The Leader is your win condition. Master the six Leaders, their buff trees, the Aura system, and the PvE and PvP comps that carry each stage of the game.
✦Pre-launch draft. Compiled from the original global version ahead of the Illusion Connect: Re relaunch. Rankings and details will be refined as the live meta settles.
Your Leader is the whole game
The Leader is your win condition. Defeat the enemy Leader to win; if your Leader dies you lose, no matter how many Connectors survive.
The Leader is the main character you control in Illusion Connect. Every battle resolves on one rule: kill the enemy Leader and you win, lose your own Leader and you lose. That is why the game is so often compared to chess. You protect your king and you hunt theirs, and every partner you deploy is a piece serving one of those two jobs. Eden of Gaming analysts treat the whole roster decision through that lens. A Partner is only worth a slot if it helps you stall, heal, or kill a Leader.
WinReduce the enemy Leader to zero HP. Clearing their board is only a means to that end.
LoseYour Leader dies. Surviving Connectors do not matter. Protecting Leader HP outranks raw board clear.
The Aura system
Aura is the Leader power track. It levels every 5 Connect levels and is free progression you should never neglect.
Leaders are strengthened through Aura. Aura level rises one step for every 5 levels you gain through Connect, so it climbs passively as you play rather than costing a separate resource. There are eight Aura types, and keeping your Leader Aura current is the cheapest power you will ever bank. EOG flags neglected Aura as a quiet reason newer accounts underperform at equal collection power.
Each Leader carries six buffs. There is no fixed order to unlock them. You weigh the SR and SSR you own, then build the team that lights up the most buffs. Below is who to commit to and when.
Starter / Summoner
Sakura Swordsman
The earliest Leader, the only one available until you clear Chapter 6. His buff line summons Sakura Swordsmen at battle start and pushes ally stats, a clean all-purpose base to learn the game on.
EOG verdict
Use by default from level 1. Do not pour rare materials into him past what your early team needs. He is a launchpad, not an endgame commitment.
Attacker
Nightmare Hunter
Unlocked after clearing Chapter 6. Built to assassinate the enemy Leader. His line opens by ignoring part of the enemy Leader DEF on the first hit, then layers a per-skill burst, which is why he carries Society and Guild boss content where there is a single fat target to delete.
EOG verdict
Switch to him the moment Chapter 6 is done. He is the backbone of early and mid game and stays relevant into the endgame for boss and story duty.
Sorcerer
Soul Reaper◆
The Sorcerer Leader and the EOG endgame pick for pushing main-story stages. His buff line rewards stacking AoE Sorcerer damage and pairs with invincibility tech (Phoebe, Phoenix) to outlast and out-clear. Generally smoother for endgame stage pushing than Nightmare Hunter.
EOG verdict
Decide at mid-game whether to transition here. For most accounts the Sorcerer team is the endgame main-story carry. Transition slowly so you are never without a working team.
Tank
Light Paladin
A shield Leader. No Sorcerer-grade invincibility, but fairly tanky with high partner base stats. Lower ceiling damage than Nightmare Hunter but well-rounded. The source keeps this line as reference and notes it is not a priority PvE build.
EOG verdict
Niche. Worth keeping as a tanky reference team, but EOG does not recommend it as your main PvE investment when Soul Reaper and Nightmare Hunter exist.
Healer
Spirit Healer
A healer Leader. His recycle skill refreshes your hand for more cards over a fight, and a battle-start healing array plus AoE reduction make him genuinely hard to kill in PvE. In PvP he is the worst Leader in the game: a single Fenebeth flips all that healing into damage, and until Ming releases a healer Leader is the weakest pick in the Arena.
EOG verdict
Use him as a PvE survival shell, not an Arena pick. Fenebeth hard-counters healer Leaders until Ming arrives, so do not invest in him for PvP.
Light
Axe of DawnUpcoming
The only female Leader, and not in the relaunch build yet. From what we remember she is a setup executioner: stack buffs across the fight, then delete the enemy Leader in a single hit. The payoff ceiling is the highest of any Leader, but the one-shot only comes together on a deep, fully invested roster.
EOG verdict
A whale endgame Leader. Once she releases she turns a maxed account into clean one-shot kills, but free-to-play and mid-spend players should build around Soul Reaper and Nightmare Hunter instead.
Leader buff reference
Activating leader buffs, not chasing raw Combat Power, is the single biggest power swing on your account. Arena doubles many of them.
Each Leader has six buffs and there is no fixed order to unlock them. You weigh the SR/SSR you own, then build the team that lights up as many buffs as possible. The lines below are representative of what a Leader buff tree looks like. Several are doubled in the Arena and Ares Battlefield, which is why a comp that under-performs in PvE can dominate in PvP.
