Team Builds

Magical Kick Clear.

Pros: Cons Main
 * You get to main a magical girl
 * Good at endless mode
 * Lightning fast and consistent clears as long as Sunstar's DPS is high enough. This is due to her Dimensional Kick taking no travel time.
 * Good against all mutations, due to reload speed and fast multi-hits.
 * For all of these reasons, good at autobattle.
 * Bad at Tower of Trials. You start off tower with full team cool-downs so the team comp won't work too well. Also, Sunstar does all the lifting, so there are problems with two of the last challenge tower zones, which require mercenary damage.
 * Sunstar (probably) has a lower damage effectiveness. So that this team might not go as many days deep into a playthrough as something using, say, mister eye as the main. However she will accelerate to her limit quickly, whatever that is.

Sunstar

Mercenaries

Orc

Mr. Eye

Nameless

Living Sword

Reasoning

Sunstar's active ability does damage adn heals. Honestly it sucks. However, it also gains an ability to decrease the skill cooldown of her allies. Orc has an attack buff as their active skills.

Therefore, this team can keep those buffs up constantly with the help of Sunstar's active. In particular Slime's reload buff makes the reload stat on almost any weapon meaningless, and you can't even see the reload bar show up anymore.

There is a weakness that you may start the stage with all skills on cooldown, but it will all be active by the time heavier waves or the boss shows up.

Obviously, as endless doesn't have this problem, this team will have the buffs up literally forever.

Sunstar is also good at clearing enemies very efficiently with her lack of projectile speed. Her hits are instant, and once the team is up and going and all the autobattle perks are bought, you will almost never see the walls get touched.

Another is a Jack of all Trades build.

Here is the build characters:

Main

Wraith

Mercenaries

Living Sword

Mr. Death

Slime

Goblin


 * General team building tips (Draft)

For the first few reincarnations, your choice of characters is gonna be limited. Your damage is gonna output is gonna mostly be shared between characters and about any team will get you pretty far. As you progress trough the game you'll eventualy see your damage outpout be focused on your leader's dmg and the game itself will become harder. Strategies start comming into play here. You want to use high damage characters, but you also need key passives to progress and improve your dungeon faster and debuff enemies effectively supporting your main damage sources.(scientist, builder, miner, bounty hunter, fog...)

From the point where you unlock elemental dungeons you'll want to chose a dungeon and either build around empowering it's strenghts or patching it's weaknesses. A multitude of builds are as viable as the next, but make sure you use your main damage dealer as your leader still. You can play around dealing damage trough special abilities rotations, "buffing" your damage dealers (for example the sunstar strategy proposed above), stun/slow rotations, and more.

The only real mistake you can make at this point is to use characters for damage alone and ignore utility passives.

As far as character "types" go:

Damage dealers: Focused on damage output, no utility. -Mr blade -Ms Love -Nameless -Elementals

Hybrids: Deal less damage but offer a lot of utility in the form of debuffs/buffs/heals -Sunstar -Mr death -Mr eye -Mr soul

Builders/Casters/Debuffers: Offer MASSIVE currency related buffs as well as some buffs/debuffs in combat. Usualy deal little to medium damage in the later stages of the game. Effective at supporting your main damage sources with crowd control and dealing skill damage.

-Ogre -Goblin -slime -everyone else...