WaterImage
AirImageEarthImage
NatureImageFireImage

Advantages

Select an affinity above to see the advantages

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.

All Affinities

Air

Your team gains additional Dodge chance , Air Units gain more. Enemy Units' first Omega costs Additional Energy .
3
10 Dodge Chance, 20 for Air Units. Energy cost increased by 40%
5
15 Dodge Chance, 30 for Air Units. Energy cost increased by 60%
7
20 Dodge Chance, 40 for Air Units. Energy cost increased by 80%

Bloom

EarthEarth
+
NatureNature
Bloom Units blossom 9 seconds after Battle Start, and every 9 seconds thereafter. Gaining Max Health , Omega Power and Health Regen .
2
150 Max Health, 15 Omega Power and 20 Health Regen
3
225 Max Health, 22 Omega Power and 25 Health Regen
4
300 Max Health, 30 Omega Power and 30 Health Regen

Dust

EarthEarth
+
AirAir
Dust Units Blind and reduce Omega Power ,for Enemies in a Medium Area when they Omega.
2
10 Omega Power, Blind lasts for 3 seconds
3
15 Omega Power, Blind lasts for 4.5 seconds
4
20 Omega Power, Blind lasts for 6 seconds

Earth

Your team gains additional Grit and Resolve , Earth Units gain more.
3
10 Grit & Resolve, 25 for Earth Units
5
20 Grit & Resolve, 50 for Earth Units
7
30 Grit & Resolve, 75 for Earth Units

Fire

Your team gains additional Damage , Fire Units gain more.
3
10% Additional damage, 30% for Fire Units
5
20% Additional damage, 50% for Fire Units
7
30% Additional damage, 70% for Fire Units

Frost

WaterWater
+
AirAir
Frost Units apply Blind in a Medium Area shortly after Combat Start, and Frost around themselves every 4 seconds.
2
Blind lasts 4 Seconds, Apply 1 Frost
3
Blind lasts 4 Seconds, Apply 2 Frost
4
Blind lasts 4 Seconds, Apply 3 Frost

Granite

EarthEarth
+
EarthEarth
Granite Units gain Grit and Resolve and are Invulnerable on Combat Start.
2
15 Grit and Resolve , Invulnerable lasts for 4 Seconds
3
25 Grit and Resolve , Invulnerable lasts for 5 Seconds
4
35 Grit and Resolve , Invulnerable lasts for 6 Seconds

Inferno

FireFire
+
FireFire
Inferno Units' first Omega superheats the air, dealing Damage every second to Enemies for as long as they live.
2
65 Energy Damage per second
3
80 Energy Damage per second
4
95 Energy Damage per second

Magma

FireFire
+
EarthEarth
Magma Units create molten ground around themselves which spreads over time. Enemies on Molten Ground take Damage every second. Allied Units on Molten Ground gain Grit and Resolve
2
25 Energy Damage per second, 10 Grit and Resolve
3
30 Energy Damage per second, 12 Grit and Resolve
4
40 Energy Damage per second, 15 Grit and Resolve

Mud

EarthEarth
+
WaterWater
Mud Units gain additional Energy on Attack, and their Attacks Reduce Attack Speed of their Target. (Up to 10 times)
2
3 Energy and 3% Attack Speed Reduction
3
5 Energy and 4% Attack Speed Reduction
4
7 Energy and 5% Attack Speed Reduction

Nature

Your team gains additional Health and % Max Health Regen , Nature Units gain more.
3
75 Health & Regen 0.5% Regen, 200 & 1% for Nature Units
5
150 Health & Regen 0.7% Regen, 400 & 1.5% for Nature Units
7
225 Health & Regen 1% Regen, 600 & 2% for Nature Units

Toxic

WaterWater
+
NatureNature
Toxic Units apply Poison every 2 seconds in a Medium Area around themselves, and gain Health on Takedown.
2
1 Poison and gain 150 Health
3
1 Poison and gain 200 Health
4
2 Poison and gain 250 Health

Shock

FireFire
+
AirAir
Each Shock Unit that is alive on the board calls Lightning to strike the lowest Energy Resist Enemy every 4 seconds.
2
250 Energy Damage
3
300 Energy Damage
4
350 Energy Damage

