Palworld Spheres Database (1.0)
8 craftable Pal Spheres — from Pal Sphere to Exotic Sphere. Capture power, technology unlock levels, crafting recipes, and capture mechanics documented with in-game data.
Complete Sphere Comparison
All 8 Palworld spheres with every numeric field in one view. Sorted by technology level.
| Sphere | Rarity | Capture Power | Tech Level | Tech Cost | Crafting Station | Sell Price | Stack |
|---|
Crafting Recipes
Exact material requirements for crafting one of each sphere type.
| Sphere | Materials | Crafting Station |
|---|
Capture Mechanics
How capture power translates to actual catch probability. Based on in-game observations and community testing.
The sphere's capture power (7–48) is the starting multiplier. All other factors scale from this base value.
Catch rate increases as target HP decreases. Critical HP (<5%) provides the maximum bonus. Full HP gives no bonus.
Frozen and Shock give the highest capture bonus. Poison, Burn, and other effects provide a smaller but useful boost.
Hitting a Pal from behind with a sphere grants an additional capture chance modifier. Sneak or wait for the Pal to turn.
Pals significantly above the sphere's unlock level have inherent capture resistance. Matching sphere tier to target level improves consistency.
The game computes: Sphere Capture Power × HP modifier + status bonus + back bonus, then applies a level-based clamp. Exact coefficients vary by version.
Cross-Tier Material Requirements
Total raw materials needed if you crafted one of each sphere. Highlights resource scaling across tiers.
Frequently Asked Questions
How many Pal Spheres are there, and when does each unlock?
There are 8 craftable spheres in Palworld 1.0: Pal Sphere (Lv 2, CP 7) → Mega Sphere (Lv 14, CP 14) → Giga Sphere (Lv 20, CP 20) → Hyper Sphere (Lv 27, CP 26) → Ultra Sphere (Lv 35, CP 32) → Legendary Sphere (Lv 44, CP 37) → Ultimate Sphere (Lv 51, CP 43) → Exotic Sphere (Lv 56, CP 48). Each costs 1–5 Technology Points. See the Crafting Recipes table above for exact recipes.
Which sphere should I use at my current level?
Lv 2–13: Pal Sphere (CP 7) — fine for starting-area Pals under Lv 10.
Lv 14–19: Mega Sphere (CP 14) — farm Ingot and upgrade ASAP; double the power of basic.
Lv 20–26: Giga Sphere (CP 20) — handles most wild Pals up to ~Lv 25.
Lv 27–34: Hyper Sphere (CP 26) — introduces Cement, good for mid-game exploration.
Lv 35–43: Ultra Sphere (CP 32) — sweet spot before legendaries; requires Refined Ingot + Carbon Fiber.
Lv 44–50: Legendary Sphere (CP 37) — minimum for legendary Pals; requires Pal Metal Ingot.
Lv 51–55: Ultimate Sphere (CP 43) — reliable for Alpha bosses; requires Plasteel.
Lv 56+: Exotic Sphere (CP 48) — best in the game for raid and late-legendary captures; requires Hexolite.
What is the strongest Pal Sphere in 1.0?
The Exotic Sphere has the highest capture power at 48, unlocked at Technology Level 56. It requires Paldium Fragment ×15, Hexolite ×3, Carbon Fiber ×8, Cement ×12 — the most expensive recipe in the game, crafted at Production Assembly Line II. For endgame farming, the Ultimate Sphere (CP 43, Lv 51, Plasteel-based) is more practical: Hexolite is much harder to stockpile than Plasteel, and CP 43 covers everything except the absolute hardest captures.
How does sphere capture power translate to actual catch chance?
Capture power (7–48) is the base multiplier in the capture formula. The game computes: Capture Power × HP Modifier + Status Bonus + Back Bonus, then applies a level-difference clamp. Lower target HP increases the HP modifier (max bonus at <5% HP). Frozen/Shock add the largest status bonus. Throwing from behind adds a flat back-attack bonus. CP 48 (Exotic) gives ~7× the base rate of CP 7 (Pal Sphere) before other modifiers. See the Capture Mechanics section above for the full breakdown.
