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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:

RoleJobBring it when
🛡️ AnchorSoak damage, hold the front line, control tempo.Almost always — it's what keeps your Striker and Mender alive long enough to work.
⚔️ StrikerClose the fight before the enemy closes it on you.Always — something has to actually win.
MenderKeep 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.

Remember the class is only half the fighter

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 towardBe careful with
A long boss / high-HP grindRamp & 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 enemyDurable 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 enemyCleanse-heavy comps (Divine Soldier, Servitor of Frost Preserver, Shaman).A lone Warlock (percent-HP damage-over-time stacks straight onto Soul Shatter).
Fast enemiesTempo 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 FASTBurst (Warlock Reaper, Conjurer Chain, Sky Knight Dive, a stacked Wave Dancer Striker).Slow-ramp anchors that never get going in a short fight.
Tiers matter for control

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:

ClassShut down by
🔥 BrawlerBurst, evasion, Attack/Crit debuffs — anything that ends the fight early or denies hits.
❄️ Servitor of FrostCleanse, debuff-immunity, burst — wipe the stacking decay or end it before attrition concludes.
👻 ShamanBurst/interrupt on the setup turn, crowd-control/silence on the channel, fast enemies.
Divine SoldierCleanse / status-immune enemies, crowd-control — starve the purity loop or lock the spend.
🛡️ Tectonic SageFast enemies & damage-over-time (bypass the wall), slows, shield-breakers.
🌀 Sky KnightStatus-immune / cleanse enemies, high-HP walls, boss/elite steal resistance.
💀 WarlockAnti-heal, percent-HP damage-over-time, execute thresholds — punish the low-HP state.
ConjurerEvasion, single-target fights, shield-strip, burst.
💧 Wave DancerMulti-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.