A balanced comp covers damage, elements, sustain and defence. Here are reliable templates you can adapt with skill inheritance to fit whatever dungeon or boss is next.
Templates
⚖️ Balanced
Striker + Elementalist + Healer + Protector — safe for any dungeon.
💥 Weakness burst
Two elementalists + Gunner + support to chain extra press-turns.
🛡️ Boss-slayer
Protector + buffer (Masked Dancer) + two strikers for staggered burst.
Adapting a comp
- Swap one member's Archetype to cover a dungeon's element before you enter.
- Inherit a heal onto a damage dealer so you can run a fourth attacker on easier content.
- Against a no-weakness boss, bring Faker debuffs and raw single-target damage.
- Keep a Synthesis pair in the active party so you always have a burst button ready.
Reading the fourth slot
- With three roles covered, use the fourth for the fight's specific need.
- Bring a second element or a Gunner for a weakness the trio can't hit.
- Swap in a Protector for a heavy-hitting boss, or a Faker for a no-weakness one.
- On easy content, a fourth attacker with an inherited heal clears faster.
Formations: the front row is the default, and that is the trap
Everyone starts in the front row, and most players never change it. The rule is
simple: front row deals more melee damage and takes more; back row deals less and takes less. It affects
melee attacks and melee skills, not magic, so a caster standing at the front is taking extra damage for nothing.
Move your Mage, Healer and Summoner back on the first turn of a hard fight. Their
damage comes from magic skills, which the row does not change — so the front row costs them health and gives
them nothing. Keep the heavy-armour lineages (Warrior, Knight, Berserker) up front, where their melee is worth the
exposure. Which lineage wears what is on the
equipment page.
Cover matters as much as row. Between your party you want all three physical affinities and as
much elemental spread as you can manage — see the
weakness chart for why a party of slashing weapons gets stuck.
Cross-checked
Cross-checked on 5 September 2026 against Game8's Formations guide and GamerRant's, and re-checked on 3 October 2026 against the GameFAQs combat mechanics guide: the back row deals less melee damage, including melee skills, and takes less; magic is unaffected, and Gunner's ranged skills lose nothing there. What is still unverified is the only thing reading cannot settle — nobody here has played it.