Makes trainer attacks inflict Burn Lv 2 to Lv 6, depending on Partner Skill rank.
- Burn InflictionLv 2 → Lv 6YouUnique effect · does not stack
Start with the mapped field-boss encounter. The lowest mapped encounter is level 78.

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Set the target alight, then make every bullet detonate it for 60% of your attack.
The most automatic status party in the library. Renjishi applies Burn from the party slot with no cast, no cooldown and no activation, so the combo is live from your first bullet. Jormuntide Ignis then adds 50% to 65% damage against burning targets for both you and your pals, and Flaracle turns every one of your hits into an area explosion worth 40% to 60% of your attack. Solenne pays 30% to 80% raw attack for keeping five different species, and Silvegis fills the last slot because nothing else here protects you. The catch is a hard one: Fire and Water pals are immune to Burn, which switches off three of the five slots in a single matchup.
Every slot has a job. The cards below show the exact synergy, its rank range, who it affects, and a mapped route to recruiting that pal.
Makes trainer attacks inflict Burn Lv 2 to Lv 6, depending on Partner Skill rank.
Start with the mapped field-boss encounter. The lowest mapped encounter is level 78.
Raises outgoing damage for you and itself against burning targets, and blocks lava damage.
Catch it in the wild. Spawns at levels 66 to 67 across 21 points on the main island.
Every hit you land on a burning target detonates it for 40% to 60% of your attack to everything nearby. On grouped enemies this is the largest damage source in the party.
Catch it in the wild. Only spawns on the World Tree region.
Pays 30% to 80% attack while no two pals in the party share a species. The Flaracle explosion is a percentage of your attack, so this slot scales the explosion too.
Catch it in the wild. Only spawns on the World Tree region.
Cuts shield damage by 65% to 80% and regeneration delay by 30% to 60%. Nothing else in this party protects you, and the explosion rewards fighting at close range.
Start with the mapped field-boss encounter. The lowest mapped encounter is level 62.
Burn is already applying from the party slot the moment you open fire, so there is no setup cast. Every hit on a burning target does three things at once: normal damage, Jormuntide Ignis 65% bonus on top, and a Flaracle explosion worth 60% of your attack to everything nearby. Check the boss first, because Fire and Water pals cannot be burned at all.
Compare every surfaced partner effect at base rank and full condensation. Effects marked Unique can still scale by rank, but a second carrier of the same species adds nothing. Two different species carrying the same effect do add together.
| Pal / role | Partner effect | Affects | Rank 1 | Rank 5 |
|---|---|---|---|---|
| Burn InflictionUnique | You | Lv 2 | Lv 6 | |
| Damage vs Burning TargetsUnique | You and pal | 50% | 65% | |
| Lava Damage ImmunityUnique | You | Active | Active | |
| Burning-Target ExplosionUnique | You | 40% | 60% | |
| Attack (all species unique)Unique | You | 30% | 80% | |
| Shield Regeneration Delay ReductionUnique | You | 30% | 60% | |
| Shield Damage ReductionUnique | You | 65% | 80% |
A trainer-damage build, so the Fire element passives are dead weight: Flame Emperor raises the Fire damage of the pal carrying it, not your weapon. The explosion and the burn bonus both scale off your raw attack instead.
10% increase in Player Attack.
The Flaracle explosion is defined as a percentage of your attack, so this passive raises your direct damage and your explosion damage at the same time. Put it on all five.
50% player attack across five carriers
Bought once from a bounty officer for bounty tokens, then applied to any pal for gold. Bounty tokens come from the purple wanted markers on your map.
10% increase in Player Defense.
The explosion has a radius and you are inside it. This build fights closer than most trainer-damage parties, so player defense earns its slot.
50% player defense across five carriers
Same bounty officer, same one-time purchase. Buy both on the first trip.
Player Reload Speed +4%
Worth 4% reload speed per copy. The explosion triggers per hit rather than per second, so more trigger pulls is straightforwardly more damage here.
20% reload speed across five carriers
Sold by the arena vendor for battle tickets earned from arena challenges.
