal bill. Every sphere is built on Paldium Fragment, with the quantity doubling to 10 each at the Ultimate tier, so the real gate is smelting rather than research. And the eleventh sphere is not part of the ladder at all: the Radar Sphere, at Capture Power 20 and no technology level, exists to forcibly capture another player's Pal at a low chance — the only PvP sphere in the game.
Want a world where the collection actually accumulates? Rent a Palworld server at gamever.io — instant setup, full crossplay, automatic updates, one-click backups and 24/7 uptime. Start with a free trial and use promo code WELCOME.
