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Palworld TCG guide · 7 min read

Combat explained: battles, blocks and Damage Checks

The difference between attacking the player and attacking a Pal, when to block and how to read a Damage Check without fear.

7 min read5 sectionsReviewed 2026-08-03

Two kinds of attack

When attacking you Rest your Pal and choose a target: the opposing player or an opposing Pal in Rest. Against the player you deal your Strike in life damage; against a Pal, both deal their Power to each other simultaneously and whoever has accumulated damage equal to or greater than their Power is destroyed.

Damage clears in the End Phase

Damage that does not destroy disappears at the end of the turn. That is why finishing the job matters: a wounded opposing Pal heals for free if it survives. Combine attacks and abilities in the same Main Phase to close out the eliminations.

Blocking well

Any of your Pals in Standing that is not the target can Rest to redirect the attack into a battle against itself. Block with what you can afford to lose, and remember an opposing Interrupt can negate the block entirely.

The Damage Check, without drama

For each point of damage, the defender reveals one card from the top of their Deck. A single Lucky Pal among them cancels ALL the damage; otherwise they lose one life per point. Revealed cards go to the Graveyard, so defending grinds down your own deck.

Keywords that change the battle

Assault attacks Pals in Standing, Breakthrough pierces through to the player if it destroys a Pal in battle, Retaliate takes the attacker down with it and Taunt forces attacks onto itself. Always read them before declaring.

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Sources and editorial review

This guide was reviewed against the locally documented Palworld 1.0 workflow or official TCG mechanics on 2026-08-03. Product availability and software compatibility can change; verify external tools before installation or purchase.