🤝 Team Compositions
The tables below are based on the previous tables in the page “Selecting Your Skills” under "Specialization-based Role Clustering" that shows clusters of possible archetypes based on pure specialization for each spec-tree. It is by no means an exhaustive list due to the large amount of hybrid specializations possible. The standard group size for most activities is limited to 4 players (see page “Group-Play” under chapter "Social Game-Mechanics" for more info on that). Higher group-counts are derivatives of 4s, hence why this section only goes up-to a four-player composition
👥 2-Player Team Synergies (~12 active abilities)
Team Name |
Composition |
Type |
Synergy Description |
Multiplicative Gain |
Covers Weaknesses |
Ghost & Hammer |
Assassination + Tactical Tech |
Ambush + Suppression |
Assassin disables high-value targets, Tech seals off reinforcements or escape zones |
Traps drive enemies into AoEs; stuns allow free bombardment |
Assassin fragility and Tech’s low burst |
Mind Over Body |
Mental Calculus + The Will |
Range + Tank |
Will soaks frontline pressure, Calculus snipes from safety |
Consistent aggro lets Calculus stay unharassed and line up shots |
Mentat’s fragility, Will’s low damage |
Gravity & Grace |
Suspensor Training + Weirding Way |
CC + Melee Burst |
Suspensor stuns/clusters enemies, Weirding Way dives in |
Increased uptime for burst attacks; acrobatics plus evasion synergize |
Both are fragile, one covers the other’s setup |
Charm & Punish |
The Voice + The Blade |
Control + Melee Finish |
Voice disables target, Blade punishes them with counters |
Mind control sets up counters and interrupts |
Blade’s vulnerability to burst; Voice’s low DPS |
👥👤 3-Player Team Synergies (~18 active abilities)
Team Name |
Composition |
Type |
Synergy Description |
Multiplicative Gain |
Covers Weaknesses |
Kill Box |
Tactician + Mental Calculus + Tactical Tech |
Zone Control + Burst |
Tech denies space, Tactician positions, Calculus eliminates exposed enemies |
Locked-down space ensures calculated, high-damage kills |
All indirect roles support each other’s precision |
Sand Wraiths |
Weirding Way + Explorer + The Way |
Mobile Harass + Sustain |
Weirding dives, The Way sustains pressure, Explorer scouts + repositions |
Hit-and-run synergy with terrain mastery and durability |
Balances fragility and terrain dependency |
Shielded Spear |
The Will + Gunnery + Body Control |
Anchor + Support |
Will tanks, Gunnery suppresses, Body Control buffs and resists |
Triangular synergy: control, defense, and firepower |
Each unit compensates for another’s deficit |
👥👥 4-Player Team Synergies (~24 active abilities)
Team Name |
Composition |
Type |
Synergy Description |
Multiplicative Gain |
Covers Weaknesses |
Dominion Afar |
Mental Calculus + Tactician + Tactical Tech + Assassination |
Full Battlefield Control |
Tactician shapes zones, Tech denies area, Assassin interrupts, Calculus picks off |
Indirect control layers: staggered force-multiplier coverage |
Mitigates fragility with zone-locking and positioning |
Monastery of Pain |
The Way + The Will + Weirding Way + Body Control |
Melee Sustained Front |
Will and Way sustain aggro, Weirding dives flanks, Body Control maintains health |
Melee uptime, healing, and evasion form a front that's hard to break |
AoE and burst fragility mitigated by healing/CC rotation |
Resource Control |
Mechanic + Scientist + Explorer + Tactician |
Zone Harvest + Defense |
Explorer finds terrain, Mechanic/Scientist hold ground, Tactician shapes defense |
Max efficiency and safety for zone-based resources |
Low combat power offset by spatial denial and scouting |
🏰 PvE Dungeon Teams
Team Name |
Composition |
Role Breakdown |
Dungeon Strategy |
Echo Frontline |
The Will + The Way + Tactical Tech + Tactician |
Tank, Off-tank, AoE, Field Control |
Will draws aggro, Way sustains, Tech clears mobs, Tactician buffs + staggers |
Ghost Circuit |
Assassination + Suspensor + Body Control |
DPS, CC, Sustain |
Suspensor stuns mobs, Assassin removes elites, Body Control keeps team standing |
Core Siege |
Gunnery + The Will + Tactical Tech + Scientist |
Range DPS, Tank, AoE, Buff Utility |
Gunnery lays fire, Will tanks, Tech clears, Scientist gives passive bonus |
⚔️ PvP Squad Compositions
Team Name |
Composition |
Role Breakdown |
PvP Strategy |
Control Killbox |
Tactician + Mental Calculus + Assassination + Voice |
CC, Sniper, Interrupt, Disable |
Full field lockdown; precision + mental control in rotation |
Flank Breakers |
The Blade + Weirding Way + Suspensor + Explorer |
Melee DPS, Burst, CC, Scout |
Assassins with terrain advantage collapse on targets from blind angles |
Iron Shell |
The Will + The Way + Gunnery + Body Control |
Tank, Sustained DPS, Ranged, Buff |
Unmovable comp—ranged + melee firepower with self-healing and resistances |
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