A winning squad in Anime Expeditions comes down to filling roles, not stacking your highest-rarity pulls. The strongest lineups always cover an opener, wave clear, boss damage, control, support, and one flexible economy or mode slot. Once those jobs are covered, the right traits and equipment turn each unit into a reliable carry across Story, Raids, Expeditions, and Tournaments.
Quick answer: Build one cheap opener, two damage carries with different strengths, one controller, one buffer or amplifier, and one economy or mode slot. Use Unbound or Draconic on main DPS, Forsaken on crit units like Cursed Student and Elf Mage, Primordial on placement-scaling supports, and Investor on farmers like Stone Alchemist or Ramen Guy.
The six-slot team structure that works
Every dependable team is built on the same skeleton. You place a cheap opener to survive early waves, two carries that scale into damage, a controller to stop leaks, a buffer or amplifier to multiply team output, and one slot reserved for economy or a mode-specific pick.
Adjust the flexible slot to the content. During a Raid, swap the economy unit for another boss or support piece since you cannot afford to spend the opening waves building income. On short Story stages, drop an expensive carry if it delays your first safe defense.
| Role | Job on the team | What to look for |
|---|---|---|
| Opener | Hold early waves cheaply | Low cost, decent range |
| Carry | Convert upgrades into damage | High scaling, strong ability |
| Controller | Prevent leaks with slow, stun, or freeze | Low cooldown, wide coverage |
| Buffer / amplifier | Multiply the whole team’s output | Range investment, damage amp |
| Economy / mode slot | Fund the run or fill a niche | Investor trait, or a boss piece |
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Add to Google Preferences →Best team comp for Story mode
Story is the most forgiving mode. Early on you can clear stages with basic pulls, and a Forbidden Teacher, Ice Queen, and Stone Alchemist combo carries you a long way. The pressure rises around Fairy King Forest, where you need proper farm units and debuffs to keep up.
By that point, stronger units like String Demon (Awakened) or Elf Mage make a real difference. Equipment is optional for Story, so grind standard gear that works on any unit rather than chasing exclusives here.

| Unit | Equipment | Trait |
|---|---|---|
| Elf Mage | Shinigami Sword | Forsaken |
| String Demon (Awakened) | Webbed Fruit | Unbound |
| Salmon Sorcerer | Kunai | Primordial |
| Flame Emperor (Reincarnate) | Emperor’s Attire | Draconic |
| Stone Alchemist | None | Investor |
Best team comp for Raids
Raids reward teams that come online fast and deal heavy damage. Lead with Stone Alchemist running Investor for an early income boost, then place your evolved carries as quickly as possible. Puppet (Telekinetic), Cursed Student (True Love), and Toy Maker form the damage core, while String Demon (Awakened) supplies crowd control.
Because Raids are endgame content, evolve your units before pushing higher difficulties and pair each with its signature gear. Calamity’s Eye is best on Puppet, Promise Ring boosts Cursed Student, and Webbed Fruit remains the ideal fit for String Demon. Reroll stats toward at least SS or SSS, and aim for Z if you have enough Stat Locks.
| Unit | Equipment | Trait |
|---|---|---|
| Puppet (Telekinetic) | Calamity’s Eye | Unbound |
| Cursed Student (True Love) | Promise Ring | Draconic |
| Toy Maker | None | Primordial |
| String Demon (Awakened) / Ramen Guy | Webbed Fruit | Unbound / Investor |
| Stone Alchemist | None | Investor |
Best team comp for Expeditions
Expeditions unlock before Raids, but a weak lineup can still wreck a run. The advantage here is flexibility, since you can swap units from in-run stores partway through. Go in with a strong core and adapt as stages change.
| Unit | Equipment | Trait |
|---|---|---|
| Shadow (Divine) | Hexed Blade | Unbound |
| 8th Sword (Berserk) | Hair Bells | Unbound |
| Crimson (Brother) | Shinigami Sword | Draconic |
| Lady Giant (Envy) | Boulder | Primordial |
| Ramen Guy | None | Investor |
Best team comp for Tournaments
Tournaments demand the strongest units in every department. Pull from the top of the meta, evolve everything, roll high-tier stats, and equip signature gear. This lineup stacks two Unbound carries alongside amplification and damage-over-time, then adds Ramen Guy for income.
| Unit | Equipment | Trait |
|---|---|---|
| Shadow (Divine) | Hexed Blade | Unbound |
| 8th Sword (Berserk) | Hair Bells | Unbound |
| Puppet (Telekinetic) | Calamity’s Eye | Primordial |
| Crimson (Brother) | Shinigami Sword | Draconic |
| Ramen Guy | None | Investor |
Specialized damage teams: Magical, Burn, and Bleed
Some maps favor a focused damage type. When your developed carries share a tag, clustering them around the right support multiplies output far beyond a generic lineup.
