Palworld IV calculator: read each hidden talent, and see how sharp the read actually is

Palworld gives every Pal three hidden talent rolls, one each for HP, Attack and Defense, and the status screen shows their effect rather than their value. This Palworld IV calculator works them back out of that screen, and tells you when the answer is exact and when the game has rounded away the difference.

By Jim Liu · Published · Last reviewed · Palworld 1.0

The short version

  • A Palworld IV, called a talent in the game files, is a hidden 0 to 100 roll worth up to +30% on that stat growth, on palworld.wiki.gg figures. It does nothing to base stats, so it barely shows at low level.
  • HP resolves fastest: from level 10 up, every Pal in the list below reads its HP talent exactly. Attack and Defense lag, because the game rounds down and their steps are smaller. An Anubis needs level 40 before every Attack talent has its own number, and a Lamball still does not by level 60.
  • Breeding passes each potential on at 30% from the father, 30% from the mother and 40% a fresh roll, per palworld.wiki.gg.
  • Two of the nine Pals here have base stats that two databases disagree about, so the calculator answers those twice rather than picking a side.

Palworld IV calculator

Enter what the status screen shows. Every one of the 101 possible talents is tested against the published formula, and all of the ones that fit are reported.

HP answers here are wiki-model answers. palworld.wiki.gg puts the ceiling for all three potentials at +30%, while a player in the Steam thread on IVs puts HP at +50%. If that player is right, every HP talent below reads too high. Attack and Defense are unaffected by the dispute.

Nine Pals, each checked on two databases. A longer list would mean shipping numbers we have not verified.

The higher the level, the sharper the read

Already enhanced this Pal? Open the upgrades panel

Condenser stars add 5% each, which palworld.wiki.gg states outright. Soul ranks are applied at 3% each, a community figure with no wiki page behind it, so treat any read with souls set as approximate. Stat passives are not modelled and will push the read too high.

Type at least one number off the status screen and the talent behind it appears here.

Next: a high roll is only worth breeding forward if you can afford the cycles. Price the cake a breeding run needs.

Load a worked example

Each card runs the formula forward at a stated talent and then hands the resulting screen numbers back to the calculator above. They are generated arithmetic, not screenshots of anyone's Pal box, which is why the talent behind each one is printed on the card.

Where the two databases disagree

Any Palworld IV calculator is only as good as the species base stat it starts from, including this one. Every Pal in the dropdown was checked on palworld.wiki.gg and on paldb.cc. Seven matched. Two did not, and neither site shows where its numbers came from.

Base stat values that differ between sources
PalSourceHPAttackDefense
Grizzboltpalworld.wiki.gg (new tab)105100100
paldb.cc (new tab)120105105
Jetragonpalworld.wiki.gg (new tab)110140110
paldb.cc (new tab)115140120

The gap is not cosmetic. Take a level 40 Grizzbolt showing 3241 HP. On the palworld.wiki.gg value that is talent 70 exactly. On the paldb.cc value no talent produces 3241 at all, because the whole HP window shifts up to 3100 through 3820. So that screen reading fits one database and cannot fit the other, which is as far as the arithmetic goes: it does not tell you which database is wrong. Load the Grizzbolt example above and the calculator will show you both answers side by side.

This is the same failure mode we documented for mutation rates, where published figures differ by five to tenfold. Numbers get copied between guides until the disagreement is invisible.

Why an IV calculator hands back a range for Attack and a number for HP

The stat maths rounds down twice, once inside the level-scaling step and once after the soul and condenser multipliers. On an unenhanced Pal the outer floor has nothing left to do, so the ties you see are the inner one. Rounding destroys information, and how much it destroys depends on how far apart two neighbouring talents sit before it happens.

HP multiplies the species value by 0.5 per level. Attack and Defense multiply theirs by 0.075, nearly seven times smaller. One extra point of talent moves an HP figure by more than a whole point long before it moves an Attack figure by that much, so HP escapes the rounding much earlier. Not immediately, though: below about level 8 even HP ties up, and a level 1 Lamball has only 11 distinguishable HP values for its 101 talents.

