STARTING LINEUP
The listed ranks and lineup are a starting point. The team builder exposes the effect targets and conditions so you can adapt the composition to your encounter.
Open this team in the builder ↗Party, role and execution
Use the Fire-focused Knocklem Ignis rotation against the recorded encounter and swap carries when the next skill window is ready. Maintain Orserk through weapon hits, watch the support conditions and move before a forced arena attack interrupts the burst.
Recorded partner effects
These are raw structured values from the acquired v1.0.3 player dataset. Effect names determine the unit and target; no unverified damage-total formula is applied. A false same-species stacking flag means another copy does not add that effect.
Contextual text references and cooldown overrides are shown separately where native v1.0.3 evidence supplies them. They require the activation described in the final column and are not unconditional party totals.
| Pal | Effect | Rank 1 raw | Rank 5 raw | Target and conditions |
|---|
| Knocklem Ignis | Contextual native rank references | Attack +60% → This Pal; Defense +60% → This Pal | Attack +210% → This Pal; Defense +210% → This Pal | Activated Iron Guardian Mode: temporary attack and defense increases for Knocklem Ignis. Excluded from automatic passive totals. |
| Knocklem Ignis | Contextual native rank references | Attack +60% → This Pal; Defense +60% → This Pal | Attack +210% → This Pal; Defense +210% → This Pal | Activated Iron Guardian Mode: temporary attack and defense increases for Knocklem Ignis. Excluded from automatic passive totals. |
| Finsider Ignis | Item Weight Reduction | 60 | 100 | To Trainer; same-species non-stacking |
| Finsider Ignis | Element Boost Weakness Fire | 25 | 40 | To Self And Trainer; same-species non-stacking |
| Orserk | Bullet Hit Stack Buff | 1 | 5 | To Active Otomo; same-species non-stacking |
| Snock Terra | Element Resist Water | 15 | 30 | To Self And Trainer; same-species non-stacking |
| Snock Terra | Resist Additional Effect Wetness | 100 | 100 | To Self And Trainer; same-species non-stacking |
Equipment and ingredient plan
The following options are observed in the source build loadout. Recipe quantities use the acquired catalog’s default recipe when an exact item name matches; they are first-tier ingredient facts, not a price, crafting-time estimate or assertion that every alternative must be equipped together.
| Item | Source slot | Shown tech level | Default recipe ingredients |
|---|
| Rocket Launcher | Opener | 65 | 75 Coralum Ingot, 30 Polymer, 25 Carbon Fiber, 10 Computer |
| Drone Launcher | Passive pressure | 77 | 70 Paloxite Ingot, 40 World Tree Holy Water, 8 AI Core, 5 Ancient Civilization Core |
| Grappling Gun | Escape tool | 12 | No craftable recipe matched by exact name |
| Revival Potion | Revive | 61 | 30 Cavern Mushroom, 50 Red Berries, 20 High Quality Pal Oil, 10 Cotton Candy, 20 Sulfur |
Stat point priority
Player allocation order for this composition, adapted from the captured guide. This is strategy guidance rather than a measured point budget; change the order when your survival or carrying needs differ.
| Priority | Player stat | Why it comes here |
|---|
| 1 | Attack | Player fire contributes damage while supporting the active Knocklem Ignis. |
| 2 | Health | Keep a margin for Grass attacks and hits received during restricted movement. |
| 3 | Stamina | Maintain the wide circular movement required by the Water and Grass casts. |
| 4 | Weight | Finsider Ignis reduces the weapon packing burden; still allow room for armor and ammunition. |
| 5 | Work Speed | Work Speed has no role in the planned tower combat. |
Recruitment and upgrade sequence
- Recruitment targets: Knocklem Ignis, Knocklem Ignis, Finsider Ignis, Orserk, Snock Terra. Open the linked Pal records for the available acquisition and breeding paths.
- Craft only the Pal Gear needed by the effects you intend to activate, then confirm the effect at the rank you currently own.
- Budget the listed loadout ingredients and upgrade one role at a time; compare the rank 1 and rank 5 records rather than quoting the fully upgraded number on an uncondensed Pal.
Evidence boundary
The factual tables preserve the stated source snapshot. Source-specific recommendations and mechanics have not been independently reproduced in the current game. Exact gameplay rule gaps remain in the coverage notes rather than being filled with invented quantities.
OFFICIAL 1.0.3.101283 · HARD ENCOUNTER
Check the selected Hard rematch
- Encounter level
- 74
- Battle limit
- 300 seconds (5 minutes)
- Hard access requirement
- Defeat Auri & Shaolong
These are the selected encounter’s level, timer and access rule. The recommended level and equipment remain preparation advice. Select Hard at the entrance; the save-wide difficulty preset is separate.
