PalworldBreeding

Breeding

The complete Palworld breeding guide

Updated Verified for Palworld 1.0.3

Breeding in Palworld is not random. Given two parents, the species of the offspring is fixed and predictable — only the passive skills and Potentials roll. Once you know the three rules below you can plan a route to any Pal in the game.

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The short version

Same species breeds true. Otherwise, if the pair is one of the 79 unique combos, you get that fixed result. Otherwise the game averages the parents' hidden Breeding Rank and gives you whichever species sits closest.

Setting up: what you actually need

  1. A Breeding Farm. Unlocked in the Technology tree and built at a base.
  2. One male and one female Pal placed in the farm. Same-gender pairs will not breed.
  3. Cake in the farm's chest. One Cake is consumed per egg. This is the real bottleneck — Cake needs Flour, Milk, Eggs, Red Berries and Honey, so a working breeding operation needs a Wheat plantation, a Mozzarina and a Chikipi on a Ranch, and a Beegarde or Elizabee for Honey.
  4. An Egg Incubator to hatch what you produce. Incubators can be temperature-tuned to speed hatching up.

Rule 1 — same species breeds true

Two Pals of the same species always produce that species. This is checked before everything else, which has one important consequence: a legendary paired with itself gives another legendary, and no unique combo can override it.

This is the only way to breed the game's top-tier Pals. Exactly 24 Pals have no cross-species breeding route — no pairing of two different species produces them, so you must catch one of each gender first:

Astralym, Bastigor, Bellanoir Libero, Blazamut Ryu, Dandilord, Faleris, Frostallion, Grizzbolt, Hartalis, Jetragon, Lyleen, Mimog, Necromus, Neptilius, Orserk, Paladius, Panthalus, Selyne, Shadowbeak, Shaolong, Silvance, Xenogard, Xenolord, Xenovader.

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How we determined this list

A Pal reaches this list when the breeding-rank formula is barred from returning it and no cross-species pairing produces it, which leaves same-species as the only rule that can. 22 of the 24 are marked by a self-pair row in the game's combo table; the rest carry no combo row at all and are flagged IgnoreCombi instead. Both conditions come straight out of the game's own tables, so this list is derived on every build rather than maintained by hand. Note that a variant such as Jormuntide Ignis also has a same-species entry, but it is not on this list, because a cross-species pairing makes it too. The full comparison, with gender ratios and spawn counts →

Rule 2 — unique combos override the formula

79 pairings of two different species have a hard-coded result. These are how you obtain every variant form — the Ignis, Noct, Cryst, Lux, Terra, Aqua, Botan and Primo Pals — plus standalone species such as Celesdir.

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Why other sites quote a bigger number

The game's combo table holds 183 rows for obtainable Pals, but 104 of them pair a Pal with itself. Those never override anything, because same-species is resolved first — they exist to mark a Pal as obtainable only through the table. That leaves 79 pairings you can actually act on, which is the number we quote.

A few examples:

Parent 1Parent 2Offspring
JormuntideBlazehowlJormuntide Ignis
FrostallionHelzephyrFrostallion Noct
GildaneEikthyrdeer TerraCelesdir
FoxcicleVanwyrmVanwyrm Cryst
GrizzboltMossandaMossanda Lux
WumpoMammorestMammorest Cryst

See all 79 unique combos →

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The two gender-dependent combos

Exactly two pairings in the whole game change result based on gender:

  • Female Katress + male Wixen → Katress Ignis
  • Male Katress + female Wixen → Wixen Noct

Rule 3 — the Breeding Rank formula

Every Pal carries a hidden CombiRank (also called Breeding Power). For any pairing that is neither same-species nor a unique combo, the game computes:

target = floor((rankA + rankB + 1) / 2)

and returns the species whose CombiRank is closest to that target.

Which species are eligible

This is the part almost every third-party calculator gets wrong. Any Pal that is the child of a unique combo is removed from the rank pool entirely. Variant forms like Jormuntide Ignis can never appear as a rank result — they are only obtainable through their specific combo. That exclusion removes 103 of the 289 entries, leaving 184 species the formula can actually return.

How ties are broken

When two species sit an equal distance either side of the target, the game breaks the tie by:

  1. Higher CombiDuplicatePriority — a second hidden field, normally equal to CombiRank × 100;
  2. then the base form ahead of the variant form.

You will still find guides saying ties go to the lowest Paldeck number. That was true historically and is now wrong. Nine sub-species carry deliberately tiny priority values so they always lose ties: Killamari Primo, Pengullet Lux, Penking Lux, Celaray Lux, Fuack Ignis, Dumud Gild, Turtacle Terra, Azurobe Cryst and Finsider Ignis.

Worked example

Melpaca has rank 2720; Eikthyrdeer has rank 2710. Breed two Pals whose ranks average to 2715 and both sit exactly 5 away. The higher CombiDuplicatePriority belongs to Melpaca (272,000 versus 271,000), so Melpaca is the child.

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Skip the arithmetic

Our breeding calculator implements exactly these rules and is re-checked against an independently datamined outcome table on every build, currently reproducing 41,617 of 41,617 comparable rows. It will also plan a full multi-step route from the Pals already in your box. What that figure does and doesn't cover.

Passive skills: what actually carries over

Species is deterministic; passives are not. The game rolls how many passives an egg inherits from the parents' combined pool, and the possible counts are stored in BP_PalGameSetting as Combi_PassiveInheritNum:

Possible inherited counts: 1, 2, 3, 4.

