Expeditions Beyond 100% Success: Teams, Overcap and Rewards
Quick answer
How to use the Pal Expedition Station: pick teams, why success over 100% matters, what to farm and common setup mistakes.
Hitting 100% success is the floor, not the ceiling; overcapping expeditions is how Dog Coins and rare drops scale.
The Expedition Station sends Pals on timed missions. 100% success means reliable completion; pushing past it improves reward quality and volume. Whatever team you send is unavailable for base jobs or combat for the mission duration, so expeditions are best treated as a way to monetize Pals that are not currently pulling their weight anywhere else, not as a place to park your best fighters between boss runs.
Station basics
- Unlock and build the Expedition Station at base.
- Pick a mission tier your Pals can overcap.
- Assign a team that matches the mission requirements.
- Queue the next run as soon as rewards return.
- Check the mission's listed traits and preferred element or work type before assigning; the Station tells you what it wants, it does not make you guess.
- Longer missions pay out more per slot than short ones once your team is strong enough to overcap reliably, so do not default to the fastest tier out of habit.


Picking a team
Each mission lists a preferred element, work type, or both, and the Station weights those traits heavily when it calculates success. A team of five random high-level Pals will often underperform a smaller team that actually matches the mission's requested traits. Read the requirement line before you assign anyone; guessing wastes slots on Pals that barely move the needle.
- Match element and work-type requests first, then fill remaining slots with your highest-level spares.
- Pals sitting idle at base (no job assigned, no ranch slot, nothing) are the correct default choice for expeditions. Free up your working roster before you start pulling active workers off the line.
- Low-star duplicates you are not condensing anymore are perfect expedition fodder; they still contribute their full trait match even without combat stats.
- Rotate in newly caught Pals you have not decided a role for yet. Expeditions are a good way to get value out of a Pal Box while you figure out where it belongs long-term.
What to overcap for
The Station UI caps the displayed success rate at 100%, but the hidden score keeps climbing. Overqualified teams still improve reward quality, volume and tier (including Dog Coins and rarer table rolls) even when the bar looks full. Match requested traits for the biggest hidden multiplier, then park condensed combat Pals on the missions that print currency.
- Do not stop upgrading the squad the moment the bar hits 100%.
- Trait-matched overcap beats raw level spam for the same slot count.
- Push higher-tier missions only when your overcap team can clear them reliably.

Dog Coin
Materials
A mysterious coin. Apparently there are people who collect these. A Mimog will usually have them, but for some reason, they cannot be obtained by butchering it.

Starfruit ☆1
Enhancement
A magical fruit, said to be seen only on the rarest of occasions. Raises a Pal’s rank from ☆0 to ☆1.

Starfruit ☆4
Enhancement
A magical fruit, said to be seen only on the rarest of occasions. Raises a Pal’s rank from ☆3 to ☆4.

Dog Coins are the standout expedition reward because they buy Starfruit at the merchant, and Starfruit skips condenser copy grinding entirely on Pals that are painful to farm in the wild. If your condenser targets are stuck waiting on rare species, running Dog Coin missions on a rotating cast of spare Pals is often faster than hunting more copies in the field. Keep an eye on which mission tiers actually list Dog Coins in their table before you assume every expedition pays the same currency.
Reading mission requirements
Every mission slot on the Station board lists a difficulty tier and one or more preferred traits before you commit a team. Higher tiers demand more total team power to reach 100%, but they also pay out noticeably better loot and more currency per completion, so it is worth pushing your team up a tier the moment you can clear it without dipping under full success. Do not judge a tier purely by its timer; a longer mission that pays double is usually the better use of a Station slot than two short missions back to back, especially once travel and reassignment overhead is factored in.
The Station is also a good pressure release valve for a growing Pal Box. New catches you have not slotted into base work, breeding, or combat yet do not need to sit idle in storage; assign them to whatever expedition matches their element or work type while you decide their long-term role. That keeps every Pal contributing something instead of one class of good Pals working and everything else doing nothing between capture and a final decision.
Common expedition mistakes
- Sending your best combat Pals on an expedition right before a boss run or raid, then discovering they are locked out for the mission duration.
- Ignoring the requested traits and assigning by level alone. A perfectly matched low-level Pal often beats a high-level mismatch.
- Leaving completed expeditions unclaimed. Rewards wait, but so does the empty Station slot that could be queuing the next run.
- Running the shortest mission tier forever out of habit instead of testing whether your overcapped team can handle a longer, higher-paying tier.
Want the math on why overcap still scales drops after 100%?
Explain This: Expedition overcapTurn Dog Coins into Starfruit for the condenser targets you are stuck grinding.
Condenser & Starfruit guideCommon questions
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- Hitting 100% success is the floor, not the ceiling; overcapping expeditions is how Dog Coins and rare drops scale.
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