Spore

AirAir
+
NatureNature
Spore Units gain Dodge Chance and upon dodging, Heal and Reduce Energy Efficiency of their Attackers
2
20 Dodge Chance, 50 Heal 4% reduced Energy Efficiency
3
25 Dodge Chance, 75 Heal 6% reduced Energy Efficiency
4
30 Dodge Chance, 100 Heal 8% reduced Energy Efficiency

Steam

WaterWater
+
FireFire
On Battle Start and every 10 seconds, Steam Units are engulfed with steam, gaining Energy Regen for a duration and permanent Omega Power
2
25 Omega Power. 5 Energy Regen for 5 seconds
3
35 Omega Power. 8 Energy Regen for 5 seconds
4
45 Omega Power. 10 Energy Regen for 5 seconds

Tempest

AirAir
+
AirAir
Tempest Units gain Dodge Chance and Steal Energy from their Attacker when they Dodge.
2
25 Dodge Chance and 4 Energy
3
30 Dodge Chance and 5 Energy
4
35 Dodge Chance and 6 Energy

Tsunami

WaterWater
+
WaterWater
After using their Omega Ability, Tsunami Units gain Energy .
2
40% of Energy cost gained
3
55% of Energy cost gained
4
75% of Energy cost gained

Verdant

NatureNature
+
NatureNature
The first time Verdant Units drop below 60% Health, they Heal for a percentage of their Max Health over 4 seconds and create a permanent Large Healing Area .
2
35% of Max Health Recovered, 25 Health Recovery per Second
3
50% of Max Health Recovered, 35 Health Recovery per Second
4
65% of Max Health Recovered, 45 Health Recovery per Second

Water

Your team gains additional Energy Regeneration fevery second, Water Units gain more.
3
2 Energy Regen, 4 for Water Units
5
3 Energy Regen, 6 for Water Units
7
5 Energy Regen, 10 for Water Units

Wildfire

FireFire
+
NatureNature
On Omega, Wildfire Units set the nearest Enemy ablaze for 5 seconds. This blaze has Vamp ,deals Damage over time, and can spread up to 3 times.
2
200% Max Energy as Energy Damage over the duration with 30% Vamp
3
300% Max Energy as Energy Damage over the duration with 40% Vamp
4
400% Max Energy as Energy Damage over the duration with 50% Vamp

Air

Your team gains additional Dodge chance , Air Units gain more. Enemy Units' first Omega costs Additional Energy .
3
10 Dodge Chance, 20 for Air Units. Energy cost increased by 40%
5
15 Dodge Chance, 30 for Air Units. Energy cost increased by 60%
7
20 Dodge Chance, 40 for Air Units. Energy cost increased by 80%

Bloom

EarthEarth
+
NatureNature
Bloom Units blossom 9 seconds after Battle Start, and every 9 seconds thereafter. Gaining Max Health , Omega Power and Health Regen .
2
150 Max Health, 15 Omega Power and 20 Health Regen
3
225 Max Health, 22 Omega Power and 25 Health Regen
4
300 Max Health, 30 Omega Power and 30 Health Regen

Dust

EarthEarth
+
AirAir
Dust Units Blind and reduce Omega Power ,for Enemies in a Medium Area when they Omega.
2
10 Omega Power, Blind lasts for 3 seconds
3
15 Omega Power, Blind lasts for 4.5 seconds
4
20 Omega Power, Blind lasts for 6 seconds

Earth

Your team gains additional Grit and Resolve , Earth Units gain more.
3
10 Grit & Resolve, 25 for Earth Units
5
20 Grit & Resolve, 50 for Earth Units
7
30 Grit & Resolve, 75 for Earth Units

Fire

Your team gains additional Damage , Fire Units gain more.
3
10% Additional damage, 30% for Fire Units
5
20% Additional damage, 50% for Fire Units
7
30% Additional damage, 70% for Fire Units

Frost

WaterWater
+
AirAir
Frost Units apply Blind in a Medium Area shortly after Combat Start, and Frost around themselves every 4 seconds.
2
Blind lasts 4 Seconds, Apply 1 Frost
3
Blind lasts 4 Seconds, Apply 2 Frost
4
Blind lasts 4 Seconds, Apply 3 Frost

