Team Composition
The decision this page helps with: which classes should I field together, and for which fight? The class cards tell you what each Avatar does alone; this page is about the squad.
There's no single "best team" — the strongest comp depends on what you're fighting. But there are reliable principles, and once you know how each class's meter builds, you can read a fight and pick for it.
Start from the role core
Every fight wants three jobs covered:
| Role | Job | Bring it when |
|---|---|---|
| 🛡️ Anchor | Soak damage, hold the front line, control tempo. | Almost always — it's what keeps your Striker and Mender alive long enough to work. |
| ⚔️ Striker | Close the fight before the enemy closes it on you. | Always — something has to actually win. |
| ✨ Mender | Keep the squad standing and cleanse. | Any fight that lasts more than a few turns, and mandatory alongside high-risk classes. |
A reliable default is one of each — Anchor, Striker, Mender — plus a flex pick (a second Striker for speed, or a second durable body for tough nodes). From there, tune toward the meters and the matchup.
A class owns the meter; the role decides what the meter does. The same class can be your Anchor, your Striker, or your Mender. So "I need an Anchor" doesn't mean a specific class — it means fielding an Avatar in the Anchor role. See how meters work.
Build around the meter's tempo
The biggest team-building lever is timing — every meter wants a certain kind of fight.
- Ramp & attrition classes want longer fights. Brawler (Momentum), Servitor of Frost (Permafrost), Tectonic Sage (Stone), and Divine Soldier (Blessed) all start modest and snowball — the meter climbs, the payoffs compound. Give them a durable front line so the fight lasts long enough to pay off. Their weakness is the mirror image: burst that ends the fight early never lets the ramp arrive.
- Tempo classes want to go first and often. Sky Knight (Soaring) and Wave Dancer (Fluid Form) run on Speed — attacking more feeds their meter. Stack Speed, win the turn order, and they snowball tempo; they punish slow enemies and get punished by guaranteed-hit / multi-hit foes.
- Setup → payoff classes spend a turn charging. Shaman (channel → blast), Divine Soldier (build → detonate), and Conjurer (charge → arc) bank on one turn and cash out on the next. Protect the setup turn from interrupts and crowd-control, or the payoff never lands.
- High-risk engines need a dedicated Mender. Warlock's Soul Shatter is an uncleansable spiral that only clears at full HP — it is only safe with aggressive healing. Never solo a Warlock into a long node.
Synergies worth building
- Warlock + an aggressive Mender — the canonical pairing. The Mender banks the Warlock back toward full HP, wiping Soul Shatter, so the Reaper can keep paying HP for the biggest hits in the game. A Shaman (Ancestor), Sky Knight (Updraft), or Divine Soldier (Cleric) all fit.
- Shaman as the support backbone — the roster's only team-wide damage-reduction Anchor (Totem), team-buff caster (Channeler), and team heal-over-time Mender (Ancestor). One Shaman can carry a whole support job for the squad — excellent glue in almost any comp.
- Tectonic Sage front line + anyone — Gift of Stone shields the entire party every turn, so a permanently-shielded party is tougher across the board and enables shield-payoff play. (As an Anchor, the Sage treats its wall as a battery — hold it to survive or spend it for burst; the shield → defense → attack offense is the Striker/Mender read.)
- Divine Soldier + sustain — Blessed only flows while allies are clean and healthy. Pair a Zealot or Sentinel with a Mender/cleanser so the meter never starves, and Divine snowballs; leave it in a debuff-heavy fight with no support and it stalls.
- Stack the tempo — Sky Knight (steals turn-meter) + Wave Dancer (out-acts) + Speed buffs = a team that acts first, acts often, and denies the enemy turns. Dominant against slow bosses; fragile against guaranteed-hit AoE.
- Anyone who wants a longer fight + a Shaman/Tectonic front line — attrition classes (Brawler, Frost) love an Anchor that drags the fight out. The longer the Mountain stands, the more the Momentum and Permafrost pay off.
