Route
0-200
Party sizes
Duo or 4-players
Main goal
Power game XP
Monk role
DPS + backup heal
Party rule for Monk
Monk is a hybrid damage dealer and secondary healer in group hunts. Use Duo for simple routes, or 4-players parties with Knight, Druid, Monk and Paladin or Sorcerer. Keep the Knight as the main blocker and the Druid as the primary healer; use Monk damage, Virtue healing and utility to make the party safer and faster.
Objective
Use duo hunts to skip the slow early grind and unlock the first Monk upgrades quickly.
Strong early XP if the blocker controls the stairs and the Monk stays behind the pull.
Level
8+
XP/h
80k-150k
Loot
Low
Suggested comp
Monk + Knight or Paladin
Use Stealth Ring routes only if the team understands how to reset danger.
Good early money and simple pulls for a new party.
Level
15+
XP/h
120k-160k
Loot
150k-200k
Suggested comp
Monk + Paladin or Sorcerer
Sell creature products and keep supplies low; this is a funding stop, not a long-term PG hunt.
Good task-style route while the party learns positioning and healing rhythm.
Level
20+
XP/h
80k-180k
Loot
Low-medium
Suggested comp
Monk + Knight or Druid
Do not overpull poison stacks; the point is smooth XP with almost no downtime.
Objective
Start using denser spawns where the party can pull faster than a solo Monk.
Good density for early PG if the puller respects Vanguards.
Level
30+
XP/h
250k-500k
Loot
Low
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Do not chase every monster through the full room; keep the route compact.
Classic early team route with enough density to reward coordinated pulls.
Level
35+
XP/h
300k-650k
Loot
Medium
Suggested comp
Monk + Knight
Bring poison control and avoid stacking too many Ancient Scarabs before the healer is ready.
Strong early XP if the team controls rooms instead of running open pulls.
Level
40+
XP/h
500k-900k
Loot
Medium
Suggested comp
Monk + Knight
Use walls and reset the room if the Knight starts losing control.
Objective
Push through the awkward middle levels with fast routes that prepare the team for 100+ hunts.
A strong rush spot before level 100 when the Knight can control rooms.
Level
50+
XP/h
800k-1.5kk
Loot
Low-medium
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Start on safer rooms and avoid greedy pulls until the Druid's healing feels stable.
Reliable XP and useful practice for Monk damage rotation in tighter rooms.
Level
60+
XP/h
900k-1.6kk
Loot
Medium
Suggested comp
Monk + Knight or Monk + Paladin
Keep the route predictable; Cult Enforcers punish messy positioning.
Good balanced route before the team starts 100+ power hunts.
Level
60+
XP/h
1.2kk-2.0kk
Loot
Medium
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Use it as a safer fallback when Hero Cave or Lava Lurkers are crowded.
Objective
Use high XP routes where the team can level quickly, even if some hunts are waste-heavy.
One of the simplest power leveling routes if the party accepts waste.
Level
100+
XP/h
2.0kk+
Loot
Waste
Suggested comp
Monk + Knight or Druid
Treat it as a pure XP investment; do not expect profit.
Fast route when the spawn state is good and the team can keep movement clean.
Level
120+
XP/h
1.8kk-2.5kk
Loot
Low
Suggested comp
Monk + Knight
Performance changes a lot with raid state and route knowledge.
Excellent rush option if the team can pay for supplies.
Level
130+
XP/h
2.0kk-2.8kk
Loot
Waste
Suggested comp
Knight + Monk
Use it for levels, then recover money in a profit hunt.
High XP if the Knight keeps clean control and the team avoids bad pathing.
Level
140+
XP/h
2.5kk-3.5kk
Loot
Waste-low
Suggested comp
Monk + Knight
Use Energy route for Monk damage and respect death damage spikes.
Objective
Shift into true 4-players hunting: Knight tanks, Druid heals, Paladin or Sorcerer clears waves, and Monk adds DPS, Mentor value and backup healing.
Community-recommended high XP team route for the 150-200 climb.
Level
150+
XP/h
2.5kk-4.0kk
Loot
Waste-medium
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Bring proper elemental protection and let the Knight set the pace.
Strong alternative when Bursters are taken and the team wants smoother profit.
Level
150+
XP/h
2.3kk-3.8kk
Loot
Medium
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Use defensive imbues and do not start full-boxing too early.
Classic team hunt for 150-200 with solid XP and profit when access is done.
Level
150+
XP/h
2.0kk-4.0kk
Loot
200k-500k
Suggested comp
Monk + Knight
Fire protection is mandatory and the team should respect Spellweaver damage.
Very strong XP once the party learns corridors and avoids bad True Asura pressure.
Level
160+
XP/h
2.5kk-4.0kk
Loot
200k-600k
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Start without full boxing and rotate protections for fire and energy damage.
Good bridge into real team-hunt gameplay before 200+, especially with Monk backup healing.
Level
180+
XP/h
2.5kk-4.5kk
Loot
Medium
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Do not force Prison if Bursters are still safer and faster for your team.
Monk Group Hunt Questions
For pure power game, the strongest ranges are usually Lava Lurkers and Barkless around 100-150, then Burster Spectres, Gazer Spectres, Draken Walls, Asura Palace and Prison -1 from 150 to 200.
No. Monk should be treated as damage plus secondary healing and utility. The Knight remains the main blocker and the Druid remains the primary healer in serious team hunts.
Before level 100, duo routes are often faster to organize. From 150 onward, 4-players parties become much stronger because dense hunts reward tanking, healing and AoE damage.