Leda's Part 2 team: Mu and Creek on the front line, with healing to maintain full-HP evasionMinor spoilers
Prioritize the starting companions, Inyoni, Mikaela, and Catania. Keep Loretta at full HP with ranged healing, then manage equipment weight around Attack Speed.
Original video: Recommended companions and team setups for Leda's route: A smooth clear through Part 2, plus what to carry | Gaming channel Jagaimo with Games 2nd | Watch the original video
Prioritize your starting companions,
Inyoni,
Mikaela, and
Catania. Keep
Loretta at full HP with ranged healing, then manage equipment weight around Attack Speed.
Core units and substitutes for Part 2
Leda's route has excellent companions even without recruiting from other teams. This lineup carried me smoothly through the end of Part 2, especially
Mu and
Creek, alongside
Inyoni,
Mikaela, and
Catania. Part 2 allows around 13 deployed units, and these characters can all reach advanced classes later on.
Benditz has a clear edge as a
Charioteer, but stands out less after moving to an advanced class.
Inyoni has slightly lower accuracy, but her Strength and Combat Art critical rate make kills more satisfying.
Mikaela is also solid as a
Warrior.
Io's abilities look good, but comparing him with
Creek in this team shows a clear Attack Speed gap.
Mu’s growths and Loretta’s evasion
Mu has high Dexterity and Speed, so they rarely miss and have good Avoid, without low Strength or Defense. Their growth ability makes stat gains more likely, and
Warrior’s Blood increases base stats according to weapon type. I have had great results with swords and bows, and other paths have abilities to match too.
Olympia gains critical rate with magic equipped, then another bonus when using
Nosferatu, for 20 extra critical rate in total. She can heal and also deal frequent critical damage.
Sirocco has high Attack Speed and solid Defense and Resistance, so he can double and hold his ground.
Leda is naturally fast and has convenient Blaze performances. During Overblaze, she can attack after performing, combining support and damage in one turn.

Sha Lan's rescue supports durable frontliners
Sha Lan can use Resquia to pull allies back from danger or distant positions. After bringing them closer, she can follow with support magic, and she also adds Speed to adjacent allies. Her main jobs are adjusting formation and healing. There is no need to force an offensive build.
Buccar works better when enemies come to him. Damage reduction when hit and armored durability protect the backline, while learning
Armored Move helps him keep up.
Fianna has high Magic but low Defense and Speed, making close enemies dangerous. Use her mainly for healing, with a chance not to consume spell uses when restoring HP. She lacks
Physic, however, so must stand closer.
Benditz gains 20 Hit as a
Charioteer, losing that standout advantage when he leaves the chariot.
Mikaela gains Hit on close-range attacks, pairing well with her Strength for melee combat.
Inyoni gains 3 Strength with a bow equipped, plus attack and critical rate from bow Combat Arts. Her damage role is clear.
Reduce weight to preserve follow-ups
Creek gains Attack Speed and Avoid when the enemy initiates, making follow-up counters easier. He only joins in Part 2, so use other cavalry before then.
Catania gains Hit when her Attack Speed exceeds the enemy's, with attack and Avoid bonuses coming later. Reducing weight is valuable for her.
Flitting Flier raises Attack Speed and
Airfighter adds Hit, though in practice I value Avoid more.
Io favors initiating. His Defense, Avoid, Hit, and attack all benefit when he attacks first, but his Attack Speed is low. Good-looking abilities do not necessarily let him catch
Creek.
Do not equip items solely to maximize Attack Speed. Characters near the follow-up threshold need lighter loads so one extra heavy item does not cost them a double. That does not mean discarding every shield and useful accessory.
Flyssa,
Levin Sword, and
Hammer help against armor.
Cleansing Blade broadens your coverage, while
Short Spear and
Hand Axe let melee units reach two tiles away.
Give everyone a
Concoction so they can recover independently even when the healer is injured. Frontliners and tanks can carry shields as needed, or accessories that add Avoid after a Combat Art, covering both survival and damage.