How to Catch Incineram in Palworld 1.0 (Stats, Skills & Drops)

Incineram is Paldeck entry #91, a dual Fire/Dark-type Pal whose documented profile pairs strong Kindling and Mining work ratings with an eight-move active-skill ladder that tops out at 600 power. That dual typing is worth planning around before you go hunting one, since a Fire/Dark Pal answers to a different set of counters than a single-element target. The paldb.cc profile this article draws from does not list Incineram's wild spawn locations, level range, rarity tier, capture-rate modifier, or egg type — that gap is real, not an oversight in the writing, and it's called out explicitly below rather than filled in with a guess.
Incineram at a Glance

Incineram's documented profile:
- Paldeck #: 91
- Element: Fire, Dark
- Work Suitability: Kindling Lv.3, Mining Lv.3, Handiwork Lv.2, Transporting Lv.2 (10 total work levels across four jobs)
- Partner Skill: "Flameclaw Hunter," unlocked at partner level 1
The source does not describe what Flameclaw Hunter actually does — no effect text, no percentage, no cooldown appears on the profile page, so treat its function as undocumented rather than assume it works like another Fire-type Pal's partner skill. Likewise, no rarity number, size class, or breeding/egg data appears in the sourced profile.
Where to Find and How to Catch Incineram
The paldb.cc page used to build this article does not list Incineram's spawn biomes, wild level range, a boss/variant encounter, or a numeric capture-rate correction — all of that is undocumented here, and this article won't invent a map location or a level number to fill the gap.
What generally applies to any Palworld capture attempt still applies to Incineram specifically once you find one in the wild:
- Match the sphere to the fight. A tougher wild level calls for a stronger Sphere tier; without a documented level range for Incineram, carry a mixed stock rather than assuming a low-tier Sphere will do.
- Bring counter-elements. Incineram is Fire/Dark, so attackers built around Water or Dragon-type damage (the common counters to Fire and Dark respectively) will shorten the fight — the source doesn't specify a Incineram-specific weakness percentage, so plan around general type-matchup knowledge from your own roster rather than a number this article doesn't have.
- Lower its HP before throwing. Capture odds in Palworld scale with the target's remaining health in every documented case elsewhere in the game; there's no reason to assume Incineram is an exception, even though its own multiplier isn't listed here.
- A status effect helps. Sleep, freeze, or stun-adjacent effects widen the capture window on essentially every Pal; again, no Incineram-specific number is sourced, so this is general practice, not a documented Incineram stat.
Incineram's Combat Skills

Incineram's documented active-skill list, ordered by power:
- Ignis Blast — 40
- Spirit Fire — 80
- Shadow Burst — 80
- Flare Arrow — 120
- Hellfire Claw — 200
- Ignis Rage — 500
- Fire Ball — 600
- Dark Whisp — 600
That's an eight-move ladder with two exact ties — Spirit Fire and Shadow Burst both sit at 80 power, and the top two moves, Fire Ball and Dark Whisp, are both tied at 600 power. The biggest single jump in the ladder sits between Hellfire Claw (200) and Ignis Rage (500): 500 − 200 = 300 power, more than double any other gap in the list. The steps below that vary — Ignis Blast to Spirit Fire is 80 − 40 = 40, Spirit Fire to Shadow Burst is 0, Shadow Burst to Flare Arrow is 120 − 80 = 40, and Flare Arrow to Hellfire Claw is 200 − 120 = 80 — topping out at 80 power apart, well short of the 300-power leap that follows.
Stats, Partner Skill and Drops

At Level 80, Incineram's documented stat range is:
- HP: 4,700 – 5,840 (a spread of 5,840 − 4,700 = 1,140)
- Attack: 700 – 880 (a spread of 880 − 700 = 180)
- Defense: 560 – 713 (a spread of 713 − 560 = 153)
Attack's spread runs a little wider than Defense's (180 vs. 153, a difference of 180 − 153 = 27 points, or 180 ÷ 153 = 1.18x), but HP dwarfs both: 1,140 ÷ 180 = 6.33x wider than Attack's spread and 1,140 ÷ 153 = 7.45x wider than Defense's. If you're comparing individual stat rolls rather than just headline numbers, HP is where a "good roll" Incineram is actually decided.
Incineram's documented drops:
- Horn — 1 per kill
- Leather — 1 per kill
No drop rate percentage is given for either item in the sourced profile, so treat "1 per kill" as a quantity, not a guaranteed-100%-drop claim unless paldb.cc says so explicitly (it doesn't, on this profile).
Practical tips
- Don't assume Incineram's partner skill "Flameclaw Hunter" mirrors another Pal's effect — its function isn't documented on the source profile, so check in-game before relying on it.
- Incineram's skill ladder ties Spirit Fire and Shadow Burst at exactly 80 power, and its top two moves, Fire Ball and Dark Whisp, both hit 600 — either fills the same slot in a moveset with identical output.
- The ladder's single biggest jump (300 power, from Hellfire Claw's 200 to Ignis Rage's 500) is where Incineram's damage output actually spikes, not the earlier, smaller steps.
- Farm Incineram for Horn and Leather — 1 of each per kill is documented, but no drop-rate percentage is given, so neither is confirmed as a guaranteed drop.
- Because spawn locations aren't documented here, check an in-game map or your own exploration before planning a dedicated farming route.
Running your own Palworld 1.0 server
Hunting down a dual-element Pal with an undocumented spawn location usually means covering more of the map than a single session allows, which is easier with a world that's always available to log back into. A hosted Palworld 1.0 server keeps your bases, tamed Pals and exploration progress live 24/7, supports full crossplay so friends on any platform can help scout, and handles backups and updates automatically so a long search doesn't risk your save.
Conclusion
Incineram is a Fire/Dark-type Pal at Paldeck #91, built for Kindling and Mining work at level 3 each, with an eight-move active-skill ladder that ties two pairs of moves (80 and 600 power) and jumps 300 power between its mid and top tiers. At Level 80 it rolls 4,700–5,840 HP, 700–880 Attack, and 560–713 Defense, and reliably drops 1 Horn plus 1 Leather per kill. Its partner skill "Flameclaw Hunter" and its wild spawn locations, level range, and capture-rate modifier are not documented in the source used for this article — verify those in-game before you plan a dedicated catch run.
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