Synergies
A synergy archetype is a named way in which two or more parts, such as items, abilities, cards, units, characters, or states, are worth more together than apart. The sections below divide them by form, the way the parts combine: a bonus that switches on at a count of matching parts, a payoff that grows with each part added, a state set up by one action and cashed in by another, a pair that yields an effect of its own, one property turned into another, or parts that trigger one another in a loop. Each entry lists the games that have the archetype and records for every game the links that connect its parts there.
15 archetypes, 72 examples. Synergy archetypes link to the mechanics they run through, among them combo systems, set collection and status effects; they carry no design properties or effect tags, and they are not part of the patterns figures. Data: JSON, CSV, examples CSV.
Threshold
A bonus switches on when enough matching parts are held or in play together, often in tiers.
Bond Bonuses
Characters who have built a bond, affinity or support rank through play gain combat bonuses when they fight beside or near each other, and the bonuses step up with the rank of the bond
Set Bonus
Pieces of equipment designed as a named set grant extra bonuses when several are worn by one character together, the bonuses switching on at stated piece counts such as two, four or a complete set
Trait Breakpoints
Units carry traits such as a race, origin or class, and fielding enough units that share a trait switches on a bonus defined for that trait, which steps up at stated counts
Cumulative
Each matching part adds to the payoff of the others, without breakpoints, so value grows with every part added.
Aura Stacking
Characters or their items project standing area effects that strengthen nearby allies, and auras from different members apply together, so the party's combined profile grows with its makeup while copies of one aura count once
Multiplicative Stacking
Modifiers from separate sources multiply one another instead of adding, so each added multiplier raises the worth of every other and a build that gathers several grows faster than the sum of its parts
Platform Bonuses
A ship hull, mech chassis or character frame carries a bonus to one type of equipment, often growing with each level of a skill, so the build pays off when it fits the weapons or modules that its platform names
Tribal Payoff
Cards or units of a shared type are strengthened by one another, or by a lord that boosts every other member, so each added member of the type raises the value of the rest by the same step
Setup and payoff
One action leaves a state that a later action, from a class of finishers, consumes or exploits for extra effect.
Primer and Detonator
One ability leaves a primed state on a target or area, and any ability of a detonating class used on it cashes the state in for an extra effect, often an explosion, so that a setup from one part pays off through another
Status Exploitation
Attacks against a target held in a state such as stunned, prone, frozen, paralysed or knocked down gain accuracy, damage, critical hits or an extra action, so one part's control effect is cashed in by another part's attack
Combination
Two specific parts together yield a distinct, named effect that neither has alone.
Elemental Reaction
An element left on a target or surface meets a second element, and the pair yields a distinct effect that neither carries alone, such as wet ground electrified, oil set alight, or a Hydro aura vaporized by Pyro
Paired Evolution
Holding two specific parts of one build, such as a weapon and a passive item or boons from two gods, unlocks an authored upgraded effect that neither part grants alone, the pairs often hidden and found in play
Team Attack
Two or three party members act together, in one round or from one shared gauge, to produce a joint technique defined for that pair or trio that neither member can perform alone
Conversion
One property, resource, or damage type is turned into another, so investment in one feeds the effects of the other.
Damage Conversion
A modifier turns a share of one damage type into another, such as physical into cold, so that bonuses to the new type, and in some games the old one too, apply to the converted damage along with effects keyed to the new type
Loop
Parts trigger one another so that a chain sustains or repeats itself, sometimes without limit.
Infinite Combo
Two or more cards or effects that, once assembled, restore each other's conditions so that an action can repeat without limit or as often as the player chooses, usually to win on the spot
Trigger Chain
An effect fired by an event such as a hit, a cast or a card entering play produces events of its own that fire further effects, so items, spells or cards that respond to events cascade until the chain runs out
Links
Tag
A shared type, tribe, class, faction, or keyword printed on the parts.
Set
Membership in a named set whose pieces are designed to be held together.
Status
A status, debuff, or condition placed by one part and read by another.
Element
An element or damage type carried by the parts.
Position
Where the parts stand: adjacency, formation, flanking, or range.
Timing
A window or order in which the parts must be used.
Trigger
An event fired by one part that sets off another.
Resource
A pool spent, produced, or converted by the parts.
Stat
A statistic or modifier that one part raises and another reads or multiplies.
Relationship
A bond, affinity, or support rank between characters.
Scopes
- Build
- The parts belong to one character or player: equipment, abilities, passives, or upgrades. Damage Conversion, Multiplicative Stacking, Paired Evolution, Platform Bonuses, Set Bonus, Trigger Chain
- Team
- The parts belong to different characters or players on one side. Aura Stacking, Bond Bonuses, Team Attack
- Board
- The parts are cards, units, or pieces a player has in play. Infinite Combo, Trait Breakpoints, Tribal Payoff
- Field
- The parts meet in the state of a target, terrain, or the environment. Elemental Reaction, Primer and Detonator, Status Exploitation
Form by scope and link
| Form | Build | Team | Board | Field |
|---|---|---|---|---|
| Threshold | 1 | 1 | 1 | 0 |
| Cumulative | 2 | 1 | 1 | 0 |
| Setup and payoff | 0 | 0 | 0 | 2 |
| Combination | 1 | 1 | 0 | 1 |
| Conversion | 1 | 0 | 0 | 0 |
| Loop | 1 | 0 | 1 | 0 |
| Form | Tag | Set | Status | Element | Position | Timing | Trigger | Resource | Stat | Relationship |
|---|---|---|---|---|---|---|---|---|---|---|
| Threshold | 5 | 7 | 0 | 0 | 5 | 0 | 0 | 0 | 0 | 6 |
| Cumulative | 7 | 0 | 0 | 0 | 7 | 0 | 0 | 0 | 11 | 0 |
| Setup and payoff | 1 | 0 | 8 | 4 | 4 | 2 | 0 | 0 | 0 | 0 |
| Combination | 3 | 2 | 3 | 7 | 5 | 4 | 0 | 2 | 0 | 0 |
| Conversion | 1 | 0 | 0 | 3 | 0 | 0 | 0 | 0 | 2 | 0 |
| Loop | 1 | 0 | 0 | 0 | 0 | 0 | 6 | 2 | 0 | 0 |