Guide:Team Building

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Introduction

In this guide, we will be going over both the basics and more complex topics, such as good early-game units, and the various traps and pitfalls that a player might fall into when team building. We’ll also discuss some operators that will be useful additions to the team early on, as well as those who continue to be useful in later stages of the game.

You can find a list of Operators here.


Guide

Used Terms

Deployment Points

This is the resource used to determine whether or not you can deploy an operator. Stat-cost.png
Vanguards always possess some kind of ability to gain Deployment Points passively, if by killing enemies or by using their skills.

Block count

阻挡数 = block count

This is the number of enemies that a certain operator will be able to stop; any more than that and enemies will walk through them.
Most operators can only handle 1 or 2 enemies at once, Defenders usually Block three at once, making them ideal as tanks.

Elite

This is essentially limit breaking; resetting the operator’s level while keeping their stats, and, at the same time, giving them new skills or talents. When talking about Elites, we will use the term 'E1' to refer to their first promotion and 'E2' for their second promotion.

Notice: Spending Money

Speaking mostly to the players who intend to spend money on the game, a comment about using your shiny, high-rarity operators. Sure, it’s tempting to deploy all of your highest star operators, but don’t fall for this trap. During the early game, you are usually strapped for deploy points, and since higher rarity operators cost more to deploy, adding in too many of them creates a snowball effect which unnecessarily hinders the effectiveness of your deployment speed. At the very least, have half of the team be ★★★★ or lower rarity operators. You can change operators as your units get stronger and you get more familiar with the setups.

Requirements

To start, we will assume that we have at least completed Chapter 0 of the story or rolled on the gatcha. Either of these two actions will provide us with the operators necessary to form a team.

Composition

We will begin by setting up our “core” composition. The operators included within this selection will be the backbone of our team and will more than likely be used 90% of the time. What we want for this core is a vanguard, one anti-air sniper, one caster, one defender, and two medics.

The basic idea is this:

  • First; we need someone cheap and reliable to hold the frontline at the start of a map until we can get things settled; even better if they can provide us extra deploy points. These are exactly the traits of vanguards: they have the lowest cost out of all operators and have skills that provide an extra income of points.
  • Second; in many stages, some drones need to be taken care of, and they cannot be blocked. In most situations, your operators will prioritize the enemy that is closest to the escape point and let these unblockable drones pass.
With that in mind, we need an operator that will prioritize attacking the drones to prevent that from happening. This is where the anti-air sniper comes into play. We can check for the correct trait by selecting the operator’s information page and looking at the bottom right of the screen. As a bonus, these operators cost relatively low deployment points and still deal decent damage.
  • Third; there are enemies with high defense stats, and this usually means that the physical damage dealers will deal with little to no damage to them. Instead of chipping away, we can choose to use magic attacks, which completely ignore defense and are only influenced by magic resistance.
Although Supports and a few select Guards have magic capabilities, Casters are our main source of magical damage. As such, it is always a good idea to have at least one of them in our composition.
  • Fourth; we need an operator that is tanky. Our Defenders can block a large number of enemies and boast high defense and hp stats for survivability. Something important to take note of when selecting our Defender is some Defenders have healing skills instead of defense buffs. These Defenders can only block 2 enemies at a time, as opposed to the normal three before their first promotion to E1.
Even though the difference between 2 and 3 blocks might not seem huge in theory, it is quite big when playing the stages in practice. The reason for this is the wave design. Enemies sometimes come in pairs, in clusters, or even as a whole pack. Small differences like this will decide whether or not you hold the line.
  • Finally; the two medics are fairly straightforward. Enemies retaliate and operators will take damage; we will need healers to sustain the defense. It's suggested to have a single-target as well as a multi-target healer: single-target for healing high focused damage on a single operator, and multi-target for healing a more decentralized damage situation.


By now we’ve finished setting up half of the team. Let’s complete it by filling out the remaining half. For simplicity, we will first go over a “Basic Setup” template that allows our team to be generally balanced and able to deal with most situations that it faces. Then we’ll introduce some of the more advanced setups that can be used and the thought process behind forming them.

The basic setup is essentially an extension of our “core”, where we take almost every class and add them all over again. The difference is that instead of having 4 medics, we keep the original two and add 2 guards; and instead of having two defenders, we keep the original and allow that last slot to be a flexible choice. In this team composition, our second sniper does not have to be anti-air, we can choose to have a different type of sniper-like an AoE sniper—Shirayuki for example. The same goes for the caster slot; if we chose an AoE caster before, we can now opt for a single target one, like Amiya.

For the guard slots, it is highly recommended to have a duelist. These are easily found by checking their trait description, which should specify they can only block one enemy at a time. The other is a free pick: just pick your favorite. In the end, we should have 2 vanguards, 2 snipers, 2 casters, 2 medics, 2 guards, 1 defender, and an operator of your choice. Of course, this is just a template for us to use, you should adapt the team to what the situation calls for.

Notice: Operator Levels

We want to make sure we have at least two ★★★ operators in the team, as the game completely refunds the cost of leveling them up via the mission board, making it free. To wrap this all up, two points about leveling the team.

  • Generally speaking, we want our operators leveled evenly rather than have one certain operator outpacing the others. It is crucial to remember that our operators function as a team. Damage dealers can’t deal damage if they’re low level, defenders cannot hold the line if medics are weak, and we might not even get past the first wave if vanguards are falling left and right.
  • Another topic is “how far should I level up to?” Answers will vary depending on player and playstyle, but our recommendation is to get an operator to E1 level 30. Doing so allows you to actually get a feel of how they operate and then decide whether or not you want to continue using them.


Conclusion

We hope this guide was helpful to new players and laid out the foundations of team building without sounding too technical. If you still have any questions or wish to offer suggestions about the topic, please join the Official Discord.


Credits