Pal and Player Auto Health Regeneration Rate +50% Defense +25% Immune to Poison Damage Immune to Burn Damage
Immunity to poison and burn plus 25% defense and regeneration. The burn immunity is genuinely relevant: burning enemies and lingering fire are the hazard this build creates for itself.
Defense and regeneration on every carrier, immunities do not need stacking
Mutation-pool only, so it never rolls on an ordinary wild catch. Breed for it, or pull the implant from the ancient relic recycler.
The explosion is per hit, not per second, which decides the whole loadout: a fast weapon with a large magazine beats a hard-hitting one. Materials shown are the first craftable tier.
Flaracle explosion fires on every landed hit at 40% to 60% of your attack. A shotgun pellet and a rifle bullet are both one hit, so pellet-based weapons are worth testing here.
The highest sustained damage per second in the game and a 38-round magazine, so it is also the highest sustained explosion count.
A rifle that releases an electrical discharge from the point of impact, which chains to multiple enemies.
Run this until technology 78. Cheap ammunition matters in a build whose damage is a function of trigger pulls.
An assault rifle made from Soralite Ingots. It has been enhanced to handle powerful ammo while maintaining its versatility.
Splash damage burns everything in the blast, which sets up the Flaracle explosion on a whole pack at once. This is the weapon that makes the build feel unfair on add waves.
A grenade launcher made from Soralite Ingots. Improved trajectory stability allows for precise long-range bombings.
Drones deal damage on their own, which keeps pressure on while you reload. Whether their hits count as yours for the purposes of the Flaracle explosion is not something our data records, so test it before relying on it.
A launcher that fires drones which perform autonomous attacks. Capable of deploying up to 9 units, enabling sustained suppression.
Four player-facing slots. Skip the Flame Emperor Baton and Fire Support Whistle: both are Pal Only Equip and raise your active pal Fire damage, not your weapon or the explosion.
Attack Up Lv. 4, worth 20% attack, plus 16% for the active pal. Raises the explosion as well as your bullets.
An accessory that greatly raises your Attack, and that of the Pal fighting alongside you.
Attack Up Lv. 3, worth another 15% attack.
An accessory that raises Attack.
Extends roll and sidestep invincibility by 20%. You are fighting inside your own explosion radius, so dodge frames matter.
An accessory that extends the invincibility period of rolls and sidesteps.
Defense Up Lv. 4 and Health Up Lv. 4 from one slot, so 25% defense and 25% health.
An accessory that greatly raises Defense and Health.
Jormuntide Ignis nullifies lava damage for you, which is not the same as heat protection. Volcanic zones still need a Heat Resistant Undershirt or the equivalent armor.
Rarity beats the roll. If two pieces tie, take the one that rolled attack.
Jormuntide Ignis lava immunity covers standing in lava, not ambient heat. Carry this separately for the volcanic biome and swap it out for a boss fight.
An accessory that raises Heat Resistance.
Worth 20% attack. Attack and defense food replace each other, and this build wants attack because the explosion scales off it.
Now with cheese, this dish has reached the highest level of fine cuisine. Eating it will increase Attack by +20% and stay full longer for a period of time.
Craft one before committing to a stat spread.
A potion that allows the player to reset their status points when consumed. It has no effect if consumed by a Pal.
Attack first, because it is the multiplier on both your bullets and the explosion. Health second and earlier than usual, because the explosion radius means you fight close.
There is no opener and no cooldown to track. The only real decision in this build happens before the fight, when you check what you are fighting.
Fire and Water pals are immune to Burn. Against either, Renjishi applies nothing, Jormuntide Ignis 65% never triggers and the Flaracle explosion never fires, which is three of five slots switched off. Marcus and Faleris is the tower this party cannot do. Fire is strong into Grass and Ice, so Lily and Lyleen and Bjorn and Bastigor are the natural targets.
Solenne pays nothing if two pals share a species. The default lineup satisfies this, and the buff disappears silently rather than warning you.
Renjishi applies Burn from the party slot as a passive effect on your attacks. There is no cast, no activation and no cooldown, so the full combo is live on your first bullet. This is the only status party in the library with no setup step.
