How to Catch Vanwyrm in Palworld (Paldeck #64, Stats & Skills)

Vanwyrm hero card showing its name, dual Fire/Dark typing and Paldeck number.

 

    Vanwyrm is Paldeck entry #64, and its documented profile lists a dual Fire/Dark typing — a combination that shows up in relatively few Pals and matters for both what beats Vanwyrm and what Vanwyrm is effective against. Its work-suitability sheet lists two jobs rather than the single-job profile common on many entries: Kindling Lv.2 and Transporting Lv.3. The paldb.cc profile this article draws from does not list Vanwyrm'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.

 

Vanwyrm at a Glance

 

Overview card listing Vanwyrm's Paldeck number, dual element and two work-suitability jobs.

 

    Vanwyrm's documented profile:

 

  • Paldeck #: 64
  • Element: Fire, Dark
  • Work Suitability: Kindling Lv.2, Transporting Lv.3
  • Partner Skill: "Aerial Marauder," unlocked at partner level 1

 

    The source does not describe what Aerial Marauder 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 or Dark 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 Vanwyrm

 

    The paldb.cc page used to build this article does not list Vanwyrm'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 Vanwyrm 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 Vanwyrm, carry a mixed stock rather than assuming a low-tier Sphere will do.
  • Bring counter-elements. Vanwyrm carries a dual Fire/Dark typing, so a fight can involve two separate weakness matchups at once — the source doesn't specify which elements land bonus damage against Vanwyrm, so plan around general Fire/Dark 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 Vanwyrm 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 Vanwyrm-specific number is sourced, so this is general practice, not a documented Vanwyrm stat.

 

Vanwyrm's Combat Skills

 

Ranked list of Vanwyrm's nine active skills by power, from Air Cannon to Fire Ball and Dark Whisp.

 

    Vanwyrm's documented active-skill list, ordered by power:

 

  1. Fire Ball — 600
  2. Dark Whisp — 600
  3. Dark Laser — 450
  4. Nightmare Ball — 300
  5. Flame Breath — 200
  6. Ignis Breath — 160
  7. Spirit Fire — 80
  8. Air Cannon — 40
  9. Ignis Blast — 40

 

    That's a nine-move ladder with two exact ties: Fire Ball and Dark Whisp both sit at the top with 600 power apiece, and Air Cannon and Ignis Blast tie again at the bottom with 40 power each. In between, the ladder steps down cleanly from 450 to 300 to 200 to 160 to 80 with no other duplicate values — either 600-power option fills a moveset's top slot equally, and either 40-power move is redundant once you've got a stronger opener.

 

Stats, Partner Skill and Drops

 

Table card showing Vanwyrm's level 80 HP, Attack and Defense ranges plus its documented drops.

 

    At Level 80, Vanwyrm's documented stat range is:

 

  • HP: 4,500 – 5,580 (a spread of 5,580 − 4,500 = 1,080)
  • Attack: 790 – 997 (a spread of 997 − 790 = 207)
  • Defense: 590 – 752 (a spread of 752 − 590 = 162)

 

    Attack's spread runs wider than Defense's (207 vs. 162, a difference of 207 − 162 = 45 points, or 207 ÷ 162 = 1.28x), but HP dwarfs both: 1,080 ÷ 207 = 5.22x wider than Attack's spread and 1,080 ÷ 162 = 6.67x wider than Defense's. If you're comparing individual stat rolls rather than just headline numbers, HP is where a "good roll" Vanwyrm is actually decided.

 

    Vanwyrm's documented drops:

 

  • Bone — 1–2 per kill
  • Ruby — 1–2 per kill
  • Gold Coin — 10–40 per kill

 

    Gold Coin's range spans 40 − 10 = 30 units, far wider than either Bone's or Ruby's 2 − 1 = 1-unit range — Gold Coin is the drop with real per-kill variance, while Bone and Ruby are effectively fixed at "1 or 2." No drop-rate percentage is given for any of the three items on the sourced profile, so treat these as quantity ranges only, not guaranteed-100%-drop claims unless paldb.cc says so explicitly (it doesn't, on this profile).

 

Practical tips

  • Don't assume Vanwyrm's partner skill "Aerial Marauder" mirrors another Pal's effect — its function isn't documented on the source profile, so check in-game before relying on it.
  • Vanwyrm's skill ladder ties Fire Ball and Dark Whisp at exactly 600 power at the top, and Air Cannon with Ignis Blast at 40 power at the bottom — either option in a tied pair fills that slot with identical output.
  • Attack's Level 80 spread (207) is only 45 points wider than Defense's (162); HP's spread (1,080) is over five times wider than Attack's and nearly seven times wider than Defense's, so HP rolls matter most when judging a catch.
  • Farm Vanwyrm for Gold Coin if you want the widest per-kill payout (10–40, a 30-unit range) rather than the narrower Bone or Ruby drops (1–2 each) — no drop-rate percentage is documented for any of the three.
  • 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 specific 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

 

    Vanwyrm is a dual Fire/Dark-type Pal at Paldeck #64, documented for two jobs — Kindling Lv.2 and Transporting Lv.3 — with a nine-move active-skill ladder that ties two moves at 600 power and two more at 40 power. At Level 80 it rolls 4,500–5,580 HP, 790–997 Attack, and 590–752 Defense, and reliably drops 1–2 Bone, 1–2 Ruby, plus 10–40 Gold Coin per kill. Its partner skill "Aerial Marauder" 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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