Red Hunt is the most farmed hunt. With Red Crafting materials you can craft Speed, Crit, and Accuracy gear sets.
Speed set (4pcs, SPD +16%) is useful for LITERALLY EVERYBODY. 95% of units can run Speed set.
Crit set (2pcs, Crit Rate +12%) is great for DPS units who need some extra help with Crit Rate.
Accuracy set (2pcs, EHR +20%) is good for debuffers and controllers.
There's nothing to waste. Since Speed set is in constant high demand, You'll be farming Red Hunt basically forever.
While Red Hunt is extremely important, it is also quite challenging for new players; Don't be discouraged if you can't farm it right away, but always keep trying. Blue hunt 11 or Red hunt 10 can help you become strong enough to farm Red hunt 11.
The Wolf will do more damage to and take less damage from non-blue element (Red, green, light, dark) units.
The Wolf will push her Action Gauge by 10% whenever non-blue units take a turn.
The Wolf will gradually increase her ATK the more she attacks. (She becomes stronger over time)
The Wolf is immune to Silence, Sleep, Stun, Taunts, Poison, Reduce Action Gauge, Restrict, Hinder, and SPD Down.
♦️ On her turn, the Wolf attacks the frontline (position 1) unit three times, removing 1 buff and 10% Gauge per hit.
♦️ This attack is uncounterable (will not trigger counters).
♦️ If the Wolf has less than two debuffs, she targets a random unit, and her damage is increased.
♦️ Every 4 turns, the Wolf will remove all debuffs from herself and cast an unremovable shield.
♦️ While the shield is up, the Wolf becomes much, much slower.
♦️ If the shield is not destroyed when the Wolf takes her next turn, she will deal massive damage to your team.
As you can probably tell, she really doesn't like non-blue units. However, the fact that she only targets the frontline means that you only have to tank 1 unit. To that end, you MUST MAINTAIN at least 2 debuffs on the Wolf at all times.
Do note that blue units have a 50% Evasion chance against the Wolf (element advantage). Wolf's buff removal and gauge push on hit do not apply if the attacks miss.
A Red Hunt team consists of:
The Frontline Tank: Any blue tank, Any blue healer (POSITION 1 in the team)
The Main DPS: Any blue nuker with very high damage
The Sub DPS: Any blue damage dealer/debuffer with a DEF down
The Debuffer: Any blue debuffer with a constant debuff
DISCLAIMER: If a specific unit is not mentioned at all, assume that they are not worth using.
If unsure, feel free to ask in the Discord.
Since the Wolf only attacks Position 1 while under two debuffs, the Tank is responsible for taking all the damage from the Wolf. Any blue tank who can take extensive beating (17k+ HP) or any blue healer who can out-heal the damage (13k+ HP) is acceptable. Generally speaking, if your runs take too long (not enough DPS due to bad gear), go for a healer instead of a tank for better sustainability.
At first, you will not have any gear other than your lv.75 Guardian set to run on your Frontline. This set is good and ensures maximum HP for maximum survival. Feel free to replace it when you've farmed enough gear.
Recommended stats/build: Newbies - Use the lv.75 Guardian set
Level 60 (Extra security) or Level 50 (Rely on healing)
HP: 13000+ (Healer) or 17000+ (Tank)
DEF: 1000+
Speed: More is better
EHR: As close to 55% as possible if unit has a debuff
Ariel: Included in the Rookie Sprint recommended units. High HP.
Her DEF UP doesn't actually help with protecting your backline because Wolf's hits strip buffs, taking away DEF UP.
REC BOND: Backwards Glance (little actual advantage for hunt, but BIS for PvP)
Darlene: Included in the Rookie Sprint recommended units. DEF Down helps with debuff count.
REC BOND: Internet Famous (reduce cooldown to use DEF Down skill more often)
Galornia: Cheap and easy to find 4★ unit. Has a shield ability and a team ATK buff.
Maeve: Cheap and easy to find 3★ unit. Compared to Mikael, Maeve cannot heal, but she can inflict ATK Down on the Wolf.
Riria (wiki link): Upcoming 3★ defender who should be a great budget frontline tank, even better than Mikael.
Moira: Sold for $1. A very effective choice if you're fine with paying real money.
Saika: Limited recruit unit. While her healing amount is not good, she can push and buff your DPS.
