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Curated party archetype

Sustain and Rescue Squad

Updated

Four healing layers at four different trigger points, from per-second to post-death.

Rebuilt around what the game actually gives you for staying alive. Celesdir restores 0.15% to 0.75% of your Health every second with no condition attached, which at rank 5 is roughly 45% of your bar per minute during the fight. Felbat returns 5% to 9% of the damage you deal as Health while it is the pal beside you. Lyleen is the panic button, an activated heal worth 80% to 90% of the party Health on a 300-second cooldown. Herbil covers the case where all of that failed, restoring 30% to 60% of your maximum Health when you are incapacitated. Solenne takes the last slot so the fight can actually end.

Your five-slot partyReady to load
CelesdirContinuous regeneration
FelbatLife steal
LyleenEmergency party heal
HerbilPost-incapacitation rescue
SolenneThe damage slot
Core slots load at rank 1; use the open slots and rank controls to adapt the party.
5Party members
3Effects surfaced
5Max partner rank
1.0Dataset synced
// 01

The lineup

5 core members

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.

Continuous regeneration01
Celesdir 1 effect

Restores 0.15% to 0.75% Health per second with no condition in the shipped text, so it runs during combat. The description also mentions party pals, though the recorded effect target is you and Celesdir itself.

  • Health Regeneration per Second0.15% 0.75%You and palUnique effect · does not stack
Recruitment route

Catch it in the wild. Spawns at levels 54 to 68 across 1631 points on the main island.

Life steal02
Felbat 1 effect

Returns 5% to 9% of damage dealt as Health, but only while you and Felbat are fighting together. Bench it and this slot does nothing at all.

  • Life Steal (you and Felbat)5% 9%You and palUnique effect · does not stack
Recruitment route

Catch it in the wild. Spawns at levels 20 to 66 across 181 points on the main island.

Emergency party heal03
Lyleen Core attacker

Activated: restores 80% at rank 1 and 90% at rank 5 of the Health of you and your party pals. The cooldown is 300 seconds, so it fires at most twice in a ten-minute tower run.

Activated partner skills carry no rank curve in the 1.0 export, so this does not appear in the scaling table. The dataset does record the timing: a 300-second cooldown.
Recruitment route

Catch it in the wild. Only spawns on the World Tree region.

Post-incapacitation rescue04
Herbil Core attacker

Restores 30% at rank 1 and 60% at rank 5 of your maximum Health when you are incapacitated. It is the only effect in the party that helps after everything else has already failed.

Stored as an activated value rather than an effect curve, so it does not reach the scaling table below.
Recruitment route

Catch it in the wild. Spawns at levels 1 to 50 across 269 points on the main island.

The damage slot05
Solenne 1 effect

Pays 30% to 80% attack while no two pals share a species. It also feeds Felbat: life steal is a percentage of damage dealt, so raising attack raises your healing.

  • Attack (all species unique)30% 80%YouUnique effect · does not stack
Recruitment route

Catch it in the wild. Only spawns on the World Tree region.

TipThe short version

Celesdir is healing you every second from the party slot, with no input required. Field Felbat so its life steal is live, and keep attacking, because that is what turns damage into health. Hold Lyleen for a moment when both you and your pals are hurt, because its cooldown is five minutes. Herbil is the one that fires after you go down.

// 02

Condensation scaling

Rank 1 → Rank 5

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 / rolePartner effectAffectsRank 1Rank 5
CelesdirContinuous regeneration
Health Regeneration per SecondUniqueYou and pal0.15%0.75%
FelbatLife steal
Life Steal (you and Felbat)UniqueYou and pal5%9%
SolenneThe damage slot
Attack (all species unique)UniqueYou30%80%
Values verified against current partner-skill rank curves
// 03

Passives to implant

3 core · 4 total

Two of this party healing effects are percentages of damage dealt or of your maximum Health, which makes attack and health both scale healing. That is unusual, and it decides the passive plan.

Vanguard

All five slots
Rank 3 · Standard pool

10% increase in Player Attack.

Felbat life steal is a percentage of the damage you deal, so player attack is a healing stat in this build as well as a damage one. Put it on all five slots.

50% player attack across five carriers

How to get it

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.

Immortality

All five slots
Rank 4 · Mutation

Absorbs 100% of damage dealt and restores Health. Pal Auto Health Regeneration Rate +100%. Attack +15%.

Life Steal +5% on top of Felbat 9%, plus 15% attack which then feeds that life steal again. This is the one party in the library where a second life-steal source has something to compound with.

How to get it

Mutation-pool only. Breed for it across several breeding bases, or pull the implant from the ancient relic recycler.

Idiosyncratic

All five slots
Rank 4 · Mutation

Pal and Player Auto Health Regeneration Rate +50% Defense +25% Immune to Poison Damage Immune to Burn Damage

Immunity to poison and burn is the gap this party cannot otherwise close. Damage over time is a percentage of your maximum Health and ignores Defense entirely, so no amount of healing throughput fixes it.

Defense and regeneration on every carrier, immunities do not need stacking

How to get it

Mutation-pool only, same routes as Immortality.

