Route
400-600
Party sizes
Duo or 4-players
Main goal
High XP + profit
Core comp
Knight, Druid, Monk
Best 4-players composition for Monk 400-600
The recommended setup is Knight + Druid + Monk + Paladin or Sorcerer. Knight handles boxes, Druid keeps the party alive, Monk contributes damage plus backup sustain, and the fourth vocation increases clear speed. Duo options are included for days when the full party is offline.
Objective
Use proven spawns where the team can keep strong XP without turning every pull into a survival check.
Level
400+
XP/h
6.0kk-9.0kk
Loot
Good
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Respect Vizier bursts and keep the Monk ready to help stabilize awkward boxes.
Level
400+
XP/h
5.5kk-8.5kk
Loot
Good
Suggested comp
Monk + Another Vocation
Do not chase maximum XP first; clean pulls and survival make this hunt valuable.
Level
400+
XP/h
6.0kk-8.0kk
Loot
Medium
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Use shorter pulls until the Druid and Knight are fully comfortable with the room rhythm.
Level
420+
XP/h
4.5kk-7.0kk
Loot
Good
Suggested comp
Monk + Knight + Druid + Sorcerer
Start slower than regular Asuras; true variants punish careless movement much harder.
Objective
Move into denser hunts where the fourth vocation matters more and the Monk can add meaningful sustain during pressure spikes.
Level
450+
XP/h
6.5kk-9.0kk
Loot
Medium-good
Suggested comp
Knight + Monk
Keep the route tight and avoid spreading monsters across the screen.
Level
450+
XP/h
4.5kk-9.5kk
Loot
Good
Suggested comp
Knight + Monk or Monk + Paladin
Use it as a money-friendly rotation when higher XP spawns are taken.
Level
470+
XP/h
7.0kk-10.5kk
Loot
Medium-good
Suggested comp
Knight + Monk
Do not let the box become scattered; messy positioning lowers XP and increases risk.
Level
480+
XP/h
5.0kk-8.0kk
Loot
Good
Suggested comp
Monk + Knight
Track supply cost carefully and increase pulls only after the route feels repeatable.
Objective
Use harder spawns where the Monk's extra sustain and damage smoothing help the team keep high uptime.
Level
500+
XP/h
8.0kk-12.0kk
Loot
Medium-good
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Treat early sessions as route practice; one bad pull can erase the XP advantage.
Level
520+
XP/h
8.0kk-12.5kk
Loot
Medium-good
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Use conservative pulls until the Knight and Druid can keep the same pace for a full hunt.
Level
520+
XP/h
7.0kk-10.5kk
Loot
Medium-good
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Pick one seal and master the route instead of jumping between dangerous rooms.
Level
500+
XP/h
5.5kk-8.5kk
Loot
Medium-good
Suggested comp
Monk + Knight
Focus Shamans quickly and avoid dragging ranged monsters too far from the box.
Objective
Finish the route with spawns that prepare the party for 600+ content through better route discipline, protection management and fast target priority.
Level
500+
XP/h
8.0kk-12.0kk
Loot
Good
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Start with safer loops and add rooms only when supply use stays controlled.
Level
570+
XP/h
7.5kk-11.5kk
Loot
Good
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Use it when premium XP spawns are crowded and the team still wants a productive session.
Level
580+
XP/h
6.0kk-9.0kk
Loot
Medium-good
Suggested comp
Monk + Knight
Keep pulls compact; ranged pressure gets dangerous fast when the route becomes messy.
Monk Team Hunt 400-600 Questions
The best route usually starts with Cobras, Falcons and Flimsy Lost Souls, then moves into Issavi, Girtablilu, Roshamuul Mines, Library sections and stronger 550+ spawns like Oramond Mountain Hideout, Azzilon and Warzones.
Use 4-players for the strongest XP and safest high-density hunts. Duo is useful as a fallback, especially Monk with Knight, but it usually has a lower XP ceiling.
The safest setup is Knight, Druid, Monk and Paladin or Sorcerer. Knight blocks, Druid heals, Monk adds damage and backup sustain, and the fourth vocation improves clear speed.
Use Physical, Energy or Earth depending on the monster weakness and team composition. Avoid planning around elements the Monk cannot reliably use.





































