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To beat every Bellanoir raid, match your damage type to the boss phase: use Dragon damage while Bellanoir Libero is Dark, then switch immediately to Fire when it changes to Ice. Bellanoir is a level 30, 294,000-HP fight; Bellanoir Libero is level 50 with 450,000 HP; and Bellanoir Libero Ultra has 900,000 HP and a 10-minute limit. Build a separate raid base, prepare two invested Pal teams, and spread them out so one beam cannot wipe your roster.

This guide explains how to summon each version, how to beat Bellanoir Libero, what changes in the Ice phase, which Pals to use, how to get the Libero slab, and what rewards are actually reported for each clear.

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Bellanoir versions at a glance

The three raids share a summoned-altar format, but their health, time pressure, and preparation requirements differ sharply. The figures below are reported by the Palworld Tools database and contemporary guide updates, not an official Pocketpair balance table, so a future patch could change them.

Version Reported level Reported HP Mechanics Practical plan
Bellanoir 30 294,000 Dark raid with no reported element swap Dragon damage, a Chillet-mounted player, Dragon Pals, and optional poison or burn pressure
Bellanoir Libero 50 450,000 Starts Dark, changes to Ice near the final segment, and can freeze targets and recover roughly one-third of its health bar Dragon team first, then an immediately available Fire team; use a dedicated raid base
Bellanoir Libero Ultra 50 900,000 Same Dark-to-Ice pattern, approximately double Libero’s reported health, wide-area Dark attacks, and a 10-minute limit Fully invested level-50 roster, phase swaps, spread formations, and sustained damage throughout the timer

Standard Bellanoir is a manageable introduction. Libero tests whether your roster can survive the phase transition and its healing. Ultra is a damage race: surviving is not enough if your teams cannot remove 900,000 HP before the timer expires.

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How to summon Bellanoir and get the Libero slab

Craft a slab from four fragments

Each raid begins with a slab. Collect four matching Slab Fragments and craft the relevant slab. For Bellanoir Libero, reported fragment sources include the level-40 Volcanic Cavern, the level-45 Sacred Mountain Cavern, Wildlife Sanctuaries, and chests in endgame regions. The exact chest contents are not guaranteed on every run, so plan for multiple dungeon or chest trips.

Build and activate a Summoning Altar

Place a Summoning Altar at your base, insert the completed slab, and start the raid. The altar is single use and is destroyed when activated. Keep replacement altar materials beside your Palbox before you begin; otherwise a failed attempt can leave you unable to restart immediately.

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Unlock Ultra through the standard Libero clear

A standard Bellanoir Libero victory can award the Ultra slab. Treat that clear as your progression gate rather than spending an Ultra slab on an underprepared roster. Ultra’s 10-minute limit leaves little room for learning attack patterns while also testing a new team.

Know what the encounter is—and is not

This is a summoned raid, not a normal overworld capture encounter. Spheres cannot catch Bellanoir during the fight. A victory awards an egg that hatches into the boss species, so bring enough storage space and incubation capacity for the reward.

Build a raid base before you spend a slab

Use a separate base for the altar. Bellanoir’s attacks can damage structures and production setups, and the Ultra guide reports that walls are unreliable because attacks can pierce them. Sacrificing a purpose-built arena is safer than risking your main crafting, breeding, or storage base.

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Recommended layout

  • Choose broad, flat, durable terrain with clear lines for Pal pathing.
  • Place the Palbox in the center on a raised stone foundation. A central box gives recalled Pals a short route back into the fight and keeps the arena organized.
  • Put the altar toward an edge rather than in the middle. This leaves a retreat lane and reduces the chance that every active Pal is trapped against the structure.
  • Leave most of the arena open. Do not build a maze of walls or furniture; beams and other attacks can pass through or around them.
  • Store spare altar materials, healing items, food, ammunition, and both phase rosters at the base.

Why formation matters more than walls

Ultra’s Dark attacks include wide beams such as Nightmare Bloom. If several Pals stand on top of one another, a single beam can remove multiple attackers at once. Issue deployment commands from different points, rotate damaged Pals through the Palbox, and keep the Fire team at a separate rally position so it is not caught in the opening Dark barrage.

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Bellanoir: the level-30 fight

Bellanoir is listed at level 30 and 294,000 HP. Its reported plan is straightforward: deal Dragon damage consistently and avoid allowing the raid to consume your whole roster through simultaneous area hits.

