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During first trips through dungeons, I like to have more physicals than mages, but if I know for a fact what things are weak to that I can take advantage of, then I swap out my slower or weaker guys. Right now, farming for a Natural in the volcanic crater from Torch Ghosts, so I got my hero (built as a physical attacker with Giraffe clothes and Water Bracelet), Crystal (with Clubs and speed gear to act first to use Holy Water so my attackers can use better equips to kill them), two water attack-all, a single-target wind (Cactus Claw killer), a single-target light attack Denpa (for massive Torch Ghost damage even if I can't get Holy Water out just yet, and for the occasional Golden Ham, who doesn't take much from physical hitters), and two high power/speed physical attackers, non-antenna, with Light Bracelets on for insane ghost-slaying power. Suffice to say, AP is the only issue here, and I can go for about 40 battles or so without having to leave and heal AP and whatnot.
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