Palarium

GitHub
Parent 1
×
Parent 2
Pick two parents to see their child.
Pick a target pal to list every parent combination that produces it.

Breedable now

Every species you can breed from pals you own (★ starred or in your roster) — right now in one step, or through longer chains. Click a result to see how.

Roster

Your roster tracks individual pals — passives, gender, IVs. Adding one automatically stars ★ its species as owned; the Planner and the Breedable now tab use both.

Plan a breeding route

Pick starting pal(s) and a target species — the planner finds the shortest breeding chain and tracks the passives you want to carry along it.
How the planner works

Pick up to four starting pals (from your roster, or any species — add the passives each one carries under its slot). The planner merges your starters into one line, trying every merge order, then finds the shortest chain of partners to reach the target. At every step, hatch until a child inherited the passives you're carrying, then continue with that child. Set desired passives on the target to track a specific goal set — the route steps show the approximate odds per egg.

1 · Starting pals
Quick add from your roster — click a pal to fill the next free slot:
Start pal 1
Start pal 2 · optional
Start pal 3 · optional
Start pal 4 · optional
2 · Target & options
Target species
Desired passives · optional
Leave empty to track every passive your starters carry.
Route options
Chain partners: any species, ones you could go and catch, or only pals you own.
Optional. Describes and ranks catches relative to you — it never rules one out.
3 · Route
Pick at least Start pal 1 and a target species — the route appears here automatically.
Star ★ a species to mark it as owned — stars power every “Owned” filter across the app. Pals in your Roster count as owned automatically.
#PalElement Breeding power♂ chanceWork suitability
A base aura is a partner skill that pays out while the pal is assigned to a base, not while it's in your party — most of them buff every other pal there. One of each is usually all you want: nearly all of them say “does not stack”.
Labels
Drag to pan · scroll to zoom · tap a marker
Marker positions, names and alpha levels come straight from the game files (v1.0.1) — the same extraction that builds the Paldex. Distances are straight-line, so treat them as a guide to the closest statue rather than a walking route.

🍰Breeding, explained like you're 5

The short version — everything you need to hatch your first eggs.
  1. Build a Breeding Farm (Technology level 19). Also build an Egg Incubator (level 7, needs Paldium).
  2. Put one boy pal and one girl pal in the farm. Any two species can make a baby together — genders just have to be different. Check a pal's gender in your Palbox.
  3. Bake a Cake and put it in the little chest attached to the farm. No cake, no baby. One cake = one egg.
    5× Flour8× Red Berries7× Milk8× Eggs2× Honey
    1.0 added four premium cakes — better passives, double eggs, mutations.
  4. Wait about 5 minutes. An egg pops out. Stick it in the incubator and wait for it to hatch (bigger and rarer eggs take longer).
  5. Which pal comes out? Three simple rules:
    • Same species parents → same species baby. Lamball + Lamball = Lamball.
    • Different species → the game does secret math (see the deep dive). Just use the Breed tab — it tells you exactly what you'll get.
    • A few pairs are special recipes that ignore the math — they're marked with a gold UNIQUE badge in this app. Example: Relaxaurus + Sparkit = Relaxaurus Lux.
  6. Why bother? Babies can inherit passive skills from both parents. Breed a pal with great passives into a strong species and you get a super-pal you could never catch in the wild.
Legendary pals (Jetragon, Frostallion, Paladius, Necromus…) can't be created by mixing other pals — the only way to breed one is two of the same legendary. Their entries say "unique only" in the Paldex.

🧬Deep dive

How the game actually decides what hatches — the same rules this calculator runs.
The species formula (breeding power)

Every species has a hidden number called breeding power (internally CombiRank — you can see it for every pal in the Paldex tab). When two different species breed:

target = floor((powerA + powerB + 1) ÷ 2)

The child is the species whose breeding power is closest to that target. If two species are exactly equally close, a hidden priority value decides the winner. That's it — the whole species system is one averaging formula.

  • Not every pal can be a "math result": legendaries and all sub-species (Relaxaurus Lux, Incineram Noct, etc.) are excluded from the pool — only 183 of the 288 species can hatch from averaging. The excluded ones need their unique recipe or same-species parents.
  • Unique recipes override the math. This app checks them first, exactly like the game.
  • A handful of recipes are gender-dependent: Katress ♀ × Wixen ♂ gives Katress Ignis, but Katress ♂ × Wixen ♀ gives Wixen Noct. The Breed tab shows both outcomes when it matters.
  • Because it's an average, you can often reach the same child from hundreds of different pairs — that's what the Find Parents tab enumerates.
Choosing your cake (new in 1.0)

Since 1.0 the cake you feed the farm changes what hatches. Pick it per goal:

