Proven team templates from your first trio to endgame five-hero parties
Warrior + Rogue + Cleric — a tank, a damage dealer, and a healer. The Warrior is free, the Rogue costs 250 gold, and the Cleric 1,000 gold. This trio comfortably clears the first dungeons and carries you into Thorncastle.
Once you have five slots, most dungeon content is best served by:
| Slot | Role | Picks |
|---|---|---|
| 1 | Tank | Warrior or Gladiator — one in every party, two in the hardest content |
| 2 | Healer | Cleric (Lightbringer for progression) — or a Druid/Onmyoji substitute |
| 3 | Primary DPS | Rogue, Samurai, or Mage (the Mage's DEF bypass shines against armoured enemies) |
| 4 | Secondary DPS | Ranger (boss specialist) or a second DPS of a different damage type |
| 5 | Support / flex | Enchanter (debuffs pair beautifully with a taunting Warrior), Chronomancer, or Valkyrie in DPS-heavy line-ups |
Mixing damage types matters: physical, finesse (crit), and magical attackers scale differently against armour — the combat reference explains why heavily-armoured floors favour the Mage.
A healer is effectively mandatory in parties of 3+ past The Crypt. It doesn't have to be a Cleric — a Druid (Spiritmender) or Onmyoji (Shrine Keeper) can substitute or supplement in many compositions.
Run two Swashbucklers, both Corsair, with Fortune-cluster skill tree investment (Midas Touch, Treasure Hunter). Corsair's +30% kill gold stacks multiplicatively with the Fortune nodes for the best passive income in the game. Fill remaining slots with fast clearers so kills come quickly.
2 tanks (Warrior/Gladiator), 2 healers (Lightbringer/Shrine Keeper), 1 support (Chronomancer with Timestop). Pure survivability — depth is Honor, and damage output matters far less than not dying.