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PalMods
Curated party archetype

Slow Burn

Updated

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.

Your five-slot partyReady to load
RenjishiIgnite source
Jormuntide IgnisBurn amplifier
FlaracleDetonator
SolenneParty-wide attack
SilvegisShield wall
Core slots load at rank 1; use the open slots and rank controls to adapt the party.
5Party members
7Effects surfaced
5Max partner rank
1.0Dataset synced
// 01

The lineup

5 core members

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.

Ignite source01
Renjishi 1 effect

Makes trainer attacks inflict Burn Lv 2 to Lv 6, depending on Partner Skill rank.

  • Burn InflictionLv 2 Lv 6YouUnique effect · does not stack
Recruitment route

Start with the mapped field-boss encounter. The lowest mapped encounter is level 78.

Burn amplifier02
Jormuntide Ignis 2 effects

Raises outgoing damage for you and itself against burning targets, and blocks lava damage.

  • Damage vs Burning Targets50% 65%You and palUnique effect · does not stack
  • Lava Damage ImmunityActive ActiveYouUnique effect · does not stack
Recruitment route

Catch it in the wild. Spawns at levels 66 to 67 across 21 points on the main island.

Detonator03
Flaracle 1 effect

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.

  • Burning-Target Explosion40% 60%YouUnique effect · does not stack
Recruitment route

Catch it in the wild. Only spawns on the World Tree region.

Party-wide attack04
Solenne 1 effect

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.

  • Attack (all species unique)30% 80%YouUnique effect · does not stack
Recruitment route

Catch it in the wild. Only spawns on the World Tree region.

Shield wall05
Silvegis 2 effects

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.

  • Shield Regeneration Delay Reduction30% 60%YouUnique effect · does not stack
  • Shield Damage Reduction65% 80%YouUnique effect · does not stack
Recruitment route

Start with the mapped field-boss encounter. The lowest mapped encounter is level 62.

TipThe short version

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.

// 02

Condensation scaling

Rank 1 → Rank 5

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 / rolePartner effectAffectsRank 1Rank 5
RenjishiIgnite source
Burn InflictionUniqueYouLv 2Lv 6
Jormuntide IgnisBurn amplifier
Damage vs Burning TargetsUniqueYou and pal50%65%
Jormuntide IgnisBurn amplifier
Lava Damage ImmunityUniqueYouActiveActive
FlaracleDetonator
Burning-Target ExplosionUniqueYou40%60%
SolenneParty-wide attack
Attack (all species unique)UniqueYou30%80%
SilvegisShield wall
Shield Regeneration Delay ReductionUniqueYou30%60%
SilvegisShield wall
Shield Damage ReductionUniqueYou65%80%
Values verified against current partner-skill rank curves
// 03

Passives to implant

2 core · 4 total

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.

Vanguard

All five slots
Rank 3 · Standard pool

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

How to get it

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.

Stronghold Strategist

All five slots
Rank 3 · Standard pool

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

How to get it

Same bounty officer, same one-time purchase. Buy both on the first trip.

Reload Master

Nice to have
Rank 3 · Standard pool

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

How to get it

Sold by the arena vendor for battle tickets earned from arena challenges.

Idiosyncratic

Nice to have
Rank 4 · Mutation

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

How to get it

Mutation-pool only, so it never rolls on an ordinary wild catch. Breed for it, or pull the implant from the ancient relic recycler.

// 04

Gear and loadout

12 picks

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.

Weapons

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.

  • Primary
    Plasma RifleTech Lv 78

    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.

    Paloxite Ingot ×80Bio Battery ×50AI Core ×8Ancient Civilization Core ×7
  • Pre-endgame primary

    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.

    Soralite Ingot ×100Carbon Fiber ×50Bio Battery ×30AI Core ×5
  • Group clear

    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.

    Soralite Ingot ×80Corrosive Solvent ×15Thermal Core ×5AI Core ×5
  • Off-hand
    Drone LauncherTech Lv 77

    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.

    Paloxite Ingot ×70World Tree Holy Water ×40AI Core ×8Ancient Civilization Core ×5

Accessories

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 slot 1

    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.

