Combines ranged pressure with movement speed to keep the route moving.
- Eidrolon Ranged Attack2% → 6%This pal
- Eidrolon Move Speed2% → 6%This pal
Catch it in the wild. Spawns at levels 65 to 69 across 1 points on the main island.

Updated
Clear roaming enemies quickly, reset cooldowns and keep moving between objectives.
A roaming party for players who want every encounter to end quickly without giving up exploration utility. Eidrolon supplies speed, Maraith refunds active-skill cooldown on defeats, Croajiro Noct boosts damage into Dark weakness, Killamari covers gliding, and Wispaw improves sneak-capture opportunities. It is a playful all-purpose lineup rather than a single-boss damage stack.
Every slot has a job. The cards below show the exact synergy, its rank range, who it affects, and a mapped route to recruiting that pal.
Combines ranged pressure with movement speed to keep the route moving.
Catch it in the wild. Spawns at levels 65 to 69 across 1 points on the main island.
Refunds its active-skill cooldown after defeating an enemy, ideal for chains of weaker targets.
Catch it in the wild. Spawns at levels 38 to 59 across 415 points on the main island.
Raises trainer and Pal damage against enemies vulnerable to Dark.
Catch it in the wild. Spawns at levels 61 to 62 across 449 points on the main island.
Keeps traversal smooth between fights and gives the party a familiar early-game utility option.
Catch it in the wild. Spawns at levels 5 to 62 across 313 points on the main island.
Raises the capture-level bonus when a sphere hits from behind.
Catch it in the wild. Spawns at levels 11 to 12 across 159 points on the main island.
Travel on Eidrolon and open each pack with enough burst to give Maraith quick finishing targets. Chain weaker enemies so Maraith can keep refunding its active cooldown, and use Croajiro Noct when Dark weakness applies. Switch to Killamari for traversal and approach valuable captures from behind so Wispaw improves the throw.
Compare every surfaced partner effect at base rank and full condensation. Effects marked Unique can still scale by rank, but a second carrier of the same species adds nothing. Two different species carrying the same effect do add together.
| Pal / role | Partner effect | Affects | Rank 1 | Rank 5 |
|---|---|---|---|---|
| Eidrolon Ranged Attack | This pal | 2% | 6% | |
| Eidrolon Move Speed | This pal | 2% | 6% | |
| Active Cooldown Refund on Defeat | This pal | 30% | 60% | |
| Damage vs Dark-Weak Targets | You and pal | 25% | 40% | |
| Back-Bonus Capture Level | You | Lv 1 | Lv 5 |
A roaming party rather than a boss party, so the passive plan is about killing ordinary enemies quickly and repeatedly rather than surviving one long fight.
10% increase in Player Attack.
Maraith cooldown refund triggers on defeating an enemy, so anything that makes you kill faster makes the whole engine spin faster. Attack is the loop, not just the damage.
50% player attack across five carriers
Bought once from a bounty officer for bounty tokens, then applied to any pal for gold. Bounty tokens come from the purple wanted markers on your map.
30% increase in Dark attack damage.
Lord of the Underworld, worth 30% Dark damage to the carrier. Four of these five pals are Dark, so this is four copies of a real damage increase.
Rolls on wild Dark pals and breeds down normally.
Active skill cooldown reduction 30% Attack +10%
Serenity, 30% active skill cooldown reduction plus 10% attack. It compounds with Maraith defeat-triggered refund rather than overlapping it.
Rolls on wild catches and breeds normally.
Pal and Player Auto Health Regeneration Rate +50% Defense +25% Immune to Poison Damage Immune to Burn Damage
Defense, regeneration and immunity to poison and burn. Roaming means chip damage from many small sources, which is exactly what regeneration answers.
Defense and regeneration on every carrier, immunities do not need stacking
Mutation-pool only. Breed for it, or pull the implant from the ancient relic recycler.
A travel loadout as much as a combat one. The glider is a required item because Killamari modifies it, and sphere supply matters more here than weapon tier.
Killamari modifies whatever glider you have equipped. With none equipped, that slot contributes nothing.
Killamari enables gentle floating and extends glide duration. It modifies the equipped glider rather than granting one.
Fast, cheap and adequate. This party kills ordinary enemies rather than bosses, so ammunition cost matters more than per-shot ceiling.
An assault rifle made from Soralite Ingots. It has been enhanced to handle powerful ammo while maintaining its versatility.
Worth it once you have the materials, because faster kills mean more Maraith cooldown refunds.
A rifle that releases an electrical discharge from the point of impact, which chains to multiple enemies.
Wispaw pays out on back-bonus throws, so this party wants to be throwing spheres regularly rather than hoarding them.
Mobility and capture rather than raw damage. This is one of the few builds where a utility accessory beats an attack one.
