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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" β€” 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
πŸ›‘οΈ AnchorSoak damage, hold the front line, control tempo.Almost always β€” it's what keeps your Striker and Mender alive long enough to work.
βš”οΈ StrikerClose the fight before the enemy closes it on you.Always β€” 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 β€” Anchor, Striker, Mender β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β†’ payoff classes spend a turn charging. Shaman (channel β†’ blast), Divine Soldier (build β†’ detonate), and Conjurer (charge β†’ 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 β€” it is only safe with aggressive healing. Never solo a Warlock into a long node.

Synergies worth building​

  • Warlock + an aggressive Mender β€” 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 β€” 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 β€” excellent glue in almost any comp.
  • Tectonic Sage front line + anyone β€” 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 β€” hold it to survive or spend it for burst; the shield β†’ defense β†’ attack offense is the Striker/Mender read.)
  • Divine Soldier + sustain β€” 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 β€” 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 β€” 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) β€” 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 β€” 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 β€” 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 β€” 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 β€” and what the enemy is weak to. This consolidates the "Countered by" line from every class card:

ClassShut down by
πŸ”₯ BrawlerBurst, evasion, Attack/Crit debuffs β€” anything that ends the fight early or denies hits.
❄️ Servitor of FrostCleanse, debuff-immunity, burst β€” wipe the stacking decay or end it before attrition concludes.
πŸ‘» ShamanBurst/interrupt on the setup turn, crowd-control/silence on the channel, fast enemies.
✨ Divine SoldierCleanse / status-immune enemies, crowd-control β€” starve the purity loop or lock the spend.
πŸ›‘οΈ Tectonic SageFast enemies & damage-over-time (bypass the wall), slows, shield-breakers.
πŸŒ€ Sky KnightStatus-immune / cleanse enemies, high-HP walls, boss/elite steal resistance.
πŸ’€ WarlockAnti-heal, percent-HP damage-over-time, execute thresholds β€” punish the low-HP state.
⚑ ConjurerEvasion, single-target fights, shield-strip, burst.
πŸ’§ Wave DancerMulti-hit / AoE / guaranteed-hit, high-HP enemies, slows β€” 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 β€” worth a slot in tough content.

See also​

  • The Roster β€” the mechanics of building teams: slots, one-avatar-one-team, and Arena defensive teams.
  • Class Kits & Meters β€” how meters work and reading the combat HUD.
  • Class Cards β€” every class's meter, how it's built, and all three role payoffs.
  • Skills β€” the always-active kit each Avatar fields.
  • How Combat Works β€” turn order, move selection, and status effects.