Expedition of the Guild: how to move your party is one order — hold the left mouse button and the party goes where you point. What changes is what that order means: in combat the whole team shifts together as one unit, and out of combat the heroes follow the leader behind you.

Expedition of the Guild: how to move your party in and out of combat

The October 2026 update laid out the rule in two parts, and it is the clearest statement of how party control works:

  • In combat, the whole team shifts together. It is a forced move for the entire party, which is what lets you pull the front line out of a boss's attack while the damage dealers stay on target.
  • Out of combat, the heroes follow the leader. Movement is looser, because there is nothing to dodge.

This behaviour replaced an earlier one. In an earlier playtest build the heroes followed the mouse cursor in combat, and that was changed before launch. If you have seen footage of the cursor-following version, it no longer applies.

Hold the left mouse button

That is the whole input: hold the left mouse button, and the party moves toward the point you are holding. There is no separate "move here" command, no per-hero movement, and no way to split the party into two orders.

That single order is why positioning works the way it does in a fight. You cannot peel off a healer, and you cannot send a damage dealer to a different side of the boss. What you can do is move the whole party, which means the shape of a fight is decided by where you put the group, not by individual placements.

In combat the whole team shifts together

In combat, the entire party moves as one. That is the mechanic that makes boss fights survivable: a boss casts an area attack, you shift the group away from it, and everyone survives because everyone moved.

The cost is that you cannot protect one hero and abandon another. If your Tank needs to stay on the boss while your damage dealers step back, the group order will not do that for you — you move the group, and you choose where the group ends up.

That single fact is what makes the Tank's position the important one. The aggro and targeting guide covers where the front line has to sit for the boss to stay off your healers, and the hero skills guide covers what you press while the party is shifting.

Out of combat the heroes follow the leader

Outside a fight the heroes follow the leader, so the party trails behind you rather than moving as a rigid block. It is the looser version of the same order, and it is what you use on the way to a boss.

The distinction matters in one practical way: the party is grouped when it matters. If you are about to pull a fight, walk to the position you want the group in before the pull rather than pulling and then rearranging.

What the combat HUD shows while you move

The combat HUD stays readable while the party is moving, and its three areas map onto the three things you are doing:

  • Bottom of the screen — the ability bar, ten numbered slots from 1 to 0, which is what you press while repositioning. The hero skills guide covers what each slot does.
  • Left of the screen — the hero portraits and their health bars, which is where you see who is low while you move.
  • Right of the screen — the minimap and region information, which is where boss location guidance appears when you are looking for the next fight.

The party handling is still being tuned: the roadmap keeps improving squad controls under ongoing maintenance. The squads for grinding guide covers the other side of that work — how the roster is managed between runs.