Official encounter evidence and source corrections →
UNDERSTAND THE REMATCH
Encounter and damage budget
Lily and Lyleen, Hard Mode
- Source-reported level
- 74
- Source-reported HP
- 494,000
- Time limit
- 5 minutes
The captured hard encounter is level 74 with 494,000 HP, five minutes and two Free Pal Alliance opening minions. It combines a Grass target with Water counterattacks and a Harvest Goddess heal, so both the initial clear and a lead on damage pace matter.
Plan for Water against Fire
Geyser Gush is listed at 600 power, with Curtain Splash and Torrential Blast adding more Water pressure. Snock Terra’s source-listed mitigation of up to 30% supplements the recall rules; it does not remove the need to recall a Fire carry.
Include trainer damage
The full bar requires roughly 1,650 damage per second averaged over 300 seconds, including add-clearing time. Player bullets add damage while maintaining the carry’s support loop.
Leave room for the heal
The guide lists Harvest Goddess on a 300-second cooldown, allowing at most one use during its proposed five-minute attempt. Build a lead before the final minute instead of assuming an exactly on-pace bar will stay there.
Treat the first rocket as control
Two Free Pal Alliance minions split carry targeting and add crossfire. Use the rocket’s stagger window to eliminate both before committing the first Knocklem Ignis to Lyleen.
Encounter values and strategy are reported by the captured public guide. They are separate from the linked v1.0.3 catalog and have not been measured in a running game here.
Immortality recovery in the fixed baseline
Immortality restores its Pal carrier from actual HP damage attributed to that Pal. In the traced normal HP-damage path, shield-only damage restores nothing. Positive damage uses nominal 5% recovery, float32 multiplication/subtraction, truncation toward zero and a minimum request of 1 HP; recovery stops at the carrier’s effective maximum HP and does not revive it. It does not grant the trainer this self-targeted healing. Other damage callbacks and encounter healing-per-second are not established by this rule.
The English source sentence used the regeneration slot (100) in its life-steal placeholder. The actual LifeSteal slot is 5; regeneration raw 100 and Attack raw 15 remain separate effects. The original description and slot conflict remain in the linked passive record.
Immortality effects, original description and limits →Pocketpair official Linux server 1.0.3.101283 →
EXECUTE THE COMPOSITION
How to play it
Activate the incoming Knocklem Ignis
Use Iron Guardian Mode immediately after every deployment. The guide’s 40-second buff versus 50-second cooldown defines the working interval; alternate copies to cover the unbuffed gap.
Keep the short stack window supplied
Land bullets every few seconds to refresh Orserk’s five-second stacks toward the 30-stack, rank-5 150% Attack and Defense ceiling. A prolonged reload or slow rocket shot can let that support decay.
Circle separately from the carry
Move around the outer arena on the opposite arc from Knocklem Ignis so one area attack is less likely to hit both. Continue firing while moving and preserve the shield for positioning errors.
Recall on the Water warning patterns
Withdraw when pillars gather below, column walls repeat or the pressure beam winds up. Wait for the effect to pass before deployment; Snock Terra’s protection is a fallback when caught, not a reason to remain inside it.
Swap instead of idling on the field
Rotate when the buff expires, carry health falls or all three skills are cooling. Activate the other Knocklem Ignis immediately while the reserved copy recovers through the source’s Immortality setup.
Save Fire Ball for a committed target
Keep Flame Wall and Flame Funnel cycling, but place the listed 600-power Fire Ball into Lyleen’s stationary cast. Waiting briefly for contact is preferable to spending the burst while she repositions.
PACE THE WHOLE ATTEMPT
Fight plan
Track the opening clear and the halfway HP read to locate a pace problem. These windows assume the two-carry loop keeps running, with enough damage banked to absorb the source-reported heal.
Rotate on buff expiry, injury and Water telegraphs rather than an automatic timer. The source’s Harvest Goddess cooldown is a planning assumption, not a newly verified boss script.
Windows show elapsed time from encounter start. HP checkpoints explicitly distinguish damage removed from health remaining; they are targets for this strategy, not guaranteed clear times.
- 0:00 to 0:30
Remove the minions under the opening buff
Fire a rocket between the two Free Pal Alliance minions, deploy the first Knocklem Ignis and activate Iron Guardian Mode. Command the correct target if the AI turns onto Lyleen prematurely.
Checkpoint · 0:30By 0:30, both minions should be dead and the first Iron Guardian activation should be active.
- 0:30 to 1:15
Establish movement and support
Command the carry onto Lyleen and circle the outer arena while landing bullets. The source’s rank-5 model gives 5% Attack and Defense per hit for five seconds, up to 30 stacks; verify the indicator while refreshing support.
Checkpoint · 1:15Build to the source’s 30-stack target while remaining mobile after the add clear.
