Hyper / Hyperactive:
Combat units gain Hyper when their Affinity counters an Affinity that their opponents have. The greater the number of units they Counter in a 50 hex radius, the faster they gain Hyper. When a Unit reaches 100 Hyper they become Hyperactive. Gaining powerful bonuses depending on their classes. Composite Classes gain half the bonuses of their Primary Classes. (EG Arcanite gains Half the Fighter bonus and half the Psion)

  • General: Every Combat Unit receives 25% increased Attack Speed when they become Hyperactive.
  • Fighter: Upon becoming Hyper, Fighters gain 35% Attack Speed, and their damage Pierces 25% of Physical and Energy Resistance.
  • Bulwark: Upon becoming Hyper, Bulwarks gain 50% Crit Reduction, 20% more Physical and Energy Resistance, and (8% Max Health + 100) more Max Health.
  • Rogue: Upon becoming Hyper, Rogues gain 30% Crit Amp, and when causing a Crit they also burn 5 Energy from the target.
  • Psion: Upon becoming Hyper, Psions gain 50% Omega Power.
  • Empath: Upon becoming Hyper, Empaths Heal Allies for 20 Health and provide 2 Energy per second in a Medium Area around themselves.

Tips:

  • Only unique Affinities & Classes from the same Illuvial evolution line count towards synergies. Example: Having Atlas and Axon on the same board will give you only one water but will give you both Bulwark and Harbinger.
  • Composite Classes and Affinities (Magma: Earth + Fire) only count as composite, and do not stack basic Affinity and Class synergies.
  • The Dominiant Class will determine the bonus when going hyper.
  • The Dominiant Affinity will determine if the unit goes hyper, depending on the nearby enemy Illuvials and their Affinities.
  • The Dominiant Class and Affinity of an Illuvial will also determine the Rangers Class and Affinity when bonding to that Illuvial.
  • The Donmiant traits of a Composite synergy do not give the Illuvial the extra synergy bonuses.
  • An Illuvial only gains synergy bonuses from its Composite synergies. Example: Even if a Scoriox has a Dominant Affinity of Earth it will only gain a synergy bonus from it's activated Composite Affinity of Magma.

Aegis

EmpathEmpath
+
BulwarkBulwark
On Combat Start, Aegis Units Shield their closest Ally and grant them a portion of their Resistances
2
400 Shield, 40% of their Physical and Energy Resist
3
600 Shield, 50% of their Physical and Energy Resist
4
800 Shield, 60% of their Physical and Energy Resist

Arcanite

PsionPsion
+
FighterFighter
Arcanite Units gain additional Energy Attack Damage from their Omega Power and on Omega, gain Attack Speed for 5 seconds.
2
35% of Omega Power as Attack Damage, 20% of Energy Cost as Attack Speed
3
50% of Omega Power as Attack Damage, 30% of Energy Cost as Attack Speed
4
65% of Omega Power as Attack Damage, 40% of Energy Cost as Attack Speed

Behemoth

BulwarkBulwark
+
FighterFighter
Every 4th Attack, Behemoth Units deal increased Damage and Stun their target
2
20% Max Health as additional Physical Damage, Stun for, 1.5 second
3
25% Max Health as additional Physical Damage, Stun for, 2 second
4
30% Max Health as additional Physical Damage, Stun for, 2.5 second

Berserker

FighterFighter
+
FighterFighter
Every 3rd Attack, Berserker Units deal increased Damage and gain stacking Attack Speed for the rest of Combat.
2
150% Additional Damage 5% Attack Speed
3
200% Additional Damage 6% Attack Speed
4
250% Additional Damage 7% Attack Speed

Bulwark

Your team gains additional Physical and Energy Resist , Bulwark Units gain more.
3
20 Physical & Energy Resist, 40 for Bulwark Units
5
35 Physical & Energy Resist, 80 for Bulwark Units
7
50 Physical & Energy Resist, 120 for Bulwark Units