The Flaracle detonation deals its damage to enemies near the target, so its value rises sharply with how many things are standing together. On a lone boss it is a flat bonus; on a pack it is the largest damage source in the party.
The explosion fires per landed hit, not per second, so weapon fire rate converts almost directly into damage. This is why reload speed is worth a passive slot and why a fast rifle beats a slow high-damage one.
Jormuntide Ignis nullifies lava damage for you, which means you can stand in lava. Ambient volcanic heat is a separate system and still needs a Heat Resistant Undershirt or armor with the right roll.
The two additions people reach for first are a Fire mount and a second status. One of them is redundant and the other is the only one that works.
The case for it
Pyrin and Ragnahawk convert your attacks to Fire while mounted and add attack on top, which looks like the obvious way to make a Fire build hit harder.
Burn already applies from Renjishi regardless of what element your weapon is, so the conversion adds nothing to the combo itself. What it adds is elemental advantage against Grass and Ice targets, at the cost of being mount-locked: dismount and the whole bonus is gone. Worth a slot for a specific matchup, not as a default.
The case for it
Jormuntide pays 65% on Soaked targets and Prixter pays 65% on poisoned ones. Stacking a second status bonus would double the multiplier.
Only Poison works. Every other status replaces Burn instead of layering with it, so a Soak applier would switch Burn off to switch Soak on. Poison is the one exception in Palworld 1.0, which makes Prixter the only legal second-status slot in this party.
The case for it
Flame Emperor as a passive and the Flame Emperor Baton, Fire Support Whistle and Blazamut Talisman all raise Fire damage by 18% to 30%.
All of them are pal passives or flagged Pal Only Equip. They raise the Fire damage of the pal fighting beside you, and this build is entirely trainer damage. Run Dogen Emblem, Attack Pendant, Phantom Ring and Warsect Terra Belt instead.
The case for it
The combo only needs Renjishi, Jormuntide Ignis and Flaracle, so the last two slots are free for whatever you like.
That was this guide previous advice and it undersold the build. Solenne 80% attack multiplies both your bullets and the explosion for a condition the party already meets, and Silvegis is the only thing standing between you and the close range the explosion rewards. Leaving them empty leaves a large amount of free damage and all of the survivability on the table.
Jormuntide Ignis is the one real project here. The rest of the party is straightforward, and none of it is a legendary.
Keep the build's identity while adapting the lineup to the pals you own or the encounter ahead.
Renjishi applies Burn on your attacks from the party slot, with no cast or cooldown. Jormuntide Ignis then raises the damage you and your pals deal to burning targets by 50% to 65%, and Flaracle makes every one of your hits on a burning target explode for 40% to 60% of your attack to everything nearby. Burn is a condition for both bonuses; the explosion does not consume it.
Fire and Water pals are immune to Burn, which switches off Renjishi, Jormuntide Ignis and Flaracle at once. Marcus and Faleris is the tower to avoid outright. Fire is strong into Grass and Ice, so Lily and Lyleen and Bjorn and Bastigor are where this party is at its best.
Only Poison. Every other status in Palworld 1.0 replaces whatever was already applied, so a Soak or Muddy applier would turn Burn off. Poison is the single exception that coexists, which makes Prixter the only legal way to run two damage statuses in this party.
No to both. Jormuntide Ignis grants lava-damage immunity as a binary effect, so a duplicate carrier adds nothing. It also only covers lava contact, not ambient volcanic heat, which still needs a Heat Resistant Undershirt or armor with the right roll.
The combo only needs three pals, and the old version left slots four and five open. That undersold it. Solenne pays 30% to 80% attack for a condition the party already meets, and because the Flaracle explosion is a percentage of your attack, Solenne scales the explosion too. Silvegis fills the last slot because nothing else in the party protects a player who has to fight at explosion range.
No. Flaracle effect targets the trainer and is worded as the player attacking a burning enemy, so only your hits detonate. That is why weapon fire rate matters more than raw per-shot damage in this build.
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