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Palworld passive breeding planner

Pick the Pal you want and the passive you need. The planner looks at the Pals you own and gives you the shortest breeding chain, with the chance per egg at each step. Nothing here is sent anywhere.

Target Pal

Beakonrideable

Wanted passives (1 to 4)

Swift+4

Pal that carries it

Direhowlrideable

Its passives

Swift+4

Not sure the species usually has the passive? It does not matter. Enter any Pal of yours that shows it.

My Pals (25)

Edit freely. A species can appear more than once with different passives. Pals with no passives give the best odds. A saved roster keeps species only, so add the passives you want counted.

Lamball
Runner+3Nimble+1
Cattiva
Coward−1
Chikipi
Foxparks
Pengullet
Rushoar
Depresso
Vixy
Tombat
Jolthog
Fuack
Gumoss
Daedream
Eikthyrdeer
Melpaca
Mau
Teafant
Lifmunk
Killamari
Hoocrates
Flaracle
Faleris
Serenity+3
Astegon
Hard Skin+1
Penking
Anubis
Earth Emperor+3

Route to Beakon with Swift

133 routes found within 3 steps. The best 3 are below, ranked by steps, then by expected eggs.

Shortest route · 2 stepsall partners from My Pals
  1. 1
    Direhowlcarrier+Vixyno passives=Roobynext carrier
    100% per egg≈ 1 eggpool 1 passive
  2. 2
    Roobycarrier (hatched)+Faleris1 passive=Beakontarget
    80% per egg≈ 1.3 eggspool 2 passives

    Tip: this partner adds 1 passive to the pool. A partner with none would give 100% here.

Chance all steps work with one egg each: 80%Expected eggs in total: ≈ 2.3
Alternative 1 · 2 stepsall partners from My Pals
  1. 1
    Direhowlcarrier+Chikipino passives=Rushoarnext carrier
    100% per egg≈ 1 eggpool 1 passive
  2. 2
    Rushoarcarrier (hatched)+Faleris1 passive=Beakontarget
    80% per egg≈ 1.3 eggspool 2 passives

    Tip: this partner adds 1 passive to the pool. A partner with none would give 100% here.

Chance all steps work with one egg each: 80%Expected eggs in total: ≈ 2.3
Alternative 2 · 3 stepsall partners from My Pals
  1. 1
    Direhowlcarrier+Vixyno passives=Roobynext carrier
    100% per egg≈ 1 eggpool 1 passive
  2. 2
    Roobycarrier (hatched)+Chikipino passives=Fuacknext carrier
    100% per egg≈ 1 eggpool 1 passive
  3. 3
    Fuackcarrier (hatched)+Flaracleno passives=Beakontarget
    100% per egg≈ 1 eggpool 1 passive
Chance all steps work with one egg each: 100%Expected eggs in total: ≈ 3

How passives are passed on in Palworld breeding

When two Pals breed, the game merges their passives into one pool and removes duplicates. The egg inherits one to four of them, picked at random, and can then roll up to three extra passives that neither parent had. A Pal never ends up with more than four. The fewer passives the pair carries between them, the likelier the one you want is among the inherited ones, so a partner with no passives gives the best odds. Special Cake sets the inherited count to four.

The route planner works backwards from the Pal you want: it starts from a Pal that already has the passive, uses the Pals you own as partners, and counts the eggs each step is expected to cost. The Mutation hunt tab covers the other case, a rare passive nobody on your team has, where the only way in is the random roll.

Read a passive before you plan for it

Each of these has its own page with the exact effect, the Pals born with it, how to get it and its odds of being inherited. Open one, then pick it in the planner above.

Sources and limits

Rules from the game files (1.0.0)
  • The child gets passives from the pool of both parents' passives, duplicates removed. It inherits 1 to 4 of them (weights 4, 3, 2, 1), picked at random without replacement, and then 0 to 3 random extras (weights 4, 3, 2, 1). A Pal never has more than 4.
  • Special Cake sets the inherit count to 4. Other cakes have no passive effect in 1.0.0.
  • Parent order, gender and a passive appearing on both parents do not change the odds.
  • Read from the game client 1.0.0 (breeding code and the game setting asset). The Pal Calc documentation gives the same numbers.
  • The child species follows the rank rule from the site's breeding code (lib/breeding.ts, predictChild), checked against the game tables.
1.0.5 caveat
  • The passive table here (names, text, random-roll weights) is 1.0.5. The inheritance weights above come from 1.0.0 and I could not confirm they are unchanged in 1.0.5.
  • Which passives can appear in the random roll is read from the 1.0.5 table flag AddPal. That this flag is the pool the game uses is my inference, not read from code.
  • Extravagant Vegetable Cake (1.0.5): the item text says mutations are more likely. The data field is read in the Mutation hunt tab. How the game applies it was not read from code.
What this tool does not model
  • The route planner counts only inheritance from the parents. A wanted passive that arrives through a random extra is ignored, which makes the odds slightly conservative.
  • After step 1 it assumes the Pal you keep carries exactly the wanted passives. A hatched Pal may carry extra ones, and then the pool is bigger and the real chance is lower.
  • Fixed passives of a species are listed for roster Pals (dashed outline). For hatched Pals they are not added.
  • Gender, IVs, Gender Reverser and breeding time are not modelled. A pair whose child depends on gender is flagged.
  • Expected eggs is 1 divided by the chance, per step. It is an average, not a promise.