Pick for the scenario
A starting cheat-sheet. "Lean toward" = classes/roles that shine; "be careful with" = classes the fight punishes.
| The fight is… | Lean toward | Be careful with |
|---|---|---|
| A long boss / high-HP grind | Ramp & attrition (Brawler, Servitor of Frost, Tectonic Sage, Divine Soldier) + one steady Mender; a Warlock Reaper for the execute. | Pure-burst teams that fizzle if the boss survives the alpha strike. |
| An enemy that hits like a truck (big single hits) | Walls & evasion (Tectonic Sage, Sky Knight Vanguard, Wave Dancer) — they eat one huge hit best. | Low-HP Warlock lines (one big hit can end them). |
| A swarm / multi-hit / AoE enemy | Durable mitigation & Thorns (Tectonic Sage, Servitor of Frost Glacier) plus AoE payoff (Conjurer Capacitor's shockwave hits every enemy). | Wave Dancer Anchor — every connect wipes its stacks and bites back amplified. |
| A debuff / damage-over-time enemy | Cleanse-heavy comps (Divine Soldier, Servitor of Frost Preserver, Shaman). | A lone Warlock (percent-HP damage-over-time stacks straight onto Soul Shatter). |
| Fast enemies | Tempo denial (Sky Knight, Servitor of Frost Preserver, Conjurer). | Setup→payoff classes that can be acted on twice before their payoff (Shaman channel). |
| A race — you need to end it FAST | Burst (Warlock Reaper, Conjurer Chain, Sky Knight Dive, a stacked Wave Dancer Striker). | Slow-ramp anchors that never get going in a short fight. |
Bosses and elites resist stuns and turn-meter theft (Sky Knight's steal, Brawler/Conjurer stuns, Frost's Speed drain). Control-heavy comps that shred normal enemies will find bosses still act — plan to out-damage or out-last a boss, not to lock it out.
Cover the weakness (counters at a glance)
Whatever you build, know what beats it — and what the enemy is weak to. This consolidates the "Countered by" line from every class card:
| Class | Shut down by |
|---|---|
| 🔥 Brawler | Burst, evasion, Attack/Crit debuffs — anything that ends the fight early or denies hits. |
| ❄️ Servitor of Frost | Cleanse, debuff-immunity, burst — wipe the stacking decay or end it before attrition concludes. |
| 👻 Shaman | Burst/interrupt on the setup turn, crowd-control/silence on the channel, fast enemies. |
| ✨ Divine Soldier | Cleanse / status-immune enemies, crowd-control — starve the purity loop or lock the spend. |
| 🛡️ Tectonic Sage | Fast enemies & damage-over-time (bypass the wall), slows, shield-breakers. |
| 🌀 Sky Knight | Status-immune / cleanse enemies, high-HP walls, boss/elite steal resistance. |
| 💀 Warlock | Anti-heal, percent-HP damage-over-time, execute thresholds — punish the low-HP state. |
| ⚡ Conjurer | Evasion, single-target fights, shield-strip, burst. |
| 💧 Wave Dancer | Multi-hit / AoE / guaranteed-hit, high-HP enemies, slows — a flurry beats it. |
Two quick reads from this table:
- Bringing variety is protection. A team that's all ramp folds to burst; a team that's all tempo folds to guaranteed-hit AoE. Mixing a burst threat with an attrition body means no single enemy pattern shuts you out.
- Cleanse and anti-heal are everywhere on this list. A Mender that can cleanse (Divine Cleric, Shaman Ancestor) protects half the roster from its own worst counter — worth a slot in tough content.
See also
- The Roster — the mechanics of building teams: slots, one-avatar-one-team, and Arena defensive teams.
- Class Kits & Meters — how meters work and reading the combat HUD.
- Class Cards — every class's meter, how it's built, and all three role payoffs.
- Skills — the always-active kit each Avatar fields.
- How Combat Works — turn order, move selection, and status effects.