FFXIV Best Adventure Squadrons Set-up (Extreme)

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I had some free time recently and started looking into Adventurer Squadrons. I searched around and found only this beautiful guide, but it is from 2 years ago, and there were no stats shown, so I feel like it's time to update on the guide and make it more nerdy. This guide that should guarantee the highest success rate for all Squadron Missions when fully leveled! Note: This guide considers both Squadron Missions and Command Missions at the same time, (where you run dungeons with your squad)!

If you just want quick answers, here they are. I'll explain the details later!

General Best Set-up (Main Focus of this guide)

  • Roster: Marauder (MRD) / Conjurer (CNJ) / Pugilist (PGL) / Lancer (LNC) / Thaumaturge (THM) / Arcanist (ACN) / Archer (ARC) / Rogue (ROG)
  • Chemistry: Physical / Mental / Physical / Physical / Mental / Mental / Tactical / Tactical
  • Regimen Board (Attributes): Physical 40 / Mental 160 / Tactical 200

Squadron Missions Lazy Set-up

  • Roster: 2 Marauder (MRD) / 2 Conjurer (CNJ) / 2 Pugilist (PGL) / 2 Archer (ARC)
  • Chemistry: Physical / Mental / Physical / Tactical

  • Regimen Board (Attributes): Physical 100 / Mental 200 / Tactical 100

    Squadron Missions Alter Set-up


  • Roster: 2 Marauder (MRD) / 2 Conjurer (CNJ) / 1 Pugilist (PGL) / 1 Archer (ARC) / 2 Arcanist (ACN)


  • Chemistry: Physical / Mental / Physical / Tactical / Mental


  • Regimen Board (Attributes): Physical 160 / Mental 0 / Tactical 240

The short version ends here. Next, I'll explain why I chose these compositions.

--Introduction--​


First, the highest attribute requirements across all missions are 590 / 620 / 600. It is impossible to achieve these numbers simultaneously under any circumstances. Fortunately, no mission requires you to meet all three top-tier stats at the same time; they generally follow a medium/high/ultra-high pattern. After checking Wiki for the possible stat combinations each mission can randomly roll every week, and filtering out the duplicates, we are left with only 6 combinations:

  • 590 / 305 / 430
  • 590 / 430 / 305
  • 275 / 620 / 430
  • 430 / 620 / 275
  • 295 / 430 / 600
  • 430 / 295 / 600

The sum of the three requirements is 1325 points. A fully leveled Adventurer Squadron provides 856 points, plus the 400 points from the Regimen Board, totaling only about 1256. Mathematically, it's a dead end.

However, with a keen eye, we find that the Physical requirement is generally the lowest and the easiest to meet without relying on any RNG Affinity bonuses. Therefore, the strategy is to completely abandon stacking Physical and focus entirely on Mental and Tactical. This ensures we can always guarantee meeting these two, and occasionally achieve perfect 3/3 stat match with Affinity bonuses. (or without! Keep reading!)

But here, a curious Sprout might ask: "Didn't you just say we are 69 points short? How do we reach 1325?" This brings us to the "extreme" conditions mentioned in the title.

Adventurer Squadrons have the Squadron Chemistry mechanic, and the three most powerful Chemistry effects are:

  • Physical +20%
  • Mental +20%
  • Tactical +20%

If these Chemistry effects are assigned to the classes with the highest base stats in their respective categories, they will make up for the needed points, making it very easy to guarantee a 2/3 match, and occasionally hit a 3/3 match. Of course, the actual situation depends on what specific Chemistry trigger conditions you manage to roll. However, you simply cannot meet the requirements for missions without going to extremes. Besides, Squadron Missions are just a simple "set and forget" feature anyway; you'll eventually graduate one day.

--Why Choose These 8 Classes--​


First, the Tank. Between Gladiator (GLA) and Marauder (MRD), since you can only deploy one Tank per command mission and we've completely given up on investing in Physical attributes, we choose MRD, which has the highest Physical stat between the two. When a mission rolls the lowest Physical requirement of 275, the setup MRD + CNJ + THM + ACN yields: 130 * 1.2 + 31 + 31 + 31 + 40 = 289. This just barely crosses the line, and MRD is the only job that can achieve a 3/3 match without triggering a affinity bonus.

For the Healer, Conjurer (CNJ) is the only option, so there's nothing much to say.

For the DPS, we utilize all of them for more chances to trigger affinity. You simply flex your choices depending on which specific stat requirement is the highest for the given mission.

