Palworld Necromus Guide: Location, Double-Catch Strategy, and Why Jetragon Beats Its DPS Ceiling

Necromus shares its spawn point with the single tankiest Pal in the game, doesn’t sleep when most things do, and turns permanently uncatchable the moment it drops to zero HP. That combination is why most write-ups on this fight stop at “bring rockets and a Legendary Sphere” and leave the actual decision-making to trial and error. This guide adds the parts that matter more: the exact power-per-second gap between Necromus’s own Dark kit and the Jetragon most guides tell you to bring instead, and a sequence for walking away with both Necromus and Paladius in a single trip instead of two.

Verified against Palworld 1.0 (build 1.100.427), live since July 10, 2026. Capture rates and Tower Boss balance changed game-wide in this update — recheck specific numbers if you’re reading this after a later patch [10].

Quick Start: Catching Necromus in 6 Steps

  1. Get your player and your combat Pal to level 60+ — Necromus and Paladius spawn as Alpha-only encounters at that level, with no lower-level version to farm first [1][9]
  2. Craft or buy 40–60 Legendary Spheres — Ultra Spheres are not worth carrying into this fight [9]
  3. Pack a Rocket Launcher (~100 rockets) or Assault Rifle (~1,000 rounds), plus heat- and cold-resistant Pal Metal armor for the desert’s temperature swings [8]
  4. Head to the Desiccated Desert and approach the shared spawn point northwest of the Deep Sand Dunes teleporter, around coordinates (447, 679) [1]
  5. Go at night. Paladius sleeps after dark; Necromus, a Dark-element Pal, doesn’t — so a night approach lets you fight Necromus alone first [1][8]
  6. Whittle Necromus’s HP down with ranged damage, then switch to Legendary Spheres once it’s staggered — stop damaging it the moment it’s low enough to catch, since a kill here means starting over [1][9]

Necromus at a Glance

ZoneLevelDifficultyKey MechanicKey Drop
Desiccated Desert (447, 679)60 (Alpha-only)High — paired boss encounterNever sleeps; shares its spawn with PaladiusAncient Civilization Parts, Large Pal Soul

Location and Spawn Conditions

Necromus spawns exclusively as an Alpha Pal northwest of the Deep Sand Dunes teleport point in the Desiccated Desert, at roughly (447, 679) — the same coordinates Paladius occupies [1][8]. There’s no lower-level wild spawn to practice on first; every encounter starts at level 60 [1].

The desert itself punishes unprepared gear: temperatures swing hard enough between day and night that a single resistance loadout won’t cover both, which is why heat- and cold-resistant Pal Metal armor is listed as mandatory prep rather than a nice-to-have [8]. Paladius sleeps at night like most non-Dark Pals; Necromus, being Dark-element, stays active and aggressive after dark [1]. That asymmetry is the entire basis of the isolation strategy below.

Necromus Stats and Moveset

StatValue
HP130 (Alpha 156)
Melee Attack100
Shot Attack145
Defense120
Stamina350
LevelMoveElementPower
1Shadow BurstDark55
7Spirit FireFire80
15Spirit FlameDark75
22Nightmare BallDark100
30Rock LanceGround150
40Twin SpearsDark120
50Dark LaserDark150
55ApocalypseDark110
60Stone BeatGround170

Necromus’s Shot Attack stat (145) sits almost level with Jetragon’s Attack (140) [1][3]. On paper, that reads like a fair fight for anyone building a Dark-type combat roster. The moveset data says otherwise — and it’s a gap most guides never actually calculate.

The Dark Build DPS Ceiling: Necromus vs. Jetragon

Raw move power means little without knowing how often you can throw it, so the useful number for comparing Pals as combat units is power divided by cooldown — power-per-second. It’s not a substitute for in-game damage testing, since player Attack stat, partner skills, and elemental matchups all scale the final hit, but it isolates each Pal’s ceiling on equal footing (Certainty Calibration tier: sourced directly from patch-verified wiki move data, so treat the numbers as fact, not estimate) [4][5][6].

