Route
200-400
Party sizes
Duo or 4-players
Main goal
Team XP + profit
Core comp
Knight, Druid, Monk
Best 4-players composition for Monk
The safest high-density setup is Knight + Druid + Monk + Paladin or Sorcerer. Knight blocks, Druid heals, Monk adds damage and backup sustain, and the fourth vocation provides extra clear speed. Duo hunts are still useful when your full team is offline, especially Monk + Knight routes.
Objective
Use stable 4-players routes where the Knight can hold boxes, the Druid can heal consistently and the Monk adds damage plus backup sustain.
Still one of the most direct power-game options when the team wants fast levels before 250.
Level
200+
XP/h
3.0kk-5.0kk
Loot
Waste-medium
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Keep the Knight pace steady and avoid greedy pulls while charms and protections are still weak.
Smoother than Bursters for many teams and a good place to practice full-party tempo.
Level
200+
XP/h
2.8kk-4.6kk
Loot
Medium
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Use it when Bursters are crowded or when the team wants safer income while leveling.
A classic duo route with strong XP and profit once access is done.
Level
220+
XP/h
2.5kk-4.0kk
Loot
250k-600k
Suggested comp
Monk + Knight
Respect Spellweaver spikes and use fire protection before increasing pull size.
Strong XP and good route training before the team moves into harder 300+ spawns.
Level
230+
XP/h
3.5kk-5.2kk
Loot
300k-800k
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Start with corridor control and avoid mixing too many rooms before the team has charms.
Objective
Rotate between spectres, Prison and access-based spawns depending on availability, charms and team confidence.
A strong bridge into real team hunting with mixed monsters and better route discipline.
Level
250+
XP/h
3.2kk-5.5kk
Loot
Medium
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Pull less when Hellhounds chain awkwardly; clean boxes matter more than speed here.
Good team-hunt value when the party wants XP with more realistic profit potential.
Level
250+
XP/h
3.5kk-5.8kk
Loot
Medium-good
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Bring proper physical protection and do not let Arachnophobicas split the box.
Excellent XP when access is ready and the party can handle high pressure rooms.
Level
270+
XP/h
4.0kk-6.0kk
Loot
Medium-good
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Treat this as a step up in danger; use conservative routes before pushing full speed.
Good practice for dense routes and mixed monster pressure before 300+ hunts.
Level
280+
XP/h
3.8kk-5.8kk
Loot
Medium
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Use it when Prison or Spectres are taken and your team wants a less linear spawn.
Objective
Move into harder spawns with better XP ceilings while keeping clean roles: Knight blocks, Druid heals, Monk supports and the fourth vocation clears.
Popular team option with strong XP and manageable progression once route knowledge is solid.
Level
300+
XP/h
4.5kk-7.0kk
Loot
Medium-good
Suggested comp
Monk + Another Vocation
Use ice protection and keep the first loops conservative until the Knight controls boxes cleanly.
A strong alternative to Winter Court when fire protection and route comfort are better.
Level
300+
XP/h
4.5kk-7.0kk
Loot
Medium-good
Suggested comp
Monk + Another Vocation
Fire protection is the baseline; avoid chain-pulling before the Druid has rhythm.
Excellent XP once the team can manage burst damage and dangerous monster combinations.
Level
320+
XP/h
5.0kk-7.5kk
Loot
Medium-good
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Respect Viziers and do not copy high-level pulls too early.
Useful duo option when the full party is offline and the Monk wants steady progress.
Level
330+
XP/h
3.5kk-5.5kk
Loot
Medium-good
Suggested comp
Monk + Knight
Do not overextend into heavy Guzzlemaw chains without defensive cooldowns ready.
Objective
Use advanced spawns that teach the team positioning, protection swaps and speed control before the next end-game jump.
Great profit-oriented team hunt when the party has access, protection and discipline.
Level
350+
XP/h
5.0kk-8.0kk
Loot
Good
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Do not treat Falcons as a pure XP rush; survival and clean pulls come first.
High XP ceiling for coordinated teams that can handle dangerous soul pressure.
Level
350+
XP/h
5.5kk-8.5kk
Loot
Medium
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Use careful pathing and avoid long messy pulls; the spawn punishes panic movement.
Good route to learn modern 400-style team hunting with strong density and mixed pressure.
Level
370+
XP/h
5.5kk-8.0kk
Loot
Medium-good
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Assign focus targets early and avoid letting Shamans sit untouched too long.
Good team option near 400 when the party wants a different rhythm from Courts and Cobras.
Level
380+
XP/h
5.0kk-7.5kk
Loot
Medium-good
Suggested comp
Knight + Druid + Monk + Paladin or Sorcerer
Use route discipline and earth/physical protection where your gear allows it.
Monk Team Hunt 200-400 Questions
For most teams, the best progression is Spectres or Asuras around 200-250, Prison and Deathlings around 250-300, Courts and Cobras around 300-350, then Falcons, Flimsy Lost Souls, Nagas or Goannas near 350-400.
Use Duo when only one partner is online, usually Monk with Knight. For the strongest XP and safest high-density hunts, use 4-players with Knight, Druid, Monk and Paladin or Sorcerer.
No. Monk is strongest as extra damage, utility and backup healing. Knight should still block and Druid should remain the main healer in hard team hunts.
Both work. Paladin adds stable damage and safety, while Sorcerer usually adds stronger burst and AoE clear. Choose based on player skill, spawn and available gear.