There is a Tiger Balm team in Octopath Traveler 2, which allows players to easily complete missions. Here is a recommended guide for how to configure the team in Octopath Traveler 2. If you need to know more, you can read it.
Team sharing
To turn a swordsman into a weapon master, try to learn all the random defense-breaking weapon skills. A dancer can turn into a priest, and a thief can turn into a businessman with the EX skills of the holy official. Just learn mercenary summoning and BQ teleportation. After the main plot ends, the scholar with better disguise skills will be transferred to the weapon master to break the blood limit, then to the priest to point out light magic, and finally to the thief who is specially equipped with a fire dagger, so he can increase defense and lower defense when he has nothing to do.
Core idea
Downstairs, I will tell you in detail how to operate this team and its benefits. The core of this team is how to use bq after the thief turns into a merchant.
By default, the team's highest speed must be a thief, and you can occasionally be a dancer.
The strategy when playing the map normally is: 1 Thief and Merchant, then start with bq and give it to the swordsman/scholar (the criterion is that the location is closer or the firepower is high enough). 2 dancers can dance casually to increase attack/magic gain.
No monster can survive until the second round without breaking the defense.
In the later stage, there are occasionally level 45 monsters that are difficult to defeat without breaking the defense. At this point, the swordsman weapon master and the skills of other people in the team can basically break the defense in one round. Give priority to destroying the closest enemy on the opposite side and everything will be fine.
In the later stage, if you save trouble, the team can always walk at night to take advantage of the Thief's own buffs. After the Dancer turns to pray, the Swordsman Weapon Master can add magic to break the defense.
BOSS play style
The thief who is good at fighting bosses transfers BP to the dancer to use the priest ex skill of the dancer, and then the dancer uses the priest ex skill to the swordsman weapon master. Since the swordsman already has multiple random skills for most weapons, one round after the bonus of the priest ex Act twice, and most bosses will break through their defenses in one turn.
Note that the default for this operation is that the thieves and merchants always have the highest speed (must pile up speed)
There are two situations after the boss breaks through the defense: 1. The thief tries his best to feed the swordsman as much BP as he can, and the method is not limited to feeding props. The swordsman's EX skills are used twice in one round to ensure that the boss will be half-healthy in the second round. At this time, the scholar, as the attack deputy, uses the highest damage magic to supplement the output.
2. If the swordsman BP fails to keep up or the boss changes its weakness in the next round, it requires the magic output of the scholar or a beating with a small stick to break the defense. Give priority to 1bp (thieves generally have no increase at this time) to scholars. Scholars use big magic to break defense magic in the next round. When magic breaks the defense, the scholar can use the boost to wait for the next round to attack. If you need to attack with a stick to break the defense, the scholar who has used up BP can lower the defense of the boss at his leisure.
The use of dancers in this team is quite flexible. After the priest ex is used, the dancers who are idle can raise health for teammates/fill Bp with props/increase attack and magic.
The potential of the thief can ensure that two actions will inject BP to different people respectively. The priority is: the dancer's priest ex refill, the swordsman's output, and the scholar's assistance.
If you are really too idle, use your potential to disguise yourself as a swordsman in the first action, and replenish your BP in the second action. After the next round of defense breaking, the thief can directly use the swordsman ex skills.
When I fought the main line boss of thieves and the five-story tower, the swordsman took two actions in one round and added the scholar's 2 ultimate magic plus the thief's disguised swordsman. After that, the EX defeated the five bosses.
The scholars in this team mainly focus on off-hand output and off-hand defense breaking. His usefulness is mainly in the map exploration process of this team.
Note that if this team can play output, it must not raise the health line. Hesitation leads to defeat. It's a matter of life and death with the boss.
The three consecutive battles of the warriors in the main line and the final boss of the five-story tower were the highlight moments of this team. The five-story tower boss was gone in two rounds despite knowing the boss's weaknesses.
Finally, I would like to add that the merchant's money-collecting skills can be used to test the boss's blood volume, which is more useful than the scholar's spending one round to check the blood volume.
The above is the entire recommended strategy for how to configure a team in Octopath Traveler 2.