Necromus’s best button is Stone Beat: 170 power on a 60-second cooldown, or 2.83 power per second. Its second-best, Dark Laser, comes in close at 150 power over 55 seconds — 2.73 power per second [5][6]. That’s the actual ceiling of a pure Necromus Dark build: it never breaks 3 power per second on its strongest hit.

Jetragon’s signature move, Fire Ball, went from 150 power on a 55-second cooldown to 600 power on a 30-second cooldown in the patch 1.0 rebalance — 20 power per second [4]. Before that buff, Fire Ball and Necromus’s Dark Laser were within a rounding error of each other (2.73 power/s each). Patch 1.0 didn’t just improve Jetragon — it broke the tie by roughly 7x, and it’s the specific reason “bring Jetragon” outranks “build around Necromus” as combat advice right now [4][5].

The mechanism matters more than the number: Necromus’s kit is built around consistent, frequent Dark-element pressure (Shadow Burst’s 10-second cooldown keeps it swinging), while Jetragon trades cooldown length for a single oversized nuke. Against a boss like Paladius, whose 145 Defense is the highest of any Pal in the game [2], a slower-but-bigger hit clears that defense threshold more efficiently than a faster string of smaller ones — which is a second reason the Fire Ball buff specifically favors fights like this one.

None of that makes Necromus a bad catch — it’s still a strong Dark-element option for your own roster, and Ground-element coverage (Rock Lance, Stone Beat) that Jetragon doesn’t have. It does mean you shouldn’t expect to solo this fight with a Necromus you haven’t caught yet; bring the damage from elsewhere.

Best Combat Build for the Necromus Fight

Minimum gear tier: player and Pal level 60+, heat- and cold-resistant Pal Metal armor, Rocket Launcher or Assault Rifle as your primary weapon [8][9].

  • Bring Jetragon or Quivern for raw single-target damage — see the DPS math above for why Jetragon specifically outpaces a Dark-type roster here [8]
  • Bring a healer with an active partner skill, like Lyleen, if you’re planning to stay out past dawn for the dual-boss attempt below [8]
  • Check your Dark build’s passive skills before the fight — damage-boosting passives close some of the gap the raw power numbers above can’t
  • Max your capture-rate bonuses at the Statue of Power using Lifmunk Effigies before you leave — this stacks with the Legendary Sphere and matters more than any single piece of gear [8]

When NOT to attempt this fight: if your team is under level 55, or you haven’t touched the Statue of Power capture bonuses yet, skip it. You’ll burn Legendary Spheres without landing a catch, and a failed catch on a Pal this rare costs more than the ammo [9].

Catching Necromus Without Losing It for Good

Necromus’s base capture rate is 1.0x, but its Alpha status — the only version that spawns — drops that to 0.7x [1]. Combined with the level-60 floor, that’s a punishing multiplier even before you factor in Legendary-tier catch difficulty. Patch 1.0 raised Pal capture rates game-wide, which helps at the margins, but it doesn’t change the requirement: Ultra Spheres are not reliable here, and Legendary Spheres are the realistic minimum [1][9][10].

The rule that actually changes how you fight, not just what you throw: if Necromus or Paladius dies during the encounter, it becomes permanently uncatchable for that spawn [9]. There’s no partial credit. Once you’ve caught your first Necromus, you can breed a second through the Necromus + Necromus combination instead of re-farming the Alpha respawn timer [7] — our breeding guide covers the mechanics of that combination in full. Necromus also carries the “Dark Knight of the Abyss” partner skill, which lets it double-jump while mounted [1] — worth knowing if you’re weighing it against other options in our rideable Pals guide.

Practically, that uncatchable-on-death rule means the DPS ceiling from the section above cuts both ways. Jetragon’s Fire Ball clears HP fast, but fast damage against a Pal you’re trying to preserve at low HP is a liability if you’re not watching the health bar closely — back off ranged damage the moment Necromus is staggered and switch entirely to spheres rather than chasing one more hit.

