Talk:New Beginnings/@comment-2003:CC:A74E:2E08:4D67:928B:1871:F990-20190113164114/@comment-195.110.71.110-20190114113732

In lower difficulties you can get away with it quite easily, but in advance or extreme, running off-element teams is pretty much "if you don't proc in turn 1, you're wiped". I had instances in advanced where my light GLR turn skipper got one-shot in round 1.

If you're planning on running teams based heavily (or completely) on off-element cards, your best bet is to build around turn skippers: you need them to stall until the element shield is down and, well, just to survive. Also, don't bank on wining multiple rounds with these teams; your focus should be on clearing all rounds of a single wave with them, even if it means exhausting all skill procs.

The ideal off-element team, in my opinion, is 1 GLR multihitter with an attack buff second skill and burst unleash custom skill, 1 all allies skill unleasher and 3 high proc rate turn skippers. If you absolutely need an attack buffer, you can sub one in for the a turn skipper, but it makes you more suspectibe to a turn 1 wipe. If you can, try to at least add an attack buffer that has a good second skill: turn skip (e.g. Waitress Luana), skill nullification (e.g. Rex Luna Llena) or resurrect (e.g. Magatsuhi). (Yeah, I know all my examples are cool element cards :P)