Relic + Unit = Synergies

Half of the fun in TBC comes from finding combinations of teammates that synergize well with each other in ways sometimes obvious, sometimes not, and feeling almost like you are cheating as rows of enemies fall before your killing machine like wheat before the autumn reaper. The other half comes from discovering unexpected synergies between your units abilities and those granted by their relic loadout. Whether it's enough stats to shore up a weakness, a killer passive which draws off your units strengths, or an ability that functions so well you wonder why it didn't come standard.

In case you have trouble with a challenge tier or a certain type of enemy, incase youve tried everything and wonder what you may have missed, or in case you are simply too overwhelmed by all the options to know where to begin...

This list aims to help by containing synergies between characters and certain relics which truly complement each other.

In some cases the language of a relic/ability is quite vague, such as;

\*Decrease fire damage by 25% but increase all damage by 10% (does a character take less fire damage but take 10% more damage, or do 10% more.)

\*\*Whenever damage is taken 25% is returned to attacker. (do you still take 100% damage or do you now take 75% as a 1/4 is "returned")

If you find a description below is deliberately vague or unintentionally misleading, feel free to make a note in parenthesis after or below the entry. However, If absolutely certain of a fact contrary to the information listed, you may make a change yourself. I only ask you *add an asterisk to the beginning of an entry to denote it has been changed/improved*.

Lastly, **if seeking to improve a specific character**, feel free to use F3 to bring out the "find" bar and type the name of the character specifically sought out.

**Character + Relic = Synergies List**

**Wrestler** - Zeke

Caleb's Malice - Returns 50% of damage as darkness to attacker.

Shroom Cap - When hit deals 1x focus as sleep damage to attacker.

Seth's Toxin - Attacker takes 5%maxhp as poison damage over 3 turns.

Antagonist - To allow for healing this grants 10%max when dealing stun (both his regular attacks)

**Clown -** Chuckles

Boxing Glove - The clown deals only/alot of stun damage, which the glove increases by 30%

Antagonist - Their signature antagonist relic returns 10%max health whenever stun is dealt (\*should trigger many times with Pie gun skill)

Zeke's Boots - The Boots add an extra 25% stun and enable the dropkick skill for a damage/stun skill.

**Rockstar** - Slade

Banshee Wail - Socnic attacks lower toughness by a stackable 10% for 3 turns (can stack well with Guitar Solos 10 Hits)

Kiara's Voice - Sonic attacks pierce enemy defenses.

**Ranger** - Iana

Og's Spear - Ranged attacks deal extra .5 power damage with each arrow for the split arrow (hit all) and lethal pincushion ability,

Iana's Bow - Their ranged Attack hits multiple times and gains +5 technique for every hit.

Lucien's Might/Primal Totem - While the totem gives them 25% of summons stats and Lmight gives the wolf 50% of the masters stats. \*Cana should get copies of Iana's relics so either/both of the summon relics can be reapplied for them.

**Biker** - Big Dan

Pair with necromancer (Shroud skill keeps him at critical HP), wrestler/musketeer (use taunt abilities), and doctor (prescribe counts as booze skill)

Setup A - As his toughness/hp is already one of the highest, one can do without dan's bottle and gelatinous goo.

Jack's Rum - Boosts attributes by 25% while drunk.

Iron Gut - Using whiskey (auto and manually) or prescribe on him heals 10% max hp.

Leon's Sword - Attacks sometimes taunt (Pummel definitely taunts) saving bonus action for whiskey/rum.

Pill Bottle - Increases damage and Healing by 25% after Whiskey Skill.

Setup B - As Fighting Spirit debuffs, reduces damage, and regenerates at critical Hp, 2x health Doubles this window and boosts bottle relic.