Rafael: 5★ unit. Doesn't actually heal, but shields and buffs the team. 3-turn ATK up ensures long term offense.
Not worth pulling for, but if you have her, she's not bad.
Mikael: Cheap and easy to find 3★ unit. Mediocre performance.
DO NOT build Mikael for ATK despite her skills scaling off of it. Just build for HP.
Clone Bartholo: Best choice for advanced players due to the 15% team push every time Wolf attacks her. (45% total)
Must be built for very high HP (20k+) and will not survive for long.
Radiant Vow Rubi: Limited recruit unit. 75% DEF Down on S1, DEF Down on S3.
Her passive does NOT activate when her own HP is low. Without her passive she's more-or-less similar to a Darlene.
Noclyn: Included in the Rookie Sprint recommended units. Not blue, will make the Wolf faster.
She will probably die very quickly due to her low base HP, and might not use her Idol Mode in time if she isn't fast enough; some people make her work, though.
Joyce: Joyce will use S2 on herself and become invincible when low on HP. The Wolf will not hit an Invincible Joyce, even if under 2 debuffs; she will then murder your backline.
Ermes: She will waste her ult on Wave 1 and instantly become useless. If she is slowed down so that she uses her skill on Wave 2, the Wolf will not hit Invincible targets, so your backline (who acts first and sheds Invincible first) will then get murdered. Being a non-blue unit she will also make the Wolf faster. There is bad info circulating about her but she's a terrible, horrible pick!
The job of the DPS is to deal as much damage as possible, and optionally, inflict debuffs.
Any blue nuker/brawler works well here.
Recommended stats/build: Newbies - Use the lv.75 Survivor set
Level 60 (extra damage)
ATK: 2300+
Speed: More is better
Crit Rate: 85%+ (except erica)
CDMG: 250%+
EHR: 55% if unit has a debuff
Erica: You're supposed to start with Erica! Use her! She's great!
She works fine with the Survivor ATK set that you're supposed to start with.
While Erica cannot counter Wolf's volleys, she still does tons of damage and is worth using.
REC BOND: Allure of the Toetip to heal your frontline. Alluring Kitten otherwise.
Janis: Included in the Rookie Sprint recommended units. Unhealable on S1 and 50% Unhealable on follow-up.
She will trigger an extra follow-up attack for even more damage when the Wolf's health is low.
REC BOND: Pleasure of Restraint
Berrica: Was distributed for free on Valentines Day 2025. 50% DEF Down on S1 and 100% DEF Down on S3.
Her DEF Up or Shield doesn't actually help with protecting your backline because Wolf's attacks strip buffs; they may help your Frontline tank one more shot.
Gerrimore: 5★ unit. Inflicts a stream of Bleed debuffs. Capable of singlehandedly managing the debuff count.
She isn't worth pulling for on purpose, but if you have her you've got a great asset.
Silbal: Cheap and easy to find 3★ unit. Her S1 is the key. If you're going to keep the battle running on your screen, turn Silbal's AI skill off. (You cannot turn skills off during background battle or Quick battle.)
REC BOND: Pleasure of Restraint
Christmas Mirabelle: Limited Recruit unit. Inflicts DEF Down.
Non-blue, so she will make the Wolf faster. Her biggest downside is that her S1 randomly attacks 1~3 times, which multiplies the damage output by that amount and also reduces ultimate cooldown per attack. This means that her DPS output is highly random and unpredictable.
Mirabelle will also usually waste her ult on Wave 1, and will not have it available for 3~6 turns. DO NOT expect Mirabelle to land DEF Down on the Wolf anytime soon.
Hestia: Filter Recruit unit, but not a recommended pick. If you have Erica there is no reason to run Hestia.
Hestia is really, really bad but sometimes you gotta do with what you have. She does do good damage at least.
Her ultimate can push the Wolf's skill cooldown which might come in handy sometimes?
REC BOND: Self bond (Bondage and Control) for random debuffs
Heidi: She will double push the Wolf because she generates an Extra Turn with her S2. That's a 20% push - TWO non-blue unit's worth! You better be equipped to deal with Wolf's increased speed, or Heidi will do much more harm than good.
Springtime Celeste: Her sporadic Burns and mediocre damage are NOT worth the increased Wolf speed.