    Refined Ingot ×20Bone ×30Paldium Fragment ×35Ancient Bone ×30
  • Attack slot 2

    Attack Up Lv. 3, worth another 15% attack.

    An accessory that raises Attack.

    Ingot ×25Horn ×20Paldium Fragment ×25Ancient Civilization Parts ×2
  • Survivability

    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.

    Refined Ingot ×30Plasteel ×10Pal Metal Ingot ×15Ancient Bone ×30
  • Bulk

    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.

    Refined Ingot ×40Honey ×20Paldium Fragment ×35Ancient Lava ×30

Armor and food

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.

  • Body
    Highest rarity armor you own, attack roll preferred

    Rarity beats the roll. If two pieces tie, take the one that rolled attack.

  • Volcanic travel

    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.

    Wool ×20Flame Organ ×15Leather ×25Fiber ×35
  • Attack food

    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.

    Mozzarina Meat ×2Flour ×1Tomato ×2Milk ×2
  • Respec

    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.

    Beautiful Flower ×99Horn ×50Bone ×50Aquatic Pal Fluids ×50
// 05

Stat point priority

Highest priority first

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.

  1. 1AttackFirst. Jormuntide Ignis 65% and the Flaracle explosion are both percentages of it, so it is doubly weighted here.
  2. 2HealthSecond. The build rewards close range, and Silvegis protects the shield rather than the health bar underneath it.
  3. 3StaminaThird, for sustained dodging at close range.
  4. 4Weight and work speedLast. Neither does anything in a boss fight.
// 06

How to play it

6 steps

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.

  1. 1Check the boss element first

    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.

  2. 2Check that all five species are different

    Solenne pays nothing if two pals share a species. The default lineup satisfies this, and the buff disappears silently rather than warning you.

  3. 3Just open fire

    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.

  4. 4Fight close enough for the explosion to matter

    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.

  5. 5Keep the trigger pulls coming

    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.

  6. 6Do not confuse lava immunity with heat protection

    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.

// 07

What this build turns down

4 considered

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.

Adding a mounted Fire conversion

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.

Layering a second damage status

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.

Pal-side Fire accessories and passives

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.

Running the three-pal core with two open slots

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.

// 08

Where to get everything

6 stops

Jormuntide Ignis is the one real project here. The rest of the party is straightforward, and none of it is a legendary.

  1. Catch or breed the five palsEvery recruitment route is on the role cards above, pulled from the mapped spawn tables. All five are breedable, so a missing species is a breeding project rather than a wall.
  2. Condense all five to rank 5Every headline number is the rank 5 value: Burn Lv 6 from Renjishi, 65% from Jormuntide Ignis, 60% explosion from Flaracle, 80% attack from Solenne, and 80% shield damage reduction from Silvegis. At rank 1 the same party gives roughly half.
  3. Buy the two player implants onceThe bounty officer sells Vanguard and Stronghold Strategist for bounty tokens. Buy each once, then apply to any pal for gold. Reload Master comes from the arena vendor for battle tickets.
  4. Reach technology 72 for the grenade launcherThe Tactical Grenade Launcher is what turns this from a good single-target party into a room-clearing one, because splash damage burns a whole group and then detonates all of them.Tactical Grenade Launcher materials
  5. Craft a Heat Resistant Undershirt separatelyJormuntide Ignis handles lava, not ambient heat. Keep the undershirt for volcanic travel and swap it for an attack accessory before a boss fight.
  6. Stockpile Mozzarina meat and milkCheeseburgers need Mozzarina meat, milk, flour and tomatoes. Capturing Mozzarina along the coast supplies both.
// 09

Alternates and flex picks

4 viable swaps

Keep the build's identity while adapting the lineup to the pals you own or the encounter ahead.

Discussion

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FAQ

Frequently asked questions

How does the burn combo work in Palworld 1.0?

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.

Which bosses does this build not work against?

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.

Can I add a second status on top of Burn?

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.

Does lava immunity stack, and does it replace heat protection?

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.

Why did this guide gain two party members?

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.

Does the explosion trigger on my pal hits too?

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.