Specific Team Compositions​


Since this is a community forum and not a lecture hall, showing the math once is enough. I'll just list the results directly:

  • Physical Team: MRD + CNJ + PGL + LNC (395 / 435 / 508)
  • Mental Team: MRD + CNJ + THM + ACN (289 / 635 / 432)
  • Tactical Team: MRD + CNJ + ARC + ROG (331 / 423 / 608)

You don't need to strictly memorize the exact compositions for each team. Except for Pugilist, all jobs are skewed toward one specific stats. So, you can literally just close your eyes and pick the two DPS with the highest relevant stats for any mission.

Practical Application of Teams in Missions​

  • 590 / 305 / 430: Physical Team achieves 2/3
  • 590 / 430 / 305: Physical Team achieves 2/3
  • 275 / 620 / 430: Mental Team achieves 3/3 (without Affinity!!)
  • 430 / 620 / 275: Mental Team achieves 2/3
  • 295 / 430 / 600: Physical Team or Tactical Team achieves 2/3
  • 430 / 295 / 600: Tactical Team achieves 2/3

As you can see, many of these just barely meet the requirements. That's why it's truly an extreme setup: you cannot change the Regimen Board, and you cannot change the Squadron Chemistry.

Additionally, you can swap THM for a second ACN because we all know 2 ACN is the best command mission set-up. You'll still be meeting the stats requirements, but you'll have less chances of triggering Affinity and Chemistry.

You don't need to strictly memorize the exact compositions for each team. Except for Pugilist, all classes are heavily skewed toward specific stats. So, when facing any mission, you can literally just close your eyes and pick the two DPS with the highest relevant stats.

Squadron Chemistry & Affinity​


This is actually quite straightforward. I'll just copy paste and slightly modify the text from the wiki.

After completing a Squadron Mission, squad members may acquire a new Chemistry. Once a member acquires it, the player must go to the Regimen Board, select "View Squadron Roster," and then "Confirm Chemistry" to set (or change) it. The member will only carry this new Chemistry on the next mission after it is set. If you proceed to the next mission without setting the newly acquired Chemistry, it will be lost.

When selecting squadron missions, some will have a "Mission Affinity" for certain races or classes. Any squadron members that match the mission affinity will have their chemistry guaranteed to activate. For chemistries that raise a stat or raise trigger rate by a percentage, that increase is doubled.

--Overwhelming Burnden of Thinking--​


"This is still too much brainpower you need from me. Is there a simple, brute-force composition for us casuals?"

Yes, my brothers and sisters, there is. The above-mentioned lazy set-up:

Squadron Missions Lazy Set-up

  • Roster: 2 Marauder (MRD) / 2 Conjurer (CNJ) / 2 Pugilist (PGL) / 2 Archer (ARC)
  • Chemistry: Physical / Mental / Physical / Tactical
  • Regimen Board (Attributes): Physical 100 / Mental 200 / Tactical 100

They respectively have the highest Physical, Mental, and Tactical stats, while Pugilist is the balanced type. When deploying, you basically lock in the two Pugilists, then look at whether Physical, Mental, or Tactical is highest requirement, and swap in the two corresponding classes. If you just want simple rewards, this setup is perfectly fine.

Additionally, you can swap one PGL and one ARC for two Arcanists (ACN) to also accommodate running Command Missions for exp farming.

Squadron Missions Alter Set-up

  • Roster: 2 Marauder (MRD) / 2 Conjurer (CNJ) / 1 Pugilist (PGL) / 1 Archer (ARC) / 2 Arcanist (ACN)
  • Chemistry: Physical / Mental / Physical / Tactical / Mental
  • Regimen Board (Attributes): Physical 160 / Mental 0 / Tactical 240

However, this means you can no longer deploy brainlessly like the lazy set-up and will need to make adjustments every time. Regardless of the set-up, the Chemistry choices remain the same as the main set-up.

--Closing Words--​


If you have any questions, feel free to ask. Thanks to the wiki editors; without the data they mined, it wouldn't be this easy to calculate the final results. Remember to check the wiki first, and come ask if something isn't there or you still don't understand.

So what are the main rewards for farming Squadron Missions? Is it worth doing?​


It depends on what type of player you are. For most people, it's probably optional. The main rewards are consumable items (Squadron Manuals) that grant the exact same effects as Free Company actions on the highest tier. You can get 10 a day, and the buff lasts for two hours. They don't stack with active FC buffs, but you can have multiple different manuals active at once. So, you can simultaneously have reduced teleportation rates, extended food duration, increased battle/crafting EXP, reduced gear wear, increased spiritbond gain, MGP/Grand Company Seals bonuses, etc., all active at the same time. The EXP buff, in particular, can stack with other similar effects which makes leveling easier.

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