Status Buildup in Palworld: Eight Statuses and the Number Nobody Reads

Every active skill in Palworld carries a field called Aggregate — a status buildup value — and it is the least-discussed number in the game. It decides how fast a skill applies Burn, Soak, Freeze or one of five other statuses, and critically, it does not track the skill's Power. A 30-damage skill can apply a status three times faster than a 60-damage one.
The Eight Statuses

| Status | Element it maps to |
|---|---|
| Burn | Fire |
| Electrify | Electric |
| Soak | Water |
| Freeze | Ice |
| Blind | Dark |
| Muddy | Ground |
| Poison | Dark / Grass |
| Stun | Rare, cross-element |
Burn appears on more skills than any other status, ahead of Electrify, Soak and Freeze — which mirrors how many Fire skills exist and how central Fire is to the roster. (That ordering comes from a large sample of the skill list rather than an exhaustive count, so treat the ranking as indicative and the eight statuses themselves as the firm part.)
Poison and Stun are the two rarest by a wide margin. Very few skills apply either, which makes the ones that do disproportionately valuable — there is no substituting a different Fire skill when you need Poison.
The element-to-status mapping is almost perfectly clean. Fire builds Burn, Water builds Soak, Ice builds Freeze, Electric builds Electrify, Ground builds Muddy, Dark builds Blind. If you know a skill's element you can predict its status without looking.
Which makes the exceptions worth spotting. Poison shows up on Dark skills — Poison Blast and Poison Fog are both Dark — rather than having an element of its own. As our status effects guide covers, what each status does once applied is a separate question from how fast it builds.
Aggregate Is the Number

Aggregate is buildup, not application. A status does not land on the first hit — it accumulates, and the Aggregate value is how much each hit contributes.
Compare three Dark skills and the point becomes obvious:
| Skill | Power | Aggregate |
|---|---|---|
| Poison Blast | 30 | Poison 100 |
| Dark Shot | 40 | Blind 20 |
| Umbral Surge | 60 | Blind 35 |
Poison Blast has the lowest Power of the three and the highest Aggregate by a factor of five. More damage does not mean more buildup — the two numbers are set independently, and a skill can be strong at one and weak at the other.
The extreme case is Poison Fog: Power 0, Aggregate Poison 9999. It deals no damage whatsoever and applies its status essentially instantly. That is not a broken skill — it is a pure status-application tool, and it sits on a 30-second cooldown precisely because of it.
So a damage ranking of active skills tells you nothing about status builds. Every "best skills" list ordered by Power is, by construction, sorting on the wrong column for this purpose.
Building a Status Team

The build is two skills doing different jobs. One low-Power, high-Aggregate skill to land the status fast, and one high-Power skill to capitalise once it is on.
Poison Fog is the archetype of the first half — zero damage, instant application. Pair it with anything that hits hard and you have a Pal that debuffs and then punishes, rather than one that does a bit of both badly.
Match the element to the status you want, because the mapping is reliable. Want the target Soaked? Bring Water skills. Want them Frozen? Ice. There is no clever cross-element route to a status — the element is the status.
And check Aggregate before you spend a skill fruit. Two fruits of the same element can teach skills with wildly different buildup values, and the cheaper-looking one is often the better status tool. A fruit spent on the higher-Power skill when you wanted the higher-Aggregate one is a fruit wasted.
Note the cooldown interaction. A high-Aggregate skill on a short cooldown applies its status repeatedly; the same value on a 30-second cooldown applies it once per fight. Aggregate per cooldown is the real figure — nobody prints it, but it is what you are actually choosing between.
Practical tips
- Eight statuses: Burn, Electrify, Soak, Freeze, Blind, Muddy, Poison, Stun.
- Burn appears on the most skills; Poison and Stun on the fewest.
- Element predicts status: Fire→Burn, Water→Soak, Ice→Freeze, Dark→Blind, Ground→Muddy.
- Aggregate is buildup per hit, and it does not track Power.
- Poison Blast: Power 30, Aggregate 100. Umbral Surge: Power 60, Aggregate 35.
- Poison Fog is Power 0 with Aggregate 9999 — pure status application.
- Pair one high-Aggregate skill with one high-Power finisher.
- Aggregate per cooldown is the real number. Check the cooldown too.
Running your own Palworld 1.0 server
Status builds are worked out over many fights — testing pairs, breeding for skills, and rebuilding a team when something does not land. A gamever Palworld server keeps your roster and world persistent with full crossplay, automatic updates and one-click backups, so the experiment survives the session.
Conclusion
Palworld skills carry a fourth number almost nobody reads: Aggregate, the status buildup per hit. There are eight statuses — Burn, Electrify, Soak, Freeze, Blind, Muddy, Poison and Stun — with Burn appearing on the most skills and Poison and Stun on the fewest, and the element-to-status mapping is reliable enough to predict: Fire builds Burn, Water builds Soak, Ice builds Freeze, Dark builds Blind, Ground builds Muddy. The crucial point is that Aggregate does not track Power: Poison Blast is Power 30 with Aggregate 100, while Umbral Surge is Power 60 with Aggregate 35, and Poison Fog is Power 0 with Aggregate 9999 — a skill that deals nothing and applies its status instantly. Any "best skills" list ranked by damage is therefore sorting on the wrong column for a status build. Pair one high-Aggregate applicator with one high-Power finisher, and check the cooldown alongside the Aggregate, because buildup per cooldown is what you are really comparing.
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