Magic Chess

Magic Chess Synergy : Role & Faction 2022


Hey, I’m Zathong and this is all Synergy in Magic Chess. Synergy is the most crucial part of the entire Magic Chess mode and subdivided into two, the Role and the Faction.

magic-chess-synergy

Role

Weapon Master

Different allied Weapon Master heroes are required to activate the effect.

  • [3] All heroes restore HP by 25% damage dealt. When Weapon Masters’ HP is full, this is converted instead into Shield, to a maximum of 20% Max HP.
  • [6] All heroes restore HP by 60% damage dealt. When Weapon Masters’ HP is full, this is converted instead into Shield, to a maximum of 40% Max HP.
  • [9] All heroes restore HP by 120% damage dealt. When Weapon Masters’ HP is full, this is converted instead into Shield, to a maximum of 60% Max HP.

Targeman

Different allied Targeman heroes are required to activate the effect.

  • [2] Increase Max HP of nearby units by 1500.

Archer

Different allied Archer heroes are required to activate the effect.

  • [3] Increases Archers’ Attack Range by 1. Each Basic Attack reduces the target’s Physical Defense by 5, stacking up to 25 times.
  • [6] Increases Archers’ Attack Range by 2. Each Basic Attack reduces the target’s Physical Defense by 10, stacking up to 50 times.

Elementalist

Different allied Elementalist heroes are required to activate the effect.

  • [3] Casting a skill for the first time regenerates 50% Mana for Elementalists.
  • [6] Casting a skill for the first time regenerates 99% Mana for Elementalists.

Mage

Different allied Mage heroes are required to activate the effect.

  • [2] Increases all allied heroes’ Magic Damage by 35%.
  • [4] Increases all heroes’ Magic Damage by 70%.
  • [6] Increases all heroes’ Magic Damage by 105%.

Guardian

Different allied Guardian heroes are required to activate the effect.

  • [3] Increases Guardian’s Physical Defense by 100.

Gunner

Different allied Gunner heroes are required to activate the effect.

  • [2] Increases own Critical Chance by 25% and Critical Damage by 200%.
  • [4] Increases own Critical Chance by 30% and Critical Damage by 290%.
  • [6] Increases own Critical Chance by 35% and Critical Damage by 380%.

Wrestler

Different allied Wrestler heroes are required to activate the effect.

  • [2] Wrestlers have 20% chance to stun enemies for 2.5s, deal 250 additional Physical Damage, and restore some HP with Basic Attacks.
  • [4] Wrestlers have 32% chance to stun enemies for 2.5s, deal 600 additional Physical Damage, and restore some HP with Basic Attacks.
  • [6] Wrestlers have 42% chance to stun enemies for 2.5s, deal 800 additional Physical Damage, and restore some HP with Basic Attacks.

Assassin

Different allied Assassin heroes are required to activate the effect.

  • [2] Assassins have 20% chance to trigger 3 extra quick attack(s) while launching Basic Attacks. Each quick attack deals 30 True Damage.
  • [4] Assassins have 50% chance to trigger 3 extra quick attack(s) while launching Basic Attacks. Each quick attack deals 100 True Damage.

Swordsman

Different allied Swordsman heroes are required to activate the effect.

  • [2] When a Swordsman’s skill deals damage, it has a 45% chance to summon an orbiting sword, which deals Physical Damage to the target equal to 20% of its HP lost.
  • [4] When a Swordsman’s skill deals damage, it has a 70% chance to summon an orbiting sword, which deals Physical Damage to the target equal to 35% of its HP lost.

Faction

Nature Spirit

Different allied Nature Spirit heroes are required to activate the effect.

  • [3] Nature Spirits don’t have any Physical Defense, can collectively take on damage received, and damage they take is reduced by 20%.
  • [6] Nature Spirits don’t have any Physical Defense, can collectively take on damage received, and damage they take is reduced by 46%.

Los Pecados

Different allied Los Pecados heroes are required to activate the effect.

  • [2] After killing a hero, Los Pecados gain 2 Gold. Up to a max of 4 can be gained per round.
  • [4] After killing a hero, Los Pecados gain 4 Gold. Up to a max of 12 can be gained per round.

Astro Power

Different allied Astro Power heroes are required to activate the effect.

  • [3] Increase the damage of the Astro Power hero with the most equipment by 75%, and they restore HP by 30% damage dealt.
  • [6] Increase the damage of the Astro Power hero with the most equipment by 150%, and they restore HP by 80% damage dealt.

Superhero

Different allied Superhero heroes are required to activate the effect.

  • [3] At 3s after the battle starts, Superheroes mark the enemy hero who has dealt the most damage and launch attack, dealing 50% extra damage to this hero. After the target dies, the killer will restore 50% HP and another enemy hero will be marked.
  • [6] At 3s after the battle starts, Superheroes mark the enemy hero who has dealt the most damage and launch attack, dealing 100% extra damage to this hero. After the target dies, the killer will restore 100% HP and another enemy hero will be marked.

V.E.N.O.M.

Different allied V.E.N.O.M. heroes are required to activate the effect.

  • [2] V.E.N.O.M.’s damage poisons enemies for 5s, dealing damage equal to 0.4%-4% of Max HP per second up to 10 stacks. At maximum stacks, the target’s healing is reduced by 25%.
  • [4] V.E.N.O.M.’s damage poisons enemies for 5s, dealing damage equal to 0.7%-7% of Max HP per second up to 10 stacks. At maximum stacks, the target’s healing is reduced by 50%.
  • [6] V.E.N.O.M.’s damage poisons enemies for 5s, dealing damage equal to 1%-10% of Max HP per second up to 10 stacks. At maximum stacks, the target’s healing is reduced by 75%.

Cadia Riverlands

Different allied Cadia Riverlands heroes are required to activate the effect.

  • [3] Every time an allied hero dies, a random Dragon Altar hero gains 12% Attack Speed and obtains a Shield equal to 12% of Max HP. Up to 3 stacks.
  • [6] Every time an allied hero dies, a random Dragon Altar hero gains 12% Attack Speed and obtains a Shield equal to 12% of Max HP. Up to 6 stacks.

Lightborn

Different allied Lightborn heroes are required to activate the effect.

  • [2] After inflicting or receiving damage 10 times. Lightborn gain a Shield that reduces 20% damage taken. Shield lasts 5s.
  • [4] After inflicting or receiving damage 10 times. Lightborn gain a Shield that reduces 40% damage taken. Shield lasts 5s.
  • [6] After inflicting or receiving damage 10 times. Lightborn gain a Shield that reduces 65% damage taken. Shield lasts 5s.

Northern Vale

Different allied Northern Vale heroes are required to activate the effect.

  • [3] When the battle starts, all Northern Vale Heroes get full mana.

Abyss

Different allied Abyss heroes are required to activate the effect.

  • [2] Increases Attack Speed by 20% for all heroes.
  • [4] Increases Attack Speed by 40% for all heroes.
  • [6] Increases Attack Speed by 60% for all heroes.

Mech Era

Different allied Mech Era heroes are required to activate the effect.

  • [3] Mech Era heroes’ Basic Attacks will reduce enemy heroes’ Mana by 13 and recover 4 Mana.
  • [6] Mech Era heroes’ Basic Attacks will reduce enemy heroes’ Mana by 32 and recover 8 Mana.

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