Synergies
Almost every piece has a race (species) and a class. Field enough different pieces that share a race or class and you unlock that synergy's bonuses. Bonuses stack: reaching the second level keeps the first.
How synergies are counted
- Only pieces on the board count. Pieces on the bench don't.
- Each different piece counts once. Two copies of Axe count as one Orc and one Warrior, whatever their stars.
- Synergies are worked out again at the start of every battle.
- 2 Wizards lower the requirement of high synergy levels (4 or more) by one, once you already have 3 pieces of that synergy.
- Demon only works with a single type of Demon on the board, unless you have 2 Demon Hunters.
- Faceless only works when it is your only active synergy.
Races
Dying allies hatch Aqir bugs when another copy of them is still on the board.
More attack damage for your whole team; at 6, attacks shred physical defence.
Centaurs charge into the biggest enemy cluster at battle start, stunning on the way.
A lone Demon type turns your Demons' attacks into pure damage.
Draenei drain the nearest enemy; at 4, healing your team receives bursts out as damage.
Start battles with 100 mana, so skills fire immediately.
Long-range Dwarves that hit harder the further away the target is.
Attackers hitting your pieces can be turned to stone.
Elves gain large amounts of evasion.
If it's your only synergy, your pieces ignore most negative effects.
Bonus armor and HP regeneration, first for one melee ally, then for everyone.
Big skill cooldown reduction for your whole team.
Single-target spells hit extra targets.
Bonus courier XP every round, so you level up faster.
Pairs of identical pieces summon an extra copy at battle start.
Magic resistance for your whole team; Nagas reflect damage at 6.
Ogres eat adjacent weaker allies to gain their health and damage.
Extra max HP for your whole team.
A chance each round to receive free pieces matching your board.
Satyrs fear groups of nearby enemies.
Summons totems that taunt, silence and disarm enemies.
Attack speed for your whole team, ramping up at 6.
Lowers the max HP of every non-Undead piece on both sides.
Classes
Assassins leap behind the enemy line and land critical hits.
Protects your Demon synergy; at 4, all your damage becomes pure.
Combine Druids with only two copies instead of three.
Hunters pick off low-HP targets with armor-shredding precise shots.
Damage-reducing shields that proc during combat.
Lowers the magic resistance of all enemies.
Win with a Mech alive to earn a free shop refresh, or later a Legendary pick.
Monk hits can execute low-HP enemies or halve healthy ones.
With empty board slots, Priests mind control enemies and earn Tangos.
After casting, Shamans transform into a stronger random piece.
Lifesteal for your whole team; Warlocks steal max HP at 6.
Warriors gain armor; at 9, all allies reflect damage.
Lowers synergy requirements, or maxes out your only synergy.