- 1:15 to 2:00
Avoid the unbuffed gap
The source lists a 40-second Iron Guardian duration and 50-second cooldown. Swap to the second Knocklem Ignis and activate it when the first buff ends. Immortality is proposed for the resting copy, but its native regeneration units and bench application are not independently verified; do not assume a measured recovery rate.
- 2:00 to 3:00
Read the midpoint honestly
Switch carries when a buff ends, health drops, Water forms underfoot, or all three attacks are cooling down. Refresh stacks between dodges and improve that uptime if the midpoint is behind.
Checkpoint · 2:30At 2:30, Lyleen should be at half HP or lower.
- 3:00 to 4:00
Protect the lead against Harvest Goddess
Continue alternating buffs and expect the guide’s possible single heal to consume a thin lead. Never redeploy a Fire carry into standing Curtain Splash columns merely to reclaim a few seconds.
- 4:00 to 5:00
Commit damage without abandoning the Water recall
Use Fire Ball and Flame Funnel as they become ready, refresh the recommended drones, and fill gaps with bullets. Preserve the Geyser Gush recall rule through the finish so both carries do not fall with no recovery window.
Checkpoint · 5:00Finish before the five-minute limit; needing the last 20 seconds is a prompt to review the 2:30 pace checkpoint.
- This captured strategy assumes that Drone Launcher hits contribute to Orserk stacks. That interaction is not independently established by the fixed v1.0.3 evidence; check the buff indicator and keep player bullets connecting.
ENCOUNTER REACTIONS
Attacks and counterplay
Use the visible cast to decide when to move or recall. These instructions are adapted from the captured hard-mode guide; linked skill pages describe the fixed v1.0.3 catalog and do not establish the encounter’s later boss-specific overrides.
ACTIVATION MATTERS
Contextual partner rank evidence
An empty generic effect array does not erase separately recorded activation parameters. The values below come from pinned native v1.0.3 evidence. They are excluded from automatic passive totals.
Knocklem Ignis · Iron Guardian Mode
Activated Iron Guardian Mode: temporary attack and defense increases for Knocklem Ignis.
Inspect Knocklem Ignis partner conditions · Native evidence and limits
MATCH EACH SLOT TO ITS JOB
Loadout choices and preparation
Give each weapon a specific support job and keep Pal recovery separate from trainer medicine. The source’s Finsider Ignis weight benefit does not remove the need to stock each tool.
WeaponsRocket Launcher
Use the opening Rocket Launcher shot to stagger the two minions so Knocklem Ignis can finish them. Once they are gone, return to the bullet weapon instead of repeatedly reloading the opener. Unlock: technology level 65.
Rocket Launcher →
WeaponsFast bullet weapon
Choose the fastest reliable bullet weapon you can supply. Frequent landed hits maintain the five-second Orserk support window while leaving room to move between casts.
WeaponsDrone Launcher
Launch Drone Launcher support if available, but keep checking the stack indicator and use confirmed player bullets when it stalls. The common technology-77 craft does not require Lily’s Legendary schematic. Unlock: technology level 77.
Drone Launcher →
WeaponsGrappling Gun
Keep Grappling Gun ready for Ivy-Covered and ground-root pressure. Move out of Circle Vine or Crosswind danger rather than trying to win the damage race while trapped. Unlock: technology level 12.
Grappling Gun →
Armor and consumablesArmor selection
Equip a suitably protective armor piece at the highest rarity available. Between otherwise comparable pieces, prefer an Attack roll; do not sacrifice several defensive tiers for a small offensive roll.
Armor and consumablesShield capacity
Bring a current shield and allow it to recover while moving at range. Avoiding Solar Blast remains better than spending the entire pool to preserve one firing moment.
Armor and consumablesRevival Potion
Carry several Revival Potions to return a knocked-out Knocklem Ignis to the two-copy rotation. A single remaining copy leaves fewer safe buffed windows. Unlock: technology level 61.
Revival Potion →
Armor and consumablesTrainer recovery
Carry recovery medicine for the trainer’s Health and use it before chip damage becomes critical. It does not replace recalling a Pal out of a major telegraph.
Armor and consumablesPal Attack meal
Feed Attack food to both Knocklem Ignis at the tower entrance. These are Pal-recipient buffs; eating only a trainer meal does not fulfill this preparation step.
PREPARE THE EXACT RECORD
Equipment and supplies
Open the named tier for its ingredients, unlocks and recorded acquisition methods. Resource planning uses its game ID. Generic choices such as “your strongest shield” in the loadout remain choices rather than a fabricated exact item.
Passive records and availability
Check the exact passive’s effect and eligibility before moving it to a carry. An availability label does not guarantee a particular catch, implant or mutation result.
