Palworld best mounts: what to unlock, and in what order
Mounts split by terrain in 1.0 — a ground mount, a flyer, a water mount. Here's the order to unlock them so you're never stuck on foot.

The biggest mount change in Palworld 1.0 is that there is no single "best mount" anymore. Traversal splits hard by terrain: you want a fast ground mount for land, a flyer for crossing gaps and scouting, and a water mount that actually leaps instead of paddling. Chasing one do-it-all Pal is what leaves you crossing half the map on foot.
The unlock order that keeps you mobile from the start: the Rushoar saddle comes first at tech level 6 — the earliest possible mount if you're willing to travel for it. The Celaray glider follows at tech 7. Your reliable early ground mount, Eikthyrdeer, unlocks its saddle at tech 12 and double-jumps, which matters more than raw speed early. Your first real flyer, Nitewing, lands at tech 15 and spawns right near the starting area — it's most players' first set of wings.
From there, upgrade by role rather than by hype. A flyer is the single biggest time-saver in the game: it turns a two-minute trek into ten seconds and lets you hunt Lifmunk Effigies at night, when they glow. A ground mount handles the terrain a flyer can't land on cleanly. And once you reach the water-heavy regions, a dedicated swimming mount stops the ocean from being a wall.
At the endgame ceiling, the picks split by trade-off, not by a single winner. For flight, Jetragon has the highest top speed in the game but low stamina, so it shines on short hops; Xenolord trades a little speed (around 2700 sprint) for roughly 300 stamina, which makes long crossings far smoother, and it can push past 3200 with speed passives. On the ground, Necromus and Paladius are the kings with dash skills and high jumps, though their saddles unlock around level 49, and the new 1.0 legendary Hartalis pushes ground speed higher still. In the water, the new Neptilius tops the category while the long-standing Jormuntide (saddle at level 39) stays excellent — and since swimming mounts don't spend stamina in water, raw speed is all that matters there.
One reflex worth keeping from the veteran side of the game: your best combat Pal is almost never your best mount, and your best mount is rarely your best base worker. The rush treats mounts, fighters and workers as three separate rosters — so don't sink your best saddle into a Pal you also need on the front line.