Palworld Ammo Guide: All 34 Types and How to Keep Them Stocked
Quick answer
34 in the 1.0 item extract, covering conventional bullets, energy and plasma cartridges, explosives, arrows, and oddities like Flamethrower Fuel and Decal Ink. Most players realistically supply one primary line and one situational line.
Palworld 1.0 has 34 ammo types. You will realistically supply two of them. Picking which two is the whole gun build, and most players pick by accident.
There are 34 ammo types in Palworld 1.0, one for effectively every weapon family that fires something. In practice a player supplies one primary line and one situational line, because ammo is a production commitment rather than a purchase. The question that matters is not which ammo is best, it is which ammo your base can produce without you standing at a workbench.
That framing changes weapon choices. A legendary Laser Rifle you cannot feed is worse than a common Assault Rifle you can, which is why ammo planning belongs before schematic farming rather than after it.
Every ammo type with its recipe inputs and weight, filterable.
Open item databaseThe 34 types, grouped by what they feed
- Conventional bullets: Handgun Ammo, Rifle Ammo, Assault Rifle Ammo, Heavy Assault Rifle Ammo, Machine Gun Ammo, Gatling Gun Ammo, Combat Submachine Gun Ammo, Magnum Ammo, Coarse Ammo, Prototype Shotgun Ammo, Shotgun Shell.
- Energy and laser: Laser Gatling Cartridge, Plasma Cartridge, Plasma Rifle Ammo, Charge Rifle Ammo, Energy Cartridge, Energy Shotgun Ammo, Overheat Rifle Ammo, Beam Launcher Ammo, Beam Scatter Ammo.
- Explosives: Rocket Ammo, Missile Ammo, Grenade Ammo, Tactical Grenade Launcher Ammo, Meteorite Ammo.
- Arrows: Arrow, Reinforced Arrow, Advanced Arrow, Fire Arrow, Poison Arrow, Mechanical Bow Ammo.
- Odd ones out: Flamethrower Fuel, Boost Gun Ammo, and Decal Ink, which is cosmetic rather than combat.
Pick a primary line and automate it
The two lines worth building a supply chain around are Assault Rifle Ammo for the mid game and the energy cartridges for the late game. Both are high volume, both feed the weapons that actually clear content, and both are simple enough recipes that a base can churn them out while you are elsewhere.
- Assault Rifle Ammo carries the mid game. If you are between level 30 and 55, this is the line to keep stocked.
- Plasma and Laser cartridges carry the endgame alongside the Laser Rifle, which is the strongest sustained-damage weapon in 1.0.
- Rocket Ammo is your boss opener. Craft in small batches, carry a handful, do not automate it.
- Arrows are the answer to ammo scarcity, not a damage choice. Cheap, craftable from early materials, and fine for capture softening.

Assault Rifle Ammo
Ammo
Ammo for the Assault Rifle and similar weapons. Can be crafted at Weapon Assembly Line.

Rifle Ammo
Ammo
Ammo for the Single-Shot Rifle and similar weapons. Can be crafted at Weapon Workbench.

Plasma Cartridge
Ammo
Ammo for the Plasma Cannon and similar weapons. Can be crafted at Weapon Assembly Line II.

Rocket Ammo
Ammo
Ammo for the Rocket Launcher and similar weapons. Can be crafted at Weapon Assembly Line II.
Weapon damage, magazine, and durability numbers for every line above.
Best weaponsThe furnace and ingot chain that feeds every conventional ammo recipe.
Furnace recipesKeeping a base making ammo while you are away
- Put the workbench next to the ingot chest. Handiwork Pals weigh chest proximity heavily when picking tasks.
- Staff Handiwork properly. Zoe fully condensed hits Handiwork 7, which outperforms most early crafting Pals.
- Raise Handiwork above Mining on the Monitoring Stand at your production base, or the ore node will always win.
- Keep one dedicated ammo chest separate from general storage so you can see the stock level at a glance.
The Zoe Handiwork trick that gives you level 7 crafting far earlier than expected.
Zoe HandiworkRanked Handiwork Pals with live suitability figures.
Best Handiwork PalsCommon mistakes
- Crafting five ammo types in small amounts. Depth beats breadth, because a half stack of everything means you run dry mid-fight on all of them.
- Buying ammo from merchants as a strategy. It works as an emergency top-up and it is terrible as a supply chain.
- Carrying weight into a raid full of the wrong ammo. Ammo has weight, and dead cartridges cost you carrying capacity.
- Switching weapon families every time a schematic drops. Every switch resets your entire supply chain.
Merchant stock reference if you are topping up rather than producing.
Merchant locationsCommon questions
Short answers for searches that should land here, with links to the item, map pin, or related guide when you need more detail.
- How many ammo types are in Palworld?
- 34 in the 1.0 item extract, covering conventional bullets, energy and plasma cartridges, explosives, arrows, and oddities like Flamethrower Fuel and Decal Ink. Most players realistically supply one primary line and one situational line. Item database
- Which ammo should you craft in Palworld?
- Assault Rifle Ammo through the mid game and plasma or laser cartridges in the endgame alongside the Laser Rifle. Both are high volume lines that a base can produce automatically, which matters more than raw damage per round. Best weapons
- Can you buy ammo in Palworld?
- Yes, from merchants, but it works as an emergency top-up rather than a supply chain. Sustained play needs a base producing ammo on Handiwork while you are out, otherwise every dungeon run ends when your stack does. Merchant locations
- Why does my base stop making ammo in Palworld?
- Usually work priority. Mining outranks Handiwork on the default base order, so a respawning ore node pulls your crafters off the workbench. Raise Handiwork on the Monitoring Stand and keep the ingot chest adjacent to the bench. Work priority
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