Team Hunt Guide · 50 Verified Spots

Team Hunt Guide 2026

Every 4-man team hunt spot from level 8 to 800+ with role breakdowns, team composition, and strategy tips

Spots50
Teams4-Man
RangeLv 8-800+
Updated2026
INTERACTIVE TOOL: This guide covers all 50 team hunt spots. For solo hunting spots filtered by your exact level and vocation, use the Hunt Finder with real-time sorting by exp/hr or loot/hr.
1

Team Hunting Overview

How shared experience works and why team hunts are the most efficient way to level in Tibia

SHARED EXPERIENCE RULES

Team hunting (TH) is the most efficient leveling method in Tibia at higher levels. When a party enables shared experience, all members receive a portion of the total experience with a bonus multiplier that increases the overall experience earned by the group.

Activation: Party members must be on the same floor and within 30 squares of each other
Vocations: At least 2 different vocations required in the party
Level Range: Lowest member must be at least two-thirds the level of the highest member
Bonus: Shared experience bonus increases total exp earned, making team hunts more exp-efficient than solo

WHY TEAM HUNT?

Higher Exp/Hr: The shared experience bonus plus the ability to hunt stronger spawns means more total experience per hour than solo hunting
Better Profit: Stronger spawns drop more valuable loot, and the Knight can pull larger groups of creatures safely with a healer
Safer: With a dedicated healer and blocker, the risk of death is significantly reduced compared to solo hunting dangerous spawns
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2

Team Composition

The standard 4-man party: blocker, healer, and two damage dealers

BLOCKER

Elite Knight (EK)
  • - Lures creatures and positions them for AoE damage
  • - Tanks all incoming damage from the mob
  • - Uses Challenge (exeta res) to keep aggro on all creatures
  • - Positions carefully to maximize wave and rune coverage
  • - Calls out dangerous situations and controls hunt pace

HEALER

Elder Druid (ED)
  • - Keeps the EK alive with targeted healing (Sio)
  • - Uses Mass Healing (exura gran mas res) for AoE heals
  • - Provides Wild Growth walls to control creature movement
  • - Uses Paralyze on dangerous creatures when needed
  • - Manages mana carefully to never run out during pulls

AoE DPS

Master Sorcerer (MS)
  • - Deals primary area damage with elemental waves and beams
  • - Uses Thunderstorm/Stone Shower/Avalanche runes for AoE
  • - Provides secondary healing support with Sio if needed
  • - Uses Energy Bomb to trap creatures in place
  • - Follows the EK closely to land wave spells on grouped creatures

RANGED DPS

Royal Paladin (RP)
  • - Deals sustained ranged damage with diamond arrows or spectral bolts
  • - Uses Mas San (AoE attack) when creatures are grouped
  • - Provides emergency healing support if the ED is overwhelmed
  • - Uses Divine Caldera for additional AoE damage
  • - Stays at range to avoid taking unnecessary damage from the mob

PARTY CONFIGURATION TIP

The EK should always be the party leader. Enable shared experience and set loot rights to the party. The EK and ED should be in the same battle list group to make targeting the EK for heals easier. All members should have their party list visible to monitor health and mana of teammates.

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3

Level 8-100: Early Team Hunts

16 spots for teams getting started together

Rotworms Liberty Bay

LV 8+

Excellent starting spot for new teams. Simple layout, low danger, and good for learning team coordination.

Cyclops Mistrock

LV 8+

Cyclops hit harder than rotworms, making it a good step up. Drops include Plate Armor and Cyclops Toes (Bash imbuement material).

Tarantulas Port Hope

LV 14+

Compact cave layout forces the team to practice proper positioning early.

Coryms Port Hope

LV 15+

Fast respawn rate. Good for practicing AoE rotations with a low-risk creature.

Upper Spike

LV 25+

Multi-floor dungeon with increasing difficulty. Good transitional spot before the level 50 bracket.

Darashia Dragon Lords

LV 50+

Classic team hunt location. Dragon Lords require proper fire protection and coordination.

Old Fortress Heroes

LV 50+

Compact rooms with varied creature types. Tests the team with mixed damage sources.

Mother of Scarabs Lair

LV 50+

Dense creature packs in a relatively small area. Excellent for AoE-heavy teams.

Middle Spike

LV 50+

Deeper section of the Spike with stronger crystal creatures.

Edron Vampire Crypt

LV 50+

Vampires drop Vampire Teeth (Vampirism imbuement material, 25 needed for Powerful Vampirism).

Wyrms Liberty Bay

LV 50+

Strong creatures that give solid experience. Wyrms require energy protection.

Nightmare Scions Krailos

LV 60+

Nightmare Scions deal heavy damage. The EK needs solid physical protection here.

Carlin Cults

LV 60+

Cult creatures drop Rope Belt (Void imbuement material, 25 needed for Powerful Void).

Grimvale -4

LV 80+

Werewolf cave with strong creatures. Fourth floor has the best density for team pulls.

Edron Were South

LV 80+

Werecreatures on the surface south of Edron. Open area allows flexible positioning.

