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Defeat Xenolord by crafting its raid slab from four Xenolord Slab Fragments, then bringing a deep roster of Ice- and Dragon-type attackers to a wide, empty raid base. Keep your Pals spread out, destroy summoned adds immediately, maintain player damage with a strong weapon, and rotate replacements whenever a wave is knocked out. The fight lasts 10 minutes, and Xenolord cannot be captured with a Pal Sphere.
What Xenolord is and what you must do to win
Xenolord is a Dark/Dragon raid boss associated with Feybreak content. It does not appear as an ordinary field encounter. You summon it by crafting a Xenolord Slab, placing the raid at a prepared base, and surviving the encounter long enough to deplete its enormous health pool.
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Scan for outdated or missing drivers - takes under a minuteDriver Scan →Repair Windows errors before they cause bigger problemsFix Now →The summon item requires four Xenolord Slab Fragments. Once the raid begins, the objective is simply to defeat the boss before the 10-minute timer expires. A successful clear awards an egg that hatches into Xenolord; throwing spheres at the boss is not a way to obtain it.
Think of the battle as an army and logistics check rather than a single-Pal duel. Knockouts are expected, particularly on Ultra, so your base must have several replacement attackers ready. Your character also needs to contribute continuous damage instead of standing idle while the active wave fights.
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How to get Xenolord Slab Fragments
Crafting the slab consumes 4 Xenolord Slab Fragments. Palworld Database’s 2026 guide identifies hard Volcano and hard Snow Pal Expeditions as guaranteed listed sources. It also records several other expedition or chest sources at approximately 33% per attempt. Palworld.tools likewise identifies hard Volcano and Snow expedition chests and sources in the Sakurajima area.
| Source route | Reported result | How to use it |
|---|---|---|
| Hard Volcano Pal Expedition | Guaranteed fragment source in the Palworld Database listing | Prioritize this route whenever the expedition is available. |
| Hard Snow Pal Expedition | Guaranteed fragment source in the Palworld Database listing | Run it alongside hard Volcano to build the four-fragment requirement. |
| Other expedition or chest sources | Approximately 33% in the same database guide | Use these as supplemental attempts when the guaranteed expeditions are unavailable. |
| Sakurajima-related sources | Identified by Palworld.tools; an exact rate is not stated there | Check the relevant expedition chests while pursuing other Sakurajima objectives. |
The guaranteed routes are the most predictable way to finish a slab. A 33% entry is an approximate chance, not a promise that one chest or expedition will produce a fragment, so plan for multiple attempts rather than stopping after a single failure.
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Craft the slab
- Collect four Xenolord Slab Fragments from the hard Volcano, hard Snow, or alternate listed sources.
- Open the crafting interface and locate the Xenolord Slab recipe.
- Confirm that all four fragments are in your inventory, then craft the slab.
- Move the slab to the raid base where your combat roster, storage, and ammunition are ready. Do not begin the summon from an improvised base that lacks room for your Pals to spread out.
Build a base that gives your team room to survive
Use an empty raid base with a wide footprint. The purpose of the empty layout is tactical: buildings, work stations, and decorative objects can trap a Pal against geometry or force several teammates into the same area-of-effect attack. A broad, uncluttered arena lets Ice and Dragon waves fan out and gives you room to move away from meteor and beam patterns.
- Leave a large clear area around the summon point.
- Keep storage, crafting stations, and other structures outside the main fighting space.
- Put replacement Pals where you can reach them quickly without crossing the active attack area.
- Carry ammunition and healing at the base so a long Ultra attempt does not end because supplies are in another location.
Positioning is especially important because Xenolord’s attack cycle includes several attacks that punish clumping. Spreading the army is more valuable than placing every attacker directly underneath the boss.
Prepare your character and your reserve army
PalMods recommends entering with top-tier armor and a shield, a strong automatic or energy weapon, attack food, healing items, and a deep ammunition reserve. Ultra’s health and damage scaling make running out of ammunition a genuine failure condition even when your Pals are still alive.
Character checklist
- Armor and shield: Equip your strongest available defensive combination before placing the slab.
- Weapon: Bring a reliable automatic or energy weapon that can stay active while you move. The goal is sustained pressure, not a short burst followed by a long reload or resupply trip.
- Ammunition: Carry a deep reserve, with an additional supply stored at the raid base for Ultra attempts.
- Attack food: Eat the attack-boosting food you normally reserve for endgame encounters before the summon.
- Healing: Bring enough healing to recover from unavoidable area damage without abandoning the arena.
Build depth, not just one perfect team
Breed and level replacement attackers. Repeated knockouts are part of the encounter, and a nominally strong first wave is not enough if the next available Pals are underleveled or lack Ice and Dragon damage. Keep several usable attackers in reserve so a failed wave can be replaced immediately.
