General

Every answer to "what is the best party in Octopath Traveler" is wrong for most of the game, because the game hands you your options in four discrete waves and the right four travelers change at each one. Before anybody clears Chapter 2 there are no secondary jobs at all. After that there are eight shrines, gated by danger level rather than by story. Then leaves and JP become the limiting factor rather than composition. And in the endgame, finishing specific travelers' stories is what opens the shops holding the best gear in the game.

So this page is ordered by that clock rather than by power. There are four best parties, one per gate, and one constant across all of them: Therion, because he is the only traveler who can open a purple chest and no secondary job grants that ability to anybody else.

The eight travelers at a glance

The whole page rests on this table, because coverage is arithmetic. Six weapon types and six elements exist, you carry four travelers, and every fight in the game is a shield puzzle first.

TravelerJobWeaponsElementsPath actionOur recommended second job
OlbericWarriorSword, PolearmNoneChallenge, a duelApothecary, for an axe, a self-heal and more HP
H’aanitHunterBow, AxeNoneProvoke, a duelWarrior, for the HP and defense she lacks plus swords and spears
TherionThiefSword, DaggerNoneSteal, an item. Also Pick LockHunter, for an axe and a bow on top of his debuffs
TressaMerchantBow, PolearmWindPurchase, an itemThief, adding daggers and swords and letting her steal too
CyrusScholarStaffFire, Ice, LightningInquire, informationMerchant, for bows and spears and cheaper supplies
AlfynApothecaryAxeIceScrutinize, informationCleric, stacking real healing on top of Concoct
OphiliaClericStaffLightGuide, an escortDancer, so she buffs while she heals from the back line
PrimroseDancerDaggerDarkAllure, an escortScholar, so her elemental hits land while she buffs

Read down the elements column and the constraint is obvious: Cyrus alone covers three of the six, and the other three are one traveler each. Leave both Cyrus and one of Ophilia, Primrose or Tressa at the tavern and there are elements you simply cannot hit. Full skill lists per job are on our best jobs guide and the personality of each opening is on our starting characters guide.

The path actions pair up, which is the other half of the arithmetic: Challenge and Provoke both duel, Purchase and Steal both take an item, Guide and Allure both escort, Inquire and Scrutinize both extract information. So you need one of each pair, not all eight travelers, to interact with everything in a town.

Gate 1: before secondary jobs exist

Until somebody clears Chapter 2, there are no sub-jobs, so all your coverage has to come from the eight base jobs above. Our best party guide carries three comps for this window and they answer three different problems.

Alfyn, Therion, Tressa and Ophilia is the early-game default, and it is built around money rather than damage: Therion and Tressa between them steal and buy everything you need, while Alfyn and Ophilia keep you alive. Cyrus, Ophilia, Primrose and Olberic is the answer to spellcasters, covering five elements between the three casters with Olberic supplying the physical hits. H'aanit, Olberic, Ophilia and Therion is the pure physical comp, and the strongest at simply breaking things.

There is one thing about this window that no party guide mentions: the size of your party is itself a missable. Two Tier 1 bosses, Meep Meep in the Flatlands and Cactus Roller in the Sunlands, only appear while you have three characters, because adding a fourth pushes the danger level up and they vanish. Two more, Sea Birdian 4 and Buccaneer 1 in the Coastlands, only appear before you complete Chapter 2. If you care about the Strategist achievement, that is a window you can close by accident on your way to a better party.

Gate 2: the eight job shrines

Secondary jobs unlock through Chapter 2, and each one comes from a shrine you have to physically reach. The shrines are not gated by story, they are gated by danger level, which is why the order below is the useful one: three of them are reachable at 17 and one is not sensible until 31.

DangerJobShrineWhereDeityWe give it to
17ScholarShrine of the SageWestern Noblecourt Flats, hidden along the Rolling Hills with an NPC at the entranceAlephanPrimrose
17ThiefShrine of the Prince of ThievesSouth Quarrycrest Pass, under the bridge in the western cornerAeberTressa
17WarriorShrine of the ThunderbladeNorth Stonegard Pass, down a path from the west side of StonegardBrandH’aanit
20ClericShrine of the FlamebearerWestern Stillsnow Wilds, on the mountain in the southeastNot statedAlfyn
20ApothecaryShrine of the HealerEast Saintsbridge Traverse, heading east from southeast SaintsbridgeDohterOlberic
21HunterShrine of the HuntressEast Victors Hollow Trail, north then a narrow path eastDraefendiTherion
23MerchantShrine of the TraderAlong the Moonstruck Coast near the save pointNot statedCyrus
31DancerShrine of the Lady of GraceNorthern Wellspring Sands, western region, through a narrow passSealticgeOphilia

Two rules make this a puzzle rather than a shopping list. Two characters cannot hold the same secondary job, so every assignment costs somebody else that option. And secondary jobs grant no path action and no talent, so a character wearing the Thief job still cannot pick a lock and a character wearing Hunter still cannot capture. You can swap the assignments freely at any tavern, so nothing here is permanent. All twelve shrine locations are on our shrines guide.