The opening hit on the enemy Leader ignores part of their DEF, scaling 20 / 20 / 20 / 30% across ranks
AoE survival
AoE damage taken -20 / 20 / 20 / 30% and anti-crit rate +30 / 30 / 30 / 45%
On-cast burst
Each skill cast deals extra damage = 150 / 150 / 150 / 200% ATK to all enemies
Healing array
At battle start summon a healing array restoring 4 / 4 / 4 / 6% of all allies Max HP per second for 40 seconds, unaffected by curse
Starting rage
At battle start the allied Leader gains 700 / 700 / 700 / 1000 rage
Free-to-play progression path
Sakura to Nightmare Hunter to a Soul Reaper Sorcerer team. Transition slowly and never break your working team to chase the next one.
Early
Sakura, the starter team
Your earliest 6-person team is built around Sakura. Field whichever of each swappable partner pair ranks higher on the early-game character tier list: Rie or Shiki, Jasmine or Anna, Saya or Maki. As the team grows, add members in order: at 7 add Ann (or Phoebe), at 8 Gigi, at 9 Nicola, at 10 Hotaru (or Kasumi).
Chapter 6
Swap to Nightmare Hunter
The Nightmare Hunter Leader unlocks after you clear Chapter 6. Keep the exact same lineup and just swap the Leader. When you change partners, keep the team average cost at or below 14 so Maki-style lineup skills stay active.
Mid
Decide: stay or shift to Sorcerer
At mid-game decide whether to stay Nightmare Hunter or shift toward a Sorcerer team under the Soul Reaper Leader. Rosters vary wildly here, so the only hard rule when swapping is to activate as many leader buffs as possible. Pushing late stages with Nightmare Hunter is harder than with a Sorcerer team, so most accounts begin the transition now.
Endgame
Sorcerer for story, Nightmare Hunter for bosses
For the endgame, run a Sorcerer team (Soul Reaper) plus Nightmare Hunter for main story, and Nightmare Hunter specifically for the Society and Guild boss. By this point the team logic is self-evident; the swap lists are just the author personal recommendations.
Buff blocker
Watch the buff blocker: if Miyuki, Phoebe and Nicola are all on the field at once, the Leader 4th buff cannot light up. Drop Phoebe to restore it.
Swap suggestions
Whenever you swap partners, keep the team average cost at or below 14.
Maki→Hersey
Ann→another output or tank (Selena, Yuffie)
Shiki→Rie
Kasumi→another attacker / output
Chiyo→a stronger Sorcerer if owned (Soul Reaper team)
Harto→a stronger unit if owned (Soul Reaper team)
Featured team comps
The comps that carry each stage of the game, condensed to the play notes that matter. PvE comps push content; PvP comps climb the Arena ladder, where leader buffs are doubled.
PvE
Phoenix Invincibility
Phoebe invincibility in place of Soul Reaper buff 3
Uses Phoebe invincibility instead of Soul Reaper buff 3 to protect Leader HP while also shielding field-reliant partners like Yuffie and Rynda. If enemy single-target output is weak and your own damage lags, swap Angela for Shiki for extra damage. Activating buff 4 would mean dropping Miyuki or Nicola, which is not worth forcing.
PvE
Budget Sorcerer
Seeger passive carry, no benching the core
Seeger passive shines on special stages. Rotania, the poison-healer and a 6-star Elena do not need benching (swap to Awakened versions as you get them). Averyl adds buffs and recycles a Sorcerer at the right moment to rescue a recalled unit. Read enemy count: at 3 or fewer bring burst (Nicola, Shiki, Ai); at 4 to 5 use Yuffie or Miyuki; at 6 to 9 bring Rotania, whose damage scales with enemy count. Generally drop a shield first and wait for the enemy to deploy. Few enemies, Nicola for damage reduction; many, AoE to clear then Miyuki or Shiki to drain rage and stun, then Kasumi to break shields and top up damage.
Uncle Ziming (global top 10): play casually and you reach top 20; push a little and you hit top 10.
Both
All-Round Leader-Hunter
Silver Dragon Rie role-based Leader assassination
Every card has a job. Haruka and Kanata take down the enemy Leader; Saya and Maki adapt (unlock or kill); Diana self-heals; Miyuki suppresses a light-Leader rage and clears the field; Elena strips Angela taunt or Phoenix invincibility; Ophelia lowers the enemy Leader max HP to open a kill window. Play to these roles and the team is strong.
PvP
Extreme Speed-Kill
Win inside one minute or surrender
A pure speed-kill comp. If you cannot finish the opponent within roughly one minute, surrender to save time. Against a 4th-stage healer-Leader, surrender as well, because this comp simply cannot win that matchup. Knowing when to concede is part of the build.