An Anubis at level 10 has 30 distinguishable Attack values covering all 101 talents, so a read there is roughly a guess with error bars. The same Anubis at level 40 has all 101. A Lamball never gets there at all: at level 60 it still only shows 95, because a small species value keeps the steps small.

Players landed on the same conclusion from the other direction. In the Steam thread Question about IVs (new tab), MewTressym writes that "At low lvl's it is difficult to determine exact IV's, by lvl 50 you can easily determine it's exact IV's. Around 20's you can reasonably pin it down", and later that "The IV Calculators are not an exact science currently so round to nearest likely stat". The table below is that instinct, counted out.

How many talents the screen can tell apart, level by level

This is the number that decides whether a Palworld IV calculator can give you an answer or only a band. Each cell counts how many of the 101 talents produce their own distinct Attack number for that species at that level. 101 means every talent is separable and the read is exact. Anything lower is the number of answers the screen is capable of giving you.

Distinguishable Attack talents by species and level
PalLv 10Lv 20Lv 30Lv 40Lv 50Lv 60
Anubis305989101101101
Astegon295785101101101
Blazamut295785101101101
Frostallion326495101101101
Grizzbolt23466891101101
Jetragon326495101101101
Lamball173248648095
Necromus346699101101101
Shadowbeak285582101101101

Computed from the formula below rather than measured in game, so you can reproduce any cell with a spreadsheet. Read your own row rather than a general rule: the level at which Attack becomes exact is 40 for most of these Pals, 50 for Grizzbolt, and never for Lamball. The calculator reports the count for whatever level you type in, so you do not have to come back to this table.

The formula this calculator inverts

Transcribed from palworld.wiki.gg Pal Stats (new tab). Potential is the hidden talent expressed as a fraction: talent multiplied by 0.3 and divided by 100, so talent 100 is +30% and talent 50 is +15%. The wiki is explicit that this "only applies to the level-up stat gains for the Pal and does not increase the base stats".

Stat formula constants by stat
StatFlat partPer levelSpecies multiplier
HP500+5 per level0.5 per level
Attack100none0.075 per level
Defense50none0.075 per level
HP      = FLOOR( FLOOR(500 + 5L + Base x 0.5   x L x (1 + P)) x (1 + soul) x (1 + condenser) )
Attack  = FLOOR( FLOOR(100      + Base x 0.075 x L x (1 + P)) x (1 + soul) x (1 + condenser) )
Defense = FLOOR( FLOOR(50       + Base x 0.075 x L x (1 + P)) x (1 + soul) x (1 + condenser) )

P = talent x 0.3 / 100

There is no algebraic way back through two floors that returns one honest answer, so the calculator runs the formula forward 101 times per stat and keeps every talent that lands on your number. That is also why it can tell you when nothing fits: a screen value outside the talent 0 to talent 100 window means something else is going on, such as a stat passive or the wrong level.

What breeding does to a talent

Each of the three potentials is decided on its own, so a child can take its father HP roll, its mother Attack roll and a fresh Defense roll in the same hatch.

30% father, 30% mother, 40% random mutation, rolled per potential

The page also works through the consequence: inheriting all three potentials from one named parent is 0.3 cubed, or 2.7%.

Source: palworld.wiki.gg (new tab)

roughly 33% from either parent and roughly 33% a fresh 0-100 roll

Close to the wiki figures but not the same, and no sample size is given on either side.

Source: Steam Community discussions (new tab)

Taking the wiki numbers at face value, each potential is copied from one parent or the other 60% of the time, so all three being copied rather than rerolled is 0.6 cubed, about 22%. The other 78% is one or more potentials going to the random roll, which is not the same as losing them: a fresh roll can land on a good value by luck, and if both parents were mediocre it is the only way the child improves. If you are chasing two already-perfect parents, though, that 78% is the number you are fighting. It is the arithmetic behind stocking cake in bulk rather than expecting a lucky third egg, and it is why what one cake actually costs matters more than it looks.