Empath

Your team gains a Shield and Increased Healing Efficiency on Battle Start, Empath Units gain more.
3
150 Shield and 7% Increased Healing Efficiency. 300 & 15% for Empath Units
5
225 Shield and 14% Increased Healing Efficiency. 450 & 30% for Empath Units
7
350 Shield and 21% Increased Healing Efficiency. 700 & 45% for Empath Units

Enchanter

PsionPsion
+
EmpathEmpath
On Omega, Enchanter Units grant their Allies a Shield for 6 seconds and deal Pure Damage in a 16 Hex Area around those Allies
2
100 Shield, 100 Pure Damage
3
120 Shield, 120 Pure Damage
4
140 Shield, 140 Pure Damage

Fighter

Your team gains additional Attack Speed Fighter Units gain more.
3
10% Attack Speed, 25% for Fighter Units
5
16% Attack Speed, 40% for Fighter Units
7
22% Attack Speed, 60% for Fighter Units

Harbinger

BulwarkBulwark
+
PsionPsion
Harbingers gain additional Resistances for 5 seconds on Omega and when Vanquished, increase the Omega Power of their highest Omega Power Ally.
2
75 Physical and Energy Resist, 100 Omega Power
3
100 Physical and Energy Resist, 125 Omega Power
4
125 Physical and Energy Resist, 150 Omega Power

Invoker

PsionPsion
+
PsionPsion
Invoker units' Omega grants all Invokers Omega Power
2
12% Max Energy as Omega Power
3
15% Max Energy as Omega Power
4
20% Max Energy as Omega Power

Colossus

BulwarkBulwark
+
BulwarkBulwark
Colossus Units gain Max Health and Resistances. 1 second after Combat Start, they Taunt Enemies in a 26 Hexe Area for 3 seconds.
2
400 Max Health, 40 Energy and Physical Resistance
3
600 Max Health, 60 Energy and Physical Resistance
4
800 Max Health, 80 Energy and Physical Resistance

Mystic

EmpathEmpath
+
EmpathEmpath
Every 8 seconds, Mystic Units Shield Allies for 5 seconds, Shielded Allies gain Attack Speed.
2
200 Shield, 15% Attack Speed
3
250 Shield, 20% Attack Speed
4
300 Shield, 30% Attack Speed

Phantom

PsionPsion
+
RogueRogue
Innate: At the start of Combat, Phantom Units blink to the opposite side of the board. Phantom Units gain Crit Chance , their Omega Ability can Critically Strike, and when dealing a Critical Strike, they gain Omega Power . Upon landing after blinking, Phantom Units deal Energy Damage to surrounding enemies in a Medium Area
2
15% Crit Chance, 2 Omega Power on Crit, 150 Energy Damage to surrounding enemies
3
20% Crit Chance, 3 Omega Power on Crit, 175 Energy Damage to surrounding enemies
4
25% Crit Chance, 4 Omega Power on Crit, 200 Energy Damage to surrounding enemies

Predator

RogueRogue
+
RogueRogue
Innate: At the start of Combat, Predator Units blink to the opposite side of the board. Predator Units gain Crit Chance Crit Amp and Execute . Upon landing after blinking, Predator Units' first Attack Crits with 150% increased Damage.
2
25% Crit Chance, 40 Crit Amp and Execute Enemies below 10% Health
3
35% Crit Chance, 50 Crit Amp and Execute Enemies below 15% Health
4
50% Crit Chance, 60 Crit Amp and Execute Enemies below 20% Health

Psion

Your team gains additional Omega Power , Psion Units gain more.
3
20 Omega Power, 45 for Psion Units
5
35 Omega Power, 80 for Psion Units
7
50 Omega Power, 115 for Psion Units