Attack Up Lv. 4, worth 20% attack. Faster kills feed the Maraith loop.
An accessory that greatly raises your Attack, and that of the Pal fighting alongside you.
Double Air Dash Boots. Traversal between objectives is most of what this party does.
An accessory that allows the player to perform double dashes in mid-air when equipped.
Dark Support Whistle, 18% Dark damage to the active pal. Four of the five qualify.
An accessory that raises the Dark damage of the Pal fighting alongside you.
The Ring of Mercy stops your attacks from killing, which turns the whole party into a capture setup without dropping Wispaw.
Pacifist's ring. The wearer's attacks will not reduce the target's Health below 1.
Attack first, because in this party attack is also cooldown recovery. Stamina second, because traversal is half of what you are doing.
A loop rather than a fight plan. The party is built so that each kill makes the next one faster, and each fight leaves you positioned for the next objective.
Eidrolon gains 2% to 6% Attack and Movement Speed for each other Dragon or Dark pal. Maraith, Croajiro Noct, Killamari and Wispaw are all Dark, so it is running at four stacks and 24% at full condensation. Swapping in a non-Dark, non-Dragon pal quietly shrinks it.
Maraith reduces every party pal active-skill cooldown by 30% to 60% whenever you defeat an enemy. The first kill is what starts the engine, so front-load damage rather than spreading it across a group.
Against a pack, each defeat refunds again. This is why the party feels fast on roaming content and ordinary on a single large target: the refund needs things to die.
It launches you into the air on a one-second cooldown, and separately gives you and your pals 25% to 40% Dark damage against weak points from the party slot. The weak-point bonus is the larger contribution and it needs no input.
Wispaw adds 1 to 5 capture levels only when the throw earns a back bonus. Weaken the target first, circle behind it, then throw. A front throw gets nothing from this slot.
Killamari extends glide duration and enables gentle floating, which turns height into distance. Travel time is the real cost of a roaming party, and this is the slot that reduces it.
This party is honest about being a jack of all trades. The question worth answering is where it stops being the right choice.
The case for it
A 60% cooldown refund on every party pal is one of the largest utility numbers in the game, so it should be strong anywhere.
It triggers on defeating an enemy, and a boss fight contains exactly one defeat, at the end. Against a single large target Maraith contributes nothing for the entire fight. Swap it for a damage or sustain pal when there is only one thing to kill.
The case for it
Its headline behaviour is the launch stance, which is a movement trick rather than a damage contribution.
Its party-slot effect is 25% to 40% Dark damage against weak points for you and your pals, which is the larger half of what it does and needs no activation at all. In a party where four of five members are Dark, that is a real multiplier hiding behind a mobility gimmick.
The case for it
Capture level only matters when you are actually throwing spheres, which a combat party may rarely do.
Fair, and it depends on how you play. Wispaw only pays on back-bonus throws, so if you throw from the front it does nothing either. Katress is the more forgiving capture slot because its 10% to 50% sphere-preservation chance applies to every throw regardless of angle.
The case for it
Five slots of utility and mobility should still add up to a competitive damage profile.
They do not, and the guide will not pretend otherwise. Only Croajiro Noct weak-point bonus and Eidrolon self-buff contribute damage at all. This party wins on how quickly it clears and moves between objectives, not on how hard it hits any one of them.
An accessible party with one late-game member. Nothing here is a raid boss and everything is breedable.
Keep the build's identity while adapting the lineup to the pals you own or the encounter ahead.
Clearing roaming enemies, dungeons and mixed objectives where movement, repeated kills and occasional captures all matter. The Maraith engine needs things to die, so it is at its best against many small targets rather than one large one.
No. Its cooldown refund triggers on defeating an enemy, and a boss fight contains exactly one defeat, at the very end. Against a single large target it contributes nothing for the whole fight, so swap it for a damage or sustain pal.
Gaining 2% to 6% Attack and Movement Speed for each other Dragon or Dark pal in the party. Maraith, Croajiro Noct, Killamari and Wispaw are all Dark, so it is running at four stacks, which is 24% at full condensation. That bonus shrinks if you substitute in something that is neither Dark nor Dragon.
Yes, and it is the larger half. From the party slot it gives you and your pals 25% to 40% more Dark damage against weak points, with no activation required. In a party where four of five members are Dark, that is the real contribution and the launch is a bonus.
To benefit from Wispaw, yes. Its 1 to 5 capture levels only apply when the throw earns a back bonus. If you tend to throw from the front, Katress is the better capture slot because its sphere-preservation chance applies to every throw.
For Killamari to do anything, yes. It modifies the glider you have equipped to enable gentle floating and extend glide duration, rather than granting one. With no glider equipped that slot is empty.
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