Squad building guide
A good squad is not four individually strong builds. It is a four-step turn in which each Operator makes the next action safer, cheaper, or more decisive.
Cover four jobs
One Operator can cover more than one job, but every job should have a named owner before deployment.
- Anchor: survives or controls pressure at the front.
- Support: restores health, prevents Injuries, or improves allies.
- Setup: scans, removes cover, marks targets, or creates Advantage.
- Closer: converts the opening into a kill or mission objective.
A stable first template
Heavy holds pressure, Medic protects campaign health, Scout creates information and Advantage, and Assault or Sharpshooter finishes targets. This is a learning template, not a universal best squad. Swap the closer and setup role to match the map and Operators you want to develop.
Rotate without breaking the plan
Shared missions and actions build Bonds, so a fixed squad leaves much of the roster undeveloped. Rotate one slot at a time while preserving the four jobs. This spreads Cross Training bonuses without rebuilding the entire turn plan.
Use Custom Operators to fill gaps
Custom Operators can be recruited and shaped around missing species, appearance, talent, weapon, and standard specialization needs. They are a deliberate roster tool, not disposable substitutes for authored companions.