Gelatinous Goo - With already low discipline, this trades high toughness for nearly double Max hp ( boosting benefit of booth gut and bottle)

Dan's bottle - With gelatinous goo, bottle does 5% maxhp damage over 3 turns after attacks (\*potentially 25-50% for multi strikes of pummel)

Immortal Soul - Decreased damage by upto 50% based on missing health (Fighting spirit reduces damage another 50% with low hp)

Pill Bottle - Increases damage and Healing by 25% after Whiskey Skill.

**Marine/Scavenger/Raider -** Buzzard/Claire/Darius

Buzzards Saw/Toolbox/Duct Tape - These 3 relics combine well for any unit with several gadget skills. Particularly the marine whose base attack and class skill is a gadget (Rifle and Air Strike). Combined they serve to boost gadget output between 25-45%, grants the chainsaw and a random skill each battle. Additionally every use grants a 1/5 chance to give a free turn. The free turn is significant as many gadgets are bonus actions. The cost here being a -1 to gadget uses, to a minimum of 1.

**Yakuza -** Kazuo

Iana's Bow - \*Multiple hits of Uzi skill should boost tech by 30 per turn (or ten if uzi counts as 1 attack and melee a second)

Curtis Rhythm - As Yakuza uses an Atk/all called Uzi before every turn, their primary/2nd attack will always be at +50% (instead of every second)

**Banshee** - Kiara

Red balloon - Fade can be exploited as red balloon negates the 1st damage of every turn, which should still trigger fade on first attack and negate all further attacks.

Vul's Cunning - Damage improves based on dodge chance. After being hit, the banshee will fade from view, ensuring attacks always miss and hypothetically applying the full 100% bonus to damage.

Slade's Guitar - Reduces turn delay after sonic attacks and resets sleep counter on allies (and enemies)

Souls Conduit = Souls conduit should stack with manifestation boosting toughness/endurance by 35% after an ally down + an extra 20% to all stats, effectively boosting her survivability but also giving her the tools to take down enemies single handedly. The guitar will shorten turn delay while erasing sleep damage. Lastly,

**The Vul -** Vikki

Vul's Cunning - Vikki gets a 35% miss chance from her thick fur and a 2nd chance to dodge each attack from being acrobatic should help boost damage dealt up to a maximum of 100%+. For every hit taken she gains an agility bonus, until dodged.

Vikki's Vulstaff - Increases agility as health depletes. Pairs with 1st relic by giving a small damage boost as health gets lower.

Antagonist - Boosts healing of the Hunter stance by allowing disarm stun damage to heal 10% of Max hp.

Attunement - Boosts strength of tranquil stance by adding MP cost to damage of magic skills and teaching moonbeam.

**Musketeer -** Alexandre

Pair with banshee (Wail lowers enemy defenses), priestess (healing and bless boosts all stats further), or Plague Doctor (\*plague stacks activate lizards scale)

Boxing Glove - As En Guard gives a free strike whenever a taunted enemy (or enemies) takes a turn, doing 30% stun, per enemy per action, adds noticeable delay.

Fencers Riposte - Enemies you have taunted have their defense halved to their lunge and their, now deadly, coup de grace.

Lizard scale - After taunting the front row and protecting 2 units potentially this unit can take damage so the scale heals for 20% max after every debuff while increasing all healing by 25% (\*effectively 25% per debuff)

Musketeer's Musket - at 2x power it provides a much needed stronger attack capable of reaching back row units, while also turning .25 speed into power.

or Shredder Saw - Gives a potent attack row skill at 1.5 power, avoiding the muskets speed penalty, while applying stun much more effectively.

**The Knight -** Leon

Hardened Stone - Boosts toughness about a 100 points and phi/defense by about 20% to the high eighties. undeterred ability prevents stats from dropping

Knights Shield - Boosts power, Toughness, and Tech by 15%. (a multi purpose attribute boost.)

Yukiko's Dagger - Boosts power by .25 technique and teaches the boss slaying execute Skill.

Jaguar Claws - increases damage up to 50% based on targets missing HP. As Valor takes less (25%) and deals more damage to enemies with more HP, the damage bonus will now double as damage is dealt, rather than going away.