Passive selection and acquisition
These are the captured guide’s build choices and suggested acquisition routes. Use the linked fixed-baseline passive record for its actual effects and eligibility; a proposed route is not a guaranteed roll.
Put on both Fire carries for faster ordinary skill cycling.
Use a standard-pool carrier obtained by catching or breeding, then transfer it through breeding or the implant route described by the guide.
Use for the carry's Fire attacks; the Electric half has no job in the recommended attack bar.
The capture recommends the ancient-relic implant and explicitly advises against expecting an ordinary wild roll.
Nominal 5% LifeSteal restores the Pal carrying Immortality from eligible actual HP damage, with native truncation/minimum and an effective HP cap. It grants no trainer healing and does not establish an encounter healing-per-second result.
The capture proposes mutation breeding or the ancient-relic implant route rather than ordinary wild catches.
Favor completion of long Fire animations over a more aggressive stat-only choice.
The capture proposes a standard-pool carrier or its implant; finish the chosen field Pal with the effect rather than preparing reserve combat stats.
Place on the three reserve supporters so the trainer's direct hits remain useful.
The guide points to a bounty officer: unlock the implant with bounty tokens, then use gold to apply it to the intended carriers.
Protect the player through sustained movement and support fire after the main offensive implant is prepared.
The captured route normally uses the bounty-officer implant unlock, followed by gold applications to the selected carriers.
Other passive trade-offs
UNDERSTAND THE TRADE
What this build turns down
Celesdir Noct over Snock Terra
Trading Snock Terra for Celesdir Noct removes Water protection and adds Health drain. This makes an already dangerous Water burst less forgiving; the numerical condensed increase is unresolved.
God of Destruction on the carries
The maximum-Health penalty makes a super-effective Water mistake harder to survive. The carries are configured for repeated safe deployments rather than peak Attack.
Flame Cutter over Fire Ball
Flame Cutter's trajectory can lose the benefit of its larger displayed power. Keep the dependable Fire trio unless encounter results show the replacement connecting reliably.
Alternates and flex picks
Exchange Water protection for an aggressive Health-drain support, accepting a smaller recall margin and unresolved condensed numerical scaling.
Acquisition route →Choose a mounted trainer Fire-conversion variant only if the loss of free strafing is acceptable. It also serves the source's breeding route for Knocklem Ignis.
Acquisition route →Use as a breeding parent with Ragnahawk for Knocklem Ignis, rather than treating the Ground base form as a safe replacement against Grass coverage.
Acquisition route →BUILD IT IN A USEFUL ORDER
Acquisition and upgrade plan
Prepare two comparable Fire carries and their support shell. Rank, equipment and food preparation precede a timed attempt; none of those investments proves a clear.
Breed two copies of the Fire carry
The captured route identifies Knocklem plus Ragnahawk as the special pair for Knocklem Ignis. Verify the pair in the breeding planner and produce two copies, since the guide rotates separate carry cooldowns rather than trying to cover the entire fight with one.
Knocklem Ignis guide →
Develop both copies beyond recruitment
The source recommends level 80, full condensation, Pal Soul enhancement, awakening, strong combat IVs and Pal Attack food for each carry. Treat that as a preparation target for its timed strategy, not a guaranteed minimum or a measured difference in clear time.
Rank the three supports
The source contrasts rank-5 Finsider Ignis 40%, Orserk 5 per bullet and Snock Terra 30% with rank-1 figures of 25%, 1 and 15%. Keep the actual recipient, elemental weakness and hit-trigger conditions rather than adding the three numbers into a generic damage bonus.
Resolve the Snock naming change
The captured guide associates older Snock Lux references with the v1.0.3 Snock Terra record and Grounding Shell. Use the canonical Snock Terra acquisition page and stable ID when comparing older material rather than treating both names as two required species.
Snock Terra guide →
Budget the suggested trainer implants
The guide routes Vanguard, Stronghold Strategist, Healing Coach and Wellness Watcher through bounty-officer purchases with bounty tokens, followed by gold applications. Its proposed token farm is the purple wanted markers; check the chosen target's actual reward.
Prepare weapons, revives and food before entry
The fixed base unlocks are Rocket Launcher 65, Drone Launcher 77 and Revival Potion 61. Carry recovery medicine and the intended Pal Attack food too. The ordinary launcher is a technology craft, so Lily's legendary schematic is not a gate for the base kit.
RECRUIT THE LINEUP
Acquisition routes
Use each acquisition page for its captured locations, breeding and egg evidence. Duplicate party slots require additional copies; the links below list each species once.
Practical encounter and equipment selection: PalMods source guide, captured 23 October 2026. Instructions are independently worded by Palworld Run. Source guide version labels and current-game behavior are separate from the fixed v1.0.3 linked catalog. No clear time or in-game execution has been measured here.