What this page could not settle

What is the soul bonus per rank?

Community sources say 3% per rank. The palworld.wiki.gg Statue of Power page we read states no per-rank figure, and we did not find one elsewhere we could cite, so the soul field rests on a number we could not corroborate. Leaving souls at 0 keeps that number out of your result.

Is the HP potential really capped at 30% like the other two?

Unresolved, and it matters more than the others. In the Steam thread "Question about IVs" the poster kampfer91 writes "I do believe both ATTK and DEF cap at 30% while HP can go up to 50%". palworld.wiki.gg applies one 30% ceiling to all three. This calculator uses the wiki figure because it is the sourced one, so every HP answer here is a wiki-model answer rather than a settled one.

Which base stats are correct for Jetragon and Grizzbolt?

Unknown. palworld.wiki.gg and paldb.cc print different numbers, and neither shows where its values came from. Rather than choose, this calculator reads those two Pals twice and shows both answers.

How do stat passives change the read?

A stat-changing passive multiplies the displayed number, and the solver has no way to separate that from talent, so the answer moves in whichever direction the passive pushes. There is no passive input here because we could not verify the individual percentages. Read a Pal carrying no stat passives if you want the result to mean anything.

Questions

How do I check IVs in Palworld?

The ordinary status screen prints stat totals, not the talent behind them, so you read them backwards: take the level and the HP, Attack and Defense it shows, and work out which hidden talent values would produce exactly those numbers. That is what the calculator on this page does, testing all 101 talents for each stat.

Why does the calculator give me a range instead of one number?

Because the game rounds down while working out a stat, several neighbouring talents can land on the same displayed number. It hits Attack and Defense hardest, and HP only at very low level. At level 10 an Anubis Attack figure covers four talents at once; by level 40 every Anubis Attack talent produces its own number and the read is exact. The table on the page gives the count for each Pal at each level.

What is a good IV in Palworld?

There is no published threshold, and any site quoting one is quoting a convention rather than a source. What is checkable is the size of the prize: talent 100 adds 30% to the growth part of a stat, so a level 60 Frostallion runs 5000 HP at talent 0 and 6260 at talent 100. Decide against that gap rather than against a number someone rounded off.

Do IVs affect a Pal base stats?

No. palworld.wiki.gg states the bonus "only applies to the level-up stat gains for the Pal and does not increase the base stats". That is why a level 5 Pal with a perfect roll looks almost identical to a bad one, and a level 60 pair can differ by over a thousand HP.

Can I read a Pal that has souls, condenser stars or stat passives?

Souls and condenser stars have inputs here. The condenser figure of 5% per star is stated on palworld.wiki.gg; the soul figure of 3% per rank is not, on the page we read, so any result with souls set carries that uncertainty. Stat passives have no input at all because we could not verify their individual percentages, and an unmodelled modifier moves the answer without announcing itself. A Pal with no souls, no stars and no stat passives is the case this calculator models exactly.

How are IVs passed on when breeding?

palworld.wiki.gg gives 30% father, 30% mother and 40% a fresh random roll, decided separately for each of the three potentials. Steam discussion threads state roughly a third and a third instead. The two are close and neither publishes a sample size. Either way the planning number is the same: on the wiki figures, all three potentials being copied from a parent rather than rerolled happens about 22% of the time, so most hatches send at least one potential to the random roll.

Sources

Every page below was opened and read on 2026-08-10. The base stats for each Pal in the dropdown were checked against two of them, and the disagreements are shown rather than averaged.

Where to go next

Each of these settles a different part of the same question.

Palworld is a trademark of Pocketpair, Inc. This is an independent fan-made reference and is not affiliated with or endorsed by Pocketpair. How this site sources claims.