Revenant

EmpathEmpath
+
RogueRogue
Innate: At the start of Combat, Revenant Units blink to the opposite side of the board. Revenant Units gain Crit Chance and On Takedown Shield Allies in a Medium Area for 5 seconds (25 Hexes) Upon landing after blinking, each Revenant Unit decreases the Attack Speed of Enemies in a Medium Area (25 Hexes) by 20% for 5 seconds.
2
25% Crit Chance, 400 Shield
3
35% Crit Chance, 450 Shield
4
45% Crit Chance, 500 Shield

Rogue

Innate: At the start of Combat, Rogues Units blink to the opposite side of the board. Your team gains additional Crit Chance and Crit Amp Rogue Units gain more
2
10% Crit Chance and 8 Amp, 25% Chance and 20 Amp for Rogue Units
4
20% Crit Chance and 14 Amp, 40% Chance and 30 Amp for Rogue Units
6
35% Crit Chance and 25 Amp, 60% Chance and 45 Amp for Rogue Units

Slayer

RogueRogue
+
FighterFighter
Innate: At the start of Combat, Slayer Units blink to the opposite side of the board Slayer Units gain Crit Chance and on Vanquish gain Attack Speed . Upon landing after blinking, Slayer units gain 40% Attack Speed for 5 seconds.
2
25% Crit Chance, 20 Attack Speed on Vanquish
3
35% Crit Chance, 25 Attack Speed on Vanquish
4
50% Crit Chance, 30 Attack Speed on Vanquish

Templar

EmpathEmpath
+
FighterFighter
Every 3rd Attack, Templar Units deal increased Damage and decrease their Target's Resistances , distributing it to Allies in a Large Area.
2
80% Damage, 4 Physical and Energy Resist
3
120% Damage, 5 Physical and Energy Resist
4
160% Damage, 6 Physical and Energy Resist

Vanguard

BulwarkBulwark
+
RogueRogue
Innate: At the start of Combat, Vanguard Units blink to the opposite side of the board. Vanguard Units gain Crit Chance On Crit they gain a shield for 5 seconds. On Takedown they enrage, taking less damage and Taunting Enemies for 4 seconds in a Medium Area. (25 Hexes) Upon landing after blinking, Vanguard Units' first Attack Stuns for 2 seconds.
2
25% Crit Chance, 45 Shield 50% Less Damage Taken
3
35% Crit Chance, 55 Shield 60% Less Damage Taken
4
50% Crit Chance, 65 Shield 70% Less Damage Taken

Aegis

EmpathEmpath
+
BulwarkBulwark
On Combat Start, Aegis Units Shield their closest Ally and grant them a portion of their Resistances
2
400 Shield, 40% of their Physical and Energy Resist
3
600 Shield, 50% of their Physical and Energy Resist
4
800 Shield, 60% of their Physical and Energy Resist

Arcanite

PsionPsion
+
FighterFighter
Arcanite Units gain additional Energy Attack Damage from their Omega Power and on Omega, gain Attack Speed for 5 seconds.
2
35% of Omega Power as Attack Damage, 20% of Energy Cost as Attack Speed
3
50% of Omega Power as Attack Damage, 30% of Energy Cost as Attack Speed
4
65% of Omega Power as Attack Damage, 40% of Energy Cost as Attack Speed

Behemoth

BulwarkBulwark
+
FighterFighter
Every 4th Attack, Behemoth Units deal increased Damage and Stun their target
2
20% Max Health as additional Physical Damage, Stun for, 1.5 second
3
25% Max Health as additional Physical Damage, Stun for, 2 second
4
30% Max Health as additional Physical Damage, Stun for, 2.5 second

Berserker

FighterFighter
+
FighterFighter
Every 3rd Attack, Berserker Units deal increased Damage and gain stacking Attack Speed for the rest of Combat.
2
150% Additional Damage 5% Attack Speed
3
200% Additional Damage 6% Attack Speed
4
250% Additional Damage 7% Attack Speed