What are the exact crafting recipes for each sphere?
All recipes from the Crafting Recipes table above:
Pal Sphere: Paldium Fragment ×1, Wood ×3, Stone ×3 (Primitive Workbench)
Mega Sphere: Paldium Fragment ×2, Ingot ×1, Wood ×7, Stone ×7 (Primitive Workbench)
Giga Sphere: Paldium Fragment ×3, Ingot ×2, Wood ×10, Stone ×10 (Primitive Workbench)
Hyper Sphere: Paldium Fragment ×5, Ingot ×3, Cement ×1, Wood ×12, Stone ×12 (Production Assembly Line)
Ultra Sphere: Paldium Fragment ×7, Refined Ingot ×5, Carbon Fiber ×2, Cement ×3 (Production Assembly Line)
Legendary Sphere: Paldium Fragment ×10, Pal Metal Ingot ×5, Carbon Fiber ×3, Cement ×5 (Production Assembly Line II)
Ultimate Sphere: Paldium Fragment ×12, Plasteel ×3, Carbon Fiber ×5, Cement ×8 (Production Assembly Line II)
Exotic Sphere: Paldium Fragment ×15, Hexolite ×3, Carbon Fiber ×8, Cement ×12 (Production Assembly Line II)
What capture power do I need for legendary and boss Pals?
Legendary Pals (Jetragon, Frostallion, Paladius, Necromus): minimum Legendary Sphere (CP 37) for reasonable odds — lower spheres will show single-digit catch rates even at low HP. Alpha bosses: Ultra Sphere (CP 32) works with low HP + status, but Legendary (CP 37) or Ultimate (CP 43) recommended. Raid bosses (Bellanoir, Blazamut Ryu): Ultimate (CP 43) minimum, Exotic (CP 48) preferred — these have inherent capture resistance on top of their level. Reducing HP below 20% and applying Frozen/Shock is essential regardless of sphere tier.
How can I improve my capture rate?
Three methods stack: (1) Low HP — reduce target below 20%, ideally near 5%. The lower the HP, the higher the HP modifier in the capture formula. (2) Status effects — Frozen and Shock give the largest bonus; Poison and Burn provide a smaller boost. (3) Back bonus — throw from behind the Pal (sneak up or wait for it to turn). This adds a flat bonus on top of HP and status multipliers. Combine all three with the highest-tier sphere available. Note: even an Exotic Sphere (CP 48) can fail at full HP — no sphere bypasses the HP mechanic.
When should I upgrade to the next sphere?
Upgrade immediately when you hit the unlock level — each new sphere roughly doubles your effective catch power on same-level targets: Lv 14 (Mega, CP 7→14), Lv 20 (Giga, CP 14→20), Lv 27 (Hyper, CP 20→26), Lv 35 (Ultra, CP 26→32), Lv 44 (Legendary, CP 32→37), Lv 51 (Ultimate, CP 37→43), Lv 56 (Exotic, CP 43→48). Biggest absolute jumps: Mega (+7 CP) and Exotic (+11 CP). Don't wait — farming the new materials is always worth it for the capture consistency improvement.
Does a higher-tier sphere guarantee a catch?
No. Higher capture power increases your odds ceiling, but HP%, level difference, positioning, and inherent catch resistance all still apply. An Exotic Sphere (CP 48) at full HP against a Lv 50 Legendary can still fail. A Pal Sphere (CP 7) at 1% HP with Frozen can succeed on low-level targets. Think of sphere tier as your maximum possible rate — landing the catch still requires HP reduction and status effects.
Are there any uncraftable or event-exclusive spheres?
No. All 8 sphere types are craftable via the Technology tree. There are no event-exclusive or uncraftable spheres in 1.0. Schematic variants of existing spheres can be found in chests — these may reduce material costs or add capture power bonuses, but they are variants (not new sphere types). The base 8 spheres listed above are the complete set.