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Synergies

Along with unique abilities, every playable character in Lorwolf has a special set of group powers, called Synergies. These Synergies allow players to fully customize their "team" while exploring Loria or competing in the various mini-games. Certain combinations of Synergies add special bonuses, such as increased healing or extra energy, which can mean the difference between victory and defeat.

Every Model has a maximum of 3 Synergies assigned to it. Combinations of these 3 Synergies often describe the type of Model that the character is. For instance, the Lupin Synergies consist of 2 Assailants and 1 Protector. Lupins are considered headhunters, which is why they have 2 Assailant Synergies.

To continue this example, if you place 2 Lupins on your Team, you now have 4 combined Assailant Synergies, which unlocks the Assailant (4) Synergy ability for your entire Team: Assailant (4): Increase damage dealt by all allies by 20%.

There are currently eight unique Synergy categories; Assailant, Protector, Healer, Support, Rogue, Primal, Dueler, and Tactician. and Tactician.

Please note: this guide is subject to change before full release.

Assailant

The Assailant Synergy increases the total damage dealt to enemies.
Assailant (4): Increase damage dealt by all allies by 20%
Assailant (8): Increase damage dealt by all allies by 40%

Protector

The Protector Synergy affects the health of each Team member.
Protector (4): Increases health of all allies by 20%
Protector (6): Increases health of all allies by 30%
Protector (8): Increases health of all allies by 40%

Healer

The Healer Synergy applies a healing over time effect, or HOT. HOTs heal your Team at the end of each round for a certain amount of health.
Healer (3): All allies start the battle with a healing over time effect. This lasts 2 turns.
Healer (6): All allies start the battle with an additional healing over time effect. This lasts 4 turns.

Support

The Support Synergy grants additional energy to your Team. This allows them to perform their special abilities earlier than normal.
Support (3): All allies start the battle with an additional 30 energy.
Support (5): All allies start the battle with an additional 50 energy.

Rogue

The Rogue Synergy deals with critical strike chance and enemy targeting. Unlike the other synergies, the rogue only affects fighters who have this synergy.
Rogue (1): All allied rogues prioritize backline enemies.
Rogue (2): All allied rogues gain 10% critical strike chance.
Rogue (4): All allied rogues gain 20% critical strike chance.
Rogue (6): All allied rogues gain 30.0% critical strike chance and prioritize the lowest health backline enemy.

Primal

The Primal Synergy applies a damage over time effect, or DOT. These DOTs hit enemies for additional damage at the end of the round.
Primal (3): 1 random enemy starts the battle with poison dealing 30% of their health as damage over 5 turns.
Primal (6): 2 random enemies start the battle with poison dealing 50% of their health as damage over 5 turns.

Dueler

The Dueler Synergy grants a chance for models to perform an extra turn.
Dueler (2): Allies have a 10.0% chance to perform an extra turn.
Dueler (4): Allies have a 20.0% chance to perform an extra turn.
Dueler (6): Allies have a 30.0% chance to perform an extra turn.

Tactician

The Tactician Synergy deals with various bonuses for the most skillful tacticians.
Tactician (1): Allies gain an additional 5.00% dodge chance.
Tactician (3): Allies gain an additional 20.0% attack damage.
Tactician (5): Allies gain an additional 50.0% crit chance.

(Edited)
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