Direct answer
Buy the synergy node in the character skill tree and place both named survivors in the squad. Three of each survivor's four links also need their named ability during the run; the fourth works independently of an ability.
What to know before the run
- Cross-survivor links
- 4 per survivor
- Ability-linked
- 3
- Independent link
- 1
- Unlock source
- Character skill trees
- Recruit check
- SOS synergy panel
Activation checklist
- Purchase the node in the permanent skill tree
- Recruit both survivors named by the node
- For an ability-linked synergy, take the named ability in the run
- Check the SOS panel before spending the last squad slot
Rank five changes team value
The new team passive only applies when that survivor is present, so a fully developed rank-five survivor can justify a slot even when their weapon is not the run’s main damage source.
Avoid the rarity trap
A high-rarity item with no shared tag can be weaker than a common piece that completes a threshold. Check the tag row before choosing the brighter card.
Permanent unlock and run activation are separate
Buying a synergy node makes the link available on the account. Recruiting both named survivors activates an independent link immediately. An ability-linked synergy also needs the named ability in the current run before its combat effect can occur.
Check the SOS card before recruiting
The SOS interface shows inactive and unavailable synergies. Read it before adding the third survivor so the final slot completes an interaction your current weapons and abilities can activate.
Useful pair interactions
- Engineer and Ghost: Electric Turret can release kunai around the turret
- Engineer and Huntress: Electrocution can interact with Frost Arrows once both requirements are unlocked
- Tank and Engineer: EMP can fire shotgun pellets in a random direction
- Huntress and Engineer: Bear Traps can spawn Saw Blade Drones
- Ranger and Huntress: Huntress gains Critical chance against marked enemies
A synergy must be active, unlocked, and useful
A listed node can stay dormant because the account has not purchased it, one survivor is absent, or the required ability was never selected. Do not recruit for a grey interaction unless the remaining run can still acquire every required piece.
Recruit in dependency order
Start with the survivor whose weapon works without help. Recruit the enabler second, then use the last slot for control or sustain. Ranger, for example, needs reliable marks before pet bonuses matter; a turret team needs the first turret stable before Transmitter scaling produces value.
Build one interaction into a full plan
After activating a node, invest in the stats that serve both sides. Ability cooldown and duration help Electric Turret and its kunai releases. Critical chance helps marked-target interactions. Taunt damage needs a dependable source of taunt and enough area to keep enemies inside the affected lane.
Rank five changes the value of a slot
Rank-five team passives apply while that survivor is present, and each character also gains new personal upgrades. A developed support can justify a slot through Luck, armor, area, or damage bonuses even when their weapon does not lead the score screen. Compare the whole node package before swapping the character.
Avoid the inactive-synergy trap
Do not spread early levels across four prerequisite abilities. Finish the leader weapon, take one level in each enabling ability so its cooldown starts cycling, and return to the interaction after the squad can already clear normal enemies. A functioning build with one active synergy beats a weak build waiting for three.
Strategy sections are independent editorial guidance based on observed version 1.0 gameplay. The official sources below support version facts, not every tactical recommendation. Facts last checked Aug 31, 2026.