One combo for every pair of schools — 66 of them, none missing and none duplicated. A combo fires when towers of both schools damage the same enemy within 1.5 seconds; they do not need to be near each other.
The figures here are what reaches play. The adjacency bonuses are the stored values with the game's 40% damper already applied, and damage-type combo effects land at half their stored strength. Two throttles also apply: each pair has its own per-enemy cooldown, listed on every entry, and no enemy can take more than one combo of any kind per 1.5 seconds.
Every entry below carries both of the pair's bonuses: the combo, and the permanent adjacency bonus the two get from standing orthogonally next to each other. They are separate systems that happen to share a table — the combo cares only about hits landing on one enemy in time, the adjacency bonus only about where the two towers stand.
A combo is set off by a tower's shot, and by the splash from it. Damage-over-time ticks do not count as a hit, so a pair of damage-over-time paths will never trigger their combo from burning alone.
Tiers are the game's own power bands: five S, five A, eight B, forty-eight C.
Eclipse ConvergenceUmbramancy + Radiance — Twilight Annihilation: true damage, vulnerable.
Eclipse Convergence is the pairing; Twilight Annihilation is the combo it fires. The combo fires when an Umbramancy tower's shot hits an enemy that a Radiance tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Twilight Annihilation does
One-shot damage is capped from mid-game on: at wave 40 the cap is about 7.8% of a typical enemy's health.
- True damage
- 6% of the target's maximum health, ignoring armour and resistance.
- Vulnerable
- Takes 15% more damage from tower shots for 6 s.
The same pair cannot fire on that enemy again for 5 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, an Umbramancy and a Radiance tower standing side by side (not diagonally) each get +6% damage. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Umbramancy or Radiance tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Eternal VigilRadiance + Chronomancy — Moment of Grace: stun — cannot move for 2 s.
Eternal Vigil is the pairing; Moment of Grace is the combo it fires. The combo fires when a Radiance tower's shot hits an enemy that a Chronomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Moment of Grace does
- Tower attack-speed buff
- Has no effect in the current version.
- Stun
- Cannot move for 2 s.
The same pair cannot fire on that enemy again for 12 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Radiance and a Chronomancy tower standing side by side (not diagonally) each get +3.2% attack speed and +0.5 range. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Radiance or Chronomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Festering AgesToxicology + Chronomancy — Accelerated Decay: accelerate, health cut.
Festering Ages is the pairing; Accelerated Decay is the combo it fires. The combo fires when a Toxicology tower's shot hits an enemy that a Chronomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Accelerated Decay does
- Accelerate
- Every damage-over-time effect already on it ticks 3× as fast, and lasts at least 4 s more.
- Health cut
- Maximum health permanently reduced by 1%.
The same pair cannot fire on that enemy again for 8 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Toxicology and a Chronomancy tower standing side by side (not diagonally) each get +3.2% damage and +2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Toxicology or Chronomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Frozen MomentCryomancy + Chronomancy — Cryogenic Stasis: stun, burst.
Frozen Moment is the pairing; Cryogenic Stasis is the combo it fires. The combo fires when a Cryomancy tower's shot hits an enemy that a Chronomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Cryogenic Stasis does
One-shot damage is capped from mid-game on: at wave 40 the cap is about 7.8% of a typical enemy's health.
- Stun
- Cannot move for 3 s.
- Burst
- 4% of the target's maximum health, at once.
The same pair cannot fire on that enemy again for 10 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Cryomancy and a Chronomancy tower standing side by side (not diagonally) each get +4% attack speed and +0.5 range. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Cryomancy or Chronomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Temporal WeaveArcanum + Chronomancy — Infinity Loop: vulnerable — takes 100% more damage from tower shots for 4 s.
Temporal Weave is the pairing; Infinity Loop is the combo it fires. The combo fires when an Arcanum tower's shot hits an enemy that a Chronomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Infinity Loop does
- Vulnerable
- Takes 100% more damage from tower shots for 4 s.
The same pair cannot fire on that enemy again for 15 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, an Arcanum and a Chronomancy tower standing side by side (not diagonally) each get +4% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Arcanum or Chronomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Crystalized ManaCryomancy + Arcanum — Absolute Zero Cascade: freeze, chain.
