Explore recommended party compositions and class roles in Etrian Odyssey Nexus. Learn about effective setups for combat, gathering, and unique team themes.
The normal, recommended position of each class is as follows:
| Position | Class |
|---|---|
| Front | Hero, Protector, Ronin, Highlander, Shogun, Landsknecht, Imperial, Pugilist |
| Front / Rear | War Magus, Sovereign, Ninja, Farmer, Nightseeker, Harbinger |
| Rear | Medic, Survivalist, Gunner, Zodiac, Arcanist |
Here are some “templates” you can use when building a party:
Six Attack Types Party
| Position | Class | Core Skills | Role |
|---|---|---|---|
| Front | Hero | Frigid Slash, Physical Shield | Bash, ice damage dealer and defender |
| Shogun | Bolt Slash | Cut and volt damage dealer | |
| Harbinger | Miasma and Reap skills | Debuffer, attacker (cut) and ailment inflictor | |
| Rear | Survivalist | Flame Arrow | Stab and fire damage dealer |
| War Magus | War Lore and War Edge skills | Healer and ailment and bind healer (and bind inflictor in the future) |
This combination separates the job to deal every kind of physical and elemental type of damage. In addition, Hero can also act as defender and War Magus provides healing and curing bad status. This setup is available since the beginning of the game when all characters are still level one. When using Shield skills, it’s recommended if Hero equips heavy armor to lower his speed even more. Harbinger can provide additional cut damage and can be switched with War Magus depending on the situation. War Magus will become bind inflictor after reaching Veteran level and learn Cut skills as result.
Gathering Party
| Position | Class | Core Skills | Role |
|---|---|---|---|
| Front | Survivalist | Safe Passage, Risk Perception, Sorting Skill, Natural Instinct, (Speed Up, Nature’s Blessing) | Ambushed gathering thwarter |
| Zodiac | Horoscope, Mine | Encounter thwarter | |
| Rear | 3 Farmers | Excavation, Flee, Harvestry, (Safe Stroll, Survival Wisdom, Nature’s Blessing, Double Crop) | Main gatherer |
This is a special team focusing on gathering materials. Zodiac slows the encounter rate, but ambushes can still happen when gathering materials. When battle happens, Survivalist will prevent ambushes and Farmer will perform party escape. Ambushes can pretty much easily wipe this party, so Risk Perception should be maxed as soon as possible. However, as the game goes on, the ambush rate will become higher so Risk Perception won’t be able to prevent that. Ambushes can be completely negated if there are 2 Survivalists who learn Risk Perception. Farmer also needs to max Flee so that the party can successfully escape on turn 1. Zodiac can be replaced by Survivalist or another Farmer after reaching Veteran gate when Survivalist can learn Cautious Steps.
Etrian Odyssey I-V Party
| Position | Class | Core Skills | Role |
|---|---|---|---|
| Front | Landsknecht | Elemental Links | Attacker |
| Sovereign | Elemental Arms | Buffer | |
| Harbinger | Any | Debuffer, attacker and ailment inflictor | |
| Rear | Gunner | Rapid Fire | Attacker and bind inflictor |
| Medic | First Aid skills | Healer |
This combination takes up each representative of every Etrian Odyssey main game in the series. Medic from EOI, Gunner from EOII, Sovereign from EOIII, Landsknecht from EOIV and Harbinger from EOV. This combination can deal all physical and elemental attack types, inflict ailments and binds, cast buffs and debuffs, and of course heal. Gunner’s Rapid Fire gives benefit to Landsknecht’s Link skills, but Landsknecht may need to activate Vanguard beforehand.
Untold Hero and Nexus Hero Party
| Position | Class | Core Skills | Role |
|---|---|---|---|
| Front | Hero | Encourage, Clear Mind, Frigid Slash | Physical attacker |
| Highlander | Turning Tide, Spear Assist | Physical attacker | |
| Protector | Healing Wall | Defender | |
| Rear | Arcanist | Dismiss Heal | Ailment and bind inflictor and healer |
| Zodiac | Astrology spells | Elemental attacker |
Hero and Highlander can be considered as main character of their respective game. Healing is provided by the effect of Arcanist’s Circle Boon, but this party will depend on items to cure ailments and binds. Highlander's Spear Assist can produce better damage output when paired with Zodiac’s Astrology spells or Hero’s Frigid Slash.
| Contributed by Enfinete The most important thing for building your party is whether you like it or not. Do not feel that any of the advice is a must. EOX comes with multiple save slots so long as you have SD card for the saves, so feel free to experiment around. People will say “Hero, Sovereign, Gunner, Harbinger + alpha” are some of the best to have for all-around party. While that will give you a solid party without a doubt, you definitely can deviate from it partially or fully and be successful. What I like to do is decide on a theme to work towards. My run of EOX was focused on having Regiment Raves from main Hero and sub Hero, so I wanted Sovereign for Arms. Since Nightseeker gets generic damage boost during Force Boost, I grabbed main Nightseeker. And because I want to land ailments more reliably, I grabbed Harbinger. Last unit went to Gunner because my front row would be full with Afterimage. But this is just an example. Do not let these hinder your imagination. |
| Contributed by Terron145 Starter Party Front: Nightseeker/ Hero Back: Sovereign/ Harbinger/ Ninja - This party has defensive sustain through Hero and Sovereign. The Sovereign has passive healing through Royal Veil and the Hero gets Encourage to keep the Sovereign in top form to satisfy Royal Veil’s criterion. Nightseeker and Hero serve as primary Damage Dealers, supported by Harbinger and Ninja. If you encounter issues where you struggle to outspeed an enemy, Sluggish Miasma will assist all party members, even at low levels. - Many enemies are weak to Sleep at the beginning of the game, allowing Ninja to use Ninpo: Daggers to put at least three units to sleep. Ninpo: Daggers will carry you until a certain enemy |
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content