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Favor compact survivors when you have a choice between otherwise similar Pals. PalMods notes that very large Pals can overlap more attack zones, making them easier for a single area attack to catch. Smaller bodies are not automatically stronger, but they can be easier to keep out of overlapping meteors and beams.
Include broad-area or meteor skills for summoned adds. These skills are valuable because the adds create extra targets and extra incoming damage; allowing them to remain alive while you focus on Xenolord can collapse an otherwise successful attempt.
Exploit Xenolord’s Ice and Dragon weaknesses
Xenolord is classified as Dark/Dragon. Palworld Database states that Ice and Dragon attackers deal extra damage, making those two elements the core of a practical roster. Build your waves around those types instead of filling every slot with neutral damage.
Ice attackers are particularly useful against Xenolord’s Dragon half, while Dragon attackers provide the second effective damage channel. You do not need to make every reserve identical: mixing both elements lets you continue pressure when one wave is recovering or when a particular Pal’s movement pattern is unsafe in the current attack cycle.
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Keep the player’s weapon active as well. PalMods specifically recommends weak-point and explosive hits while rotating the base roster. Fire when a clear opening appears, then move rather than standing still to chase a marginal shot. Your character’s damage supplements the army and helps prevent the timer from becoming the limiting factor.
Recommended Ice and Dragon lineup
The following lineup is an encounter-specific recommendation cited by PalMods for Ultra. It is a role-based template, not an independently measured damage test, so treat it as a strong starting composition rather than a guaranteed fastest-clear team.
| Pal | Primary role | Why it is included |
|---|---|---|
| Frostallion | Ice carry and primary pressure | Provides Ice damage against Xenolord’s Dragon classification. |
| Bastigor | Bulky Ice anchor | Adds a durable Ice presence that can hold pressure while other Pals are rotated. |
| Jetragon | Dragon damage and moving-target coverage | Keeps Dragon pressure available while the fight shifts around the arena. |
| Quivern | Accessible Dragon reserve | Supplies another Dragon option for replacement waves. |
| Orserk | Additional Dragon damage | Rounds out the Dragon side of the lineup and gives the reserve army another effective attacker. |
For a standard clear, use the same principle even if your exact roster differs: prioritize leveled Ice and Dragon attackers, then fill reserve slots with additional effective damage rather than unrelated utility. The more waves you expect to lose, the more important it becomes to have several trained replacements instead of five irreplaceable carries.
Standard versus Ultra: what changes
Palworld Database’s 2026 guide presents the following version-specific comparison. Another current database page reports different standard level and health values, so treat these figures as guide data for the version and source that published them, not as immutable values for every future patch.
| Axis | Standard encounter | Ultra encounter |
|---|---|---|
| Boss level | Level 65 in the cited guide | Level 80 in the cited guide |
| Health scaling | About 280× normal HP | About 420× normal HP |
| Damage scaling | About 5× damage | About 13× damage |
| Damage absorbed or blocked | About two-thirds of incoming hits absorbed, according to the guide | Armor allows only about 9% of damage through, according to the guide |
| Army depth | A strong primary wave with trained replacements | A replacement army is expected; repeated knockouts must be planned for |
| Player burden | Strong armor, shield, weapon, food, and healing remain important | Those requirements apply with a much deeper ammunition reserve and more continuous player damage |
| Rewards | Victory awards an egg that hatches into Xenolord | PalMods lists a Huge Dark Egg for Xenolord plus endgame raid materials |
The practical difference is not merely that Ultra has a larger health bar. Its higher damage and stronger armor mean a mistake can remove a wave before you can rotate it, while the reduced damage that reaches the boss makes passive play particularly inefficient. Enter Ultra only after your reserves, gear, and ammunition are ready for several consecutive knockouts.
How to execute the fight
1. Start with a disciplined opening wave
Deploy a balanced Ice-and-Dragon wave rather than putting every high-value Pal in one clump. Give the group enough separation that a single meteor or beam does not remove all of your initial damage. Begin firing at weak points with your weapon as soon as you have a safe angle.
2. Learn the attack cycle and move before the impact
The encounter includes Cosmic Meteor, Satellite Bit laser drones, Astral Ray, Omega Laser, and Beam Slash. You do not need to memorize a fixed sequence to survive; watch for the attack cue, stop tunneling on a shot, and move the character and nearby Pals away from the affected zone.
Area attacks are most dangerous when the army is stacked together. Keep waves distributed around the boss and avoid moving every Pal into the same escape route. If one side of the arena is targeted, reposition through open space rather than crossing the strike area.
3. Clear adds immediately
Summoned adds are not a minor distraction. They add damage sources and can occupy the same space your Pals need for dodging. Switch attention to them as soon as they appear, using broad-area or meteor skills where available, then return focus to Xenolord once the adds are gone.
