Every resource has a different job. Gems build the roster through summons. Gold pays for perks and gear. EXP grows units. Trait Shards support rerolls. Gear materials finish recipes. The farming route comes from the next upgrade, not from one repeated stage for every resource.
Story progress works as the first farming route because it shows what the account lacks. Clearing Story gives a reason to upgrade perks, summon, craft gear, and test traits. A Story stage is worth repeating when it gives the needed resource and the team clears it reliably. The next world matters when the next upgrade requires later content.
Gem farming works best with a team role in mind. Gems matter because summons can change the account, but a pull session answers a roster problem. Enough Gems for banners that can fill damage, tank, support, or economy needs do more for the account than random pulls. After summoning, role-solving units matter more than a clean inventory.
Gold farming works around the next account upgrade or craft. Gold goes into perks and gear, so both menus can matter before a grind. If Max Yen or Yen Generation would make the stage clearable, that perk becomes the Gold target. If a gear recipe is ready except for Gold, the craft becomes the target and the unit test comes next.
EXP farming works best in content the team completes consistently. A harder failed run gives less practical progress than a stable clear. If a unit needs levels before it can carry, the best route lets that unit participate while the run completes. If Story unlocks are still missing, EXP is strongest while pushing or repeating a stage that also advances account progress.
Trait Shard farming fits a permanent target unit. Reroll-related rewards can come from challenge, raid, Squadron, code, or shop routes depending on the update. The reward display decides the shard route for a unit that already works in the team.
AFK or passive options help during downtime. Passive gains help while away, but they are separate from a targeted route when the next upgrade is clear. Active play belongs on the stage, challenge, raid, or material route tied to the resource needed now.
Farming pauses when the upgrade is ready. If Gems are enough for the planned summon, the team changes after the pull. If Gold is enough for the perk, the next stage test changes the blocker. If materials are enough for gear, the craft and unit test come next. The next farming target changes after a new unit, perk, trait, or gear piece changes the account.