Gate 3: when leaves and XP become the constraint

By the mid-game the question stops being which four travelers and starts being whether they can afford anything. The spots below are sorted by what they demand of you, and each one wants a different party, which is the point.

SpotWhereEnemies are weak toBringNote
Untouched SanctumNorth Cobbleston GapFire, ice, light, staves, spearsCyrus and Ophilia. Also Therion, for the purple chestDanger 15. You must start Noelle, Seeker of Knowledge to get in
Twin FallsSouth Clearbrook TraverseIce, dark, swords, spears, stavesCyrus clears these fastestCaits appear here. Chests hold an Olive of Life and a Healing Grape
Carrion CavesSouth Bolderfall PassWind, spears, bowsH’aanit, and Tressa for the windThe best early grind despite hitting hard. Target level 15
The Hollow ThroneWestern Noblecourt PassWind, staves, bows, swordsH’aanit and Tressa againHardest of the mid spots. The Throne Guardian drops the Moonblade
Captain’s BaneWest Goldshore CoastMixedA full party at level 35 or aboveThe Leviathan is here. Also the best Cait odds in the game
Grandport west entranceGrandport, level 45 areaBows and polearmsH’aanit with Arrowstorm, Olberic with Thousand Spears, a ClericTwo Greater Kingfishers for about 609 XP a run. Carries you to level 35
Undertow CaveWest of Rippletide, level 45MixedTressa, mandatory, for the Merchant money bonusUse Evasive Maneuvers and cover as much of the cave as possible
Forest of PurgationWestern Wispermill Flats, northeast of NoblecourtMixedYour best party, level 50 or aboveManagarmr is at the end of it

The two multipliers matter more than the location. Both the Captain badge, from Olberic's finished story plus a Sunshade side quest, and the Badge of Friendship, from Ophilia's finished story plus Emil's quest in the Riverlands, give the whole party +50% EXP, and nothing stops you carrying both. Because they are chapter-gated, they belong on this clock: pick them up the moment those two stories close rather than saving them for later. Our grinding spots and XP farming guides go further.

Caits, the one enemy that pays all three currencies

Caits give experience, leaves and job points at once, which makes them the most efficient encounter in the game and also the rarest at a 6 percent spawn rate. Cait Powder raises that, and only one party member needs to equip it. They have high defense and evasion and are weak to daggers, swords, staves and axes, so you want somebody who hits several times in a turn, which is why H'aanit's Arrowstorm is the standard answer. A Medium Soulstone kills one outright if you have one to spare.

Because a Cait replaces one of the enemies in a fight, your odds go up in encounters with more enemies, and five is the maximum you can meet at once. Whistling Cavern southeast of Sunshade is the most consistent source of five-enemy groups. Captain's Bane has the best odds outright, Tomb of Kings has the lowest-danger Caits, and the Forest of No Return has the same odds at a higher danger level. Our Cait farming guide has the types and HP values, and our money farming guide covers the leaves side.

Gate 4: Chapter 4 completions unlock the shops

This is the part that makes party choice a long-term decision rather than a per-fight one. The best gear in Octopath Traveler is not in chests, it is behind a shop counter that opens when a specific traveler finishes their story. Which means the four you level are also the four whose vendors you unlock.

