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Team Building

A party built with intention, not assembled by chance.

Start With A Win Condition

A team begins by deciding how it wins.

Chain burst. Sustained pressure. Defensive control. Weave timing. Status lockdown. Recovery and endurance.

The roster supports the plan. It does not become the plan.

Six-Unit Line

A full tactical line supports six units.

Each position should carry a purpose: damage, support, protection, recovery, chain setup, resonance, or Weave authority.

If a unit has no job, the party is asking luck to do design work.

Execution Order

Strong teams decide their order before they begin.

Set buffs before damage.

Apply breaks before the burst window.

Place chain families where timing can actually hold.

Follow one complete player phase to see those choices in sequence, including what changes when a setup action fails.

Resonance

Every party has two structures.

The first is formed by its roles.

The second is formed by its sigils.

Passive Resonance rewards thoughtful composition.

Weaves reward knowing when that relationship should become action.

Discipline

Do not spend every resource because it is available.

Hold the Weave until the turn needs it.

Open a Rite when an eligible Weave can still use its window. The Rite timing guide explains when it is consumed or expires.

Power wins turns. Order wins battles.

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