🤝 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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