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 Regulus

Show all teams

Team type
Afflatus
Playstyle

Moxie/Ultimate Chain

Meta (needs Euphoria)
Moxie Ultimate
Melania6★
Melania
DPS One with the Flow

Beast · Mental DMG · Moxie + Ult — main Ultimate spammer, Euphoria required.

Vila6★
Vila
Buffer Her Second Life

Plant · no fixed DMG type · Moxie + Ult + Heal + Sturdy — feeds the chain and sustains it, Euphoria required.

Regulus6★
Regulus
DPS Belt It Out

Star · Mental DMG · Moxie + Crit — second Ultimate carry, Euphoria required.

Rubuska6★
Rubuska
Healer Faded Epitaphs

Mineral · no fixed DMG type · Heal + Crit + Moxie + Bloodtithe — Moxie-tagged healer, no Euphoria required.

Why this team works

Melania and Regulus both key off Moxie and Ultimate — the faster Moxie fills, the more often their Ultimates fire. Vila carries the same Moxie/Ultimate tag and adds Heal + Sturdy so the chain never stalls. Rubuska closes the loop with a Moxie-tagged heal that keeps everyone topped up between Ults.

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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