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The famous 40 / 30 / 20 / 10% weights are not in the game data

You will find that split on most Palworld sites, and we published it too until we went looking for its source. Combi_PassiveInheritNum is stored as a bare list of four counts with no weights beside it, and no other extracted asset carries a passive-inheritance distribution. We could not find the 40/30/20/10 figures anywhere in the game files.

So we no longer state them. Our calculator treats the four counts as equally likely, says so on screen, and shows a range alongside the estimate — whatever the true weighting turns out to be, your real odds sit inside that band. See how we verify things.

Slots not filled from the parents may instead receive a random passive — that count has its own list, Combi_PassiveRandomAddNum. Because random fillers can only add skills and never remove them, keeping the parents' combined pool small is the single most effective thing you can do — every extra unwanted passive on a parent dilutes the draw. That conclusion does not depend on the unknown weighting at all, which is why it is the advice worth following.

The practical method

  1. Breed a "carrier" line first: get the passives you want onto two parents and nothing else.
  2. Once both parents carry only your four target passives, the combined pool is exactly four — so any roll that inherits four passives gives you all four, and you are no longer fighting the pool at all.
  3. Only then breed for the species you actually want.

There is also a shortcut the data makes explicit: Special Cake overrides the roll entirely and forces the inherited passive count to 4, as well as passing on all active skills. See the cake table.

The calculator's passive panel will tell you the per-egg chance and how many eggs — and therefore how many Cakes — a given attempt needs.

Potentials (IVs)

Potentials are hidden per-stat bonuses on HP, Attack and Defense. The game stores the number of Talents an egg inherits as Combi_TalentInheritNum, and the possible counts are 1, 2, 3 — so an egg carries over at most 3 of its parents' Potentials, and the rest are rolled fresh.

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"30% father, 30% mother, 40% fresh" describes a different mechanic

That model — widely repeated, and previously published here — treats every stat as an independent three-way lottery over its source. The game data does not work that way: it rolls a count of inherited Talents (1, 2, 3), which is a different shape of mechanic. We removed the 30/30/40 model from this site rather than re-tune it, because no choice of percentages repairs a model of the wrong shape. As with passives, the per-count weights are not in the data, so we do not quote odds for a specific stat.

The practical upshot is unchanged and still useful: a high-Potential parent is worth keeping, but you cannot lock a stat in the way you can with passives.

Mutations and mutated eggs

Mutated eggs hatch Pals with high-tier passives and Alpha status, which makes them a strong endgame use of a breeding farm. Feeding Extravagant Vegetable Cake makes them more likely: DA_BreedingItemEffectData gives that cake a MutationRateBonusPercent of 2, so it adds 2 percentage points to the mutation chance.

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Why we don't tell you the mutation percentage

Almost every guide says 1%, rising to 3% with the cake. The bonus half of that is real and extractable — it is the +2 above. The base rate is not. Combi_MutationRate and five Combi_Mutation* coefficients exist as property names in the shipped server binary, but none of them carries a serialized value in the Blueprint defaults, so there is no base number to read. A +2-point bonus on an unknown base is not a rate, so we will not complete the sum for you — and we would rather say that than publish a figure we cannot source.

A sensible breeding order

  1. Set up Cake production before anything else. Everything downstream is gated on Cake throughput, not on Pals.
  2. Build your passive carriers. Cheap, common Pals are fine — passives do not care what species carries them.
  3. Plan the species route from what you already own rather than catching blindly. A three-step route from your box usually beats hunting a rare parent.
  4. Combine last: pair the carrier line with the species route only at the final step.

Frequently asked questions

How do you breed Pals in Palworld?
Build a Breeding Farm, place one male and one female Pal inside, and put a Cake in the farm's chest. The pair produces an egg, which you take to an Egg Incubator and hatch. The species of the offspring is completely deterministic — the same two parents always produce the same child.
Does gender matter in Palworld breeding?
You always need one male and one female, but gender does not change the offspring except in two cases. A female Katress with a male Wixen produces Katress Ignis, while a male Katress with a female Wixen produces Wixen Noct. Every other pairing gives the same child regardless of which parent is which.
What is CombiRank in Palworld?
CombiRank, also called Breeding Rank or Breeding Power, is a hidden number each Pal carries. When a pairing is not a unique combo, the game averages the two parents' ranks with floor((rankA + rankB + 1) / 2) and gives you the species whose rank sits closest to that result.
Can you breed legendary Pals in Palworld?
Yes, but only from two of the same species. Jetragon, Frostallion, Necromus, Paladius, Shadowbeak, Orserk, Selyne, Xenolord and the other legendaries are all same-species-only, so you must catch a male and a female before you can breed more. There is no path to them through the rank formula.
How many passive skills can a Pal inherit?
The game stores the possible counts as Combi_PassiveInheritNum in BP_PalGameSetting: 1, 2, 3, 4. So an egg inherits one to four passives from the combined pool of both parents, and unfilled slots may instead receive a random passive. The 40/30/20/10% weights quoted on most sites are not in the game data — that array is stored without any weights, so how likely each count is remains unknown.
What are the odds of a mutated egg in Palworld?
There is no honest single figure. Extravagant Vegetable Cake carries MutationRateBonusPercent = 2, so it adds 2 percentage points. But Combi_MutationRate has no serialized value in the game files, so the base rate it adds to is not a number anyone can read out of the data — which makes the widely-quoted 1% base, 3% with cake unsourced. Mutated eggs do hatch Pals with high-tier passives and Alpha status.
Does Special Cake change passive inheritance?
Yes, and it is the one guaranteed lever in the system. DA_BreedingItemEffectData gives Special Cake a PassiveInheritCountOverride of 4 and sets bInheritAllActiveSkills, so it forces the inherited passive count instead of leaving it to the roll, and passes on all active skills.

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