Palworld Implode Skill: The 300-Power Move That Knocks Out Its Own User

Implode is a Normal-type active Pal skill in Palworld built around one trade-off: it hits for 300 power, cycles back every 16 seconds, and then takes its own user out of the fight. paldb.cc's in-game text is blunt about it: "Risks its life to cause a violent explosion. Becomes incapacitated afterwards." This article covers Implode's stats, what "incapacitated" actually costs you, the balance change that reportedly reshaped the skill, and which Pals can learn it.
What Implode Does
Implode is filed as a Normal-element skill on paldb.cc, the same skill palworld.wiki.gg lists under its own element category, "Neutral." The facts JSON for this article notes these are the same element under different site naming conventions, not a real data conflict — paldb.cc is treated as this article's primary source for the element name, but both sites agree on what the skill actually does. The in-game description quoted above is the whole mechanic in two sentences: it's a self-destructive attack, and the game tells the player that up front rather than burying it in a tooltip footnote.
Implode's Combat Stats

paldb.cc and palworld.wiki.gg agree on the two numbers that matter most for slotting Implode into a moveset: 300 power and a 16-second cooldown. That cooldown is short for a move hitting for 300 — it's not a once-a-battle nuke, it's something a Pal can realistically use more than once in an extended fight, cooldown permitting. palworld.wiki.gg additionally records that Implode carries a 100% chance to inflict Burn on the target. paldb.cc's page for Implode does not list a status-effect field at all, so this article treats the Burn chance as sourced specifically to palworld.wiki.gg rather than confirmed independently.
The Catch: Implode Incapacitates Its User
The reason Implode isn't an automatic best-in-slot pick despite its power number is the second sentence of its own description: "Becomes incapacitated afterwards." paldb.cc doesn't qualify how long that incapacitation lasts, how it interacts with switching Pals mid-fight, or whether it can be cured early — the facts gathered for this article don't cover that detail, so treat "incapacitated afterwards" as confirmed but its exact duration and recovery conditions as undocumented rather than guessing a number.
What is documented is that Implode apparently wasn't always this strong. palworld.wiki.gg — and only palworld.wiki.gg, this isn't corroborated on paldb.cc — notes a Patch 1.0 balance change to the skill: cooldown dropped from 55 seconds to 16 seconds, and power rose from 230 to 300.
Worked out, that's two separate improvements stacked on the same move:
- Cooldown: 55s → 16s is 55 ÷ 16 ≈ 3.4x more often Implode is available, cooldown permitting.
- Power: 230 → 300 is (300 − 230) ÷ 230 ≈ 30.4% more damage per hit.
Because this change is attributed to palworld.wiki.gg alone, treat the "before" numbers (55s, 230 power) as that source's historical record rather than a value paldb.cc also confirms — the after numbers (16s, 300 power) are the ones both sources agree describe the skill today.

Which Pals Learn Implode

Per palworld.wiki.gg, four Pals learn Implode naturally by leveling:
- Tocotoco — Level 1
- Chikipi — Level 22
- Lamball — Level 22
- Lovander — Level 40
Tocotoco is the outlier here — a Level 1 unlock means it comes with the skill from the moment it's usable, well before Chikipi and Lamball catch up at 22 and Lovander rounds the list out at 40. Beyond natural leveling, paldb.cc confirms Implode is learnable via Skill Fruit, which means any Pal that can equip a learned skill from a fruit isn't limited to this list of four — the facts gathered don't specify which fruit or where to find it, so treat the fruit's own identity and drop source as undocumented for this article.
Implode's 16-second cooldown means it's worth timing around your Pal's other moves rather than firing on cooldown alone — since the user is incapacitated afterward, using it right before a fight's decisive exchange (not at the start) gets the most value out of the 300-power hit before your Pal is out of action.
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Conclusion
Implode is a 300-power, 16-second-cooldown Normal skill that trades its own user's availability for a hard hit and a guaranteed Burn — per its own in-game description, the risk is not a hidden downside, it's the headline. The reported Patch 1.0 change (55s → 16s cooldown, 230 → 300 power, palworld.wiki.gg only) would make it meaningfully more usable than it once was, roughly 3.4x more often available and about 30% harder-hitting. Whether you get it from Tocotoco at Level 1 or wait for Lovander at 40, Implode is a skill you plan a turn around, not one you fire without thinking.
