Reverse: 1999 Best Teams

Team comps and Arcanist pairings that work together.

Each team below is built from the game's own skill data: the mechanic tags (Burn, Poison, Moxie, Crit…) are read straight out of each Arcanist's kit, so the reason a team works is something you can check yourself on the character pages. Teams marked "No Euphoria needed" contain no member whose ranking depends on an unlocked Euphoria.

Teams featuring Ezio Auditore

Show all teams

Team type
Afflatus
Playstyle

Crit/Riposte Vanguard

No Euphoria needed
Crit Riposte
Ezio Auditore6★
Ezio Auditore
DPS Falling for a Sweet Phenomenon

Star · Reality DMG · Riposte — counter-attack carry, no Euphoria required.

Corvus6★
Corvus
DPS Balance, Please

Intellect · Mental DMG · Crit + Dynamo — second carry, no Euphoria required.

Sentinel6★
Sentinel
Buffer Beyond Wonderland

Mineral · Reality DMG · Bullet + Crit + Bloodtithe — converts crits into a team resource, no Euphoria required.

Loggerhead5★
Loggerhead
Healer Take the Hard Journey

Plant · Mental DMG · Riposte + Heal — keeps the counter-attack chain alive, no Euphoria required.

Why this team works

Ezio Auditore leans on Riposte, Corvus stacks Crit with Dynamo, and Sentinel converts Crit hits into Bloodtithe — three different resources feeding off the same Crit-focused rotation. Loggerhead pairs Riposte with Heal to keep the counter-attack loop alive. All four run without any Euphoria.

Flex slot — swap in any of these

Team building — quick answers

What is the best team in Reverse: 1999?

There is no single best team — the game rewards matching your damage dealer to the stage. In practice the strongest builds stack one mechanic (Burn, Poison, Crit) from several Arcanists at once, then add one Survival unit so the damage-over-time has time to land. Pick the team above whose damage dealer you already own.

Can I clear the game without Euphoria?

Yes. Every team marked "No Euphoria needed" on this page is fielded entirely by Arcanists whose ranking does not assume an unlocked Euphoria, so a free-to-play account can build it as-is at Insight III.

How many Arcanists does a team need?

Four slots, but only three do the work in most fights: a damage dealer, a support that amplifies them, and a Survival or second support. The fourth slot is a substitute — use it to raise bond, or swap in one of the flex picks listed under each team.

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