Palworld Guide

How to Beat Bellanoir Raid Boss: Weakness, Team, and Drops

Bellanoir summons at Level 35 with ×120 HP and ×1.5 damage, but she is the one raid that never reduces the damage you deal. Here's the element she folds to, the Dragon squad that shortens the fight, all six of her Dark attacks with power and cooldown, where her slab fragments come from, and every reward the kill pays out.

Updated 7 min read7 data tables
How to Beat Bellanoir Raid Boss: Weakness, Team, and Drops — Palworld Database

Bellanoir is the Level 35 Dark raid boss you call down at a Summoning Altar, and she is the gentlest of the five raids by a wide margin — ×120 HP and ×1.5 damage, but no damage reduction at all, which no other raid boss can say. This guide covers the one element that gets bonus damage on her, the squad that ends the fight fastest, all six attacks in her rotation with power and cooldown, where the slab fragments come from, and everything the clear pays out.

Bellanoir Raid Stats and Weakness

The whole difficulty of this fight sits in one row of the table below: damage taken ×1.0. Every other raid shaves your output — Bellanoir Libero eats 60% of it, Xenolord 65% — while Bellanoir takes every point you land at face value. Her health bar is the smallest multiplier of any raid too, and ×1.5 damage means she hurts without one-shotting a levelled Pal. If you have never done a raid, this is the one to open with. All five multipliers sit side by side on the raid boss list with every battle multiplier.

Standard Bellanoir Raid
BossBellanoir
ElementDark
Weak toDragon — the only element with a bonus against Dark
Summon level35
HP multiplier×120 — the lowest of any raid boss
Damage it deals×1.5 — the lowest of any raid boss
Damage it takes×1.0 — no reduction, unique among raids
Cooldown rate×2 — the same rate every raid uses
Mode changeNone — she never swaps element mid-fight
Paldeck#195
Summon costBellanoir's Slab, built from 4× Bellanoir's Slab Fragment
Guaranteed body dropsAncient Civilization Parts ×4–6, Precious Entrails ×2–3, Dark Fragment ×2–3

What You Need Before You Summon Her

The slab is consumed the moment you offer it, win or lose, so treat this as a gate. The altar itself is early and cheap — Technology 33, and there are 16 altars already standing out in the world if you would rather not build one, all pinned on the interactive map's raid altar layer. Gear is the real requirement. You can technically show up at Technology 33 with a Handgun, but the fight gets short around Technology 45–46, where the Assault Rifle and Pal Metal Armor land. Every one of her attacks is Dark, so a Ring of Dark Resistance is the single best accessory slot you can fill for this one.

RequirementWhat it costs
Summoning AltarTechnology 33 — 100 Stone and 20 Paldium Fragment
Bellanoir's SlabBellanoir's Slab Fragment — see the sources below
A Dragon attackerAny Pal from the team table, condensed and levelled past 35
Pal Metal ArmorTechnology 46 — the comfortable armour tier for this fight
Assault RifleTechnology 45 — sustained damage beats burst here
Ring of Dark ResistanceCuts the only damage type in her entire kit

How to Get Bellanoir's Slab

Four Bellanoir's Slab Fragments combine into one slab. Fragments come from two directions: chests and camp stashes you loot yourself, and Pal Expeditions you dispatch and forget. Expeditions are the low-effort route — two of the three that pay fragments are Normal difficulty and take 45 minutes, so a rotation of dispatches builds slabs while you play. If you would rather farm it actively, Desert chests have the best odds per roll at roughly two in three, and the Desert alone holds 263 chest pins; open the Desert treasure chest layer and run the dense clusters. Camp stashes in the 48 enemy camps are worth clearing on the way past.

SourceTypeChance per rollFragments
Blazing CavernExpedition — Normal, 45 minReward table1–2
Hidden Sanctum of the DesertExpedition — Normal, 45 minReward table1–2
Rayne Syndicate Smuggling WarehouseExpedition — Very Hard, 120 minReward table1–2
Chests in the DesertTreasure chest≈67%1
Chests in Mount ObsidianTreasure chest≈60%1
Enemy camp stashes in Mount ObsidianCamp boss stash≈60%1
Chests in the ForestTreasure chest≈50%1
Enemy camp stashes in the DesertCamp boss stash≈23%1
TipYou can skip the crafting step entirely. A finished Bellanoir's Slab drops whole from the technology-book stands inside the Cavern of the Dunes and the Volcanic Cavern at roughly 25% per stand — that is one slab instead of four fragments. Both cavern types are pinned on the dungeon and cavern list.

Why Dragon Is the Answer

Dark has exactly one counter on the element chart and counter finderDragon — and it is worth about 1.5× damage. Stacked on top of Bellanoir's ×1.0 damage taken, a Dragon squad is doing full super-effective damage to a raid boss, which is a sentence you cannot write about any other raid in the game. The matchup is also clean defensively. Dragon is beaten by Ice, and base Bellanoir has no mode change — she never picks up a second element, unlike her Libero form, which shifts to Ice partway through and freezes the arena. Your Dragons are safe for the entire fight. The typing you should bench is Neutral, since Dark's own bonus lands on Neutral Pals and every attack she owns is Dark.

