Hey, I’m Zathong and this is all Synergy in Chess Rush. Synergy is the most crucial part of the entire Chess Rush mode and subdivided into two, the Classes and Races.
Classes
Classes have various effects depending on the amount of the specific class is on the board. Classes also have their own style of attacks.
All class in Chess Rush:
Name | Ability | |
Warrior | Warriors gain additional armor depending on the number of unique warrior units on the board. Warriors are melee heroes and their combo provides extra armor increasing their survivability as a frontliner | 3 Warriors: Increases armor of all ally Warriors to 300%. 6 Warriors: Increases armor of all ally Warriors by 500%. Iron wall: Warriors lose only 6% of health everytime they get attacked. |
Assassin | Ally assassinsbecome invisible at the beginning of the battle depending on the number of allies. While invisible, assassins perform a critical hit and lose invisibilty.Assassins attack enemies from behind,useful for taking out core heroes in the backline | 3 Assassins: All Assassins become invisible at the beginning of the battle. Their first normal attack deals 250% damage, and subsequent attacks have 15% chance to make them invisible again. 6 Assassins: All Assassins become invisible at the beginning of the battle. Their first normal attack deals 300% damage. Normal attack has 25% chance to make assassin become invisible again. |
Sorcerer | Sorcerers have increased ability power depending on the number of unique sorcerer units on the board. Sorcerers deal huge amounts of Magic Damage to enemies,they rely on their abilities for damage,fragile but high burst damage | 3 Sorcerers: Increases ability power by 40 for ally sorcerers. 6 Sorcerers: Increases ability power by 80 for ally sorcerers.after there are 6 sorcerers,each additional sorcerer adds 10 ability power |
Rider | Riders have a chance to get armour and magic resistance to ally riders. Riders are melee heroes,their combo provides damage reduction and are perfect frontliners | 2 Riders: 30% chance to get 150 armor and 60% magic resistance for ally riders. 4 Riders: 45% chance to get 160 armor and 60% magic resistance for ally riders. 6 Riders: 60% chance to get 185 armor and 60% magic resistance for ally riders. |
Summoner | Summoners increase the HP of the summoned pets depending on the number of unique Summoner units on the board. Summoners summon extra allies to fight on the board,this can quickly overwhelm enemies and tend to also give effects when the summoned ally is eliminated | Summoner When you deploy different summoners: 2 summoners: Ally summoners’ pets inherit 10% of their summoner’s HP. 4 summoners: Ally summoners’ pets inherit 15% of their summoner’s HP. 6 summoners: Ally summoner’s pets inherit 25% of their summoner’s HP. |
Hunter | Hunters have a chance to increase their attack speed for each unique hunter units on the board. Hunters are Ranged DPS heroes mostly they are the core heroes of the team because of their high DPS,since they have low base defence they are vulnerable to enemy units who deal high damage,like assassins and sorcerers | 3 Hunters: Ally hunters’ attack speed is increased by 30 6 Hunters: Ally hunters’ attack speed dis increased by 50,after there are 6 Hunters,each addit6 Hunter adds 10 attackspeed,Hunters Mark,Ally Hunters’ Attacks marks enemies which increases damage by 5% and can stack up to 10 times unto a target |
Warlock | Warlocks can increase the life steal effect of all allies. Warlocks gives buffs to the team like shield and heal,some of them assists allies in terms of damage and control | 2 Warlocks: Increases life steal of all allies by +15%. Excess health from life steal becomes a shield. 4 Warlocks: Increases life steal of all allies by +30%. Excess health from life steal becomes a shield. |
Druid | A smaller amount of druids can be combined to make a better version. They also restore mana. Druids are easier to level up because of their combo,this helps your team sustain early,but later the Druids fall behind,that’s where their Mana Regen when they die gets a little useful | 2 Druids: 2 identical 1-star druids can be combined to a 2-star one instead of 3. Restore 10 mana for all allies within 1 grid upon death. 4 Druids: 2 identical level 2 druids can be combined to a level 3 one instead of 3. Restore 20 mana for all allies within 1 square upon death. |
Punisher | Punishers increase the number of normal attacks and their damage. Punishers are effective melee heroes,they have high DPS and their triple attack from their combo provides a little burst to their DPS | 2 Punishers: Ally punishers’ normal attacks have a 25% chance to strike 3 times, each time dealing 65% damage. 4 Punishers: Ally punishers’ normal attacks have a 45% chance to strike 3 times, each time dealing 65% damage. 6 Punishers: Ally Punishers’ Normal Attacks has a 65% chance to strike 3 times,each dealing 65% Damage |
Protector | Protectors provide a buff to ally tanks and protect the unit directly behind each tank which redirects and mitigates damage. Protectors are perfect frontliners,they can withstand lots of damage and their combo provides shield which helps distractsl enemies from attacking your allies while increasing their survivability | 2 Protectors: All ally protectors and the heroes one square behind them receive a 10% damage reduction at the beginning of battle. Protectors absorb 10% of the damage taken of the heroes behind them. 4 Protectors: All ally protectors and the heroes one square behind them receive a 20% damage reduction at the beginning of battle. Protectors absorb 20% of the damage taken of the heroes behind them. |
Races
Races have ability triggers special effects,mainly major effects on the entire team or it’s specific race.