Crystalized Mana is the pairing; Absolute Zero Cascade is the combo it fires. The combo fires when a Cryomancy tower's shot hits an enemy that an Arcanum tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Absolute Zero Cascade does
One-shot damage is capped from mid-game on: at wave 40 the cap is about 7.8% of a typical enemy's health.
- Health-share damage
- Has no effect in the current version.
- Freeze
- Frozen in place for 2.5 s.
- Chain
- Jumps to up to 4 other enemies within 2 tiles, 1% of the target's maximum health each.
The same pair cannot fire on that enemy again for 6 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Cryomancy and an Arcanum tower standing side by side (not diagonally) each get +3.2% damage and +2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Cryomancy or Arcanum tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Ley Line AnchorGeomancy + Arcanum — Mana Quake: blast, stun, resistance shred.
Ley Line Anchor is the pairing; Mana Quake is the combo it fires. The combo fires when a Geomancy tower's shot hits an enemy that an Arcanum tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Mana Quake does
One-shot damage is capped from mid-game on: at wave 40 the cap is about 7.8% of a typical enemy's health.
- Blast
- Up to 4% of the target's maximum health to every other enemy within 2 tiles, less the further out they stand.
- Stun
- Cannot move for 1.5 s.
- Resistance shred
- −5 points of magic resistance for 10 s; stacks with repeats.
The same pair cannot fire on that enemy again for 5 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Geomancy and an Arcanum tower standing side by side (not diagonally) each get +4.8% damage. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Geomancy or Arcanum tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Miasma FoundationToxicology + Geomancy — Toxic Quagmire: slow, armour shred.
Miasma Foundation is the pairing; Toxic Quagmire is the combo it fires. The combo fires when a Toxicology tower's shot hits an enemy that a Geomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Toxic Quagmire does
- Slow
- 50% slower for 6 s.
- Armour shred
- −3 armour for 6 s; stacks with repeats.
The same pair cannot fire on that enemy again for 5 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Toxicology and a Geomancy tower standing side by side (not diagonally) each get +0.5 range. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Toxicology or Geomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Temporal GustAeromancy + Chronomancy — Rewind Gale: knockback, slow.
Temporal Gust is the pairing; Rewind Gale is the combo it fires. The combo fires when an Aeromancy tower's shot hits an enemy that a Chronomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Rewind Gale does
- Knockback
- Pushed 4 tiles back along its route.
- Slow
- 50% slower for 3 s.
The same pair cannot fire on that enemy again for 5 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, an Aeromancy and a Chronomancy tower standing side by side (not diagonally) each get +2% attack speed and +0.5 range. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Aeromancy or Chronomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Venomous ShadowsToxicology + Umbramancy — Assassin's Venom: health-share burn, anti-heal.
Venomous Shadows is the pairing; Assassin's Venom is the combo it fires. The combo fires when a Toxicology tower's shot hits an enemy that an Umbramancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Assassin's Venom does
- Health-share burn
- 2% of maximum health per second for 5 s (10% in all).
- Anti-heal
- Cannot regenerate or be healed for 5 s.
The same pair cannot fire on that enemy again for 6 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Toxicology and an Umbramancy tower standing side by side (not diagonally) each get +4% damage. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Toxicology or Umbramancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Black IceCryomancy + Umbramancy — Void Freeze: stun, slow.
Black Ice is the pairing; Void Freeze is the combo it fires. The combo fires when a Cryomancy tower's shot hits an enemy that an Umbramancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Void Freeze does
- Stun
- Cannot move for 3 s.
- Slow
- 40% slower for 5 s.
The same pair cannot fire on that enemy again for 8 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Cryomancy and an Umbramancy tower standing side by side (not diagonally) each get +4% damage. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Cryomancy or Umbramancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Brilliant ChargeVoltomancy + Radiance — Judgment Bolt: burst, vulnerable, blast.
Brilliant Charge is the pairing; Judgment Bolt is the combo it fires. The combo fires when a Voltomancy tower's shot hits an enemy that a Radiance tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Judgment Bolt does
One-shot damage is capped from mid-game on: at wave 40 the cap is about 7.8% of a typical enemy's health.
- Burst
- 5% of the target's maximum health, at once.
- Vulnerable
- Takes 15% more damage from tower shots for 6 s.
- Blast
- Up to 2% of the target's maximum health to every other enemy within 2 tiles, less the further out they stand.