ItemWhat it givesUnlocked byWhere and what it costs
Battle-tested Blade+400 physical attack, +150 crit. The strongest weapon in the gameOlberic Chapter 4Erhardt in Wellspring, 84,000 leaves
Battle-tested Staff+399 elemental, +212 physical, can slow enemiesOphilia’s storyBishop Bartolo, 90,000 leaves. Best on Cyrus
Battle-tested DaggerDamage and evasion, and reduces enemy accuracyAlfyn’s final chapterBuy or steal from Vanessa Hysel
Crystal Helm+104 physical defense, the best endgame helmPrimrose and H’aanit Chapter 4Natalia in Stonegard Valleys, 39,900 leaves, or a chest in Dragonsong Fane
Adamantine Hat+180 elemental defense, +88 elemental attackOlberic Chapter 4Angela in Northreach, or free from a chest in the Maw of the Ice Dragon
Crystal Vest+205 physical and +205 elemental defensePrimrose Chapter 4, or Olberic Chapter 4Jan in Noblecourt, or Ned in Victors Hollow
Dragonscale Armor+235 physical defense, +108 crit. The best heavy armorOlberic and Ophilia Chapter 4Bale in Wellspring, or Swordsman Yuri in Marsalim for 45,600 leaves

Olberic's name appears four times in that table, which is the single strongest argument for finishing his story early regardless of whether he is in your favourite comp. Plenty of good gear needs nobody's story at all: the Golden Axe, the Captain's Sword from the Captain of the Watch in Cobbleston between levels 8 and 15, the Giant's Club in Lower Riverford or the Ebony Grotto, the Death Cleaver in the Everhold Tunnels, and the Ardante Attire and its +42 max SP from Sir Miles, Servant of the Flame III. Full lists are on our best weapons and best armor guides.

Endgame: the four advanced jobs

Four advanced jobs sit behind four secret shrines that never appear on the map. They show on your radar as four white pillars when you are close, and each one is a full dungeon at danger level 50 with a god at the end. Because there are only four of them for eight travelers, this is the assignment that actually requires thought.

JobShrine and bossWhat it actually addsUltimate
RunelordShrine of the Runeblade near West Everhold Pass. BalogarEvery attack gains an elemental follow-up for 3 turns. AoE attacks follow up on every enemy hitBalogar’s Rune, 50 SP, all six elements at once
StarseerShrine of the Starseer, behind a hillside near the northeastern save point. SteorraBuffs physical defense, elemental defense, speed, evasion and attack simultaneously, plus BP Boost for 2 BP a turnSteorra’s Prophecy, 50 SP, damage scaling with party BP
WarmasterShrine of the Warbringer, North Riverford Traverse past the wooden bridge. WinnehildThe only job that uses all six weapon typesWinnehild’s Battle Cry, 50 SP, all six weapons against all enemies
SorcererShrine of the Archmagus, East Duskbarrow Trail past the ruins. DreisangA better Scholar. Every element as AoE, three hits where Scholar lands twoDreisang’s Spell, 50 SP, guaranteed elemental criticals for 3 turns

Runelord and Starseer are the two that change how a party plays rather than how hard it hits. Warmaster and Sorcerer are ceilings: one for physical, one for elemental. The practical endgame four is a Warmaster front line with a Runelord beside it, Starseer support, and Therion retained for chests, which is the same reason he was in the party at gate one. Beating Winnehild is what unlocks Warmaster, and our Winnehild guide covers that fight. The job details are on our advanced jobs guide.

What your party choice permanently costs you

There are no missable quests in Octopath Traveler, but there are missable items, and most of them are missable because of who was in your party at the time. Six NPCs hold hidden items that only Alfyn or Cyrus can extract, and four of those have windows: Lord Ciaran's Herald in S'warkii is only available during H'aanit's Chapter 3, so you have to have recruited an information traveler before her. Meryl in Clearbrook has to be asked about her past before her own side story moves her to Saintsbridge. The Crest-bearing Swindler in Duskbarrow has to be scrutinized before the Prince of Vengeance quest, because losing that challenge makes him flee for good. And Zeph, also in Clearbrook, has to be inquired before Cyrus and Alfyn's Chapter 4 moves him indoors.

Therion carries his own set: the Obsidian Garb has to be stolen from the Obsidian Officer during Primrose's Chapter 3, and the Silver Filled Pouch from the Employee during his own Chapter 3. There is also exactly one missable chest in the whole game, in the pit at Yvon's Birthplace, openable only during Cyrus's Chapter 3. Our missables guide has all of them.

So is there a single best party?

There are four. In Chapters 1 and 2 it is Alfyn, Therion, Tressa and Ophilia, because money is the constraint and no sub-jobs exist yet. Once the shrines open it is whichever four cover the most weapon types and elements between their base and secondary jobs, which the first two tables let you work out for yourself. In the farming window it is whoever matches the spot you are grinding, which changes every time you move. And in the endgame it is a Warmaster and a Runelord with Starseer support and Therion for the chests.

The one honest constant is Therion. Everything else on this page is a decision the clock makes for you.