Synergies explained: build around shared tags
Understand cross-survivor nodes, rank-five passives, and why a coherent tag plan beats random high-rarity picks.
Direct answer
Version 1.0 gives each survivor four cross-survivor synergies: three tied to abilities and one that works independently. Rank five adds two synergy nodes, two passive upgrades, and one team passive.
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
Choose one primary tag
Start with the leader’s weapon path, then recruit survivors who can add the same tag or apply statuses that the tag rewards. The explosive build is a clear example: more Explosive tags increase radius and Implosion refreshes other statuses.
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.
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 required evolution never appeared, the relevant ability was banished, or the account has not unlocked the node. 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 26, 2026.