Munchill in Palworld 1.0: Stats, Skills, Work Suitability & Drops

Munchill's Paldeck icon over its Ice and Water typing.

 

    Munchill is Paldeck entry #86, a dual Ice/Water-type Pal whose documented profile centers on base-work fit for a cold, wet loadout — Cooling Lv.3 leads its Work Suitability, ahead of Watering Lv.2 and Transporting Lv.1 — backed by an eight-move active-skill ladder that peaks at a shared 600-power tie between two finishers. The paldb.cc profile this article draws from does not list Munchill'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.

 

Munchill at a Glance

 

Overview card listing Munchill's Paldeck number, element and work suitability levels.

 

    Munchill's documented profile is short and specific:

 

  • Paldeck #: 86
  • Element: Ice, Water
  • Work Suitability: Cooling Lv.3, Watering Lv.2, Transporting Lv.1
  • Partner Skill: "Icy Maw," unlocked at partner level 1

 

    The source does not describe what Icy Maw 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 some other Pal's bite or freeze ability. Likewise, no rarity number, size class, or breeding/egg data appears in the sourced profile.

 

Where to Find and How to Catch Munchill

 

    The paldb.cc page used to build this article does not list Munchill'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 Munchill 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 Munchill, carry a mixed stock rather than assume a low-tier Sphere will do.
  • Bring counter-elements. Munchill is dual Ice/Water, so an attacker built around either weakness shortens the fight — the source doesn't give Munchill's exact matchup numbers, so plan around your own roster rather than a figure 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; Munchill's own multiplier isn't listed here, but there's no reason to assume it's an exception.
  • A status effect helps. Sleep, freeze, or stun-adjacent effects widen the capture window on essentially every Pal; again, no Munchill-specific number is sourced, so this is general practice, not a documented Munchill stat.

 

Munchill's Combat Skills

 

Ranked list of Munchill's eight active skills by power, from Aqua Gun up to the tied 600-power finishers.

 

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

 

  1. Aqua Gun — 50
  2. Icicle Cutter — 80
  3. Crystal Breath — 160
  4. Chaotic Spray — 180
  5. Freeze Wall — 200
  6. Torrential Blast — 250
  7. Diamond Rain — 600
  8. Geyser Gush — 600

 

    That's an eight-move ladder running from a 50-power opener to a 600-power finisher — a 12x spread (600 ÷ 50 = 12) from bottom to top. Notably, Diamond Rain and Geyser Gush tie for the top slot at exactly 600 power each, so Munchill's kit doesn't have a single strongest move — it has two. The biggest single jump in the curve sits between Torrential Blast (250) and Diamond Rain (600), a gap of 350 points (600 − 250 = 350), well ahead of any other step: 50→80 (+30), 80→160 (+80), 160→180 (+20), 180→200 (+20), 200→250 (+50). The source lists power values only — no element is assigned per individual skill on the profile page, so this article doesn't attach one either.

 

Stats, Partner Skill and Drops

 

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

 

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

 

  • HP: 3,900 – 4,800 (a spread of 4,800 − 3,900 = 900)
  • Attack: 580 – 724 (a spread of 724 − 580 = 144)
  • Defense: 560 – 713 (a spread of 713 − 560 = 153)

 

    HP's spread is 6.25 times wider than Attack's (900 ÷ 144 = 6.25), and Defense's spread edges out Attack's by 9 points (153 − 144 = 9) — worth knowing if you're comparing individual stat rolls rather than just the headline numbers.

 

    Munchill's documented drops:

 

  • Munchill Meat — 1 per kill
  • Aquatic Pal Fluids — 1–2 per kill
  • Ice Organ — 1–2 per kill

 

    No drop-rate percentage is given for any of the three items in the sourced profile, so treat "1" and "1–2" 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 Munchill's partner skill "Icy Maw" mirrors another Pal's bite or freeze ability — its function isn't documented on the source profile, so check in-game before relying on it.
  • Munchill's skill ladder jumps hardest between Torrential Blast (250) and the tied 600-power finishers, Diamond Rain and Geyser Gush — plan a moveset around that 350-point gap rather than expecting a smooth power curve.
  • Defense's Level 80 spread (153 points) edges out Attack's (144 points) by 9 points, while HP's spread is over six times wider than Attack's — a "good roll" Munchill is defined mostly by its HP roll.
  • Farm Munchill for a guaranteed Munchill Meat if you need exactly 1 per kill, or keep an eye on the 1–2 ranges for Aquatic Pal Fluids and Ice Organ — no drop-rate percentage is documented for either, so neither is a guaranteed 100% drop, just the listed quantity per kill.
  • Munchill's Cooling Lv.3 work suitability is its highest documented base rating, ahead of Watering Lv.2 and Transporting Lv.1 — a useful default assignment if you're slotting it into a base without other guidance.
  • 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 a Pal with no documented spawn location usually means covering more map than one session allows, which is easier on a world that's always available to log back into. A hosted Palworld 1.0 server keeps 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

 

    Munchill is a dual Ice/Water-type Pal at Paldeck #86, built for Cooling Lv.3 work with Watering Lv.2 and Transporting Lv.1 as secondary assignments, and an eight-move active-skill ladder that peaks at a tied 600 power between Diamond Rain and Geyser Gush. At Level 80 it rolls 3,900–4,800 HP, 580–724 Attack, and 560–713 Defense, and reliably drops 1 Munchill Meat plus 1–2 Aquatic Pal Fluids and 1–2 Ice Organ per kill. Its partner skill "Icy Maw" and its wild spawn locations, level range, rarity, 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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