Tier List

Tenebris: Terra Incognita Best Squad Compositions

Four-man cores that clear missions without wrecking your Solaris economy.

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Best Squads

Squad building in Tenebris: Terra Incognita is a four-hero puzzle on a 2×2 formation. Front tiles eat aggression; rear tiles protect snipers and medics. The best compositions change as careers unlock around levels 11 and 21, and again when 1.0’s late heroes and Necronom content demand new tools. This page maps practical cores for early, mid, and late campaigns. Pair it with the Hero Tier List when you must choose who receives the next epic weapon.

Formation basics that decide comps

  • Put Defencor-line or other tanks on the front row so provocation and armor matter.
  • Keep Pellentes / Sancto / Vidua and most Medicus builds on the rear row.
  • Miles / Impetum can flex forward if Forced March and medium armor let him carve space, but he still dies if left alone into elites.
  • Drag formation tiles before the mission commits—see Controls if you are still learning the UI.

A “best” squad is one that finishes the briefing with ammo, HP, and sanity to spare for the next sortie. Pure damage foursomes look great until the hospital queue empties your budget.

Early game — learn the tempo duo

Miles + Pellentes damage core

The developers themselves highlight this pairing: Miles and Pellentes can shred an enemy team on turn one when aim and armor-ignore lines cooperate. Add a Defencor and a Medicus to create the classic starter four:

  1. Front-left: Defencor
  2. Front-right: Miles
  3. Rear-left: Medicus
  4. Rear-right: Pellentes

Why it works: Pellentes deletes priority soft targets; Miles grenades and marches for follow-up; Defencor holds the line; Medicus recovers mistakes. Why it fails: If you overextend Miles without Forced March planning, or leave Pellentes exposed to flanking bugs, the duo collapses. Practice positioning on easier difficulty before you take this core into nightmare spawns—see Difficulty Tips.

Safe learning variant

Swap Miles to a second Defencor or Technicus if you are still learning armor and lock interactions. Clear speed drops, but you will waste fewer stimulants and hospital visits while you master Basic Classes.

Mid game — careers rewrite the roster

Around level 11, promote with intent. Common mid cores:

Impetum + Sancto / Vidua strike squad

Promote Miles into Impetum and Pellentes into Sancto (control sniping) or Vidua (raw damage). Keep Legionnaire or a sturdy Defencor up front and Medicus in the back.

  • Best at: Elite priority targets, story missions that punish slow clears.
  • Watch for: Light-armor snipers melting if your tank loses provocation uptime.

Tank + healer fortress

Legionnaire + Medicus (or advanced medical careers) form the spine. Fill the other two slots with one dedicated damage dealer and one flex (Technicus, Ignifer, or a second damage career).

  • Best at: Attrition maps, poison/bleed-heavy enemies, players who hate reloading saves.
  • Watch for: Low clear speed if both flex slots go defensive.

Ignifer burn package

When packs dominate, promote Defencor toward Ignifer and bring a damage dealer who benefits from burning targets. Medicus still matters because burn comps can take chip damage while waiting for DoTs.

Before you lock promotions, read the Career System page so you know how hold-to-unlock and talent resets work. Mid game is where accidental careers waste the most time.

Late game — steel and heat

Version 1.0 pushes squads toward specialized late tools: ten new subclasses, Necronom mechanics, and world bosses that expect level-30 preparation.

Centurio + Phoenix mech core

Field Centurio and Phoenix together when you want armored durability plus heat-based area denial. Fill remaining tiles with a precision damage dealer (Sancto/Vidua/Impetum line) and a healer or Librator utility piece.

  • Best at: Packed waves, long boss phases, “steel giant” fantasy that still clears efficiently.
  • Watch for: Gear and level gates—underbuilt mechs are slow and hungry.

Hybrid boss squad

World bosses and extended story fights reward:

  1. One armor-ignore burst threat
  2. One sustained DoT or cleave threat
  3. One true tank
  4. One dedicated healer/support

Exact names vary with your promotions, but the role quartet stays stable. Check Version 1.0 for the content that forces these tools.

Bench and rotation advice

You will not field the same four heroes every mission. Keep a Technicus available for locks and bonus loot, a burn specialist for swarms, and a second damage dealer when your primary is hospitalized. Solaris crew upgrades and arsenal purchases should support two viable foursomes by mid game, not a single fragile dream team.

Anti-patterns

  • Four damage dealers, zero sustain.
  • Two snipers without a front row.
  • Promoting every hero the moment level 11 appears without a squad plan.
  • Ignoring formation drag and wondering why the medic is tanking.

How to adapt after patches

If Ignifer burn stacking, Medicus cleanses, or Legionnaire armor regen get tuned, rebuild the affected core instead of forcing old muscle memory. Track changes on Patch History and re-open the Tier List Hub after major notes. For controls that make experimenting faster—map, inventory, bestiary, hold-to-unlock careers—use the Controls reference.

Master one early core, one mid promotion plan, and one late specialized package. That progression beats chasing every new 1.0 subclass at once.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What is the best starter squad?

Defencor, Miles, Medicus, and Pellentes in a 2×2 with tanks/damage up front and sniper/medic in the rear is the most reliable early core.

When should I switch to Centurio and Phoenix?

Once mid-to-late gear and levels support armored careers and you face denser packs or long bosses. They are not mandatory for the first hours.

Do I need a healer in every squad?

Almost always for campaign efficiency. Skipping Medicus can work on easy clears but usually increases hospital costs and reloads.

How many squads should I maintain?

Aim for two usable foursomes by mid game so injuries, mission types, and locks do not stall your campaign.