Build a team of six that works together
Build around Rootguard and Tailwind, elemental coverage, health, and battle order across all six team slots.
Your team can hold six Primalings. Filling those slots gives you more options, but a useful team also needs the right elements, enough healthy members, and an order suited to the next opponent.
Recruit for a gap you can name
Ask what your team currently lacks. You might need a counter to the upcoming Guardian, a healthy replacement for an exhausted fighter, or a sturdy creature that can absorb an early hit.
Compare the offer’s current level and move level as well as its base stats. A high base-stat total is only one part of its value in this expedition.
Keep your supporting companions healthy
A living Nature companion grants Rootguard: an ally takes 20% less damage from its first incoming hit in each duel. A living Wind companion grants Tailwind: an ally gains 10% battle Speed.
A fighter cannot support itself, fainted companions grant no bonus, and duplicate supporting types do not stack. Team, recruitment, and battle screens show the bonuses so you can plan around them.
Set the order before a fight
Drag the team pads onto one another to change battle order. The lineup matters because battles proceed automatically; put your intended opening matchup first.
Inspect the Guardian’s revealed team, then use the element chart to choose your lead. Keep the health of later members in mind instead of relying on one strong opener.
Replace deliberately when full
At a recruitment node you choose from three offers. When you already have six companions, accepting one requires choosing a team member to replace.
The departing member’s held item returns to the bag. Reconsider who should hold it after the replacement, and check your team order again.
Quick answers
Frequently asked questions
How many creatures can join my team?
Up to six Primalings.
Can I change battle order?
Yes. Drag the team pads to reorder the lineup before entering battle.