The same pair cannot fire on that enemy again for 5 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Voltomancy and a Radiance tower standing side by side (not diagonally) each get +4% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Voltomancy or Radiance tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Darkfire PactPyromancy + Umbramancy — Hellfire Mark: vulnerable, blast.
Darkfire Pact is the pairing; Hellfire Mark is the combo it fires. The combo fires when a Pyromancy tower's shot hits an enemy that an Umbramancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Hellfire Mark does
One-shot damage is capped from mid-game on: at wave 40 the cap is about 7.8% of a typical enemy's health.
- Vulnerable
- Takes 50% more damage from tower shots for 4 s.
- Blast
- Up to 2.5% of the target's maximum health to every other enemy within 1.5 tiles, less the further out they stand.
The same pair cannot fire on that enemy again for 5 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Pyromancy and an Umbramancy tower standing side by side (not diagonally) each get +4.8% damage. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Pyromancy or Umbramancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Nightshade PactUmbramancy + Druidism — Predator's Garden: root, health-share burn.
Nightshade Pact is the pairing; Predator's Garden is the combo it fires. The combo fires when an Umbramancy tower's shot hits an enemy that a Druidism tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Predator's Garden does
- Root
- Rooted in place for 2 s.
- Health-share burn
- 1.5% of maximum health per second for 4 s (6% in all).
The same pair cannot fire on that enemy again for 5 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, an Umbramancy and a Druidism tower standing side by side (not diagonally) each get +2.4% damage and +2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Umbramancy or Druidism tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Permafrost BastionCryomancy + Geomancy — Glacial Entombment: stun, armour shred, blast.
Permafrost Bastion is the pairing; Glacial Entombment is the combo it fires. The combo fires when a Cryomancy tower's shot hits an enemy that a Geomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Glacial Entombment does
One-shot damage is capped from mid-game on: at wave 40 the cap is about 7.8% of a typical enemy's health.
- Stun
- Cannot move for 2 s.
- Armour shred
- −8 armour for 6 s; stacks with repeats.
- Blast
- Up to 2% of the target's maximum health to every other enemy within 1.5 tiles, less the further out they stand.
The same pair cannot fire on that enemy again for 5 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Cryomancy and a Geomancy tower standing side by side (not diagonally) each get +3.2% damage and +0.3 range. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Cryomancy or Geomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Seasonal CycleDruidism + Chronomancy — Millennium Growth: root, health-share burn.
Seasonal Cycle is the pairing; Millennium Growth is the combo it fires. The combo fires when a Druidism tower's shot hits an enemy that a Chronomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Millennium Growth does
- Root
- Rooted in place for 3 s.
- Health-share burn
- 1.5% of maximum health per second for 3 s (4.5% in all).
The same pair cannot fire on that enemy again for 6 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Druidism and a Chronomancy tower standing side by side (not diagonally) each get +3.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Druidism or Chronomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Thermal FluxPyromancy + Cryomancy — Shatterstorm: blast, resistance shred.
Thermal Flux is the pairing; Shatterstorm is the combo it fires. The combo fires when a Pyromancy tower's shot hits an enemy that a Cryomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Shatterstorm does
One-shot damage is capped from mid-game on: at wave 40 the cap is about 7.8% of a typical enemy's health.
- Blast
- Up to 3% of the target's maximum health to every other enemy within 2 tiles, less the further out they stand.
- Resistance shred
- −10 points of magic resistance for 4 s; stacks with repeats.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Pyromancy and a Cryomancy tower standing side by side (not diagonally) each get +4.8% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Pyromancy or Cryomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Toxic ConductorVoltomancy + Toxicology — Galvanic Plague: blast, vulnerable.
Toxic Conductor is the pairing; Galvanic Plague is the combo it fires. The combo fires when a Voltomancy tower's shot hits an enemy that a Toxicology tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What Galvanic Plague does
One-shot damage is capped from mid-game on: at wave 40 the cap is about 7.8% of a typical enemy's health.
- Blast
- Up to 2.5% of the target's maximum health to every other enemy within 2 tiles, less the further out they stand.