Two legendary desert creatures facing a player character at dawn in a dual boss encounter
Paladius wakes as night turns to dawn — plan your ammo for two fights, not one.

Dual-Boss Protocol: Catching Both in One Run

Paladius and Necromus share a spawn point, but almost every existing guide treats them as two separate trips — fight one, leave, come back later for the other. That’s the safe path, and it’s the right call for some players. It’s not the only path.

  • New to legendary bosses, first Legendary Sphere run: solo Necromus only. Approach at night, catch or retreat before Paladius wakes, and don’t chain into the second fight on the same ammo load [1][8]
  • Level 60+ with an Astegon on your roster: attempt both in one visit. Astegon’s Dark/Dragon typing takes reduced damage from both bosses’ kits, which makes it the one Pal that can tank the transition from “Necromus alone at night” into “Necromus and Paladius both awake at dawn” without swapping your whole team [9]
  • Strong DPS roster but no dual-type counter: still solo Necromus first. Retreat, restock ammo and spheres, and treat Paladius as a separate engagement — its 145 Defense (the highest of any Pal in the game) means it eats roughly double the ammo of the Necromus fight, and running both on one depleted loadout is how most failed dual-catch attempts happen [2][8]

The fail-safe if a dual attempt goes wrong: if Paladius wakes early and you’re not ready for a two-front fight, disengage rather than push through on low spheres. A botched simultaneous fight risks killing one Pal while spheres are still on the second — and since a kill here is permanent for that spawn, a clean retreat costs you a night, not a Pal [9].

Who Should Attempt This Fight?

Player TypePriority
New playerFinish leveling to 60 on easier content first (see our leveling guide), stockpile 40+ Legendary Spheres, and only attempt the solo-Necromus night approach — skip the dual catch entirely for now
Casual playerUse the night-isolation trick every visit and farm Necromus solo for Ancient Civilization Parts; don’t bother with the dual-boss attempt unless you already own an Astegon
Hardcore / optimizerGo for the dual catch with Astegon on the roster, max your Statue of Power catch-rate bonuses first, and weigh Jetragon’s post-1.0 Fire Ball ceiling against your own Dark build using the power-per-second math above
CompletionistAfter your first Necromus catch, breed a second instead of re-farming the Alpha respawn timer, and target the 3% Heat Resistant armor schematic drop across repeat Alpha defeats before switching over to breeding

FAQ

Is Necromus or Jetragon the better Dark-build damage Pal?
Jetragon, once you account for patch 1.0’s Fire Ball buff — 20 power per second versus Necromus’s 2.83 at its best [4][6]. Necromus still earns a roster spot for its Ground-element coverage and consistent, low-cooldown pressure, but as a pure damage-per-second pick for this specific fight, the math favors Jetragon by roughly 7x.

Can I actually catch both Paladius and Necromus in one visit?
Yes, but only reliably with a dual Dark/Dragon-type Pal like Astegon on your team — Paladius’s 145 Defense means the second fight costs close to double the ammo of the first, and most failed dual-catch attempts come from running both fights off one depleted loadout instead of restocking [2][8][9].

What happens if Necromus dies before I catch it?
It’s uncatchable for that spawn, permanently — no partial credit, no second throw [9]. Your options are waiting for the Alpha to respawn or, if you’ve already caught one Necromus previously, breeding a second through the Necromus + Necromus combination [7].

Do I need a Legendary Sphere, or will Ultra work?
Legendary. Necromus’s Alpha-only 0.7x capture multiplier at level 60 makes Ultra Spheres an unreliable throw even after patch 1.0’s game-wide capture-rate increase [1][9][10].

Necromus isn’t the only Dark-type worth the grind — see our Palworld Shadowbeak guide for a full stat and catch-difficulty comparison against this pick.

Sources

For everything else you need before heading into the Desiccated Desert, start with our Palworld beginner’s guide.

Michael R.
Michael R.

I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.