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Synergy Details

This page lists the current 0.13.0-beta synergy thresholds, Machine Core main effects, and tier effects for Xuanji. It has been rechecked against the current public preview implementation, and values may still change during Beta.

General Rules

  • Cards with Encode enter the Machine Chamber after being played. When the chamber reaches 3 cards, they condense into a Machine Core.
  • In a single Machine Core, each synergy can contribute at most 4 progress.
  • The main trait is the highest-contribution synergy. Ties use the earliest chamber card's first tied tag.
  • The Machine Core Board holds up to 3 cores. New cores enter from the left; if the board is full, the rightmost core is removed.
  • Synergy progress comes from the total contribution of all current Machine Cores. Command can add extra effective progress after its Gold tier.

Bulwark

Machine Core main effect: at turn start, each Bulwark Machine Core grants 3 Block.

TierProgressEffect
Bronze2Whenever you gain Block from your own cards, gain 2 additional Block.
Silver5At turn start, if you have any Machine Core, gain 6 Block.
Gold8Block is no longer removed at the start of your turn.
Chromatic11After taking attack damage, reflect the damage absorbed by Block back to the attacker.

Ambush

Machine Core main effect: the first Attack you play each turn deals 3 bonus damage per Ambush Machine Core.

TierProgressEffect
Bronze3At turn start, gain 3 Vigor.
Silver5At turn start, gain 5 Vigor instead.
Gold8At turn start, gain 5 temporary Strength for this turn.
Chromatic12At turn start, add an extra Ambush Attack card to your hand.

Insight

Machine Core main effect: when you encode, draw 1 card, up to once per turn.

TierProgressEffect
Bronze3The first time you condense each turn, draw 1 card.
Silver6The first time you encode each turn, draw 1 additional card.
Gold9Normal hand draw draws 1 extra card; after turn start, discard 1 card and you may exhaust up to 2 cards from hand; the first Skill you play each turn draws 1 card.
Chromatic12Whenever you draw one of your cards, deal 7 damage to all enemies.

Overload

Machine Core main effect: after the first Machine Core you condense each turn, gain 1 Energy for each Overload Machine Core.

TierProgressEffect
Bronze3After the first Machine Core you condense each turn, gain 1 additional Energy.
Silver5Gain +1 max Energy.
Gold8Unspent Energy is retained into the next turn.
Chromatic11At turn start, deal damage to all enemies equal to 15 times your current Energy.

Momentum

Machine Core main effect: at end of turn, if you did not condense a Machine Core this turn, gain 1 Gold per Momentum Machine Core, up to 12 Gold per combat.

TierProgressEffect
Bronze3At end of turn, gain 4 Gold, up to 12 Gold per combat.
Silver6That end-of-turn reward becomes 16 Gold, up to 48 Gold per combat.
Gold9On combat victory, gain 3 Max HP.
Chromatic12At turn start, up to 3 times per combat, upgrade a random upgradable card in your deck; if none can be upgraded, add 1 Replay to a random deck card. On combat victory, gain or stack Momentum Emblem.

Momentum Emblem: at combat start, gain 1 Strength and 1 Dexterity for each counter.

Transmute

Machine Core main effect: the first time you exhaust one of your cards each turn, draw 1 card per Transmute Machine Core.

TierProgressEffect
Bronze3The first time you encode each turn, you may exhaust 1 card from your hand.
Silver6At the start of each turn, add 1 random card from your own character pool to your hand; it has Void.
Gold9Whenever you exhaust one of your cards, gain 1 Energy.
Chromatic12Whenever you exhaust 2 cards, add 1 random card from all characters to your hand; it gains Exhaust and costs 0 this combat.

Corrosion

Machine Core main effect: at turn start, apply 1 Poison to the highest-HP enemy for each Corrosion Machine Core.

TierProgressEffect
Bronze2At turn start, apply 2 Poison and 1 Weak to the highest-HP enemy.
Silver5At turn start, apply 2 Poison and 1 Vulnerable to the lowest-HP enemy.
Gold8At turn start, apply 2 Poison, 1 Weak, and 1 Vulnerable to all enemies.
Chromatic11At turn start, additionally apply 25 Poison to all enemies.

Command

Machine Core main effect: whenever another main Machine Core effect triggers, gain 1 Block per Command Machine Core, up to 3 times per turn.

TierProgressEffect
Bronze3The first time you encode each turn, gain 5 Block.
Silver6Whenever another synergy triggers, gain 3 Block.
Gold9Whenever another synergy triggers, also draw 1 card and gain 1 Energy, up to 2 times per turn. All synergies gain +1 effective progress.
Chromatic12All synergies gain an additional +3 progress. Whenever another synergy triggers, deal 12 damage to all enemies and gain 20 Block.

Command's progress bonus affects displayed effective progress and threshold checks, so a mature Command engine can push other synergies into higher tiers.

Indie games, mods, and dev notes.