Magical damage
Shadow (Divine) and Forbidden Teacher are the clear Magical support pieces. Elf Mage (Unleashed) brings crit-scaled follow-ups, while Puppet contributes amplification and control. Keep carries close enough for the aura without giving up lane coverage on split-lane maps. Salmon Sorcerer slots in when you need extra control.
Burn
Flame Emperor (Reincarnate) and Hollow (Blaze) are the current fire pair. Flame Emperor maintains Burn so Hollow’s damage stays high, and control keeps enemies inside the fire zones. Hollow’s damage depends on Burn, so avoid giving him a premium slot on a team that cannot keep the status active.
Bleed summon
Cursed Student (True Love) wants total Bleed stacks in range to summon Spirit Bats. Pair him with a confirmed Bleed applier and Puppet. Crimson (Brother) supplies marks, explosions, and pools, but a mark is not automatically Bleed, so only use him in this shell when the live status icon confirms Bleed. Place the strongest copy target closest to Cursed Student, because a low-damage support reduces his copied hits.
How traits change each build
A unit’s best trait is tied to its mechanics, not its rarity. Do not force Unbound everywhere. A bleed unit wants bleed synergy, a follow-up attacker wants crit, and a support wants range or lower cooldown. Rerolling a good Forsaken off Cursed Student or Elf Mage just because Unbound looks stronger on paper is a mistake, since their kits thrive on repeated crit chances.
| Trait | Best for | Units to consider |
|---|---|---|
| Unbound | Limited-placement carries | Puppet, 8th Sword, Shadow, Toy Maker, Crimson |
| Forsaken | Crit-heavy, multi-hit units | Cursed Student, Elf Mage, Reaper |
| Draconic | Burn and elemental DPS | Flame Emperor, Hollow |
| Primordial | Placement-scaling units | Lady Giant, String Demon, Reaper |
| Investor | Farm units | Ramen Guy, Stone Alchemist |
Equipment and relic priorities
Equip the unit’s signature relic first, since it is designed around that kit. Add one universal damage relic next, then tune the final slot for SPA, crit, range, or physical damage. Shinigami Sword is one of the safest crafts because its passive scales with how many enemies are in range, which makes it strong at chokepoints and in dense waves.
Rolls matter as much as item names. A well-rolled Staff of Chaos can beat a theoretically better Kunai with weak stats. For buffers, range traits and range-heavy relics usually beat chasing personal DPS, because more range means more units benefit from the buff.
| Relic | Priority | Best use |
|---|---|---|
| Shinigami Sword | Very high | General DPS, range-based scaling |
| Magic Book | Very high | Magic and hybrid carries |
| Three Swords from Hell | High | Raw damage builds |
| Red Finger | High | Bleed and passive synergy |
| Warrior’s Axe | Medium-high | Physical damage units |
| Accursed Equipment | Medium-high | SPA and cooldown setups |
Note: Once your Armory reaches level 2, more craftable relics open up, which makes finishing best-in-slot builds much easier.
Control units and F2P replacements
Control units like Salmon Sorcerer, Ice Queen, and Ice Mage are valued for uptime, not raw damage. Build them toward cooldown so their slow or freeze stays active across key waves. Salmon Sorcerer performs best near a 5-second cooldown for constant slow, and Ice Queen and Ice Mage both aim for near-permanent freeze.
If you do not own every premium unit, these swaps keep the same team shape intact.
- Replace Salmon Sorcerer with Ice Mage or Ice Queen for early control.
- Replace Shadow’s Magical support with Forbidden Teacher.
- Use The Hero only for carries tagged Physical on the current unit panel.
- Use Greed or Scissor until your first evolved Mythic is ready.
- Remove Ramen Guy if the stage ends before the extra income repays its cost.
The safest team for unknown stages
When you cannot see what a stage will throw at you, a blind team of an affordable opener, Puppet, a broad AoE carry, Salmon Sorcerer, one matching buffer, and one flexible slot covers the widest range of situations. You do not always need both a buffer and Puppet. Bring both when several developed carries benefit and the map supports a cluster, but on spread-out maps a flexible attacker often does more.
Damage tags and buff stacking can shift with balance updates, so verify each carry’s tag and status icon on its current unit panel before committing to a cluster. Get the roles right first, match traits and gear to how each unit actually deals damage, and the same core lineups will carry you through every mode.






