Every team needs three jobs
Beginner teams fail when they chase synergies before covering jobs. You need steady damage to kill waves, survival to keep the base alive, and crowd control to slow leaks. Those jobs can come from heroes, towers, or skills — but each must exist.
The tier list shows which heroes fill each job: Cole carry, Mir control, Eric defense, Bell burst. Role pages under heroes explain upgrade paths.
Early campaign template
Slot one shooter carry, one control support, one fortress defender. Substitute your highest-star DPS if Cole is unavailable; any freeze skill if Mir is missing. Do not remove all defense for damage — Arena-style glass builds fail campaign nights.
Follow the beginner guide for spending order and the team role planner to audit gaps.
Boss and stage push template
Add dragon burst after control is stable. Focused Laser skills and Bell-style burst help boss bars. Keep one defensive slot so add waves do not reset the fight.
Story walls like chapter 16 are covered in the story progression guide.
Arena PvP template
Arena rewards aggressive Fire and Lightning lineups but still punishes zero-defense comps. Test Fire stacks from the equipment and Arena guide; keep EMP or shield flex.
Element synergies on the synergies page mirror hero element bonuses.
Guild Boss template
Stack carry, buffer, and control for boss uptime. See Guild Boss high damage guide for attempt timing and gem use from gems guide.