Bulwark

Your team gains additional Physical and Energy Resist , Bulwark Units gain more.
3
20 Physical & Energy Resist, 40 for Bulwark Units
5
35 Physical & Energy Resist, 80 for Bulwark Units
7
50 Physical & Energy Resist, 120 for Bulwark Units

Empath

Your team gains a Shield and Increased Healing Efficiency on Battle Start, Empath Units gain more.
3
150 Shield and 7% Increased Healing Efficiency. 300 & 15% for Empath Units
5
225 Shield and 14% Increased Healing Efficiency. 450 & 30% for Empath Units
7
350 Shield and 21% Increased Healing Efficiency. 700 & 45% for Empath Units

Enchanter

PsionPsion
+
EmpathEmpath
On Omega, Enchanter Units grant their Allies a Shield for 6 seconds and deal Pure Damage in a 16 Hex Area around those Allies
2
100 Shield, 100 Pure Damage
3
120 Shield, 120 Pure Damage
4
140 Shield, 140 Pure Damage

Fighter

Your team gains additional Attack Speed Fighter Units gain more.
3
10% Attack Speed, 25% for Fighter Units
5
16% Attack Speed, 40% for Fighter Units
7
22% Attack Speed, 60% for Fighter Units

Harbinger

BulwarkBulwark
+
PsionPsion
Harbingers gain additional Resistances for 5 seconds on Omega and when Vanquished, increase the Omega Power of their highest Omega Power Ally.
2
75 Physical and Energy Resist, 100 Omega Power
3
100 Physical and Energy Resist, 125 Omega Power
4
125 Physical and Energy Resist, 150 Omega Power

Invoker

PsionPsion
+
PsionPsion
Invoker units' Omega grants all Invokers Omega Power
2
12% Max Energy as Omega Power
3
15% Max Energy as Omega Power
4
20% Max Energy as Omega Power

Colossus

BulwarkBulwark
+
BulwarkBulwark
Colossus Units gain Max Health and Resistances. 1 second after Combat Start, they Taunt Enemies in a 26 Hexe Area for 3 seconds.
2
400 Max Health, 40 Energy and Physical Resistance
3
600 Max Health, 60 Energy and Physical Resistance
4
800 Max Health, 80 Energy and Physical Resistance

Mystic

EmpathEmpath
+
EmpathEmpath
Every 8 seconds, Mystic Units Shield Allies for 5 seconds, Shielded Allies gain Attack Speed.
2
200 Shield, 15% Attack Speed
3
250 Shield, 20% Attack Speed
4
300 Shield, 30% Attack Speed

Phantom

PsionPsion
+
RogueRogue
Innate: At the start of Combat, Phantom Units blink to the opposite side of the board. Phantom Units gain Crit Chance , their Omega Ability can Critically Strike, and when dealing a Critical Strike, they gain Omega Power . Upon landing after blinking, Phantom Units deal Energy Damage to surrounding enemies in a Medium Area
2
15% Crit Chance, 2 Omega Power on Crit, 150 Energy Damage to surrounding enemies
3
20% Crit Chance, 3 Omega Power on Crit, 175 Energy Damage to surrounding enemies
4
25% Crit Chance, 4 Omega Power on Crit, 200 Energy Damage to surrounding enemies

Predator

RogueRogue
+
RogueRogue
Innate: At the start of Combat, Predator Units blink to the opposite side of the board. Predator Units gain Crit Chance Crit Amp and Execute . Upon landing after blinking, Predator Units' first Attack Crits with 150% increased Damage.
2
25% Crit Chance, 40 Crit Amp and Execute Enemies below 10% Health
3
35% Crit Chance, 50 Crit Amp and Execute Enemies below 15% Health
4
50% Crit Chance, 60 Crit Amp and Execute Enemies below 20% Health

Psion

Your team gains additional Omega Power , Psion Units gain more.
3
20 Omega Power, 45 for Psion Units
5
35 Omega Power, 80 for Psion Units
7
50 Omega Power, 115 for Psion Units

