Who Panthalus is
Panthalus is No. 203 in the Palpedia, a Water-element Pal classified as the Legendary Ocean King. It is an Extra Large Pal — a massive, whale-like creature with a teal body, white underbelly, four pectoral fins and glowing markings — and it can be ridden as a flying mount. Its Partner Skill is Resonant Guardian, and it carries a Sell Price of 4,913, one of the higher values in the game.
This page is about fighting it. For the story mission of the same name, that is a separate mission page; here we focus on the Pal, its numbers and how to survive the encounter.
Where the fight happens, and the clock you are on
Three conditions shape this fight before a single skill lands, and missing any one of them wastes the attempt:
| Condition | Detail |
|---|---|
| Boss level | 70 |
| Location | A unique dungeon on the Deserted Islet |
| Entry item | Echoing Flute — required to open the dungeon |
| Time limit | 10 minutes |
| Objective | Capture (it is the objective of the main Mission “Panthalus”) |
The 10-minute cap is the part most players underrate. It turns the encounter into a damage check, not an endurance test: you cannot win by outlasting it, and every defensive detour costs you time you cannot get back. Craft or bring the Echoing Flute before you travel, and treat the timer as the real boss — 42x max HP against 200 Defense means the only way to fail is running out of clock, not running out of health.
Panthalus’s real stats
The wiki lists both base stats and the boss-variant values in parentheses. Read the parentheses as “what you face when it appears as a boss,” not as a separate Pal:
| Stat | Base | Boss Variant |
|---|---|---|
| Health | 180 | 216 |
| Attack | 120 | — |
| Defense | 200 | — |
| Stamina | 100 | — |
| Sell Price | 4,913 | — |
| Size | Extra Large | — |
The number that shapes the whole fight is Defense 200. Panthalus is not a glass cannon; it is a tank. If you walk in with physical DPS and no element advantage, the health bar barely moves and the fight becomes a war of attrition you will lose to its 200-power-plus skills.
Every skill it uses (with power)
Panthalus’s active skill list is fully known, and the power values tell you where the danger spikes:
| Level | Skill | Power |
|---|---|---|
| 1 | Bubble Rain | 200 |
| 7 | Creeping Bubbles | 200 |
| 15 | Aqua Blade | 300 |
| 22 | Tidal Charge | 400 |
| 30 | Maelstrom | 500 |
| 40 | Grand Breach | 700 |
| 50 | Holy Burst | 700 |
| 60 | Aqua Tornado | 800 |
Notice the curve: the early skills sit at 200, then it climbs to 300, 400, 500, and the late kit jumps to 700–800. Aqua Tornado at 800 is the nuke you must not eat cleanly. If you see the wind-up for Grand Breach or Aqua Tornado, that is your cue to move, not to trade.
Boss encounter scaling
When Panthalus appears as a boss, the encounter applies multipliers. These are the numbers that explain why the fight feels so much longer than its base stats suggest:
| Modifier | Normal | Boss Encounter |
|---|---|---|
| Experience Ratio | 1x | 10x |
| Max HP Rate | 1.0x | 42x |
| Receive Damage Rate | 1x | 1.2x |
| Inflict Damage Rate | 1x | 0.83x |
| Capture Rate | 1x | 0.7x |
Read that table carefully, because it defines your entire strategy:
- Max HP Rate 42x means the boss version has a massively inflated health pool. You are not fighting “180 HP”; you are fighting a 42-times multiplier on top of it.
- Inflict Damage Rate 0.83x means Panthalus hits you for less per hit than a normal version — but it hits far more often over a long fight.
- Receive Damage Rate 1.2x means you actually deal slightly more damage to it, which is the one mercy in the encounter.
- Capture Rate 0.7x means capturing is harder than normal — bring your best Spheres if capture is the goal.
- Experience Ratio 10x is the reward: killing it is a huge XP payout.
How to prep the fight
Because Panthalus is Water, the natural counter is Electric. Water is weak to Electric in Palworld, and against a 200-Defense tank, element matching is not optional — it is the difference between a five-minute fight and a fifteen-minute slog. Build your team around Electric attackers and Electric skills, and treat raw physical DPS as a backup, not the plan.
A practical checklist before you engage:
- Stack Electric. Lead with Electric Pals and Electric attacks so you exploit the Water weakness.
- Bring a tank or two. With 42x max HP on the boss and skills up to 800 power, you need bodies that can eat a hit while your damage dealers cycle.
- Respect the 700–800 skills. Dodge Grand Breach, Holy Burst and Aqua Tornado rather than trading into them.
- Pack high-tier Spheres if you want the capture — 0.7x capture rate punishes cheap Spheres.
- Plan for a long fight, not a burst. This is a war of attrition against a high-Defense, high-HP boss.
Skipping the Electric swap is the single biggest reason this fight drags out far longer than it should, so fix your element before you fix anything else.
The boss guide ranks the other major fights so you can gauge whether you are ready, and the best combat Pals page lists the Electric attackers worth building. The combat guide covers dodging and stamina discipline, and the capture guide explains Sphere tiers and capture mechanics.
Riding Panthalus after the fight
If you capture rather than kill it, Panthalus becomes a flying mount through its Resonant Guardian Partner Skill, and it can be summoned to a base where it patrols the skies and bombards intruders from high above. That makes it one of the more useful late-game captures — a flying mount and a base defender in one. The mounts guide compares flying mounts, and the pals database has the full stat sheet if you want to cross-check numbers.