With the new maps making defending harder I've decided to give some people advice on how to make a decent defence team that can at least kill one or two enemy's.
Overlapping units attack ranges.

This makes it very risky for enemy's to safely attack one unit, test traps, or collect aether. It also makes you look toxic AF.
Using the fort as a wall.

Using the fort is debatable the most important thing in aether raids. It can create harsh choke points that force units to take a specific path or force them to pick a different aproch.
Putting a unit in a corner.

Though I really hate this it's a legit strat. Putting a unit with high defences can lead to a time limit win or, in this case, debuffs.
Baiting damage with healers and dancers.

This one is a little more complicated. This uses the AI of healers to heal a damaged dancer you can safely damage your dancer by using the bolt trap. As the healer heals the dancer the dancer will dance the healer and the healer can damage a much wider range of enemy's generally at least doing serious damage to some one who can't take a hit and may take a whole turn to recoup from the hit.
I hope these tips help and if they do I might make another one of these if enough people like this

Comments (10)
Do you have any tips on building a team for each type of map?
Reply to: Rompocalypse
Here's my current 5 star units
Reply to: Dr.SakuraFearPlus
You can ignore aversa, basicly put your cavalry in the back since they have the widest range, then put your blue mage were mine is, you don't have to copy this exact it's just to give you an idea of what would be hard to get into. I have no idea how to make wintry sorry.
Reply to: Rompocalypse
I'll try this thank you for the help!
(34)
Thats the rule i follow online