Is it for a mobile game or other non-mobile platforms? or both? Draw count becomes higher for mobile due to a different calculation of it compared to non-mobile draw calls calculation. Here’s a link for VFX optimization that describes it:
It’s also dependent on the number of passes for the material of the particle, with 1 draw call per pass. So if the material requires 2 passes, and it’s in a mesh emitter (1 emitter only in Cascade) of 12 particles (or meshes), then it’s 2 draw calls. In mobile, it would be 1 draw call per mesh emitted, so 24.
Particle Burst Method might also be necessary to change from Instant to another type. Most of the settings in the screenshot look correct, otherwise.