Stronghold Strategist

Nice to have
Rank 3 · Standard pool

10% increase in Player Defense.

Lower priority than usual. This party answers damage by recovering from it rather than by preventing it, so defense is competing with a healing plan that is already dense.

50% player defense across five carriers

How to get it

Same bounty officer, same one-time purchase.

// 04

Gear and loadout

8 picks

Sustained fire matters more here than in any build except the poison ones, because your healing is generated by dealing damage. A weapon that is reloading is a weapon that is not healing you.

Weapons

Felbat returns a percentage of damage dealt, so damage per second converts almost directly into healing per second.

  • Primary
    Plasma RifleTech Lv 78

    The highest sustained damage per second in the game, which in this party also makes it the highest sustained healing.

    A rifle that releases an electrical discharge from the point of impact, which chains to multiple enemies.

    Paloxite Ingot ×80Bio Battery ×50AI Core ×8Ancient Civilization Core ×7
  • Pre-endgame primary

    Run this until technology 78. Cheap ammunition suits a party that wants to fire continuously.

    An assault rifle made from Soralite Ingots. It has been enhanced to handle powerful ammo while maintaining its versatility.

    Soralite Ingot ×100Carbon Fiber ×50Bio Battery ×30AI Core ×5
  • Off-hand
    Drone LauncherTech Lv 77

    Drones deal their own damage while you reload, which keeps pressure on. Whether that damage counts as yours for life steal is not recorded in our data, so do not build around it either way.

    A launcher that fires drones which perform autonomous attacks. Capable of deploying up to 9 units, enabling sustained suppression.

    Paloxite Ingot ×70World Tree Holy Water ×40AI Core ×8Ancient Civilization Core ×5
  • Attack food

    Worth 20% attack, and therefore also worth more life steal. Attack and defense food replace each other, so take attack.

    Now with cheese, this dish has reached the highest level of fine cuisine. Eating it will increase Attack by +20% and stay full longer for a period of time.

    Mozzarina Meat ×2Flour ×1Tomato ×2Milk ×2

Accessories

Health is a healing stat here, because two of the four recovery effects are percentages of your maximum. That pushes the defensive accessories up the list.

  • Bulk

    Defense Up Lv. 4 and Health Up Lv. 4. The health half raises what Celesdir per-second tick and Herbil rescue both restore.

    An accessory that greatly raises Defense and Health.

    Refined Ingot ×40Honey ×20Paldium Fragment ×35Ancient Lava ×30
  • Attack slot 1

    Attack Up Lv. 4, worth 20% attack, which is also 20% more life steal throughput.

    An accessory that greatly raises your Attack, and that of the Pal fighting alongside you.

    Refined Ingot ×20Bone ×30Paldium Fragment ×35Ancient Bone ×30
  • Attack slot 2

    Attack Up Lv. 3 for another 15%.

    An accessory that raises Attack.

    Ingot ×25Horn ×20Paldium Fragment ×25Ancient Civilization Parts ×2
  • Survivability

    Extends roll and sidestep invincibility by 20%. Damage avoided entirely never has to be healed back.

    An accessory that extends the invincibility period of rolls and sidesteps.

    Refined Ingot ×30Plasteel ×10Pal Metal Ingot ×15Ancient Bone ×30
// 05

Stat point priority

Highest priority first

Health first and unambiguously, because it is the multiplier on two of the four healing effects rather than just the pool they refill.

  1. 1HealthFirst. Celesdir restores a percentage of it every second and Herbil restores a percentage of it on incapacitation, so a larger pool means both heal for more.
  2. 2AttackSecond, and it is a healing stat here. Felbat returns a percentage of damage dealt, so attack raises your recovery as well as your damage.
  3. 3StaminaThird, for repositioning while the regeneration catches up.
  4. 4Weight and work speedLast. Neither does anything in a boss fight.
// 06

How to play it

6 steps

Four healing effects that fire at four different moments. The skill is knowing which one you are relying on right now, and not wasting the ones with long cooldowns.

  1. 1Field Felbat, do not bench it

    Life steal is worded as you and Felbat fighting together, so it only applies while Felbat is the active pal. This is the single most misread line in any sustain build: leaving Felbat in a party slot gives you nothing.

  2. 2Let Celesdir handle the chip damage

    At rank 5 it restores 0.75% of your Health every second, all fight, with no input from you. That covers the small hits so the cooldown heals stay available for the large ones.

  3. 3Keep attacking, because attacking is healing

    Felbat returns a percentage of damage dealt. Backing off to recover is exactly backwards in this party: retreating switches off your largest healing source at the moment you need it.

  4. 4Hold Lyleen until it is worth 90%

    The cooldown is 300 seconds, so you get roughly two casts in a ten-minute tower fight. Using it as a top-up when you are at 70% wastes most of a five-minute resource.

  5. 5Treat Herbil as the last line, not a plan

    It restores 30% to 60% of your maximum Health when you are incapacitated. That is a genuine save, but building around going down is not a strategy. It exists so one mistake does not end the run.