- Vulnerable
- Takes 5% more damage from tower shots for 4 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Voltomancy and a Toxicology tower standing side by side (not diagonally) each get +3.2% damage. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Voltomancy or Toxicology tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Druidism + BeastmasteryCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Druidism tower's shot hits an enemy that a Beastmastery tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Druidism and a Beastmastery tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Druidism or Beastmastery tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Chronomancy + BeastmasteryCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Chronomancy tower's shot hits an enemy that a Beastmastery tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Chronomancy and a Beastmastery tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Chronomancy or Beastmastery tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Pyromancy + DruidismCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Pyromancy tower's shot hits an enemy that a Druidism tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Pyromancy and a Druidism tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Pyromancy or Druidism tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Pyromancy + ChronomancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Pyromancy tower's shot hits an enemy that a Chronomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Pyromancy and a Chronomancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Pyromancy or Chronomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Pyromancy + BeastmasteryCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Pyromancy tower's shot hits an enemy that a Beastmastery tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Pyromancy and a Beastmastery tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Pyromancy or Beastmastery tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Pyromancy + VoltomancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Pyromancy tower's shot hits an enemy that a Voltomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Pyromancy and a Voltomancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Pyromancy or Voltomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Pyromancy + ToxicologyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Pyromancy tower's shot hits an enemy that a Toxicology tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Pyromancy and a Toxicology tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Pyromancy or Toxicology tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Pyromancy + GeomancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Pyromancy tower's shot hits an enemy that a Geomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Pyromancy and a Geomancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Pyromancy or Geomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Pyromancy + RadianceCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Pyromancy tower's shot hits an enemy that a Radiance tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Pyromancy and a Radiance tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Pyromancy or Radiance tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Pyromancy + ArcanumCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Pyromancy tower's shot hits an enemy that an Arcanum tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Pyromancy and an Arcanum tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Pyromancy or Arcanum tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Pyromancy + AeromancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Pyromancy tower's shot hits an enemy that an Aeromancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Pyromancy and an Aeromancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Pyromancy or Aeromancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Cryomancy + DruidismCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Cryomancy tower's shot hits an enemy that a Druidism tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Cryomancy and a Druidism tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Cryomancy or Druidism tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Cryomancy + BeastmasteryCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Cryomancy tower's shot hits an enemy that a Beastmastery tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Cryomancy and a Beastmastery tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Cryomancy or Beastmastery tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Cryomancy + VoltomancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Cryomancy tower's shot hits an enemy that a Voltomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Cryomancy and a Voltomancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Cryomancy or Voltomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Cryomancy + ToxicologyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Cryomancy tower's shot hits an enemy that a Toxicology tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Cryomancy and a Toxicology tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Cryomancy or Toxicology tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Cryomancy + RadianceCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Cryomancy tower's shot hits an enemy that a Radiance tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Cryomancy and a Radiance tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Cryomancy or Radiance tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Cryomancy + AeromancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Cryomancy tower's shot hits an enemy that an Aeromancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Cryomancy and an Aeromancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Cryomancy or Aeromancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Voltomancy + DruidismCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Voltomancy tower's shot hits an enemy that a Druidism tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Voltomancy and a Druidism tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Voltomancy or Druidism tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Voltomancy + ChronomancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Voltomancy tower's shot hits an enemy that a Chronomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Voltomancy and a Chronomancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Voltomancy or Chronomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Voltomancy + BeastmasteryCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Voltomancy tower's shot hits an enemy that a Beastmastery tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Voltomancy and a Beastmastery tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Voltomancy or Beastmastery tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Voltomancy + GeomancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Voltomancy tower's shot hits an enemy that a Geomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Voltomancy and a Geomancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Voltomancy or Geomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Voltomancy + UmbramancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Voltomancy tower's shot hits an enemy that an Umbramancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Voltomancy and an Umbramancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Voltomancy or Umbramancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Voltomancy + ArcanumCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Voltomancy tower's shot hits an enemy that an Arcanum tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Voltomancy and an Arcanum tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Voltomancy or Arcanum tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Voltomancy + AeromancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Voltomancy tower's shot hits an enemy that an Aeromancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Voltomancy and an Aeromancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Voltomancy or Aeromancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Toxicology + DruidismCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Toxicology tower's shot hits an enemy that a Druidism tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Toxicology and a Druidism tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Toxicology or Druidism tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Toxicology + BeastmasteryCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Toxicology tower's shot hits an enemy that a Beastmastery tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Toxicology and a Beastmastery tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Toxicology or Beastmastery tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Toxicology + RadianceCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Toxicology tower's shot hits an enemy that a Radiance tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Toxicology and a Radiance tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Toxicology or Radiance tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Toxicology + ArcanumCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Toxicology tower's shot hits an enemy that an Arcanum tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Toxicology and an Arcanum tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Toxicology or Arcanum tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Toxicology + AeromancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Toxicology tower's shot hits an enemy that an Aeromancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Toxicology and an Aeromancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Toxicology or Aeromancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Geomancy + DruidismCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Geomancy tower's shot hits an enemy that a Druidism tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Geomancy and a Druidism tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Geomancy or Druidism tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Geomancy + ChronomancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Geomancy tower's shot hits an enemy that a Chronomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Geomancy and a Chronomancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Geomancy or Chronomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Geomancy + BeastmasteryCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Geomancy tower's shot hits an enemy that a Beastmastery tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Geomancy and a Beastmastery tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Geomancy or Beastmastery tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Geomancy + UmbramancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Geomancy tower's shot hits an enemy that an Umbramancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Geomancy and an Umbramancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Geomancy or Umbramancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Geomancy + RadianceCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Geomancy tower's shot hits an enemy that a Radiance tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Geomancy and a Radiance tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Geomancy or Radiance tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Geomancy + AeromancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Geomancy tower's shot hits an enemy that an Aeromancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Geomancy and an Aeromancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Geomancy or Aeromancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Umbramancy + ChronomancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when an Umbramancy tower's shot hits an enemy that a Chronomancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, an Umbramancy and a Chronomancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Umbramancy or Chronomancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Umbramancy + BeastmasteryCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when an Umbramancy tower's shot hits an enemy that a Beastmastery tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, an Umbramancy and a Beastmastery tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Umbramancy or Beastmastery tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Umbramancy + ArcanumCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when an Umbramancy tower's shot hits an enemy that an Arcanum tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, an Umbramancy and an Arcanum tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Umbramancy or Arcanum tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Umbramancy + AeromancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when an Umbramancy tower's shot hits an enemy that an Aeromancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, an Umbramancy and an Aeromancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Umbramancy or Aeromancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Radiance + DruidismCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Radiance tower's shot hits an enemy that a Druidism tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Radiance and a Druidism tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Radiance or Druidism tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Radiance + BeastmasteryCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Radiance tower's shot hits an enemy that a Beastmastery tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Radiance and a Beastmastery tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Radiance or Beastmastery tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Radiance + ArcanumCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Radiance tower's shot hits an enemy that an Arcanum tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Radiance and an Arcanum tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Radiance or Arcanum tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Radiance + AeromancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when a Radiance tower's shot hits an enemy that an Aeromancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, a Radiance and an Aeromancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Radiance or Aeromancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Arcanum + DruidismCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when an Arcanum tower's shot hits an enemy that a Druidism tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, an Arcanum and a Druidism tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Arcanum or Druidism tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Arcanum + BeastmasteryCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when an Arcanum tower's shot hits an enemy that a Beastmastery tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, an Arcanum and a Beastmastery tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Arcanum or Beastmastery tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Arcanum + AeromancyCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when an Arcanum tower's shot hits an enemy that an Aeromancy tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, an Arcanum and an Aeromancy tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Arcanum or Aeromancy tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Aeromancy + DruidismCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when an Aeromancy tower's shot hits an enemy that a Druidism tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, an Aeromancy and a Druidism tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Aeromancy or Druidism tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.
Aeromancy + BeastmasteryCombo: vulnerable — takes 8% more damage from tower shots for 3 s.
The combo fires when an Aeromancy tower's shot hits an enemy that a Beastmastery tower hit in the last 1.5 seconds, or the other way round. The towers can stand anywhere; splash hits count, damage over time does not.
What the combo does
- Health-share damage
- Has no effect in the current version.
- Vulnerable
- Takes 8% more damage from tower shots for 3 s.
The same pair cannot fire on that enemy again for 4 seconds, and no combo of any pair lands on one enemy within 1.5 seconds of the last.
Separately, an Aeromancy and a Beastmastery tower standing side by side (not diagonally) each get +2% damage and +1.2% attack speed. Several neighbours do not add up — a tower keeps only its largest damage bonus and its largest attack-speed bonus, auras included. In the current version, selling any Aeromancy or Beastmastery tower anywhere removes that school's bonus from every tower, even pairs still side by side, until a new tower of it is built next to them.