Leaving adds alive while you continue single-target damage on the boss often causes a cascading loss: the extra enemies chip down several Pals, a beam or meteor catches the weakened group, and the next wave enters against an already crowded arena.
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4. Rotate the roster before the next wave is erased
When a Pal is critically damaged or knocked out, bring in a prepared replacement instead of waiting for the entire wave to disappear. Rotation keeps Ice and Dragon damage online and prevents the timer from being wasted while you recover from a total wipe.
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On Ultra, assume that at least one replacement wave will be needed. Keep your strongest attackers available for the middle and late portions of the fight if your opening wave can maintain pressure without them; alternatively, use the strongest wave first if your roster cannot survive long enough to reach a damage check. The correct choice depends on how quickly your own Pals are being knocked out.
5. Keep player damage running
Use weak-point and explosive hits during every safe opening. Do not stand in an attack zone for a shot, and do not spend so long lining up a perfect hit that the boss receives no pressure while your Pals are recovering. Your role is to add consistent damage, clear adds, and help finish a damaged wave so the next one can enter.
6. Track the ten-minute limit
The raid ends when the 10-minute window expires. If the health bar is not falling fast enough, diagnose the cause while the attempt is active: a dead reserve wave, surviving adds, insufficient Ice or Dragon damage, or a character who is spending too much time healing and repositioning. A timer failure is usually a preparation or uptime problem rather than a single missed attack.
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Bring enough Pals to replace several knockouts
Ultra’s cited armor value means each surviving attacker matters. A five-Pal lineup without reserves can look strong at the summon and still fail as soon as the first area sequence lands. Build multiple trained waves and keep their damage types aligned with Ice and Dragon.
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Ultra’s health scaling creates a long engagement. Put your ammunition reserve at the raid base and refill before starting. Running back to another base costs movement time, interrupts player damage, and may leave the active Pals fighting without support.
Separate roles spatially
Use the arena’s width to create distance between the Ice and Dragon waves. This reduces the chance that Cosmic Meteor, Astral Ray, Omega Laser, or Beam Slash catches every effective attacker at once. Keep enough separation that a movement command for one group does not drag the entire army into the same danger zone.
Do not sacrifice add control for boss uptime
The boss’s damage reduction makes every surviving Pal valuable, so an add that remains alive can cost more damage than the few seconds spent eliminating it. Clear adds with area skills, then resume weak-point fire and focused attacks on Xenolord.
Common failure modes and fixes
| What happens | Likely cause | Correction for the next attempt |
|---|---|---|
| The opening wave disappears to one attack | Pals were stacked in the same area-of-effect zone. | Use the wide base and spread each wave before the summon. Move away from meteor and beam indicators instead of grouping for convenience. |
| The boss barely loses health | Too little Ice or Dragon damage, weak player uptime, or the Ultra armor check is absorbing most hits. | Replace neutral attackers with leveled Ice and Dragon options and maintain weak-point or explosive fire during safe openings. |
| Several Pals die after adds appear | Adds were ignored while everyone focused on Xenolord. | Clear adds immediately with broad-area or meteor skills, then return to the boss. |
| The timer expires with reserves still available | Rotations were too slow or the character spent too much time away from the fight. | Stage replacements at the raid base, rotate as soon as a Pal is lost, and keep ammunition and healing on hand. |
| Ultra fails despite a strong first team | The roster had no depth for repeated knockouts, or ammunition was insufficient. | Breed and level replacement attackers, bring a deep ammunition reserve, and treat Ultra as an army check rather than a one-wave test. |
| A large Pal is repeatedly caught by beams or meteors | Its body overlaps multiple attack zones. | Use more compact survivors where possible and give each wave more room to maneuver. |
Rewards and capture rules
Winning the raid awards an egg that hatches into Xenolord, but the boss itself cannot be caught with a sphere. PalMods lists the Ultra reward as a Huge Dark Egg for Xenolord together with endgame raid materials. The egg and materials are the reason to repeat the encounter after your first clear; bringing spheres does not change the result.
Because the reward is tied to victory rather than capture, spend preparation time on survivability, damage uptime, and replacement depth instead of trying to weaken Xenolord for a capture attempt.
Quick Recap
A practical pre-summon checklist
- Four Xenolord Slab Fragments collected and the slab crafted.
- Wide, empty raid base prepared with replacement Pals nearby.
- Multiple trained Ice and Dragon attackers, not only one five-Pal wave.
- Top-tier armor and shield equipped.
- Strong automatic or energy weapon equipped and ammunition stocked.
- Attack food and healing carried.
- Area or meteor skills available for add clearing.
- Pals positioned with enough separation to survive area attacks.
- Ultra supplies checked before the summon, including a deep ammunition reserve.
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