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Monk group power game 0-200

Best Monk Group Hunts and Power Game Path from Level 0 to 200

A practical party-hunt route for Monk players who want fast XP with Duo and 4-players groups before level 200, including monster images, team roles, XP targets and clean party compositions.

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.

Keep pulls tiny because the Monk is not a main blocker.
A Knight or Paladin makes the first levels much smoother.
Focus on low access hunts so the party does not lose time traveling.
Cyclops
Safe rush
Physical
Duo
Mistrock Cyclops

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.

Elf
Best profit
Physical
Duo
Yalahar Elves

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.

Tarantula
Balanced
Physical
Duo
Port Hope Tarantulas

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.

Let the tank enter first.
Monk should contribute damage and emergency healing, not face-tank.
If supplies spike, drop back one route and keep momentum.
Corym Vanguard
Best XP
Physical
4-players
Coryms - Port Hope

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.

Ancient Scarab
Balanced
Physical
Duo
Mother of Scarabs Lair

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.

Roaring Lion
Power spike
Physical
Duo
Lion's Rock

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 Druid becomes much more valuable from here onward.
This bracket is often waste-heavy if the party only cares about XP.
Rotate hunts based on spawn availability.
Hero
Best XP
Physical
4-players
Edron Hero Cave / Old Fortress

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.

Cult Believer
Balanced
Physical
Duo
Carlin Cults

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.

Werebadger
Balanced
Physical
4-players
Grimvale -4

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.

Monk shines as damage plus secondary healing, but the Druid is still the primary healer.
Avoid replacing the Knight with a Monk.
If you are dying, the hunt is not faster.
Ravenous Lava Lurker
Best XP
Physical
Duo
Ravenous Lava Lurkers

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.

Blood Beast
Power spike
Physical
Duo
Oramond West

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.

Barkless Devotee
Best XP
Physical
Duo
Barkless - Ab'dendriel

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.

Grim Reaper
Best XP
Energy
Duo
Yalahar Grim Reapers

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.

Full party gets much better here.
Burster/Gazer Spectres and Draken Walls are common power-game references.
Prison and Asuras can work, but require better route discipline.
Burster Spectre
Best XP
Physical
4-players
Burster Spectres

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.

Gazer Spectre
Balanced
Physical
4-players
Gazer Spectres

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.

Draken Spellweaver
Balanced
Energy
Duo
Draken Walls

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.

Midnight Asura
Power spike
Energy
4-players
Asura Palace

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.

Demon Outcast
Power spike
Energy
4-players
Prison -1

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.

FAQ

Monk Group Hunt Questions

What is the best Monk group hunt from 0 to 200?

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.

Can Monk replace the Knight or Druid in party hunts?

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.

Is duo or full party better before level 200?

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.