All race in Chess Rush:
Name | Ability | |
Human | Humans can restore Mana every second for all Allies | 2 Humans: Regenerates 15 mana every 4 second for all Allies. 4 Humans: Regenerates 20 mana every 4 second for all Allies. 6 Humans: Regenerates 25 mana every 4 second for all Allies. |
Elf | Elves can add dodge effects to all Allies and has a chance to leash enemies when elves attack enemies | 2 Elves: All Allies have a 15% chance to dodge enemy attacks. 4 Elves: All Allies have a 25% chance to dodge enemy attacks. 6 Elves: All Allies have a 40% chance to dodge enemy attacks, Ally Elves have a 15% chance to leash enemies with their attacks for 2 sec. |
Beast | Beasts can increase all Allies attack damage. | 2 Beasts: Increase all Allies attack damage by 10%. 4 Beasts: When an ally beast casts an ability, increases all Allies attack damage by 5% 6 Beasts: When an ally beast casts an ability, increases all Allies attack damage by 10% |
Cyborg | Cyborgs can increase a random ally or an ally cyborg’s armour and health regeneration. | 2 Cyborgs: Increases HP Regen by 100 for 1 random ally cyborg. 4 Cybrogs: Increase HP Regen by 150 for 2 random ally cyborgs. 6 Cyborgs: Incease Armor of all Allies by 100 and HP Regen by 200. |
Eastern | Eastern grants its own Race ashield | 2 Easterns: All ally Easterns receive 800 Shield 4 Easterns: All ally Easterns receive 2000 shield 6 Easterns: All ally Easterns recive 3,500 Shield Ascension: 3 random allies also gain 100% attack damage +50 ability power and 40% attack speed |
Goblin | Goblin can give attack speed to all Allies meanwhile Goblins gain extra attack speed | 2 Goblins: Increases attack speed by 10 for all allies and an additional 10 for ally goblins. 4 Goblins: Increases attack speed by 30 for all allies and an additional 30 for ally goblins. |
Undead | Undead can reduce the armour of enemies. | 2 Undead: Reduces the armor of all enemies by 35%. 4 Undead: Reduces the armor of all enemies by 70%. |
Demon | Demon deals extra true damage to targets and has AoE attack effects which deals damage to enemies within 1 square of that target | 2 Demon: Ally demons’ normal attacks deal extra true damage equal to 20% damage dealt to that target. 4 Demons: Ally demons’ normal attacks deal extra true damage equal to 35% damage dealt to that target 6 Demons: Ally demons’ normal attacks deal extra true damage equal to 50% damage dealt to that target,normal attacks also deals 50% attack damage to enemies within 1 square of that target |
Oceanborn | Oceanborns increase magic resistance. | 2 Oceanborns: Magic Resist +30 for all allies. 3 Oceanborns: Magic Resist +45 for all allies. 4 Oceanborns: Magic Resist +60 for all allies. |
Void | Voids Increases the amount of Mana an enemy unit needs to cast their skill,take note that the Mana Shackle effect cannot stack multiple times on a target | 2 Voids: Normal attacks and abilities of Ally Voids inflict Mana Shackles which makes the target consume 35% more Mana to cast it’s subsequent abilities 4 Voids: Normal attacks and abilities of Ally Voids inflict Mana Shackles which makes the target consume 60% more Mana to cast it’s subsequent abilities |
Dragon | Dragons restore mana to ally Dragons | 2 Dragons: Restores 50 mana instantly at the beginning of the battle for all ally dragons. 3 Dragons: Restores 150 mana instantly at the beginning of the battle for all ally dragons. |
Angel | Angel combo turns eliminated heroes into their Ethereal Form which allows the fallen ally to continue fighting and cast their abilities | 2 Angels: The first killed hero will turn into their Ethereal Form for 6 sec. 4 Angels: The first two killed heroes will turn into their Ethereal Form for 6 sec. |
Jelly | Jelly acts like a third piece of a hero | When you have 2 identical heroes, you can drag Gurru with of the same level on either of them to combine them into a higher level hero. |
Olympian |
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