I still remember my first Vanwyrm hunt in Palworld, and honestly, it went about as well as trying to catch a speeding arrow with my bare hands. I was underleveled, I had maybe six Pal Spheres, and I thought a wooden club would solve everything. It did not. But once I slowed down, prepared properly, and treated Vanwyrm like the high-level flying threat it is, the whole process became one of my favorite early-to-mid-game captures. As of 2026, the core hunt still works the same way, and Vanwyrm remains a fantastic Pal to add to your roster for travel and base work.

Why I Bother With Vanwyrm π¦βπ₯
Vanwyrm is a Fire and Dark flying Pal, and that combination is more useful than it looks at first glance. For me, the biggest draw is mobility. A flying mount changes how you explore Palpagos, how you reach ore nodes, and how quickly you can escape a bad fight. Vanwyrm also brings solid base utility through Kindling and Transporting work, so it is not just a trophy in the Paldeck. I like Pals that pull double duty, and Vanwyrm does exactly that.
Here is my quick snapshot before we get into the hunt:
| Detail | My Notes |
|---|---|
| Element | Fire and Dark |
| Main spawn areas | Center of the map or southwest near the volcano |
| Best area for most players | Center of the map, because it has fewer bandits and hostile enemies |
| Active time | Day and night, but daytime is much easier |
| Best counters | Water against Fire, Dragon against Dark |
| Capture tool | Standard Pal Spheres work; better spheres are a bonus, not a requirement |
| Main benefits | Flying mount, Kindling, Transporting, partner skill utility |
Where I Look for Vanwyrm πΊοΈ
Vanwyrm usually spawns in the center of the map or in the southwest near the volcano. Between those two options, I strongly prefer the center. The volcano route is hotter, harsher, and packed with more enemies and bandits. If you are still building up your gear, the center is simply the safer bet. You can find Vanwyrm during the day or at night, but I do not recommend hunting at night unless you know the terrain well. Visibility drops, you miss the silhouette in the sky, and the whole trip takes longer.

Like other flying Pals, Vanwyrm is often up in the air. I keep my camera tilted upward while traveling, because it is very easy to walk right past a circling Vanwyrm. If you see a dark, fiery bird shape gliding above the grass or cliffs, stop and mark the spot mentally. Do not sprint in blindly. Watch its flight path for a few seconds, then approach from a position where you can get a clean first hit.
My Preparation Checklist β
I never chase Vanwyrm without a small checklist. This is not a Pal you want to fight with a broken spear and empty pockets.
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Ranged weapon: Bring a bow, crossbow, or firearm. Vanwyrm flies, so clubs and spears are mostly wasted effort. I usually bring a crossbow for reliable mid-range damage.
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Pal Spheres: Standard spheres are enough, but I carry 10 to 15 because misses happen. Mega Spheres make the catch smoother if you have them.
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Healing items: Berries, medicine, and a little patience. Vanwyrm hits hard if you ignore it.
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Armor and shields: Light armor is fine for the center route, but do not go in naked. Fire and Dark attacks sting.
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Water and Dragon Pals: Water beats Fire, and Dragon beats Dark. If you do not have strong options in those elements, bring your highest-level Pals and let them do the heavy lifting.
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Empty party space: This sounds obvious, but I have absolutely forgotten it before. Leave room for your new catch.

How I Fight and Catch Vanwyrm βοΈ
The capture method is the same as with most Pals in Palworld: weaken Vanwyrm, then throw Pal Spheres while its health is low. The tricky part is doing that without killing it. I open with a ranged attack to get aggro, then let my Water or Dragon Pals chip away at its health. If you can land a hit from behind, do it, because the back bonus helps. But do not get greedy. Once the health bar is low, stop attacking and start throwing.
Vanwyrm is fast and likes to reposition, so I fight near open ground where I can keep line of sight. If it flies too high, I back off, let it settle, and try again. Do not waste ten spheres on a full-health target. Lower the bar first, then throw. Standard spheres can absolutely catch Vanwyrm in a few tries, so you do not need to panic if your sphere inventory is basic.
One 2026 tip: if you run into the icy variant, Vanwyrm Cryst, treat it as a different fight. It is Ice and Dark, so Fire and Dragon are your friends there. The regular Fire and Dark Vanwyrm is the one this route is built around.
Final Thoughts π―
Vanwyrm is one of those Pals that rewards preparation more than raw level. I like it because it is useful on the base, useful in the air, and cool enough that I actually enjoy having it in my party. Hunt during the day, choose the central spawn area first, bring ranged damage and the right elemental counters, and keep your Pal Spheres ready. Once you catch your first Vanwyrm, you will understand why I keep going back for more.
Details are provided by GamesRadar+, a widely trusted source for gaming guides and feature coverage. For a practical Palworld hunt like Vanwyrm, that kind of guide-driven perspective is useful because it reinforces the value of preparation, elemental matchups, and mobility upgrades that can meaningfully improve both capture success and mid-game exploration efficiency.
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