PvE
Little Prince
Haruka burst core with Yoki invincibility
Core is Haruka (UR Blazing Sun plus Rose Ring). Yoki needs 5 stars for the 10-second invincibility passive; if she is not there, skip Averyl and bring a poison-healer instead. Averyl recycles Yoki in mirror matches. If hard to pilot, swap in Maki for stable damage or Nicola / Shiki for final-damage top-up. Elena removes Angela taunt. With Silver Dragon Rie bring her for control; without her, Kasumi breaks invincibility and adds damage. A for-fun showcase comp more than a meta staple.
Both
Xiaojiu Healer
Tanky total-HP healer wall
A tanky healer team built on total HP. If the enemy has more HP, surrender; when your Leader HP is higher, focus on preserving it. Because of Fenebeth curse, hold Anna until the enemy Fenebeth dies or has no cards. Both sides reduce AoE by 40% and you regen 10% HP each turn, so enemy AoE can barely kill you. Grant placed center makes central AoE deal 0; without Grant swap Selena, without Rynda swap Angela. Grant is the core and Berial supports (AoE -50%); either one works, both gives roughly a 70% win rate at equal level.
PvP
Aggressive Sorcerer
Out-hunts the Nightmare Hunter hunter
Averyl or Twin Flora add team damage. Said to out-hunt the Nightmare Hunter leader-hunter comp. Elena without Awakening is not worth bringing (feeds rage). On JP the field is mostly Nightmare Hunter, Light and Sorcerer. Versus Light it is about card order: open Averyl to add Sorcerers, few enemies Shiki, many Yuffie, on Phoenix invincibility Kasumi, then Miyuki to suppress rage. Core is Shiki and Miyuki, then a poison-healer to stop their healing. Do not stall versus Light. Versus Nightmare Hunter it is very hard unless you open Diana or Angela.
PvE
Light Paladin (Shield)
Tanky shield Leader, well-rounded
Swaps are open as long as 5 leader buffs stay active: Phoebe, Yuffie, Camille, Gagaku. A shield-Leader team lacks the Sorcerer invincibility but is fairly tanky, with lower damage than Nightmare Hunter offset by high partner base stats. Kept as reference; not a priority PvE build.
PvP
Spirit Healer
Pure Arena annoyance, steal-back invincibility
A healer-invincibility team purely to annoy in the Arena. When the enemy Kasumi steals your invincibility, steal it back with your Kasumi. Amon and Angela revives can re-trigger Phoebe invincibility effect. Frustrating to fight, hard to kill.
PvP reference
PvP is a card-order game. The right comp climbs fast.
The author PvP reference: on JP season 2, the team went from 0 to 4700 points, the top-rank score, in 64 minutes. A season 3 team reached 5700 points as a further reference. In Arena remember that many leader buffs are doubled, so a comp that looks modest in PvE can dominate here. Most JP ladders are a mix of Nightmare Hunter, Light and Sorcerer, and the win comes down to reading the matchup and playing your cards in the right order.
Triumph and Source Rank
Triumph (Source Rank) is a long-tail source-rank progression layer for established accounts.
Triumph, also called Source Rank, is an endgame source-rank progression track rather than a team-building system. The available source notes cover individual partner skill kits rather than the rank ladder itself, so EOG is holding detailed Triumph coverage until the relaunch economy is confirmed. Treat it as a late-account power layer to chase once your Leader, Aura, and core teams are settled, not something to optimize for early.
EOG analyst takeaways
Who to commit to
Commit to Nightmare Hunter the moment Chapter 6 clears, then transition slowly toward a Soul Reaper Sorcerer team in mid-game. Sorcerer (Soul Reaper) plus Nightmare Hunter carries the endgame: Sorcerer for main-story stage pushing, Nightmare Hunter for Society and Guild boss.
The biggest beginner mistake
The single biggest beginner mistake is chasing raw Combat Power instead of activating leader buffs. A lower-CP team that lights up more of its Leader buff tree clears harder than a higher-CP team that activates none. Build the team your Leader wants, not the one with the biggest number.
How Arena doubles leader buffs
Arena and Ares Battlefield double the ally and Leader stat buffs. That is why PvP comps look different from PvE comps and why a Spirit Healer or Aggressive Sorcerer shell that seems mild in story content becomes oppressive on the ladder.
Team compositions and progression sourced from the Illusion Connect China wiki (biligame · Lineup Recommendations), split into PvE and PvP. Characters not yet in the global roster are referenced by name. EOG analysis, priorities, and verdicts are added on top.
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