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🤝 Team Compositions

The tables below are based on the previous tables in the section “Specializations” that shows clusters of possible archetypes. 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 section “Group-Play” 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