Epic Seven Golem 13 Team
Epic Seven Golem 13 teams: how the Healing Tree and Buff Stone work, kill order, cleanse checks and stable auto builds.

Golem 13 is the Hunt that looks like a damage race and is actually a prioritization test. The boss brings two support structures, and ignoring them turns a manageable fight into an endless one.
The drops are Attack, Health and Defense sets, which makes Golem the natural second Hunt for most accounts after Wyvern.
The two structures
Golem 13 spawns with two objects:
| Structure | Effect | Why it matters |
|---|---|---|
| Healing Tree | Heals the boss and removes debuffs | Undoes your damage and defense break |
| Buff Stone | Grants attack and defense buffs | Turns the boss's hits lethal |
The Healing Tree is the priority. A team that leaves it alive will watch its damage get healed back while the boss keeps its debuffs cleared. The Buff Stone is the second target; leaving it alive makes the boss hit through weaker gear.
Kill both before committing to the boss. This is slower per turn but far more consistent.
The rage mechanic
Golem builds a rage gauge as it takes hits. When the gauge fills, it counterattacks with a stunning blow. The stun is the run-ending mechanic: a stunned healer cannot heal, and a stunned damage dealer loses a turn.
Ways to handle it:
- Bring immunity or a cleanse.
- Use a tank that can eat the stun.
- Control the hit count so the gauge fills at a safe time.
- Kill the boss before the gauge becomes relevant.
A team with no answer to the stun will clear sometimes and fail randomly. Consistency requires either immunity or enough damage to skip the mechanic.
If your team fails at the same point every run, count the boss's hits. The rage counter is predictable, and a cleanse timed for that turn fixes the run.
Team structure
| Job | Purpose |
|---|---|
| Defense break | Makes the boss and structures die |
| Unhealable | Stops the Healing Tree from undoing progress |
| Cleanse or immunity | Answers the stun |
| Damage | Kills structures and boss |
| Sustain | Survives the buffed boss |
Unhealable is the most underrated debuff in this fight. It does not stop the tree from cleansing, but it stops the healing, which is the larger problem.
Example compositions
Standard team
| Hero | Role | Notes |
|---|---|---|
| Cermia | Single-target damage | Strong against the boss |
| Bellona | Defense break / area damage | Handles structures and boss |
| Vivian | Cleanse / immunity / damage | Answers the stun |
| Krau | Tank / sustain | Front-line stability |
This composition covers every job. Cermia and Bellona provide the damage, Vivian handles the stun, and Krau keeps the team alive.
Budget team
| Hero | Role | Notes |
|---|---|---|
| Sol | Damage | Free and effective |
| Bellona | Defense break | The key enabler |
| Angelic Montmorancy | Cleanse | Specialty change required |
| Kluri | Defense break / utility | Specialty change required |
Sol is a realistic budget damage dealer. The team is slower, but it has the tools to finish.
Damage-heavy team
| Hero | Role | Notes |
|---|---|---|
| Cermia | Damage | Main burst |
| Challenger Dominiel | Damage / CR push | Accelerates the team |
| Iseria | Defense break / utility | Sets up the burst |
| Destina | Cleanse / healing | Safety |
This version tries to skip the long fight. It needs better gear than the standard team.
Stat targets
| Hero | Speed | HP | Other |
|---|---|---|---|
| Cermia | 160-180 | 13,000+ | Attack 3,800+, Crit Damage 280%+ |
| Bellona | 180-200 | 14,000+ | Effectiveness 55%+, Attack 3,500+ |
| Vivian | 190-210 | 15,000+ | Effect Resistance, HP% |
| Krau | 160-180 | 22,000+ | Defense 1,600+, HP% |
Effectiveness on the defense breaker is not optional. A missed defense break turns a two-minute run into a four-minute run.
Kill order
- Healing Tree.
- Buff Stone.
- Golem.
If the tree respawns, kill it again before returning to the boss. Some compositions can burst the boss through a respawn; most cannot.
Gear
| Hero | Set | Main stats |
|---|---|---|
| Cermia | Destruction or Attack | Attack%, Crit Damage, Speed |
| Bellona | Attack or Speed | Effectiveness, Attack%, Speed |
| Vivian | Speed + Health | Speed, HP%, Effect Resistance |
| Krau | Health or Defense | HP%, Defense%, Speed |
Immunity sets are useful on the cleanser if the stun is landing before the cleanse.
Common failure points
Ignoring the tree. The boss outheals the damage.
No unhealable. The tree keeps restoring health even while you attack it.
No cleanse or immunity. The stun ends the run.
Splitting damage between the structures and the boss. Focus one target at a time.
Undergeared tank. The buffed boss hits harder than the healer can cover.
When to farm Golem
Farm Golem after Wyvern 13 is stable and before Banshee if you need Attack or Health sets. Attack sets fit your Wyvern damage dealer, and Health sets fit tanks and healers.
Do not farm Golem for Defense sets unless you already have a tank that needs them. The drop pool is wide, and targeted farming is slow.
FAQ
How do I stop Golem 13 from healing?
Kill the Healing Tree first and apply unhealable to the boss. If the tree stays alive, the boss out-sustains most budget teams.
What team clears Golem 13?
Cermia, Bellona, Vivian and Krau are a stable core. Bellona handles defense break, Vivian provides immunity and cleave, and Krau tanks.
Why does Golem counterattack so often?
Its rage counter fills as it takes hits, and a full counter triggers a stunning counterattack. Control the number of weak hits and bring immunity or high damage.
Related reading
- Epic Seven Hunt Farming Guide for the Hunt order.
- Epic Seven Wyvern 13 Auto Team for the first team.
- Epic Seven Banshee 13 Team for Lifesteal and Counter.
- Epic Seven Azimanak 13 Team for Immunity and Unity.
- Epic Seven Gear Guide for set priorities.
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.
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