Early game, it's stats over sets. Don't worry about sets unless they happen to fit to fit together (i suggest using fitting room). Alure has a 3-hit A1 that drops turn meter like crazy, that's your ticket for dropping shield and keeping it down. For that, she needs accuracy (Dungeon level x11, at least), tankiness to stay alive, and speed (do not underestimate speed).
Fahrakin's deal is Ally Attack. When he sends allies to attack, that's a lot of hits in a single turn, good for dropping shields. He is also good for waves. I don't have him, but he has some debuffs on him, so accuracy may be important as well, but for FK may not be as necessary. You can use him in CB, and he'll need accuracy for that, so might as well equip him with accuracy, 100% crit rate, as much crit damage as you can, tankiness (HP/DEF) and of course speed (DO NOT UNDERESTIMATE SPEED)
Sorry, I have to emphasize speed because so many people build monsters who barely crawl and then wonder why they can't beat the game. FK especially. You want to drop his shield and keep it down. Too, slow and he'll put it up, and you'll have to work on dropping it again.