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Champions and teams

A champion is easy to read once you know the order to read it in, and a team is easy to build once you know which four jobs need filling. This entry sets out both, then works through the first three weeks of an account, where almost every question is the same question: is this champion worth investing in, or is it fodder?

The anatomy of a champion

Every champion in the genre is described by the same six attributes, and they carry very different weights. Rarity sets the ceiling. Faction decides eligibility for faction-restricted content. Affinity decides which content the champion is safe in. Role describes the job. Skills, with their cooldowns and durations, decide whether the champion can actually do that job turn after turn. Base stats fill in the rest.

New players read them in roughly the reverse of that order, starting with stats and rarity, which is why a Legendary champion sitting idle and a Rare one carrying an account both feel surprising. Stats are the attribute that gear and levels change most; skills are the attribute nothing changes except a skill book. A weak stat line on a champion with a two-turn cooldown revive is a fixable problem. A strong stat line on a champion whose only utility duplicates what your team already has is not a problem at all — it is simply not a solution.

Reading a skill in four seconds

Take the cooldown and the effect duration and compare them. If the duration is equal to or longer than the cooldown, the effect can be maintained permanently once the champion is fast enough. If the duration is shorter, there is a gap, and the champion needs either a speed advantage large enough to take extra turns, or a second source of the same effect. That single comparison answers most questions about whether two champions overlap or complement each other.

The second thing to check is the condition attached to a skill. Effects that trigger "when an ally is hit" or "when the enemy is under a debuff" are conditional on the rest of the team, and a champion built entirely from conditional effects is only as good as the team around it. Unconditional utility — a cleanse, a heal, a turn meter fill — works on its own and is worth more to an account with a thin roster.

The four jobs a team needs

Almost every functioning early team in the genre fills the same four jobs. The names differ, the jobs do not.

The four jobs, what fills them, and how to tell when one is missing
JobWhat it doesSymptom when it is missing
Damage Converts turns into removed enemies, either across a group or into one target. Battles are survivable but time out, or drag until an enemy buff makes them unwinnable.
Sustain Heals, shields, or restores in the face of incoming damage. The team clears three stages then loses the fourth to accumulated damage rather than to a spike.
Control Applies debuffs — reduced attack, reduced defence, stuns, turn meter reduction. Boss fights stall: damage is adequate on paper but the boss acts too often or hits too hard.
Protection Absorbs focus, increases defence, or provides the buff that makes everything else survivable. One champion dies in the opening round and the rest of the battle is unrecoverable.

The symptom column is the useful part. Diagnosing a failed battle by which symptom appeared points at the missing job directly, which is far more reliable than concluding that the team needs to be stronger in general. A team that times out does not need more healing; a team that collapses in round one does not need more damage.

Building a first team, step by step

This is the procedure that produces a workable team from whatever a new account happens to have. It assumes nothing about which champions you drew.

  1. Sort by role, not by rarity. List everything you own under the four jobs above. Champions that fill two jobs count in both. This alone usually reveals that the gap is control, because control is the job whose absence is least obvious.
  2. Pick your strongest damage option and commit to it. Investment is the scarce resource, not champions. One well-levelled attacker clears more than three half-finished ones, and levelling is cheap to redo later if you draw something better.
  3. Fill sustain with the most unconditional healer you have. A modest heal that always works beats a large one that requires a condition the rest of your team cannot meet yet.
  4. Add the control champion whose debuff matches what you are stuck on. If a boss hits too hard, that is attack reduction. If it acts too often, that is turn meter reduction. If your damage is adequate but slow, that is defence reduction.
  5. Leave the fourth slot flexible and swap it by affinity. The fourth slot is where the affinity requirement of the specific content gets answered, and it is the reason to keep low-rarity champions you do not otherwise use.
  6. Gear for speed first, then for the stat the team's weakest link needs. Speed is the only stat that improves every other part of the plan, because it gives more turns to every effect above.
  7. Re-run the battle you failed, and diagnose by symptom rather than by result. If the symptom changed, the team improved even if the battle was still lost.

Worked example: the fight that keeps timing out

An account clears the campaign comfortably but stalls on a mid-tier dungeon: nobody dies, and the battle ends on the turn limit. Reading by symptom, this is a damage problem — but the naive fix, levelling the attacker further, addresses the smallest part of it.

The attacker in this example has a single-target skill on a three-turn cooldown and an area skill available every turn. The team has no defence reduction. Applying a defence-reduction debuff before the single-target skill lands increases that skill's output considerably, without a single additional level, because damage in these systems is calculated against the target's defence rather than in isolation. The fix is therefore a champion swap into the control slot, not investment in the attacker.

The second change is speed. If the control champion is slower than the attacker, the debuff lands after the big hit and does nothing for that rotation. Adding enough speed to reverse the order — a matter of gear substats rather than of levels — converts a timed-out fight into a cleared one. This is what speed tuning means in practice, and it is the point at which most players stop thinking about champions individually.

Deciding what to invest in

Investment decisions in this genre are difficult for a structural reason: the materials spent on ascension are not recoverable, and the champion that looks best on the day you draw it is often not the one the account needs in a fortnight. Three questions make the decision tractable.

Does this champion do something no other champion I own does? Unique utility is worth more than duplicated strength, every time. Does it do that thing unconditionally, or does it require a team I do not have? Conditional power is a promise, not a capability. And is the job it fills one I am currently failing at? A second healer does not help an account that loses in round one.

If all three answers are favourable, invest. If none are, the champion is fodder, and treating it as fodder is not a waste — the ascension system is designed on the assumption that most of what you draw is consumed.

What to watch out for

  • Tier lists as instructions. A tier list ranks champions in the abstract, against content you may not be doing, for accounts that may have nothing in common with yours. As a source of ideas it is fine; as a reason to spend materials it is unreliable.
  • Investing in breadth too early. Ten champions at half strength clear nothing. The genre rewards a narrow, complete team long before it rewards a wide roster.
  • Ignoring the fourth slot. Accounts stall for weeks on affinity-gated content while holding exactly the low-rarity champion that would have cleared it.
  • Selling duplicates before checking what they are for. In some titles a duplicate is the cheapest ascension material available; in others it is a direct upgrade. The difference is stated in the game, not in general advice.

A weekly check on a developing account

  • Each of the four jobs is filled by a champion that is actually levelled, not merely owned.
  • The team's intended order of action matches the actual order of action in battle.
  • Every gear piece worn contributes either a set bonus or a substat that is being used.
  • The champion receiving ascension materials this week answers all three investment questions.
  • At least one low-rarity champion of each affinity is kept intact for affinity-gated content.
  • The account is linked to an email address, so progress is not tied to a single device.

The next constraint most accounts meet is not team design at all — it is the rate at which resources arrive, which is covered in progression and game modes, and the randomness of acquisition, covered in summoning and randomised rewards.