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.

Last Updated: 2026-10-30

Sigret, Brieg, Bellona and Cermia as four circular portraits
Sigret, Brieg, Bellona and Cermia as four circular portraits

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

  1. Clear Wyvern 13 consistently.
  2. Build a second team for Golem 13.
  3. Build Banshee 13 when you need Lifesteal or Counter.
  4. 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 events first

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:

  1. Reuse the Wyvern tank if the element allows.
  2. Reuse the Wyvern healer.
  3. Build one new damage dealer and one new debuffer.
  4. 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.

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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