  • Cake — the baseline. One egg, normal odds (recipe above).
  • Mushroom Cake · Tech 30 — slightly better stat (IV) rolls on the child.
    5× Flour5× Mushrooms3× Cavern Mushrooms8× Eggs2× Honey
  • Vegetable Cake · Tech 47 — two eggs per breeding cycle. Doubles throughput, and each egg rolls its mutation chance separately.
    8× Flour8× Tomatoes7× Lettuce8× Eggs4× Honey
  • Extravagant Vegetable Cake · Tech 60 — mutation chance rises to ~3% per egg, plus better stat rolls. The mutation-hunting pick.
    12× Flour8× Cotton Candy10× Potatoes6× Onions8× Carrots
  • Special Cake · Tech 74 — much better odds that the child inherits the parents' passives. With clean parents carrying exactly the 4 passives you want, keepers become common. No effect on mutation or egg count.
    20× Flour8× Caramel Cotton Candy15× Milk15× Eggs2× Mammorest Meat
Rule of thumb: building a passive line → Special · hunting mutations → Extravagant Vegetable · mass production → Vegetable · stat polish on a budget → Mushroom.
Passive skill inheritance (the real endgame)

The child can inherit up to 4 passive skills drawn from the combined pool of both parents' passives, and it can also roll random passives that neither parent has.

  • Roughly speaking (community-measured, the game doesn't show the odds): if the parents together have exactly the 4 passives you want and nothing else, about 1 in 10 eggs is a perfect 4/4 baby.
  • Every junk passive on either parent dilutes the pool and tanks your odds. The meta strategy is to breed "clean" parents first: pals whose only passives are ones you want.
  • Classic workflow: combine 2 desired passives on one parent, 2 on the other → hatch until a child has 3–4 → use that child as a new parent. Passives have no gender, so any keeper can pair with any opposite-gender partner of the right species chain.
  • Popular combat set: Legend (from legendaries — yes, it inherits!), Musclehead, Ferocious, element +20%. Work set: Artisan, Serious, Lucky, Work Slave.
  • Endgame: the Special Cake (Tech 74) sharply raises how much of the parents' pool carries over. The odds shown in this app assume a regular Cake — treat them as a floor once you're baking Special Cakes.
  • Which passives are worth the effort — and which 15 are worth breeding out — is the Skills tab, with every effect in numbers.
IVs, genders, stats and active skills
  • Each pal has hidden IVs (0–100) for HP, Attack and Defense — worth roughly +30% to a stat at max. Community testing says each stat usually copies one parent's value, at least one stat always comes from a parent, and the rest can roll fresh — so hatch several keepers and compare. A Mushroom or Extravagant Vegetable Cake nudges the rolls upward.
  • Active skills (changed in 1.0): the child's inherited attack skills are drawn from the three skills equipped on the parents at breeding time — set both parents' movesets before dropping them in the farm.
  • Gender is rolled per species — every pal card in this app shows the ♂/♀ odds. Some species are heavily skewed (useful to know when you need a specific gender for a gender-locked recipe or your next pairing).
  • Alpha (oversized) status does not inherit; the Lucky passive from lucky pals inherits like any other passive.
Egg mutations 🧬
  • Every bred egg has a ~1% chance to mutate~3% if you use an Extravagant Vegetable Cake instead of a regular Cake. A Vegetable Cake's two eggs each roll separately, so it's ≈2% per breeding cycle at the base rate.
  • Mutated eggs are visibly different — purple with a distinct pattern — so you'll know before it hatches.
  • A mutated pal can come with any of: up to 2 free condensation levels, Alpha (oversized) status, one or more mutation-exclusive passives, or even hatch as a different species than the normal child.
  • The exclusive passives (marked 🧬 in this app's passive picker) can't be rolled any other way: Babysitter (+30% egg production & incubation speed at base — the breeding meta pick), Idiosyncratic, Immortality, Heavily Armored, Skymarcher. Once obtained they inherit like normal passives.
  • Which species a mutated egg can turn into is not fully understood yet — community data collection is ongoing, so this app doesn't pretend to predict it. Treat species mutations as a lottery bonus.
Eggs, incubation and throughput
  • Egg type and size depend on the child (element + rarity). Bigger/rarer eggs take longer — huge eggs can take many real-time hours at default settings.
  • Eggs have a temperature preference ("feels a little cold…"). Match it — put the incubator near a heater or campfire for warm-loving eggs, a cooler for cold-loving ones — and incubation speeds up significantly.
  • 1.0 halved default incubation times in newly created Normal and Hard worlds — existing saves keep whatever they had. The world setting PalEggDefaultHatchingTime still scales everything; many servers set it to 0–2 h.
  • One farm produces one egg per cake per ~5 minutes while both parents are assigned and fed (two eggs with a Vegetable Cake). Build multiple breeding farms to parallelize.
  • Cakes stored in the breeding farm's chest never spoil — stock it up.
  • True endgame: the Ancient Breeding Facility (Tech 76 · 100× Pal Metal Ingot, 50× AI Core, 30× Ancient Parts, 30× Ancient Core) automates the whole loop — assign two pals, pick a cake, and it breeds and hatches continuously with no separate incubator.