SoC Wiki

Systems · Updated 2026-08-03

Party Building Guide

A reliable Sword of Convallaria squad is less about six SSS names and more about role coverage, turn economy (Act Again / NRG), and optional faction aura density. Use this page as structure theory; for concrete lineups open early teams.

Core structure (5–6 slots)

Think in jobs, then fill with names from the database.

SlotJobTypical rolesExamples
1Main carrySeeker / Breaker / DestroyerCamelot, Col, Lukamar
2EnablerWatcher (Act Again / battery)Inanna, SP Inanna, Taair
3FrontlineDefenderSP Maitha, Cocoa, Clara
4Flex DPSSecond damage or controlMatch stage enemies
5–6GlueHeal / faction / nicheAura breakpoints, pure healers

Turn economy beats raw ATK

SoC turns are scarce. A unit that grants Act Again, refunds NRG, or removes a threat before it acts is often worth more than a second pure DPS on the same turn cycle.

  • Enablers first — if your carry needs two turns to win a wave, fund those turns before adding a third damage name.
  • NRG hunger — expensive skill trees need battery supports or gear; see trinkets like NRG comfort pieces on support pages.
  • Reactions — off-turn damage and cover change board math without spending your main action.

Role matchups still matter

Bring answers for enemy roles. A pure Watcher squad can pressure Destroyers and then faceplant into the wrong physical shell. Full cycle:

RoleAdvantageDisadvantageHub
BreakerDefenderSeekerlist →
DefenderSeekerBreakerlist →
SeekerBreakerDefenderlist →
WatcherDestroyerlist →
DestroyerWatcherlist →

Deep dive: role matchups guide →

Faction auras

Factions (Iria, Union, Papal States, Luccia, Elaman, Alacrity, etc.) can grant aura bonuses when you field enough members. Rules of thumb:

  • Early: ignore perfect auras if it costs you heal or matchup coverage.
  • Mid: aim for natural 3-stacks on your main faction when building around a core (e.g. Iria supports).
  • Don’t: force six of one faction with unbuilt units just for the icon glow.

Inspect overlap in the Team Builder.

Pre-deploy checklist

  1. 1. Do I have a win condition (carry skill) this stage?
  2. 2. Can that carry survive to cast (heal / tank / reposition)?
  3. 3. Do I answer the enemy’s main role shells?
  4. 4. Is NRG / Act Again enough for the plan’s second cycle?
  5. 5. Would one faction swap add aura without breaking 1–4?

Continue

Fan guide for educational use. Not affiliated with XD Entertainment.