Revenant

EmpathEmpath
+
RogueRogue
Innate: At the start of Combat, Revenant Units blink to the opposite side of the board. Revenant Units gain Crit Chance and On Takedown Shield Allies in a Medium Area for 5 seconds (25 Hexes) Upon landing after blinking, each Revenant Unit decreases the Attack Speed of Enemies in a Medium Area (25 Hexes) by 20% for 5 seconds.
2
25% Crit Chance, 400 Shield
3
35% Crit Chance, 450 Shield
4
45% Crit Chance, 500 Shield

Rogue

Innate: At the start of Combat, Rogues Units blink to the opposite side of the board. Your team gains additional Crit Chance and Crit Amp Rogue Units gain more
2
10% Crit Chance and 8 Amp, 25% Chance and 20 Amp for Rogue Units
4
20% Crit Chance and 14 Amp, 40% Chance and 30 Amp for Rogue Units
6
35% Crit Chance and 25 Amp, 60% Chance and 45 Amp for Rogue Units

Slayer

RogueRogue
+
FighterFighter
Innate: At the start of Combat, Slayer Units blink to the opposite side of the board Slayer Units gain Crit Chance and on Vanquish gain Attack Speed . Upon landing after blinking, Slayer units gain 40% Attack Speed for 5 seconds.
2
25% Crit Chance, 20 Attack Speed on Vanquish
3
35% Crit Chance, 25 Attack Speed on Vanquish
4
50% Crit Chance, 30 Attack Speed on Vanquish

Templar

EmpathEmpath
+
FighterFighter
Every 3rd Attack, Templar Units deal increased Damage and decrease their Target's Resistances , distributing it to Allies in a Large Area.
2
80% Damage, 4 Physical and Energy Resist
3
120% Damage, 5 Physical and Energy Resist
4
160% Damage, 6 Physical and Energy Resist

Vanguard

BulwarkBulwark
+
RogueRogue
Innate: At the start of Combat, Vanguard Units blink to the opposite side of the board. Vanguard Units gain Crit Chance On Crit they gain a shield for 5 seconds. On Takedown they enrage, taking less damage and Taunting Enemies for 4 seconds in a Medium Area. (25 Hexes) Upon landing after blinking, Vanguard Units' first Attack Stuns for 2 seconds.
2
25% Crit Chance, 45 Shield 50% Less Damage Taken
3
35% Crit Chance, 55 Shield 60% Less Damage Taken
4
50% Crit Chance, 65 Shield 70% Less Damage Taken
Hyper / Hyperactive:
Combat units gain Hyper when their Affinity counters an Affinity that their opponents have. The greater the number of units they Counter in a 50 hex radius, the faster they gain Hyper. When a Unit reaches 100 Hyper they become Hyperactive. Gaining powerful bonuses depending on their classes. Composite Classes gain half the bonuses of their Primary Classes. (EG Arcanite gains Half the Fighter bonus and half the Psion)

  • General: Every Combat Unit receives 25% increased Attack Speed when they become Hyperactive.
  • Fighter: Upon becoming Hyperactive, Fighters gain 35% Attack Speed, and their Attacks Pierce 25% of Physical and Energy Resistance.
  • Bulwark: Upon becoming Hyperactive, Bulwarks gain Hardened for 8 seconds, gain 20% more Physical and Energy Resistance and gain 2% of Maximum Health as Health Regeneration for the rest of Combat.
  • Rogue: Upon becoming Hyperactive, Rogues gain 10% Savagery and every third Attack they deal inflicts Silence for 1 second.
  • Psion: Upon becoming Hyperactive, Psions gain 30% Omega Power, their Omega Abilities gain Splash dealing 100 Energy Damage in a Radius of 10 and refund 10 Energy.
  • Empath: Upon becoming Hyper, Empaths Heal Allies for 30 Health and provide 3 Energy in a Radius of 20 around themselves every 3 seconds.