Inner Hive

LV 80+

Hive creatures in tight corridors. Requires careful luring by the EK to avoid pulling too many at once.

Early team tip: At these levels, focus on building communication habits. The EK should call before each pull, and the ED should confirm readiness. Developing this discipline early pays off at higher levels where mistakes are punished by death.

4

Level 100-200: Core Team Hunts

9 spots where team hunting starts to outpace solo

Deeper Banuta

LV 100+

Classic team hunt with Medusae, Serpent Spawns, and Hydras. Multi-element damage requires varied protection.

Draken Walls

LV 100+

Draken creatures in Zao. Strong experience with valuable drops. Requires fire protection.

Ravenous Lava Lurkers

LV 100+

High experience but costly in supplies. The EK takes heavy fire damage here.

Werehyaenas

LV 100+

Popular team spot with good creature density. Werehyaenas hit with physical and death damage.

Asura Palace

LV 130+

One of the most popular team hunt spots. Multiple floors with consistent creature density and valuable loot.

Lower Rosha

LV 130+

Roshamuul creatures deal heavy damage. The EK needs strong physical protection and the ED must heal consistently.

Gazer Spectre

LV 130+

Spectre creatures are weak to physical damage. Compact layout with good pull potential.

Burster Spectre

LV 150+

Stronger spectre variant. Higher level requirement but better experience than Gazer Spectres.

Ripper Spectre Venore

LV 150+

Located near Venore. Ripper Spectres deal heavy damage but reward strong teams with solid experience.

Mid-game milestone: At level 130+, team hunts become significantly more efficient than solo hunting for most vocations. Spawns like Asura Palace and Lower Rosha offer experience rates that are difficult to match alone.

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5

Level 200-400: Advanced Team Hunts

13 spots for experienced teams pushing higher content

Prison -1

LV 200+

First floor of the Oramond prison. Mixed creature types with moderate difficulty for level 200 teams.

Oramond Catacombs

LV 200+

Underground area with strong undead creatures. Good creature density for AoE-focused teams.

Winter Court

LV 200+

Fae-themed area with ice damage. The MS should use fire-based attacks here for maximum effectiveness.

Nightmare Isles

LV 250+

Island-based hunting with nightmare creatures. Requires boat access and preparation.

Summer Court

LV 250+

Counterpart to Winter Court with fire-based creatures. Ice attacks are most effective here.

Asura Mirror

LV 250+

Mirror version of Asura Palace with stronger creatures. A step up from the regular palace for established teams.

Roshamuul West

LV 250+

Western section of Roshamuul with Guzzlemaws and Frazzlemaws. Heavy physical damage on the EK.

Lost Souls (Flimsy etc.)

LV 250+

Area with soul-type creatures including Flimsy variants. Requires death protection for the team.

Buried Cathedral -8

LV 250+

Deep floor of the Buried Cathedral. High creature density in a compact layout.

Deathlings

LV 250+

Deathling creatures in a dedicated spawn area. Death and energy damage are the primary threats.

Prison -3

LV 300+

Third floor of Oramond prison. Significantly harder than -1, with stronger creature variants.

Falcons Eagle

LV 300+

Falcon creatures in their stronghold. Valuable drops and strong experience for well-coordinated teams.

Cobras

LV 300+

Cobra creatures with varied damage types. One of the top team hunt options at 300+ with excellent loot potential.

LEVEL 200-400 SPOTS AT A GLANCE

SPAWNMIN LEVEL
Prison -1200+
Oramond Catacombs200+
Winter Court200+
Nightmare Isles250+
Summer Court250+
Asura Mirror250+
Roshamuul West250+
Lost Souls (Flimsy etc.)250+
Buried Cathedral -8250+
Deathlings250+
Prison -3300+
Falcons Eagle300+
Cobras300+
6

Level 400-800+: Endgame Team Hunts

12 elite spots for the strongest teams

Issavi Goannas

LV 400+

Goanna creatures in Issavi. Accessible early endgame spot with manageable difficulty for level 400 teams.

True Asuras

LV 400+

True variants of Asura creatures. Significantly harder than Asura Palace or Mirror, requiring strong coordination.

Azzilon Castle

LV 400+

Castle area in Azzilon with challenging creature packs.

Ingol

LV 400+

Ingol creatures in a dedicated hunting area. Strong experience for teams comfortable with the 400+ bracket.

Secret Library

LV 400+

Multiple sections with different creature types. Teams can choose floors based on their strengths and elemental setups.

Feru Seals

LV 400+

Ferumbras seal areas with powerful demons and undead. One of the hardest 400+ team hunts with correspondingly high rewards.

Soul War Areas

LV 500+

Soul War content requires completed access quest. Among the highest experience team hunts available at 500+.

Norcferatu Dungeons

LV 500+

Vampire-themed dungeon with strong undead creatures. Requires death protection for the entire team.

Raubritters Bloodfire Gorge

LV 500+

Raubritter creatures in the Bloodfire Gorge area. A newer hunting ground for 500+ teams.

