Epic Seven Hunt Farming Guide
Epic Seven Hunt farming priorities: which Hunt to farm first, energy and material use, crafting, and how to build a stable rotation.

Hunt farming is the engine of an Epic Seven account. Everything else — Arena, Abyss, RTA — is downstream of the gear you get from four bosses.
Most accounts farm the wrong Hunt first, spread energy across too many stages, or craft gear before they can clear the stage consistently. This guide sets a rotation that compounds instead of scattering progress.
The four Hunts and their sets
| Hunt | Sets | Farm when |
|---|---|---|
| Wyvern | Speed, Hit, Crit | First; most heroes need these |
| Golem | Attack, Health, Defense | After Wyvern 13 is stable |
| Banshee | Destruction, Lifesteal, Counter, Effect Resistance | When building bruisers and farmers |
| Azimanak | Immunity, Unity, Rage | When PvP and support gear matter |
Wyvern is first because Speed is the most valuable stat in the game and Crit fits every damage dealer. A Wyvern set improves your whole account; a Golem set improves one hero.
The correct order
- Clear Wyvern 13 consistently.
- Build a second team for Golem 13.
- Build Banshee 13 when you need Lifesteal or Counter.
- Build Azimanak 13 when you start PvP.
Do not move to the next Hunt until the current one clears at least eight out of ten runs. A 70% clear rate wastes more energy than a slower stable team.
Stage 13 versus lower stages
Stage 13 drops the best materials and the highest gear level. Lower stages are easier but give less per run. The breakpoint is simple:
- If stage 13 clears consistently, farm it.
- If it does not, farm the highest stage that clears at 90%+ until the team is ready.
Do not force stage 13 for the prestige. Energy efficiency is the only metric that matters.
Energy management
Energy is the limiting resource. The daily routine should spend it where the account is weakest:
| Priority | Spend |
|---|---|
| 1 | Daily and event missions with limited rewards |
| 2 | Hunt stage that upgrades the main team |
| 3 | Spirit Altar for runes when a hero needs them |
| 4 | Story or side story for catalysts |
| 5 | Extra Hunts after the above |
The launch period adds buffs that change the math. Foundry buffs include increased Hunt crafting material drops and higher Otherworldly equipment rates. When those buffs are active, Hunt farming is worth more per energy than usual.
Check the event calendar before spending a large energy stockpile. A Hunt drop buff or a free-entry event can double the value of the same energy.
Gear crafting
Crafting turns Hunt materials into targeted gear. It is the best way to fill a specific slot, but it is not a substitute for farming.
Rules:
- Craft the slot you are missing, not the slot with the most materials.
- Use the highest material tier you can afford.
- Stop crafting a set once the main team has usable pieces.
- Save materials for a crafting event if one is announced.
Crafting is random. Do not expect a perfect piece; expect a chance at a usable one.
What to keep from each Hunt
| Hunt | Keep | Sell |
|---|---|---|
| Wyvern | Speed boots, Speed set with Effectiveness, Crit Damage necks | Flat-stat pieces |
| Golem | Attack% and Health% pieces with speed | Defense flats |
| Banshee | Lifesteal, Counter, Effect Resistance with speed | Low-roll Destruction |
| Azimanak | Immunity with speed, Unity with HP% | Rage pieces with no crit |
The keep rules are the same as the general gear rules: speed, percentage stats and a coherent role. The gear guide has the full rubric.
Building the second team
The second Hunt team is where most accounts stall. The mistake is trying to build four new heroes at once.
A better approach:
- Reuse the Wyvern tank if the element allows.
- Reuse the Wyvern healer.
- Build one new damage dealer and one new debuffer.
- Fill the last slot with the best geared hero you already have.
This keeps the gear requirement manageable. A second team built from three reused heroes and one new damage dealer is cheaper than four fresh builds.
Auto-battle settings
- Set skill priorities so the key debuff lands before damage.
- Disable skills that trigger a boss counter at the wrong time.
- Use pets that match the Hunt's needs.
- Check one run after every gear change.
Auto-battle is only as good as its priorities. A team that fails on auto but clears manually is a settings problem before it is a gear problem.
When to stop farming a Hunt
Stop when:
- The main team has usable gear in every slot.
- Further upgrades require a different set.
- A new Hunt would unlock more account progress.
- A limited event offers better rewards per energy.
Do not stop because the drops are boring. Hunt farming is repetitive by design; the progress is in the cumulative gear quality.
Common mistakes
Farming stage 11 because it is faster. Stage 13 gives better materials and gear.
Spreading energy across all four Hunts. One stable Hunt beats four unstable ones.
Crafting before farming. Materials are better spent after you know which slot you need.
Ignoring event buffs. A buff can change which Hunt is worth farming this week.
Building a second team before the first is stable. Consistency compounds; variety does not.
FAQ
Which Hunt should I farm first?
Wyvern 13. Speed, Hit and Crit sets carry the widest range of heroes, and a stable Wyvern team funds every other Hunt.
When should I move to a second Hunt?
After Wyvern 13 clears at least eight out of ten runs. A second mediocre team slows both farms and wastes energy.
Should I farm lower stages for speed?
Only while your team cannot clear stage 13. Stage 13 has the best material value, and lower stages are a temporary bridge, not a long-term farm.
Related reading
- Epic Seven Wyvern 13 Auto Team for the first team.
- Epic Seven Golem 13 Team for the second.
- Epic Seven Banshee 13 Team for bruiser gear.
- Epic Seven Azimanak 13 Team for PvP gear.
- Epic Seven Gear Guide for keep and sell rules.
Epic Seven official notices publish drop tables, balance changes and event schedules before third-party sites catch up.
Official sources: Epic Seven on Steam, Epic Seven DB, and Epic Seven official notices.
More Epic Seven Guides
How Epic Seven's selective summon works, how the 30 rolls are structured, and the best 5-star hero to keep for a new account.
Epic Seven speed tuning explained: how speed is calculated, combat readiness, breakpoints for PvE and PvP, and how to order a team.
How to move an existing Epic Seven save onto Steam, link a STOVE account, and avoid the temporary-account trap at first login.
Whether rerolling is worth it on Epic Seven Steam, how the temporary account system affects resets, and which selective summon targets to keep.
Epic Seven Arena defense teams that hold: speed cleave, bruiser, stall and counter comps, with stat targets and the AI rules that decide wins.
Epic Seven Azimanak 13 teams: egg clearing, the damage penalty, berserk turns and stable auto compositions for Immunity and Unity gear.
Epic Seven Banshee 13 teams explained: the split mechanic, earth damage bonus, cleanse checks and stable auto compositions.
The best Epic Seven heroes for a new account: selective summon targets, budget healers, Wyvern starters and heroes not worth early investment.