MatchupResult
Dragon attacking BellanoirBonus damage — the only element that gets it
Her Dark attacks vs your Dragon PalsFlat damage — Dragon's weakness is Ice, which she does not have
Her Dark attacks vs a Neutral PalBonus damage — the one typing to leave at base
Ice Pals in your partyFlat both ways, but they lose the Dragon damage bonus
Compared to Bellanoir LiberoLibero gains Ice mid-fight and punishes Dragons; base Bellanoir never does

Best Pals to Bring Against Bellanoir

Jormuntide Ignis is the pick if you have it — 150 melee attack is the highest of any Dragon Pal outside a raid boss, and its Fire half changes nothing about this matchup. For ranged damage, Jetragon leads at 140, though it is a Level 70 alpha and most players fighting Bellanoir will not have caught it yet. The realistic answer at this stage is Quivern: only 100 attack, but 423 spawn points across the map, more than every other Dragon on this list combined, so you can go get one right now and condense it. Shaolong is the best middle option at 135 ranged attack, 140 HP and 63 spawn points, and Astegon is a Level 55 alpha you can walk up to with 125 defense to match its attack.

PalAttack (M / R)HP / DefWhy bring it
Jormuntide Ignis150 / 130130 / 100Highest melee attack of any catchable Dragon — best raw damage per hit
Jetragon100 / 140115 / 120Highest ranged attack in the element; a Level 70 alpha, so it is a stretch goal
Shaolong100 / 135140 / 120Best attack-to-bulk balance, and 63 spawn points make it findable
Orserk100 / 130120 / 115130 ranged across 33 spawn points — a solid second Dragon slot
Astegon100 / 125100 / 125Level 55 alpha with 125 defense; survives the beam barrage better than most
Aegidron100 / 125105 / 140Highest defense of any Dragon at 140 — the one that stays alive
Quivern100 / 100105 / 100423 spawn points, by far the easiest Dragon to get — the accessible pick
Blazamut Ryu150 / 130105 / 125Raid-tier stats, but you need to clear its own raid first

Bellanoir's Attacks and What to Do

Every move she throws is Dark, and almost all of them apply Blind, which is the real annoyance in this fight — your screen goes dark while a 5,000-range homing attack is already in the air. Nightmare Ray is the one to respect: her exclusive skill, 600 power, and she vanishes before reappearing to fire a barrage of beams, so the moment she disappears you should already be moving. Note the cooldown column is her baseline; the raid's ×2 cooldown rate means she cycles through this list roughly twice as fast as the numbers suggest. Dark Cannon and Umbral Surge are the filler she spams between the heavy hitters, and Spirit Flame is the only one that leaves a status other than Blind.

MovePowerCooldownEffectWhat it does
Nightmare Ray60030sHer exclusive skill: disappears, reappears, fires a barrage of beams
Nightmare Ball30016sBlindHurls a giant ball of darkness from long range
Spirit Flame20012sBurnThree balls of malice that chase you until they connect
Dark Arrow1208sBlindHoming dark energy — no dodging it, only outranging it
Dark Cannon704sBlindFast filler energy ball, fired constantly
Umbral Surge604sBlindFan of high-speed orbs that spreads with distance — close in to thread it

Split up and keep the beams off your Pals

Umbral Surge fires a spreading fan, which means the further back you stand the wider the cone and the more of your party it clips. Grouping up in front of her at long range is the worst possible position. Fight from the flanks, keep your Pals and your co-op partners on different sides of her, and use the vanish animation on Nightmare Ray as your cue to break the line she was facing.

Burn the damage window instead of playing safe

Because she has no damage reduction, every second you spend not attacking costs you more than it would in any other raid. A Dragon partner landing super-effective hits plus sustained rifle fire clears her ×120 health bar far faster than a cautious hit-and-run pattern. Take the Blind, keep shooting in the direction she was last standing, and heal through the ×1.5 damage rather than disengaging from it.

Bring a second Pal for the Blind windows

Blind stacks on five of her six moves, and while you cannot see, your Pal can. A bulky Dragon like Aegidron at 140 defense holds her attention through those windows without dying, which is worth more than squeezing an extra 15 attack out of a squishier partner. Swap to your damage Pal once the status wears off.

Bellanoir Raid Rewards

Everything on the clear list is a 100% drop — no rolling for it. The headline is Dark Skill Fruit: Apocalypse, a 400-power Dark move with a 20-second cooldown that you can graft onto any Dark Pal; more Dark options are covered on the Dark skill fruit guide. Three to five Training Manual (XL) is the quiet prize, since that is the fastest way to push a raid team past level 40. You also pick one of three Applied Handbooks, each of which permanently adds a work suitability to a Pal — the handbook guide covers which Pals are worth spending them on. On top of that, the raid leaves an egg: nine times out of ten it hatches a standard Bellanoir, and the other one in ten is the boss-sized version.

RewardAmountChance
Dark Skill Fruit: Apocalypse×1100%
Ancient Civilization Core×1–3100%
Training Manual (XL)×3–5100%
Applied Ranching Handbook I×1Choose one of three
Applied Transporting Handbook I×1Choose one of three
Applied Medicine Production Handbook I×1Choose one of three
Ancient Civilization Parts×4–6100% body drop
Precious Entrails×2–3100% body drop
Dark Fragment×2–3100% body drop

Bellanoir After the Kill

Bellanoir does not spawn anywhere in the world, so the raid is the only way to get one. She is worth keeping for the base, not just the Paldeck entry: Handiwork 5 and Medicine Production 5 are both top-tier ratings, with Transporting 4 on top, which makes her one of the better all-round workers you can own at this point in the game. In combat she runs 150 ranged attack on a 120 HP frame with the Nightmare Iris partner skill. She is nocturnal and attacks on sight, so expect her to work the night shift at your base. Once you have two, the breeding calculator confirms the only pairs that produce her are Bellanoir × Bellanoir and Bellanoir × Bellanoir Libero.

TipClear this raid before you touch the others. Bellanoir Libero uses the same arena and the same beam patterns but cuts your damage by 60% and freezes everyone when it shifts to Ice — learning the fight here, where nothing is reduced, costs you one cheap slab instead of a rare one.