Gnomprona

LV 600+

High-level hunting ground with powerful creatures. One of the premier 600+ team hunt destinations.

Azzilon Catacombs

LV 600+

Underground section of Azzilon with harder creature variants than the castle above.

Rotten Blood

LV 800+

The highest level team hunt spot in our data. Extremely dangerous creatures that require maximum coordination and gear from all party members.

ENDGAME TEAM HUNT PROGRESSION

SPAWNMIN LEVEL
Issavi Goannas400+
True Asuras400+
Azzilon Castle400+
Ingol400+
Secret Library400+
Feru Seals400+
Soul War Areas500+
Norcferatu Dungeons500+
Raubritters Bloodfire Gorge500+
Gnomprona600+
Azzilon Catacombs600+
Rotten Blood800+

Endgame warning: Spots above level 400 require all party members to have best-in-slot equipment, tier 3 imbuements, and strong knowledge of the spawn mechanics. A single mistake from the EK or ED at Rotten Blood (800+) can result in a full team wipe.

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7

Team Strategy and Communication

Coordination tips that separate good teams from great teams

PULLING AND POSITIONING

The EK sets the pace. The EK should run ahead to lure creatures, then position them in a tight group for the MS and RP to AoE. The best EK players use diagonal movement to stack creatures behind them before stopping to let the team deal damage.

Box vs. line formations. In wide rooms, the EK can run through the center while the MS and RP hit from the sides. In corridors, the EK leads with the ED directly behind, and the MS and RP follow at a safe distance to land AoE without taking hits.

HEALING PRIORITY

ED responsibilities: The primary job is keeping the EK alive. Use Sio (exura sio) as the main healing spell. Never let the EK drop below 50% health. If the EK drops below 30%, immediately use your strongest healing spells and communicate the danger to the team.

Emergency protocol: If the ED dies or disconnects, the RP should immediately switch to healing the EK with their own Sio while the MS uses Energy Bomb or Wild Growth to control the creatures. The team should retreat to safety if the ED cannot be revived quickly.

COMMUNICATION

Call-outs matter. Use short, clear messages in party chat. Common calls: "pulling" (EK is luring), "full" (EK has a full box), "low" (EK is at low health), "oom" (ED is low on mana), "wait" (someone needs to recover), "run" (emergency retreat).

Hotkey your calls. Bind common messages to hotkeys so you can communicate without stopping your spell rotation. Most experienced teams can communicate almost entirely through 5-6 hotkeyed messages.

SUPPLY MANAGEMENT

Split costs fairly. The EK typically spends the most on supplies (health potions, mana potions, ammunition for spells). A common arrangement is to split all hunt costs (supplies) equally and divide loot equally among all four members.

Track your waste. Use the in-game party analyzer to track damage dealt, healing done, and supplies consumed. This helps identify if any team member is underperforming or if the spawn is not profitable enough for the team's level.

Frequently Asked Questions

What is the ideal team composition for team hunts in Tibia?
The standard 4-man team hunt composition is: 1 Elite Knight (EK) as the blocker who lures and tanks all damage, 1 Elder Druid (ED) as the healer who keeps the EK alive with Sio and provides area healing, 1 Master Sorcerer (MS) as AoE DPS who deals the primary area damage with waves and runes, and 1 Royal Paladin (RP) as ranged DPS who contributes damage with diamond arrows and provides secondary healing support.
How does shared experience work in team hunts?
Shared experience activates when party members are on the same floor and within a 30-square radius. The party must have members from at least 2 different vocations. Experience is split among all party members, with a shared experience bonus that increases the total experience earned. All members must be within level range — the lowest level member cannot be less than two-thirds of the highest level member for shared experience to function.
What level should I start team hunting?
You can start team hunting as early as level 8 at places like Rotworms Liberty Bay or Cyclops Mistrock from our data. However, team hunts become significantly more effective and worthwhile around level 50+ when all vocations have access to their core spells. The most popular team hunt level range starts at 130+ with spots like Asura Palace and Lower Rosha.
What are the best endgame team hunt spots?
From our verified data, the top endgame team hunt spots are: Rotten Blood (800+), Gnomprona (600+), Azzilon Catacombs (600+), Soul War Areas (500+), Norcferatu Dungeons (500+), Raubritters Bloodfire Gorge (500+), Feru Seals (400+), Secret Library (400+), True Asuras (400+), and Ingol (400+).
How do I find a team hunt party?
Use the in-game chat channels: the Trade channel and English Chat on your server. Many players advertise for team hunts using abbreviations like "LF TH" (looking for team hunt) followed by the level range and spawn. You can also join active guilds on your server, as regular team hunts are one of the main benefits of guild membership. Always communicate your vocation and level when searching.

FIND YOUR BEST TEAM HUNT SPOT

Use TibiaBuddy's Hunt Finder to explore solo and team spots filtered by your exact level, or check our vocation-specific guides for detailed spawn data.

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Hunting data sourced from community-verified TibiaPal reports. Database content from TibiaWiki (CC-BY-SA 3.0).

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