MAJO doesn't give each Witch her own gear. What you actually choose is which four Witches fight, who sits in their Sub-Slots, and which healer keeps them standing. This guide takes those choices in the order they matter, using the game's own tutorial text and our Best Teams line-ups.
Class Equipment: one loadout per Class, not per Witch
Every Witch of the same Class (Defender, Vanguard, Arcanist or Supporter) shares one Equipment loadout. Levelling and upgrading it improves every Witch of that Class at once, including ones you pull later.
This means there's no per-Witch gear decision to make: choosing and upgrading an Equipment Set is a once-per-Class investment, not something you repeat for every new Witch. See the Items page for all ten Equipment Sets and their 2-piece / 4-piece bonuses.
Talent Serums are split by Class as well, and each Hunting Ground drops only its own Class's serum. A team with one Witch per Class can use every serum you farm, while two Witches in the same Class compete for the same supply. That is why the first team you raise should cover all four Classes.
Interference Sub-Slots: your real per-Witch choice
Each of your four combat slots has two Sub-Slots attached to it. A Witch placed in a Sub-Slot doesn't fight — she lends her own Interference skill (the sixth ability on every Witch's page) to whichever Witch is in the main slot.
Sub-Slots only accept Witches of the same Class as the main-slot Witch, so building a Sub-Slot bench means raising a few extra Witches per Class rather than one all-purpose reserve.
This is the actual per-Witch build decision in MAJO — check each Witch's own page for her Interference skill before deciding who supports who.
Huarui in Xinzi's Sub-Slot is the clearest example. Huarui's Interference adds Attack Speed +4% and stacks more after each Extreme, which feeds Xinzi's dodge-and-counter kit, and Huarui herself sits below Xinzi as a fighter. That is the pattern to look for: a Witch who lost the main slot, whose Interference boosts what the main Witch already does.
Other benched Witches earn a Sub-Slot the same way. Leed adds Dodge Value +5% and a damage zone after each dodge, Xini adds Extreme damage +6%, and Tomoe drops an Attack zone after each Extreme. The mistake to avoid is raising a Witch only for her Sub-Slot before your main four have their Stars; a Sub-Slot adds a few percent, while Star 3 and 4 unlock whole skills.
XinziVanguardMain slot
HuaruiVanguardAttack Speed Sub-Slot
LeedVanguardDodge Sub-Slot
XiniVanguardExtreme damage Sub-Slot
Common team shapes
One of each Class (Defender, Vanguard, Arcanist, Supporter) is the standard balanced shape: a real frontline, one damage path, and a healer.
A double-Arcanist shape (one Vanguard, two Arcanists, one Supporter) trades the second frontline Witch for more damage — it clears faster once your team is strong enough to not need the extra protection.
For boss fights specifically, either a Defender with two ranged Arcanists or a Defender with two melee Vanguards works, as long as a healer is present — bosses hit hard enough that skipping the healer isn't worth it.
Build the balanced one-of-each-Class shape first, and only move to a double-Arcanist or other specialised shape once your Witches' stars and Class Equipment have caught up.
Order inside the fight matters as much as the shape. Against mixed groups, let the Arcanists break shields first and bring the Vanguard's burst in once they are down.
On our Best Teams page, Balanced core and Early story progression are the one-of-each shape. Double Arcanist offense is the specialised version, and Defense and sustain doubles the Defenders for long, punishing fights.
CarmenDefenderDefender
XinziVanguardVanguard
XuanjiArcanistArcanist
MaroSupporterSupporter
Picking and placing a healer
A circular area heal can't cover both your frontline and backline at once if they're standing apart — positioning your team so allies who need healing stay within the same heal radius matters as much as who you bring.
Peseshet's heal follows one target wherever it moves, which makes her a strong pick alongside mobile frontline Witches who don't stay in one place.
Maro's heal is a fixed zone instead, so she works best against bosses and fights that hold still — her heal is wasted on allies who wander out of it.
Doroa's heal works the same way as Maro's but for less, so she's a fine stopgap healer to use only until you've built a stronger one.
Two newer healers follow the same logic. Emily's Extreme heals only around herself, so she needs a team that fights in one group. Zhijie's Extreme heals a rectangle in front of her, so whoever needs the heal has to be ahead of her rather than behind.
PeseshetSupporterFollows one ally
MaroSupporterFixed zone
ZhijieSupporterHeals ahead of her
DoroaSupporterStopgap
Testing a team before you spend on it
Use Simulation before Boss Training and Combat Training. It costs no entry, so any new comp should prove itself there before it spends a ticket.
If a team keeps failing on Auto Battle, play it manually before you rebuild it. Auto can fire a Witch's skills at the wrong moment, and mistimed skills lose more fights than a weak lineup does; Xinzi and Yuhong in particular depend on dodge timing that Auto won't give them.
From your first team to a late-game team
In week 1, raise a single team of four. Early story progression (Xinzi, Xuanji, Garana, Maro) is that team on our Best Teams page, with Qing and Doroa standing in while Garana and Maro are unbuilt.
Once Stars and Class Equipment catch up, trade Garana for Jenny and the same core becomes Double Arcanist offense. If Carmen joins your roster, Balanced core and Execution core are the better next step instead, because she tanks and heals from one slot and frees the fourth spot for damage.