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Heroes
Party composition
Build flexible teams and explain why they work.
Updated 10/5/2026Source-backed editorial base · v1
Overview
A consistent party reaches front and back ranks, sustains health and stress, and recovers from displacement. A named composition matters less than its plan for the opening rounds.
Editorial examples: back → front (4 → 1)
| Formation | Plan | Limitation |
|---|---|---|
| Vestal / Plague Doctor / Highwayman / Crusader | Learn healing, control, and varied reach. | Highwayman movement must fit the Crusader's attacks. |
| Arbalest / Houndmaster / Occultist / Bounty Hunter | Use marks with multiple attackers and frontline control. | Variable Occultist healing needs backup and prevention; this is not emergency-proof. |
| Vestal / Jester / Highwayman / Man-at-Arms | Sustain, buffs, guard, and riposte. | Less damage over time; some threats need different skills or substitutions. |
How to adapt without copying a build
Choose a threat that must die early and check whether two heroes can attack it from the opening formation. Then simulate a push: is healing still available? Who can restore order without wasting the entire turn? Finally, compare the region's resistances with your main damage-over-time effect. These examples are starting points, not teams verified for every boss, tier, or mod.
Before the expedition
- Decide which enemies must die first.
- Test the team after pushes and pulls.
- Avoid depending on one skill for all healing or control.
- Adapt damage types and resistances to the region.