Granite

EarthEarth
+
EarthEarth
Granite Units gain Grit and Resolve and are Invulnerable on Combat Start.
2
15 Grit and Resolve , Invulnerable lasts for 4 Seconds
3
25 Grit and Resolve , Invulnerable lasts for 5 Seconds
4
35 Grit and Resolve , Invulnerable lasts for 6 Seconds

Inferno

FireFire
+
FireFire
Inferno Units' first Omega superheats the air, dealing Damage every second to Enemies for as long as they live.
2
65 Energy Damage per second
3
80 Energy Damage per second
4
95 Energy Damage per second

Magma

FireFire
+
EarthEarth
Magma Units create molten ground around themselves which spreads over time. Enemies on Molten Ground take Damage every second. Allied Units on Molten Ground gain Grit and Resolve
2
25 Energy Damage per second, 10 Grit and Resolve
3
30 Energy Damage per second, 12 Grit and Resolve
4
40 Energy Damage per second, 15 Grit and Resolve

Mud

EarthEarth
+
WaterWater
Mud Units gain additional Energy on Attack, and their Attacks Reduce Attack Speed of their Target. (Up to 10 times)
2
3 Energy and 3% Attack Speed Reduction
3
5 Energy and 4% Attack Speed Reduction
4
7 Energy and 5% Attack Speed Reduction

Nature

Your team gains additional Health and % Max Health Regen , Nature Units gain more.
3
75 Health & Regen 0.5% Regen, 200 & 1% for Nature Units
5
150 Health & Regen 0.7% Regen, 400 & 1.5% for Nature Units
7
225 Health & Regen 1% Regen, 600 & 2% for Nature Units

Toxic

WaterWater
+
NatureNature
Toxic Units apply Poison every 2 seconds in a Medium Area around themselves, and gain Health on Takedown.
2
1 Poison and gain 150 Health
3
1 Poison and gain 200 Health
4
2 Poison and gain 250 Health

Shock

FireFire
+
AirAir
Each Shock Unit that is alive on the board calls Lightning to strike the lowest Energy Resist Enemy every 4 seconds.
2
250 Energy Damage
3
300 Energy Damage
4
350 Energy Damage

Spore

AirAir
+
NatureNature
Spore Units gain Dodge Chance and upon dodging, Heal and Reduce Energy Efficiency of their Attackers
2
20 Dodge Chance, 50 Heal 4% reduced Energy Efficiency
3
25 Dodge Chance, 75 Heal 6% reduced Energy Efficiency
4
30 Dodge Chance, 100 Heal 8% reduced Energy Efficiency

Steam

WaterWater
+
FireFire
On Battle Start and every 10 seconds, Steam Units are engulfed with steam, gaining Energy Regen for a duration and permanent Omega Power
2
25 Omega Power. 5 Energy Regen for 5 seconds
3
35 Omega Power. 8 Energy Regen for 5 seconds
4
45 Omega Power. 10 Energy Regen for 5 seconds

Tempest

AirAir
+
AirAir
Tempest Units gain Dodge Chance and Steal Energy from their Attacker when they Dodge.
2
25 Dodge Chance and 4 Energy
3
30 Dodge Chance and 5 Energy
4
35 Dodge Chance and 6 Energy

Tsunami

WaterWater
+
WaterWater
After using their Omega Ability, Tsunami Units gain Energy .
2
40% of Energy cost gained
3
55% of Energy cost gained
4
75% of Energy cost gained

Verdant

NatureNature
+
NatureNature
The first time Verdant Units drop below 60% Health, they Heal for a percentage of their Max Health over 4 seconds and create a permanent Large Healing Area .
2
35% of Max Health Recovered, 25 Health Recovery per Second
3
50% of Max Health Recovered, 35 Health Recovery per Second
4
65% of Max Health Recovered, 45 Health Recovery per Second

Water

Your team gains additional Energy Regeneration fevery second, Water Units gain more.
3
2 Energy Regen, 4 for Water Units
5
3 Energy Regen, 6 for Water Units
7
5 Energy Regen, 10 for Water Units

Wildfire

FireFire
+
NatureNature
On Omega, Wildfire Units set the nearest Enemy ablaze for 5 seconds. This blaze has Vamp ,deals Damage over time, and can spread up to 3 times.
2
200% Max Energy as Energy Damage over the duration with 30% Vamp
3
300% Max Energy as Energy Damage over the duration with 40% Vamp
4
400% Max Energy as Energy Damage over the duration with 50% Vamp