Gaming How-To

Palworld: How to Catch an Alpha Pal at Level 13-14

The gear, sphere tier, and type matchups that turn a level 11 Chillet into a clean first alpha capture.

The gear, sphere tier, and type matchups that turn a level 11 Chillet into a clean first alpha capture.

Alpha Pals are the oversized, map-marked versions of ordinary wild Pals. Same species, same moveset, but a fixed level, a much bigger health pool, and larger drop counts. At level 13-14 you are already strong enough to take one down, provided you pick a low-level target and bring the right sphere.

Quick answer: Take a Pal with a type advantage, chip the alpha’s health bar down to red, then throw Mega Spheres. The softest target for a level 13-14 player is the level 11 Chillet at Fortress Ruins (178, -414), and Dragon attacks hit it hardest.


How alpha Pals differ from regular spawns

An alpha is not a separate species. It is the same Pal with a fixed level boost and a permanent home on the map, which is what makes it useful. Instead of hoping a species wanders past, you fly to a marker and it is there.

TraitWhat it means in play
Fixed spawn pointEach alpha lives at one named location and appears on your map once you get close.
Boosted level and HPFights last longer than a wild encounter of the same species.
Lower catch rateWeak spheres bounce off. You need a higher tier and a low health bar.
Larger size in combatThe Pal shrinks back to normal size once it is in a sphere.
Bigger dropsSpecies drops come in higher counts, plus Ancient Technology Points for the kill.
RespawnRoughly an hour of real time after you defeat or catch it.

Stats and skills are not inherently better than the wild version, so the reason to catch one is the guaranteed encounter and the passive skills alphas tend to roll, which matter later for breeding.


Base prep before an alpha hunt at level 13-14

Feed your active party before you leave. A hungry Pal fights badly and stops working, so open your inventory and hand out food, such as Chikipi Poultry, to anything with a low hunger bar. Check your base has one bed per Pal working there, otherwise their sanity drops while you are away.

Palworld inventory screen with food being fed to party Pals before setting out
Feeding the party from the inventory screen. Image: Pocketpair

Clear the crafting queue too. Anything still queued when you leave sits unfinished, and you want ingots refined before you commit to a trip. Sorting is faster if you open a chest and use Quick Stack, which pushes matching items straight into storage.

Base walkthrough in Palworld with the Rayne Syndicate Tower objective tracked and an empty crafting queue
The base with the Rayne Syndicate Tower objective tracked on the right and nothing left in the crafting queue. Image: Pocketpair

For a weapon, the Metal Spear is the sensible upgrade at this point. Build it at the High-Quality Workbench for 10 Ingots, 30 Wood, and 5 Stone. If you are short on ingots, leave the furnace running until the count is high enough rather than heading out with a wooden weapon.

Metal Spear recipe at the High-Quality Workbench showing ingot, wood and stone costs
The Metal Spear recipe at the High-Quality Workbench, listing 10 Ingots, 30 Wood, and 5 Stone. Image: Pocketpair

Finally, bring spheres that match your level. Ordinary Pal Spheres are close to wasted on an alpha.

Your levelSphere to bring
11-20Mega Sphere
21-30Giga Sphere
31-40Hyper Sphere
41-44Ultra Sphere
45+Legendary Sphere

Tip: Lifmunk Effigies raise your capture rate, so collecting them is the cheapest way to make every throw count.


Alpha Pals you can catch at level 11-15

Five alphas sit at the bottom of the level range and all of them live on the starting islands. Start with whichever one you have a counter-element for.

AlphaLevelWhereWeak to
Chillet11Fortress Ruins, near the Fort Ruins fast travel point (178, -414)Dragon
Gumoss11Sea Breeze Archipelago, near the Watchtower (-112, -626)Fire
Sweepa11Sea Breeze Archipelago, near Small Cove (-227, -594)Fire
Dumud14Isle of MurmursGrass
Penking15Sealed Realm of the Frozen Wings (114, -354)Electric

Penking sits inside a Sealed Realm, which is a small arena with the alpha surrounded by smaller Pals. There is less room to dodge there, so it is a harder fight than its level suggests.


How to catch the alpha

Build the party around the target’s weakness. Put a Pal of the countering element in your first slot and leave the rest as backup, so you always have something healthy to send out mid-fight.
Walk into the marker’s radius so the alpha’s icon and level appear on your map. That confirms you are at the right spawn point before the fight starts.
Send out your Pal and attack from range or from the side. Keep moving, because an alpha’s damage output at your level is high enough to end the fight quickly if you stand still.
Watch the health bar and stop attacking once it is deep in the red. Overcommitting kills the alpha, which gives you drops and Ancient Technology Points but no capture.
Throw Mega Spheres from behind the Pal where possible and keep throwing. A capture is confirmed when the sphere locks, the Pal disappears from the field, and the species is registered in your Paldeck.

If a sphere bounces straight off, there are only two likely reasons. Either the sphere tier is too low for the target, or the health bar is not low enough yet. Neither is fixed by throwing more of the same sphere.


Dungeon alphas are all level 13

Every dungeon ends with a single alpha, and dungeon alphas are fixed at level 13 regardless of which dungeon you run. The species is pulled from a random pool, so Hillside Cavern and Isolated Island Cavern can hand you a Caprity, Direhowl, Tombat, Lifmunk, or Vixy among others.

Two things make these different from overworld alphas. Smaller Pals of the same species always spawn around the boss, so clear those first to free up space for throws. And dungeons have no cooldown, meaning you can rerun them back to back until the species you want shows up.


Respawn timing and repeat farming

Overworld alphas come back at their spawn point roughly an hour after you defeat or capture them, and some only reappear at certain times of day. That cooldown is easy to burn through by touring the other low-level markers instead of waiting at one spot.

The efficient pattern is to capture a species once for the Paldeck entry, then kill it on every later visit. Alphas drop their species materials in higher counts than a normal wild spawn, and each kill adds Ancient Technology Points toward technology unlocks.

Chillet is the target worth going back for at this stage. It is a level 11 fight you can win with a Metal Spear and one type-advantaged Pal, and the capture gives you an early alpha with better-than-average passives to build around.