Definitions
Neutralization DMG - the term and internal statistic used to indicate damage to Stagger Gauges, it can alternatively be called as just Stagger DMG.
Main DPS - A character whose job is to act as the primary damage dealer of the team, using a higher time on field than most other team members.
Sub-DPS - A character whose job is to act as a supplementary damage dealer for the team, with the ability to trigger valuable effects and damage while off-field, allowing you to use other team members.
Elemental Affliction - An element specific status effect that currently drives core interactions with high tier Equipment Sets and DMG output. Elemental Affliction reduces the enemies Elemental Resistance stat for its specific element, giving a higher theoretical DMG output.
Elemental Weakness - A property of enemies that indicates the strongest element to use against them. This stat increases the Total DMG the enemy takes, and is often an indicator for possible telegraphed attacks that can only be stopped by using characters or Link Chains with elements they are weak to.
The Classes of Mongil: Star Dive
- Fighters excel in the chaos of melee battles where allies and enemies clash. Fighters become more powerful proportional to the amount of enemies they are surrounded by, making them the best multi-target attackers.
- Assassins excel in dealing massive damage by exploiting an enemy’s opening. Assassins deal more damage while a boss is Staggered or during a Burst, allowing them to have unparalleled burst damage.
- Destroyers excel in boss battles. Landing attacks on the boss enemy fills the Stagger Gauge. Destroyers fill the Stagger Gauge faster, shattering boss shields at the fastest rate among the four classes.
- Supports excel in supporting the team. Supports increase their own and the Team’s DMG after a burst and switching out, making them the optimal Sub-DPS class and amplifiers for large damage chains.
Standard Compositions Formats
Mono-Element Team
Teams that have Three characters using the same element. This team has the highest theoretical damage output due to Elemental Affliction uptime and element-specific buffs between units. This team however loses the ability to react to specific elemental situations and is best used for when you know what type of enemies you are fighting.
Additionally, Mono-Element teams need to prioritize a range of Elemental-Affliction sources and maximize the status’s uptime to remain valuable.
2-Element Team
Teams that have Two characters using the same element. Preferably the main DPS and the Sub DPS. The team has the best balance between elemental coverage for exploiting weakness while still giving a high damage focus.
3-Element Team
Teams that make use of Three characters with different elements. This type of team gives maximum elemental coverage at the cost of inconsistent Elemental Affliction synergy and the inability to use strong element-specific supports. These types of teams are best for unique content like Dimensional Rift, Story, and for when you don’t know what enemies you will fight.
Fighter + Assassin + Support
A Fighter-centered team composition that focuses more on a balance between wave and boss damage. The team lacks high amounts of Stagger Damage, but often has higher direct damage compared to a Destroyer team, with the ability to still use fair stagger damage.
Assassin + Destroyer + Support
A Boss Killing-centered team composition that focuses on exploiting boss mechanisms and killing them in the fastest time. The team lacks high amounts of wave damage, but has the fastest clear times by utilizing the two extremes found in the Assassin and Destroyer class.
Fighter + Destroyer + Assassin [Sub-DPS]
A Aggressive team composition using the whole range of damage classes, with a Sub-DPS Assassin character to help increase consistent damage output and giving heavy boss damage. The team lacks high sustain and can be seen as risky, but has the most consistent balance between all modes of content.
The Shape Every Team Now Takes
The formats above still describe how teams are built, but the roster has settled into a pattern that did not exist at launch. Almost every competitive team is now three seats:
- Support A applies the debuff that the whole team’s damage rides on — usually
Narae
or
Yeonhwa
. - Support B carries the attack and crit buffs, and increasingly this is a Francis.
Francis: Summer Dive!
is best-in-slot for Earth outright, and at A2 she outperforms the standard
Francis
in any team whose carry scales with attack speed. - Main DPS is the seat you actually pick, and it decides which element the other two play into.
Two consequences worth internalising. First, the supports are largely interchangeable across elements, so the roster you build toward is one good Support A and one good Support B, then a carry per element — not three characters per element. Second, cooldown reduction on supports is what makes Reginula runs work, and it does almost nothing for conquest that is not Amon, so the same team gets built two ways depending on where you take it.
Current Compositions
Each element’s carries, with the full build for every seat — which monsterlings sit in which slot, which substats to chase, and how far each seat needs ascending — on its own page:
| Element | Carry | Team |
|---|---|---|
| Ice | Sera | Sera team |
| Ice | Cloud | Cloud team |
| Ice | Ophelia | Ophelia team |
| Fire | Mina | with Angel · without Angel |
| Fire | Summer Verna | Summer Verna team |
| Earth | Ellie | Ellie team |
| Earth | Gabi | Gabi team |
| Earth | Brisshell | Brisshell team |
| Lightning | Benjamin | Benjamin team |
| Lightning | Reina | Reina team |
| Lightning | Penny | Penny team |
| Lightning | Mabel | Mabel team |
| Wind | Esther | Esther team |
| Wind | Nagi | Nagi team |
| Wind | Mono Wind | Mono Wind team |
A few notes that do not fit in a table:
- Earth is the deepest element right now.
Brisshell
is the strongest Earth carry out of the box and applies permanent Earth affliction, which is also the trigger for the best armor set in the game. She and
Ellie
can be played together, with whichever one you have invested less in acting as the support. -
Gabi
is not worth starting before A4. Below that she does the damage of a four-star Francis. - Fire runs with or without
Angel
. On a low-dupe
Mina
Angel will often out-damage her outright, which is why the two versions of the team exist rather than one being strictly better. - Lightning has four carries and no consensus.
Mabel
only overtakes the rest at A4; before that she is a sidegrade to characters you likely already own. - If you do not own the Support A a team asks for, there is a Yeonhwa substitution for Ice, Earth and Wind — the Ice, Earth and Wind variants each rebuild the support pair around her.
Related Mongil: Star Dive Resources
Guide
Monsterling Guide: Builds, Traits & Progression
A complete guide to Monsterlings in Mongil: Star Dive, covering link and rank effects, stacking rules, the best monsterlings for each role, trait priorities, and a practical progression path.
Guide
New Gear Sets: What to Craft
Every new Mongil: Star Dive armor set rated for what it actually does — the five worth the crafting materials, the four that are dead weight, and which characters each one belongs on.
Guide
Melody Played on Heartstrings Guide
A practical Mongil: Star Dive guide for using Melody Played on Heartstrings, including stamina stacking, best holders, Fusion targets, and sample teams.
News
Mongil Chosen Promise Recruit Issue and October Fixes
Mongil: Star Dive suspended and reopened the Chosen Promise Recruit after a guarantee bug, and the known-issues list now names five characters whose Element Guidance text is wrong.
News
Mongil Developer Lounge Talk: October 14 With Chloe
Mongil: Star Dive's Developer Lounge Talk livestream is on October 14 at 10:00 (UTC), with a first look at Chloe, the October 21 update and a Half Anniversary celebration.