Palworld 1.0 Status Effects: Burn, Soak, Muddy & How to Exploit Them
Status effects are the most under-used system in Palworld. Most players treat Burn and Soak as incidental chip damage, when in fact 1.0's roster is full of partner skills built specifically to apply a status and others built to punish it — and chaining the two together is worth more than any raw stat upgrade. This guide covers which Pals inflict what, which Pals pay it off, and the two combos that genuinely change how a fight plays.
The Statuses That Matter
Across Palworld 1.0's roster you will run into ten conditions, and they split into three jobs:
- Damage over time — Burn, Poison. Steady chip damage that ticks whether or not you are attacking.
- Control — Freeze, Stun, Sleep, Electrify. The target stops doing things, which is the point.
- Vulnerability markers — Soak, Muddy, Blind, Ivy-Covered. These do little on their own but flag the target for Pals that specifically punish them.
That third category is where the value hides. A Soaked enemy is not meaningfully hurt by being Soaked — but it is one step away from being frozen solid.
Pals That Apply a Status
Four 1.0 partner skills convert your own attacks into status delivery:
| Pal | Partner skill | Effect |
|---|---|---|
| Renjishi | Stage Combat | Your attacks inflict Burn (2~6). Does not stack. |
| Ophydia | Glorious Mist | Your attacks inflict Soak 2. Rideable. Does not stack. |
| Dandilord | Mist Stalwart | When activated, your attacks inflict Poison (2~6) — and the party gains immunity to Poison |
| Elgrove Cryst | Father Winter's Threat | Freezes enemies afflicted with Soak in a single strike |
The important thing about the first three is that they re-type your damage without touching your weapon. Carry Renjishi and every bullet from a Plasma Rifle also applies Burn — free damage over time layered onto whatever you were doing anyway.
Pals That Punish a Status

| Pal | Partner skill | Payoff |
|---|---|---|
| Flaracle | Burning Future | Attack a Burn-afflicted enemy and it explodes for 40% of your attack damage to nearby enemies |
| Pierdon | Power Stone | +50–65% damage to Muddy-afflicted enemies |
| Roujay | Dark-Nester | +50% damage to Blind-afflicted enemies. Rideable flying mount. |
| Souffline | Fuzzy Fairy | Boosts capture rate against Ivy-Covered Pals |
| Moldron Cryst | Ice Overload | +25–40% Ice damage to enemy weak points for you and your Pals |
Look at the size of those numbers. +50–65% from Pierdon and +50% from Roujay are larger than almost any flat Attack buff in the game — they are just conditional. Meeting the condition is the whole skill.
The Two Combos Worth Building
Burn chain: Renjishi → Flaracle
Renjishi makes your attacks inflict Burn. Flaracle makes Burn-afflicted enemies explode for 40% of your attack damage to everything nearby when you hit them.
Carry both and every enemy you engage catches fire, and then detonates. Against grouped enemies — raid waves, dungeon packs — that 40% splash applies over and over from a single attack chain. Neither skill requires you to change weapons or elements; they just sit in your party and multiply what you were already doing.
Both are Fire Pals with strong stat lines too: Flaracle at 850 – 1,075 Attack and Renjishi at 820 – 1,036, and both are top-tier Kindling workers (Lv7 and Lv8) when they go home.
Freeze chain: Ophydia → Elgrove Cryst
Ophydia makes your attacks inflict Soak 2. Elgrove Cryst freezes any enemy afflicted with Soak in one strike.
That is a two-Pal setup that hard-freezes essentially anything you can hit twice — and Freeze is control, not chip damage, which means the target stops attacking you entirely. It is the cleanest answer in the update to a fight you are losing on damage.
It also feeds directly into catching, which is the next section.
Status Effects and Capture Rate
This is the part most guides skip. In Palworld's capture formula, Capture Power bonuses add to the calculation, while status conditions multiply the resulting chance. A standard status such as Freeze applies a ×1.09 multiplier, and a bear trap applies ×1.14.
Because it multiplies, a status is worth more the better your setup already is. Freezing a Level 79 Alpha that is already in the red, with an Ancient Sphere in hand, is where that 9% actually converts into caught Pals.
Two 1.0 Pals are built for this specifically:
- Souffline — boosts capture rate against Ivy-Covered targets.
- Wispaw — grants +1 to +5 Capture Power when you land a back throw, which is the only circumstance in which back throws do anything at all.
Put the Ophydia → Elgrove Cryst freeze chain together with a high-tier sphere and you have a repeatable way to lock down endgame Alphas rather than hoping.
Status Immunities: What to Bring Where

Statuses cut both ways, and four 1.0 Pals hand your whole party immunity to a specific one:
| Pal | Protects against |
|---|---|
| Aegidron | Immune to Stun, plus the party takes 60% less explosive damage |
| Bulldosu | Immune to Electrify, plus 15% less Electric damage |
| Snock Lux | Immune to Soak, plus 15–30% less Water damage |
| Dandilord | Immune to Poison — and it nullifies the toxic gas that blankets its own World Tree region |
Aegidron's Stun immunity is the standout. Getting stun-locked is what actually ends boss attempts; being unable to be stunned turns a chaotic fight into a readable one.
Dandilord's Poison immunity is the one that unlocks content. The toxic gas around its World Tree home is a genuine threat, and a single Dandilord in your party nullifies it entirely — which makes catching your first one the key to farming the whole region comfortably.
Building a Status Party

A practical six-slot loadout:
- Renjishi — applies Burn to everything you hit.
- Flaracle — detonates it for 40% splash.
- Ophydia — applies Soak, and it is rideable.
- Elgrove Cryst — converts Soak into an instant Freeze.
- Aegidron — Stun immunity so none of the above gets interrupted, and it is the best boss mount in the update.
- Wispaw or Souffline — depending on whether you are killing or catching.
Swap Dandilord in when you are farming the World Tree's gas region, and Bulldosu or Snock Lux when you know you are walking into Electric or Water damage.
Practical tips
- Almost every partner skill here says "does not stack." Two Renjishi add nothing — spend the slot on a Pal that punishes the status instead of applying it twice.
- Status-applying skills work through your weapon, not your Pal's attacks. They are strongest on high rate-of-fire guns where you land many hits.
- Vulnerability markers (Soak, Muddy, Blind, Ivy-Covered) do almost nothing alone. If you carry the applier, carry the punisher.
- Dandilord's Poison skill is activated, not passive, unlike Renjishi's and Ophydia's. Remember to trigger it.
- For catching, statuses multiply while Capture Power adds. Apply the freeze after the target is in the red, not before.
Running your own Palworld 1.0 server
Assembling a status-chain party means catching several specific Pals across the World Tree and Sky Islands, and testing combos takes repeated boss attempts. A dedicated Palworld 1.0 server keeps those Alpha spawns and your bases live 24/7 so you can run a fight, adjust the party and go again without waiting on a host. Full crossplay lets your group cover different roles across platforms, and one-click backups plus automatic updates keep a carefully built party safe through every patch.
Conclusion
Palworld 1.0's status system is a set of matched pairs, not a list of debuffs. Renjishi applies Burn and Flaracle detonates it for 40% of your attack damage; Ophydia applies Soak and Elgrove Cryst turns that into an instant Freeze. The vulnerability markers — Soak, Muddy, Blind, Ivy-Covered — are worth almost nothing alone and a great deal alongside Pierdon (+50–65%), Roujay (+50%) or Souffline's capture boost. And on the defensive side, Aegidron's Stun immunity and Dandilord's Poison immunity are the two that decide whether an endgame fight or region is playable at all.
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