Build a control party first
The proven Cleric-Warrior-Mage shell with frontline safety, reliable damage, and room for missing roles.
The Holy Trinity composition
The consensus best team for most content is Cleric, Warrior, and Mage. This setup assigns specific roles: Cleric provides support and healing, Warrior handles melee combat as a tanky frontline with summons, and Mage delivers ranged area damage.
This composition works because it covers all essential roles: sustain (Cleric), durability with bonus bodies (Warrior), and reliable area damage (Mage). Keep the Cleric fixed while considering swaps for other positions based on obstacles.
Cover three jobs
Start with a durable frontliner, a dependable damage slot, and a support or control slot. This structure survives more content than a party made entirely of damage dealers.
Detailed role breakdown:
• Cleric (Support): Sustained heals, ally buffs, crowd control, decent damage. Non-negotiable anchor for any serious team.
• Warrior (Frontline): High survivability, summons extra minions via Iron Guard, hybrid tank/damage. Iron Guard adds bodies beyond the three-member cap that absorb hits and deal damage.
• Mage (Ranged DPS): AoE spells and elemental specializations for grouped enemies. Area spells clear clusters far faster than single-target options.
Alternative options
Warrior alternatives: Mercenary trades survivability for higher damage output. Use when your Cleric healing is strong enough to offset the reduced frontline durability.
Mage alternatives: Hunter offers straightforward single-target archery when bosses are the primary obstacle instead of grouped enemies. Less flexible but viable for specific encounters.
Advanced: Eventually unlock up to three separate teams (nine heroes total) for different situations. Maintain the healer-plus-melee-plus-ranged shape in each team.
Tune for the obstacle
Add ranged pressure when contact is dangerous, sustain when fights are long, and focused damage when a single target blocks progress. Swap one role at a time so you can see what improved.
Build six heroes, not three
You run two battle lines simultaneously (three after Chapter 8), with heroes filling both lines. Concentrating everything on three dominant heroes creates a wall when your second line cannot pull its weight.
Spread resources across all six heroes from the start. Slower initially, but much faster long-term than having three overpowered heroes and three weak ones.
- Community-informed and written as a practical starting point. Always verify current costs, restrictions, and tooltips in your client.