Arena of Evolution Synergies
Synergies in Arena of Evolution: Red Tides are special passive and active skills that the heroes receive if they are in one army with other heroes of the same type. For example: if a Gorilla and a Marauder is in the same army, they will active the Lv.1 Mech Synergy, which gave all Mechs +15 health regeneration. There are 2 types of synergies: Spec (or Race, such as Marine, Mech, Beast, Walker,…) and Class (such as Assassin, Longshot, Supporter,…). They are incredibly important and must be taken into account when planning your army.
Multiple same heroes are only counted as one in the synergy. For example: If you have two Sniper, they don’t count as two Marine, so they won’t activate the Lv.1 Marine Synergy. Some classes are good at an early stage of the game, others in the middle and some later. Remember this and don’t be afraid to change your strategy and sell parts of heroes.
Some class and spec not only have a synergy but also have a unique combat skill. For example: when the battle start, Assassin will jump to the back of the enemies, dealing damage to the carrier (others class will fight whatever in front of them). Walker only strong when they’re alone, adding more Walker will break the Synergy,…
Here is the full synergy list
Spec Synergies
Marine
Active when you control (N) Marine on the field:
(2) All enemies have -3 armor
(4) All enemies have an additional -6 armor
(6) All enemies have an additional -9 armor
Mech
Active when you control (N) Mech on the field:
(2) All mech have +15 health regeneration
(4) All mech have an additional +35 health regeneration
Air Force
Active when you control (N) Air Force on the field:
(2) All friendly air units have +15% evasion
(4) All friendly air units have an additional +20% evasion
Puppet
Active when you control (N) Puppet on the field:
(2) All friendly puppets have +10% damage
(4) All friendly puppets have an additional +15% damage
(6) All allies have an additional +20% damage
Psyker
Active when you control (N) Psyker on the field:
(2) All friendly Psykers reflect 20 true damage
(4) All allies reflect an additional 20 true damage
Walker
Active when you control (N) Walker on the field:
(1) Walker deals true damage. Active when you control only one walker on the field
Kraken
Active when you control (N) Kraken on the field:
(2) All friendly air units have +15% energy gained by dealing damage
(4) All friendly air units have +30% energy gained by dealing damage
Beast
Active when you control (N) Beast on the field:
(2) All friendly beast have +10% attack speed
(4) All allies have +15% attack speed
(6) All allies have an additional +35% attack speed
Raptor
Active when you control (N) Raptor on the field:
(2) All friendly air units have +20% damage when against enemy land heroes
(4) All friendly air units have an additional +25% damage when against enemy land heroes
Insectoid
Active when you control (N) Insectoid on the field:
(2) Two Insectoid Lv.1 can upgrade to an Insectoid Lv.2
(4) Two Insectoid Lv.2 can upgrade to an Insectoid Lv.3
Immortal
Active when you control (N) Immortal on the field:
(2) Upon dying, immortal heroes continue to fight for 4 seconds
Panda
Active when you control (N) Panda on the field:
(3) All friendly pandas have 100 energy when battle starts
Class Synergies
Specialist
Active when you control (N) Specialist on the field:
(2) All allies have +5% lifesteal
(4) All allies have an additional +5% lifesteal
(6) All allies have an additional +10% lifesteal
Guardian
Active when you control (N) Guardian on the field:
(2) All friendly guardian have +250 shield
(4) All friendly guardian have an additional +350 shield
Blaster
Active when you control (N) Blaster on the field:
(3) All enemies have -15 ability damage resistance
(6) All enemies have an additional -40 ability damage resistance
Assassin
Active when you control (N) Assassin on the field:
(3) All friendly assassin have 10% chance to critical hit for 450% damage
(6) All friendly assassin have an additional 10% chance to critical hit for 450% damage
Supporter
Active when you control (N) Supporter on the field:
(2) When friendly Supporter die, there is 30% chance to place a random hero on field from reserve slots. This hero deals 80% damage, has +100 energy, 10 armor reduced and 50 ability damage resistance reduced
(4) When friendly Supporter die, there is an additional 30% chance to place a random hero on field from reserve slots. This hero deals 80% damage, has +100 energy, 10 armor reduced and 50 ability damage resistance reduced
Longshot
Active when you control (N) Longshot on the field:
(3) All friendly Longshots have +4 armor penetration
(6) All friendly Longshots have an additional +8 armor penetration
Siegebreaker
Active when you control (N) Siegebreaker on the field:
(3) All allies have +25% damage against enemy Marines, Mechs, Beasts, Puppets, Insectoids, Immortals and Psykers
(6) All allies have an additional +25% damage against enemy Marines, Mechs, Beasts, Puppets, Insectoids, Immortals and Psykers
Summoner
Active when you control (N) Summoner on the field:
(2) All allies have +30 ability damage resistence
Vanguard
Active when you control (N) Vanguard on the field:
(3) All friendly Vanguards have +6 armor
(6) All friendly Vanguards have +8 armor
(9) All friendly Vanguards have an additional +10 armor