The five-step combat flow
1. Active Skills
Active Skills are the first deliberate input in the chain. Learn which skill creates the state you want before worrying about a character’s final damage numbers.
2. Status Ailments
Each of the 19 Heroes is described as having distinct Status Ailment abilities. Treat the ailment as a condition to read and exploit, not a reason to lock a single Hero in place.
3. Signal Skills
After a condition is established, use the next Hero’s Signal Skill to convert the opening into a stronger sequence. The exact pairing depends on the Hero data you have verified in your own build.
4. Switching Signals
Switching Signals let Heroes weave in and out of battle. This is why a team’s order is a combat decision: your setup, connector and finisher should be easy to reach.
5. Finisher
Finish the sequence when the status setup and signal chain have done their job. We are not publishing character-specific rotations until they are tested against the current retail build.
Why team order matters
A good team is legible under pressure. Put the Hero who starts your preferred condition first, keep the connector close, and reserve the last slot for the payoff you can actually execute.
Setup, connector, finisher
This is a useful planning language, not an official class system. It helps you compare teams without pretending the game has a fixed trinity or a definitive meta.