Damage plan

  • Ride Chillet if available. Its mount effect converts the player’s attacks to Dragon damage, allowing your weapon fire to benefit from the same matchup as your Pals.
  • Deploy strong Dragon Pals and keep at least one replacement ready in the Palbox.
  • Use Gobfin support if your player damage is a substantial part of the build.
  • Poison or burn can add pressure between cooldowns, but they should supplement—not replace—your main Dragon damage.

Because this version has no reported Ice transition, there is no reason to hold a Fire team in reserve. Concentrate on uptime, revive or rotate Pals before they are knocked out, and use the open arena to avoid telegraphed attacks.

How to beat Bellanoir Libero: phase-by-phase plan

Phase 1: Dark form

Libero begins as a Dark-type raid boss. Dragon is the main Bellanoir Libero weakness during this phase. Jetragon, Chillet, Orserk, and other strong Dragon attackers are suitable choices; a player mounted on Chillet can add converted Dragon weapon damage.

Keep the first team spread around the arena. Do not stack four Pals under the boss simply because melee attacks are convenient: a wide Dark beam can hit the entire group. Rotate a Pal when it is low rather than waiting for a knockout, because replacing a fainted attacker costs more time than a planned swap.

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The transition: prepare for Ice before the bar is empty

Near the end of the fight, Libero changes from Dark to Ice. The database reports a radial Ice blast that can freeze targets, followed by health recovery of about one-third of the bar. The exact trigger is described as the final segment for standard Libero; the Ultra guide places the swap below roughly 10% of its 900,000 HP, or about 90,000 HP.

Keep your Fire Pals outside the active group before the transition. As soon as the element changes, recall Dragon Pals and deploy Fire attackers. Waiting for the freeze animation to finish or for the boss to heal gives it time to undo much of the progress you made in Phase 1.

Phase 2: Ice form

Fire is the practical counter once Libero is Ice. Blazamut, Jormuntide Ignis, and Dupin are reported Phase 2 options. One Mobalytics guide specifically highlights Eidolon Ignis for the opening phase and Dupin for the Ice phase; Orserk and Bellanoir Libero itself are also presented as viable raid choices in that guide.

Spread the Fire team as you did the Dragon team. The goal is not only elemental advantage but uninterrupted damage after the heal. Keep the player firing from a safe angle, use burst attacks after the radial blast, and do not send a frozen or nearly defeated Pal back into the arena until its cooldown and health are ready.

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Bellanoir Libero Ultra guide: win the 10-minute damage race

Ultra has the same Dark-to-Ice pattern but a reported 900,000 HP and a 10-minute limit. The Ultra guide recommends level-50 preparation and describes the opening as a DPS check with wide-area Dark beams. You must maintain damage while preserving enough Fire capacity for the final phase.

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Before the timer starts

  1. Bring a level-50 roster with upgraded passives, skills, and equipment rather than a newly captured team.
  2. Assign a Dragon Phase 1 group and a Fire Phase 2 group. Put both groups in separate, clearly marked positions near the central Palbox.
  3. Equip the player for sustained attacks and carry enough ammunition, healing, and food for a full attempt.
  4. Tell every player in multiplayer to spread out. Four people and their Pals in one spot can turn one beam into a total wipe.

Opening Dark phase

Use Jetragon, Chillet, Orserk, Eidolon Ignis, or another high-output Dragon attacker. Four Gobfins with Vanguard and Stronghold Strategist are recommended as player-damage support in the Ultra guide; they increase the value of a player-led weapon build while keeping the main combat slots focused on damage.

Watch the clock, not only the health bar. If the boss still has most of its health after several minutes, swap underperforming Pals early instead of saving them for a theoretical final push. A Pal that spends half the encounter knocked down contributes no practical DPS.

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Ice transition and final survival check

At roughly 90,000 HP, according to the Ultra guide’s estimate, recall Dragon Pals before the Ice blast catches them and deploy Fire Pals immediately. The reported heal of about one-third of the bar means the visible health can rise dramatically; this is expected behavior, not a failed slab or a bug.

During the final phase, prioritize survival while maintaining Fire damage. Spread the roster, avoid standing in the radial blast, and rotate frozen or low-health Pals through the Palbox. If the timer expires with the boss still alive, the attempt has failed even if your team could eventually win, so reserve no more than a few seconds for repositioning.

What Pals should I use?

