At a glance

Snock is a Electric-type Pal #163 in Palworld 1.0, and its highest work suitability is generating electricity at level 4, and it has 256 parent combinations, and it has no guaranteed passive skill. Data from Palworld 1.0.

Partner skill B

Charging Shell

Drops B

Defeat drops

Aquatic Pal Fluids ×1–2 100%
Electric Organ ×1–2 100%
Ancient Civilization Parts Alpha ×7–8 100%
Precious Entrails Alpha ×2–3 100%

Related questions

What is Snock best used for in Palworld 1.0?

Snock's highest recorded work suitability is generating electricity at level 4, which is the base task it is most efficient at compared to its other assignments.

Is Snock obtainable in Palworld 1.0?

Snock is catchable in the wild and breedable, with a valid parent combination in this data set.

What does defeating Snock drop?

Defeating Snock has a recorded chance of dropping Aquatic Pal Fluids (100%), the highest-chance defeat drop in this data set for this Pal.

Try another build

Fixed on Snock

Snock has no fixed passives.

Custom passive slots available: 4/4

Snock can equip 3 active skills at once; inherited skills beyond that stay in its learned list.

Active skills

Shockwave

Level: 1
Element: electricity Power: 80 Cooldown: 4 Exclusive: No

Lightning Streak

Level: 7
Element: electricity Power: 160 Cooldown: 8 Exclusive: No

TriSpark

Level: 15
Element: electricity Power: 250 Cooldown: 12 Exclusive: No

Lightning Strike

Level: 22
Element: electricity Power: 300 Cooldown: 16 Exclusive: No

Lightning Bolt

Level: 30
Element: electricity Power: 450 Cooldown: 20 Exclusive: No

All Range Thunder

Level: 40
Element: electricity Power: 500 Cooldown: 24 Exclusive: No

Shell Charge

Level: 50
Element: electricity Power: 500 Cooldown: 24 Exclusive: No

Thunder Rail

Level: 70
Element: electricity Power: 600 Cooldown: 30 Exclusive: No

Fixed passive skills

Snock is not born carrying a passive skill.