Besides, if your Spring Celeste is fit properly, she won't be much of a damage dealer anyways.
The Sub DPS is usually a damage dealer with a DEF Down. Their job is to maintain DEF Down on the Wolf and help your main DPS with taking her down. Other units in your team may also have a DEF Down, but having more DEF down is better than having less. If they have any other extra debuffs, they will also help increase the consistency and win rate.
Recommended stats/build: Prioritize speed and 55% EHR over damage.
Level 50 (cheaper to build) or Level 60 (more damage)
Speed: 160+
Crit Rate: 85%+ if possible
CDMG: 230%+ if possible
EHR: 55%
Seaside Noclyn: Limited recruit unit. Has a whopping FOUR debuffs (Lock on, DEF Down, Unhealable, Unbuffable), consistent DEF down from her counterattacks, and tons of damage to boot. If you have SSN, red hunt will be very easy.
Be aware that SSN will waste her Ult on Wave 1 and will not have it available, usually until the Wolf shields.
Tracy: Cheap and easy to find 3★ unit. Has a 75% 1-turn DEF Down on her S1.
Tracy gets an increased Flanking chance, and will randomly push your team whenever she flanks. Her strength lies in being able to inflict DEF down outside of her turn by flanking.
REC UPGRADES: +4, +5, +0
Dorin: 4★ unit. 50% DEF Down on S1, 100% Bleed and 50% DEF Down on S3.
A comparable alternative to Tracy, Dorin has a 2-turn DEF Down instead of 1 turn, with a lower activation chance.
Note that Bleed debuffs tick down at the start of turn and will only count towards the Debuff count for 1 turn only.
REC UPGRADES: +4, +0, +3
Dildri: 4★ unit. Cooldown reduction on S1, DEF Down on S2.
A damage machine with a DEF Down, Dildri is recommended for intermediate players who can fit her with 85% Crit Rate, good ATK and CDMG, and good SPD. She ONLY works if her attacks land a crit, so newbies should stick to other options.
REC UPGRADES: +3, +3, +4 or +4, +4, +7
REC BOND: Pleasure of Restraint
Swimsuit Specter Janis: Limited recruit unit. DEF Down on S1, ACC Down on S3.
Since the Wolf's volleys are uncounterable, SSJ will not be able to trigger her S2 counterattack. She will gain her "Defiant" buff on Wave 1 when the minions die, and will have it for 2 more turns going into Wave 2. Not being able to trigger her counters or gain Defiant later in the run means that parts of SSJ's kit is basically disabled in Red Hunt.
Feliz: 5★ unit. 50% DEF Down and conditional Burn on S1, DEF Down on S2, ATK Down on S3.
While Feliz is not blue and will make the Wolf faster, she does have a good amount of debuffs and a respectable amount of damage. If you have her from a random lucky recruit, she might be worth considering if other options fail.
Radiant Vow Rubi: Limited recruit unit. 75% DEF Down on S1, DEF Down on S3.
She isn't exactly a damage dealer, but she will dish out a good amount of DEF Downs and shield your units if they fall below half HP. She's not as effective as others but has no downsides either.
Bunny Girl Erica: DEF Down every 4 turns. The Wolf is immune to Hinder!
Bunny Erica's damage potential is weakened by the fact that she's primarily an opener in PvP and must fit for speed first, and damage second. If you'd like to fit a damage BGE for Red Hunt, use a Dildri instead.
The difference between the Sub DPS and the debuffer is that the debuffer has no emphasis on damage and a higher focus on debuffs other than DEF Down. Their only job is to go very fast and maintain debuffs on the Wolf so that she only attacks the Frontline.
Since Bleed and Burn debuffs tick down at the start of the turn, they expire 1 turn quicker than normal debuffs. If you are relying on Bleeds or Burns for your debuff count, make sure that your debuffer is fast enough to constantly apply more.
Recommended stats/build: Emphasize speed over everything else. Ensure 55% EHR.
Level 50
Speed: 160++ higher is better! 180+ recommended
EHR: 55%
ATK, Crate, CDMG: optional
Bonnie: 50% Bleed on S1, 75% DEF Down and Unbuffable every 4 turns.
Cheap and easy to find 3★ unit. She also self-buffs and self-pushes with her ultimate. Her downside is that she may be inconsistent since none of her debuffs have a 100% activation chance.
