Team Building
A Star Sailors team is your AdventurerYour customizable main character, chosen as a class such as Highlander, Sage, or Paladin, each with its own skills. plus four summonable partners. Battle PartnerA front-line summonable unit that acts directly in combat, usually an Attacker or Defender.s hold the front line, Assist PartnerA back-line summonable unit that supports the front line, usually a Supporter or Debuffer and often a chain amplifier.s support from the back, and almost every fight is won by building the ChainThe core damage system. Each attack builds a running multiplier; hitting an element you are strong against builds it faster and boosts the hits that follow. in the right order rather than by raw stats. These are the core global-launch comps, with the front-line and back-line rules and Time TraitA unit time-of-day attribute, either Daylight, Midnight, or Twilight. Stacking matching traits boosts all main stats and the bonuses Assist Partners grant. synergy that make them work.
Team Builder
Pick an Adventurer and four Partners (two Battle on the front line, two Assist on the back). EOG flags role gaps and your element core as you build, and stacking a shared Time Trait pushes it further. Copy the share link to send a build to your team.
Adventurer
Front line · Battle
Back line · Assist
Add units to see role coverage, your element core, and EOG synergy tips.
Team-building rules
Front line vs back line
Battle Partners fight on the front; Assist Partners support from the back. A standard team is the Adventurer plus four partners, usually one or two front-line Battle Partners and two or three back-line Assist Partners.
Order the Chain
There is no Speed stat, so you pick turn order. Lead with multi-hit and chain-amp Assist Partners to build the multiplier, activate OverdriveA gauge that fills during battle. Activating it floods the team with SP and greatly boosts chain-attack damage. The goal of most boss fights., then land your single-hit main damage dealer last for the biggest hit.
Match elements
Send the element the enemy is weak to. Advantage spikes damage and builds the Chain faster. Avoid feeding the enemy its own advantage, for example Earth attackers into Wind enemies.
Stack Time Traits
Run partners that share a Time Trait (Daylight, Midnight, or Twilight). Matching traits boost all main stats and amplify the starting bonuses your Assist Partners grant the front line.
Cover the roles
A balanced damage, tank, support, and control mix beats stacking S-tier units. You can drop a dedicated Defender if your Attackers burst first, but always run at least one Supporter.
Core units by role


Heidi, Nina. Heidi for AoE, Nina for single-target bosses.

Jen. The best tank, doubles as a healer.


Kaira, Hunter K. Kaira heals and amps; Hunter K powers Earth teams.

Gerbil. The premier chain amplifier for hard bosses.
Core comps
Fire Daylight
Fire beats the Wind enemies that dominate the early story, so advantage builds your Chain quickly. Open with Caroline and Ed to amp and buff, spend Overdrive, then finish on Heidi for the AoE wipe. Jen holds the line, heals, and strips enemy buffs.
Flex Rak as a second tank, Soul for extra Fire damage, or swap Ed for Mui if you lack a Fire support.
Earth Single-Target Boss
The premier boss-killing core. Jerry, Hunter K, and Nutty all amp the Chain and pile buffs, DEF down, and crit-damage vulnerability onto Nina, who then strikes last under Overdrive for one massive hit. Add a tank if the boss hits hard.
Flex Iron or Remi as a front tank (drop one back-line slot), and Gerbil over Nutty once you pull her.
Light Crit Chain
The Light-heavy meta team. Stack chain amps with Kaira, Sion, and Gerbil and pile on crit, then let Iris and the Paladin cash out the Chain. Paladin tanks and auto-triggers its skill on BreakDestroying an enemy shield. A Break delays the enemy turn, raises the damage it takes, and auto-triggers your Adventurer skill.s, and the Twilight units push crit further. Kaira keeps everyone topped up.
Flex Ethan as a second front-line Light carry, or a Cleric Adventurer for more sustain.
Water Twilight Sustain
A durable attrition team for long fights and progression walls. Water is light on damage, so the fourth slot is your strongest carry regardless of element. Erling shields and applies RES down while Dora keeps the team alive, then you chain into the carry.
Flex Any S-tier Attacker in the carry slot, and Simo or Caroline for extra control.
F2P Day-One Starter
A safe, mostly-free backbone for the first weeks. Caroline and Dora are free, Jen anchors the front, and the carry slot upgrades as you pull. Match the carry element to the content you are clearing.
Flex Swap the carry for whatever 3-star Attacker you rerolled (Nina, Ethan, or Iris). Ed adds a second Fire support.
Wind Daylight (Carat)
A Daylight package built around Carat and Mui for Earth-heavy stages, since Wind beats Earth. The Wind pool is shallow, so treat the last slot as flexible and bring a tank or an off-element carry. Carat element is reported as Light or Wind across sources.
Flex Any S-tier Attacker, or Nadia and Nutty if you want more chain debuffs.
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