Role Reported choices When to use them
Dark-phase Dragon damage Jetragon, Chillet, Orserk, Eidolon Ignis, and other strong Dragon attackers Bellanoir and the opening phase of Libero or Ultra
Fire-phase damage Blazamut, Jormuntide Ignis, Dupin Immediately after Libero changes to Ice
Player-damage support Up to four Gobfins with Vanguard and Stronghold Strategist Especially useful in Ultra when the player is maintaining sustained weapon fire
Mount conversion Chillet Converts mounted player attacks to Dragon damage during the Dark phase
Flexible raid options Orserk and Bellanoir Libero Use if their skills, passives, and investment outperform alternatives in your roster

There is no single mandatory party. Element, level, passives, skill cooldowns, and how often a Pal remains active matter more than a name on a tier list. For Libero and Ultra, build two complete teams rather than trying to cover both elements with one mixed lineup.

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Player equipment and combat setup

The Bellanoir database recommends Pal Metal Helm and Armor, a Hyper Shield, an Attack Pendant, a Pump-Action Shotgun for sustained fire, and a Rocket Launcher for burst. These are guide recommendations, not stated balance requirements. Use the strongest equivalent equipment available in your save, but preserve enough ammunition for the full Ultra timer.

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Weapon roles

  • The Pump-Action Shotgun provides repeatable damage while Pals maintain aggro.
  • The Rocket Launcher is best reserved for exposed moments, the Ice transition, or a final burst when a cooldown would otherwise leave the team below the timer’s requirement.
  • A Chillet mount lets ordinary player shots contribute Dragon damage in Phase 1.

Keep a clear escape route to the Palbox. A shield that absorbs one beam is useful; no armor set makes standing in every telegraph safe.

Execution checklist for a first attempt

  1. Farm four fragments for the desired slab and craft it.
  2. Construct a disposable raid base on flat ground, with a raised central Palbox and edge-positioned altar.
  3. Stock spare altar materials, food, healing, ammunition, and replacement gear.
  4. Place and label a Dragon team and a Fire team before activating the altar.
  5. Start the raid only when all combat Pals are healed and their skills are ready.
  6. Spread Pals around the arena and keep the player outside the densest attack zones.
  7. Use Dragon damage through the Dark phase; rotate before knockouts.
  8. When the boss enters the final segment, recall Dragons and deploy Fire Pals immediately.
  9. During Ice form, avoid the radial freeze blast and maintain Fire damage through the heal.
  10. After victory, collect the egg and rebuild the altar before attempting another raid.

Troubleshooting failed attempts

Symptom Likely cause Correction
Several Pals die at once The roster is clumped under a wide beam Deploy from separated positions and keep a replacement near the Palbox
Libero heals a large portion of its bar The Ice transition was handled late Stage Fire Pals in advance and swap as soon as the element changes
Ultra times out with substantial HP remaining Insufficient sustained DPS or too much downtime from knockouts Use level-50, fully invested attackers, rotate earlier, and keep the player firing
The altar or base is destroyed The main base was used or walls were trusted as protection Move the fight to a separate open raid base; attacks can pierce walls
The next raid cannot be started The single-use altar was consumed Keep replacement altar materials beside the Palbox and craft a new altar
The boss cannot be captured Raid bosses are not sphere-capture encounters Finish the fight and hatch the awarded egg instead

Rewards and what is confirmed

A victory awards an egg that hatches into Bellanoir. Standard Bellanoir Libero can also award the Ultra slab, creating the progression path from Libero to Libero Ultra.

The Ultra guide reports the following loot: Witch’s Crown at 100%, Multiclimate Undershirt +2 at 100%, two to three Ancient Civilization Cores, and a Huge Dark Egg at 100%. These percentages and item quantities are guide data and may be version-sensitive; check current in-game or official patch information if a later update changes the table.

The egg and the reported Ultra rewards are separate from catching the boss during combat. Bring inventory space, but do not waste spheres or time trying to capture Bellanoir inside the raid.

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Which version should you attempt next?

  • Choose Bellanoir if you are learning the altar system or still building a level-30 Dragon roster.
  • Choose standard Libero when you can field reliable Dragon and Fire teams and are ready to manage a heal and freeze attack.
  • Choose Ultra only after a repeatable Libero clear, a fully invested level-50 roster, and a raid base designed for a 10-minute damage race.

The decisive preparation is not a particular wall pattern or one perfect Pal. It is a stocked, open arena; separated formations; Dragon damage for Dark; Fire damage for Ice; and enough sustained output to keep attacking after the transition.

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