A rotation keeps every hero leveled and rested. It is the schedule that makes permanent death survivable.
Why this matters
Without a rotation, the same four heroes carry everything until they die. Rotations build depth.
Step-by-step
- List every hero by level and role.
- Assign heroes to expeditions in groups.
- Rest stressed heroes between runs.
- Reserve the strongest party for bosses.
- Rotate in fresh heroes every expedition.
- Keep a bench ready for replacements.
- Review the rotation after every week of runs.
Tips
- Never run the same party twice in a row
- Bench depth beats hero quality
- Rest is part of the rotation
- Bosses get your best, fodder gets the rest
Common mistakes
- One party carrying every run
- No rest between expeditions
- No bench when a hero dies
- Rotating without tracking stress
Practical notes
Run heroes in shifts so none afflicts from repeated stress. A rested hero outperforms a grinded one. Keep at least two ready teams at all times. A bench saves a campaign from a bad run.
Run heroes in shifts so none afflicts from repeated stress, because an afflicted hero wastes turns and risks death. Keep at least two ready teams at all times so a bad run does not stall your progress. Recruit broadly at the Stage Coach and upgrade the ones you use most. A rested hero outperforms a grinded one, and a deep bench absorbs the losses that every long campaign suffers. Combine this with permanent death and rotations and the resource management guide.