Build around a carry, control or amplification, and economy when the mode gives you time to scale.

Mode-specific lineup starting points
Start with the mode, then fill the jobs
Story Mode rewards a reliable progression shell. The earlier guide begins with Elf Mage, String Demon, Salmon Sorcerer, Flame Emperor, and Stone Alchemist, but its useful principle is broader: cover wave clear, control, and income before forcing late-game gear onto early units.
Raid and tournament examples use evolved damage units plus a support or control piece. Check whether your target uses shields, long boss phases, or dense waves before copying a lineup. A team that works in an earlier raid screenshot may have a different timing in the live client.
Equipment and trait pairings are not standalone rules
The earlier pairs Calamity's Eye with Puppet, Promise Ring with Cursed Student, Hair Bells with 8th Sword, and Hexed Blade with Shadow. These are useful item-to-unit relationships to investigate, not proof that every roll or trait is still optimal after an update.
Treat Unbound, Draconic, Primordial, and Investor as role conversations: primary damage, damage-over-time or cost efficiency, broad performance, and income. Confirm the current trait wording before locking a roll.
A repeatable build check
Choose one carry for the win condition, one answer for the map mechanic, and an economy unit only when the mode has enough setup time. Then inspect evolution state, placement limits, and equipment compatibility in the game.
When a run fails, change one role at a time. Replacing an underperforming damage unit is a different experiment from removing your control or farm slot, and the distinction makes the earlier far more useful than a single copied list.