  6. 6Accept that this party kills slowly

    Four of five slots are recovery and only Solenne adds damage. Against a boss with an enrage timer or a tower ten-minute clock, throughput can be the thing that fails rather than survival.

// 07

What this build turns down

4 considered

This lineup is three slots different from the community version it started as, and the reason is blunt: three of the original five contributed nothing to a fight.

The original Elphidran, Tetroise and Whalaska slots

The case for it
The source comment picked these three as durable bodies to rotate through, valuing raw bulk over a numerical party buff.

Their partner skills do nothing in combat, and reading them makes that plain. Elphidran makes Dark pals drop 40% to 80% more items when defeated, which is a loot effect. Tetroise raises the Mining Work Suitability of other base pals by one level, which only applies at a base. Whalaska improves the fishing minigame capture gauge. A party built to survive long fights was spending three slots on looting, mining and fishing.

Keeping bulk instead of buffs

The case for it
High-stat bodies still soak damage even when their partner skill is irrelevant, so the slots were not truly wasted.

Partner effects work from the party slot whether or not the pal is fielded, so a slot spent on a pal you are not fielding and whose effect does nothing is genuinely empty. You can still field a bulky pal; you just should not spend a party slot to do it when Celesdir, Felbat and Herbil are available.

Running this instead of the Aegis Wall shield tank

The case for it
Both parties are built to survive, so one of them must simply be the better version.

They solve it in opposite directions. Aegis Wall prevents damage: Silvegis cuts 80% of shield damage before it lands. This party recovers from damage after it lands. Prevention scales better against large hits, recovery scales better against sustained chip damage, and against damage over time neither works, which is why Idiosyncratic is a core passive in both.

Stacking a second big activated heal

The case for it
If one 90% party heal is good, two would double the number of emergency saves available.

Cooldowns this long are not the limiting factor twice over. Lyleen 300 seconds already means two casts in a tower run, and a second copy occupies a slot that Celesdir per-second regeneration or Felbat life steal would fill with continuous value instead of another rare button.

// 08

Where to get everything

6 stops

Celesdir and Felbat are the two that change the build most, and both are ordinary catches. Lyleen is the only real project.

  1. Catch or breed the five palsEvery recruitment route is on the role cards above, pulled from the mapped spawn tables. All five are breedable, so a missing species is a breeding project rather than a wall.
  2. Condense Celesdir firstIt carries the steepest curve in the party, from 0.15% to 0.75% Health per second. That is a fivefold increase and it turns a barely noticeable trickle into roughly 45% of your health bar per minute.
  3. Condense the rest to rank 5The remaining headline values are rank 5: 9% life steal from Felbat, a 90% party heal from Lyleen, a 60% rescue from Herbil and 80% attack from Solenne.
  4. Chase Immortality for the life-steal stackImmortality adds 5% life steal and 15% attack. It is the only passive in the game that compounds with Felbat, and the attack half feeds the life steal again.
  5. Work the recycler for IdiosyncraticPoison and Burn tick as a percentage of your maximum Health and ignore Defense entirely. No amount of healing throughput closes that gap; immunity does.
  6. Buy Vanguard onceThe bounty officer sells it for bounty tokens. In this party it raises damage and healing at the same time, which no other implant does.
// 09

Alternates and flex picks

4 viable swaps

Keep the build's identity while adapting the lineup to the pals you own or the encounter ahead.

Discussion

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FAQ

Frequently asked questions

Why did this party change so much?

Three of the original five slots did nothing in a fight. Elphidran partner skill makes Dark pals drop more items when defeated, Tetroise raises the Mining Work Suitability of base pals, and Whalaska improves the fishing minigame. Those are loot, base-work and fishing effects in a party whose entire purpose is surviving long fights. Celesdir, Felbat and Solenne replace them.

Does Felbat heal me from a party slot?

No. Its skill is worded as you and Felbat fighting together, so life steal only applies while Felbat is the active pal. Benching it gives you nothing, which is the most commonly misread line in any sustain build.

Is this a fast boss-kill party?

No, and that is the trade. Four slots are recovery and only Solenne adds damage. Against a boss with an enrage timer, or a tower with a ten-minute clock, your throughput can be the thing that fails rather than your survival. If you are timing out rather than dying, swap a healing slot for damage.

When should I use the Lyleen heal?

When both you and your pals are meaningfully hurt, not as a top-up. The cooldown is 300 seconds, so you get roughly two casts in a ten-minute fight. Celesdir per-second regeneration is what handles routine chip damage.

How is this different from the Aegis Wall shield tank?

Opposite directions on the same problem. Aegis Wall prevents damage, led by Silvegis cutting up to 80% of shield damage before it lands. This party recovers from damage after it lands, through per-second regeneration, life steal and two cooldown heals. Prevention is better against large single hits, recovery is better against sustained chip damage.

What can none of this heal through?

Poison and Burn. Both tick as a percentage of your maximum Health and are unaffected by Defense or mitigation, so they scale with the same stat your healing scales with and cancel it out. Idiosyncratic grants immunity to both, which is why it is a core passive here rather than an optional one.