REC UPGRADES: +3, +4, +2 or +3, +4, +5
Patea: No debuffs on S1, 100% Unhealable and ATK Down every 3 turns.
Cheap and easy to find 3★ unit. An alternative for Bonnie. Gives up a debuff on S1 for a more consistent debuff on S2.
Since Patea inflicts a 2-turn debuff with a 3-turn skill, she has a "gap" of 1 turn; Be sure to fill that with your other units.
Her healing amount is unfortunately negligible.
REC UPGRADES: +0, +4, +0
Aoi Hinamori: Limited recruit unit. Not blue, will make the Wolf faster. Curse on S2 and DEF Down on S3.
Alternative pick for those struggling with debuff count. Aoi's Curse debuff will never fail to apply.
Aoi can also be used as the Frontline but she must be built for very high HP in that case.
Julia: 4★ unit. Not blue, will make the Wolf faster. Applies a stream of Bleed debuffs, 1 turn ATK Down on S2.
Best paired with Dorin for an extra source of bleed. Functions with zero skill upgrades.
REC UPGRADES: +0, +0, +0 or +0, +0, +1
Cosma: Limited recruit unit. Despite having no debuffs, Cosma was used in the past for being able to remove the "Unremovable" Wolf's shield by reducing its duration to 0. This has been patched, and Cosma is now useless.
There are three reasons for this:
A lot of good debuffer units are also good DPS units (Seaside Noclyn, Gerrimore, Janis, etc...) so are included in the Main or Sub DPS category instead.
There are very few 3 and 4 star units who have lots of consistent debuffs and are better than Bonnie or Patea. Most units have one or two debuffs with low activation chances.
You won't need Debuffers for your Red hunt team in the future when you get better units, and can manage 2 debuffs without them. The debuffer units are mainly needed for newbies who don't have a lot of choices.
NO. The unit roles are meant to categorize different possible units for ease of understanding.
You always need someone to tank the hits on position 1, someone to apply DEF down, and some other debuff. This is the bare essential requirement; the unit roles in this guide make it easier to see who does what.
You DO NOT need a dedicated debuffer if your other units can hit 2+ debuffs (Meaning two main dps or two sub dps is fine, as long as you hit the debuff count). Adding more DPS will make your runs quicker.
If you've skipped down here for an easy answer, go back and read the guide for the full answer.
understanding the boss mechanics will let you understand and build your own team!
Newbies can start with Mikael/Moira/Ariel + Erica + Tracy/Dorin + Bonnie/Patea/Julia.
Experiment and adapt your strategy based on which units are available!
Running a healer outside of position 1 is a bad idea: Not because it doesn't work, but because it barely works, and ends up wasting your time and resources.
The basic strategy involves 1 tank on the front, 1 healer, 1 DPS, and 1 unit with DEF down. In this case all four members of the team are expected to get hit because there is no way to control who the Wolf shoots. Instead, the healer sustains the team. This is a bad idea for all levels of play:
If you're a new player, you simply cannot afford to gear your units to be tanky enough to withstand Wolf's volleys (sometimes multiple in a row without healing). And when your backline dies, the run fails.
If you're not a new player and have enough gear to build good units, having more DPS lets you complete hunts quicker than wasting your time with healing.
Another downside is that if all units except the healer die, the runs take longer to fail and restart because the healer will keep sustaining. This wastes several minutes, sometimes doubling the time per run.
You absolutely can, as long as your gear is good. If your gear is good enough that all of your units can tank the Wolf, you can get away with just 1 debuff (DEF Down). But that's not possible for every player. New players especially need to stick to the mechanisms of the boss to lower the difficulty as much as possible.
You can break every rule and every suggestion on this page and still win Red Hunt - congratulations to you if you did it, but again, "Just have good gear" is not a real advice for a lot of people.
There are several reasons why your runs might be failing. Inspect your team and see if any of these are the case:
YOU NEED TWO DIFFERENT DEBUFFS to make sure that the Wolf only attacks the Frontline!
If you don't run two debuffs, the Wolf will slowly kill your backline, and you will fail!
One debuff should be DEF down, other can be anything as long as the Wolf is not immune to it.
Read up on the Sub-DPS and Debuffer units and include a few to meet the debuff count.
MAKE SURE that the Wolf isn't immune to the debuffs you're trying to apply! SPD Down trips up a lot of players.
If you have 2 debuffs but are still failing, it could be because your debuffer units do not have 55% Effect hit rate, or because their debuff activation chance is low.
Use an Effect Hit Rate main stat ring if you can't hit 55% from gear substats
Upgrade their skills for maximum activation chance
Use other units with 75% or 100% activation chance for higher consistency
Include a third or more debuffs for higher consistency
If your gear is good enough that all of your units can tank the Wolf, you can get away with just 1 debuff (DEF Down).
However if you are new and don't have much, sticking with two debuffs makes the hunt easier with less gear.
Your Sub-DPS and Debuffers must be fast enough to consistently grab at least 1 turn per 1 Wolf's turn.
The wolf has 220 speed. Your debuffers should have at least 160 speed. Faster is better.
If you can find a Lv.70 or Lv85 boots with a SPD main stat, use them on your debuffers regardless of their substats.
Each time a non-blue unit takes a turn, the Wolf will gain 10% Action Gauge. This means that she will take the next turn quicker, damage your frontline quicker, shed debuffs quicker, and so on...
One non-blue unit may be fine or necessary depending on your units, but two or more is ususally excessive and will make your run very hard! Do NOT use non-blue units unless necessary.
If your Frontline is a tank instead of a healer, you have a limited amount of time before she dies and your backline starts being targeted. Therefore, you must kill the Wolf before your Frontline dies.
If you have an Allure of the Toetip bond, use it on a high-damage sniper like Erica to heal your frontline. This increases your time limit drastically.
Otherwise, increase the HP and tank of your Frontline by upgrading their gear, increase your damage output by upgrading your DPS' gear, and ensure that the Wolf has DEF Down inflicted at all times.
If your Frontline is a healer but is still dying, make sure that they are properly equipped with high HP gears. Newbies should use the lv.75 Guardian HP set. Upgrade the set fully. Upgrade your Frontline to Lv. 60.
Sometimes your gear simply isn't up to par. This is unfortunate, but newbies failing Hunt 11 is normal.
Try upgrading your units' gears to +12, then to +15:
Your Survivor ATK set and Guardian HP set should be +15 upgraded before anything else!
Sub-DPS and Debuffers should run a SPD main stat boots. Upgrade those boots first for more speed.
Upgrade the Weapon for more ATK, Helmet for more HP, and Neck/Ring for more of whatever its main stats are.
If nothing you try seems to work, don't stress it. Try Red Hunt 10 or Blue Hunt 11 for a few extra gear pieces and upgrade materials. Try again next weekend!
Backward Glance (Defender): 10% DEF increase for the user. Might help save your backline if they get attacked.
Bashful Plea (Healer, Limited): Additional healing when the user is low on HP. Might help save your backline.
Idol's Heart (Healer): More healing, if you can't heal fast enough.
Effective Treatment (Healer): More healing, or spread healing for your damaged ally.
Passionate Treatment (Healer): Faster turn cycling for more healing.
Inhuman Experience (Healer): Only works if Wolf attacks do 20% of max HP or more per hit. Useful if your gear is bad.
Waves of Arousal (Universal): 10~20% DEF increase for the user.
Secret Kink (Universal): random Continuous Heal when attacked. Be aware that Wolf's hits will strip buffs.
Any damage-increasing bond: More damage = more good.
Counterstroke (Warrior): Good for slow DPS units who are lacking in Crit Rate.
Pursuit of Perfection (Warrior): EHR increase, and random debuffs for more consistency with the debuff count.
Bondage and Control (Vanguard): EHR increase, and random debuffs for more consistency with the debuff count.
Pleasure of Restraint (Vanguard): Good for units with a passive, or units with a debuff on S1.
Power of Passion (Sniper): Only for single-target snipers. Additional debuff & damage increase.
Allure of the Toe Tip (Sniper): Passively heals team, good if your frontline is a Defender.
Pleasure of Anticipation (Caster): Since the Wolf is supposed to be always debuffed, this bond is free damage.
Love's Resonance (Caster): Random additional debuffs for more consistency.
Princess' Desire (Universal): Slowly increases SPD. Good for your debuffer.
Love Mark (Universal): More Crit Rate if you're lacking a tiny bit. Warriors should use Counterstroke instead.