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.
Twilight Annihilation fires when an Umbramancy tower and a Radiance tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage that ignores armour and magic resistance (strength 12); an amplifier that makes every later hit on the target land harder (strength 15, 6 s). That pair then cannot fire on that same enemy again for 5 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +6% damage.
Eternal VigilRadiance + Chronomancy — Moment of Grace.
Moment of Grace fires when a Radiance tower and a Chronomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: an attack-speed buff for your own towers (strength 50, 3 s); time stopped for the target (strength 2, 2 s). That pair then cannot fire on that same enemy again for 12 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +3.2% attack speed, +0.5 range.
Festering AgesToxicology + Chronomancy — Accelerated Decay.
Accelerated Decay fires when a Toxicology tower and a Chronomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: every damage-over-time already on the target ticking faster (strength 3, 4 s); a permanent cut to the target's maximum health (strength 2, 4 s). That pair then cannot fire on that same enemy again for 8 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +3.2% damage, +2% attack speed.
Frozen MomentCryomancy + Chronomancy — Cryogenic Stasis.
Cryogenic Stasis fires when a Cryomancy tower and a Chronomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: time stopped for the target (strength 3, 3 s); an immediate burst of damage (strength 8). That pair then cannot fire on that same enemy again for 10 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +4% attack speed, +0.5 range.
Temporal WeaveArcanum + Chronomancy — Infinity Loop.
Infinity Loop fires when an Arcanum tower and a Chronomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: an amplifier that makes every later hit on the target land harder (strength 100, 4 s). That pair then cannot fire on that same enemy again for 15 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +4% attack speed.
Crystalized ManaCryomancy + Arcanum — Absolute Zero Cascade.
Absolute Zero Cascade fires when a Cryomancy tower and an Arcanum tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 5); a freeze (strength 1, 2.5 s); the effect jumping on to nearby enemies (strength 4, 2 tile radius). That pair then cannot fire on that same enemy again for 6 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +3.2% damage, +2% attack speed.
Ley Line AnchorGeomancy + Arcanum — Mana Quake.
Mana Quake fires when a Geomancy tower and an Arcanum tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage splashed onto everything nearby (strength 8, 2 tile radius); a stun (strength 1, 1.5 s); magic resistance stripped away (strength 5, 10 s). That pair then cannot fire on that same enemy again for 5 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +4.8% damage.
Miasma FoundationToxicology + Geomancy — Toxic Quagmire.
Toxic Quagmire fires when a Toxicology tower and a Geomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: a slow (strength 50, 6 s); armour stripped away (strength 3, 6 s). That pair then cannot fire on that same enemy again for 5 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +0.5 range.
Temporal GustAeromancy + Chronomancy — Rewind Gale.
Rewind Gale fires when an Aeromancy tower and a Chronomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: knockback down the path (strength 4); a slow (strength 50, 3 s). That pair then cannot fire on that same enemy again for 5 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% attack speed, +0.5 range.
Venomous ShadowsToxicology + Umbramancy — Assassin's Venom.
Assassin's Venom fires when a Toxicology tower and an Umbramancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 4, 5 s); a block on healing, which shuts off regeneration and enemy healers (strength 100, 5 s). That pair then cannot fire on that same enemy again for 6 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +4% damage.
Black IceCryomancy + Umbramancy — Void Freeze.
Void Freeze fires when a Cryomancy tower and an Umbramancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: time stopped for the target (strength 1, 3 s); a slow (strength 40, 5 s). That pair then cannot fire on that same enemy again for 8 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +4% damage.
Brilliant ChargeVoltomancy + Radiance — Judgment Bolt.
Judgment Bolt fires when a Voltomancy tower and a Radiance tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: an immediate burst of damage (strength 10); an amplifier that makes every later hit on the target land harder (strength 15, 6 s); damage splashed onto everything nearby (strength 4, 2 tile radius). That pair then cannot fire on that same enemy again for 5 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +4% attack speed.
Darkfire PactPyromancy + Umbramancy — Hellfire Mark.
Hellfire Mark fires when a Pyromancy tower and an Umbramancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: an amplifier that makes every later hit on the target land harder (strength 50, 4 s); damage splashed onto everything nearby (strength 5, 1.5 tile radius). That pair then cannot fire on that same enemy again for 5 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +4.8% damage.
Nightshade PactUmbramancy + Druidism — Predator's Garden.
Predator's Garden fires when an Umbramancy tower and a Druidism tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: a root that stops the target moving (strength 1, 2 s); damage measured as a share of the target's maximum health (strength 3, 4 s). That pair then cannot fire on that same enemy again for 5 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2.4% damage, +2% attack speed.
Permafrost BastionCryomancy + Geomancy — Glacial Entombment.
Glacial Entombment fires when a Cryomancy tower and a Geomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: a stun (strength 1, 2 s); armour stripped away (strength 8, 6 s); damage splashed onto everything nearby (strength 4, 1.5 tile radius). That pair then cannot fire on that same enemy again for 5 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +3.2% damage, +0.3 range.
Seasonal CycleDruidism + Chronomancy — Millennium Growth.
Millennium Growth fires when a Druidism tower and a Chronomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: a root that stops the target moving (strength 1, 3 s); damage measured as a share of the target's maximum health (strength 3, 3 s). That pair then cannot fire on that same enemy again for 6 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +3.2% attack speed.
Thermal FluxPyromancy + Cryomancy — Shatterstorm.
Shatterstorm fires when a Pyromancy tower and a Cryomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage splashed onto everything nearby (strength 6, 2 tile radius); magic resistance stripped away (strength 10, 4 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +4.8% attack speed.
Toxic ConductorVoltomancy + Toxicology — Galvanic Plague.
Galvanic Plague fires when a Voltomancy tower and a Toxicology tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage splashed onto everything nearby (strength 5, 2 tile radius); an amplifier that makes every later hit on the target land harder (strength 5, 4 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +3.2% damage.
Resonance_10_12Druidism + Beastmastery — Combo_10_12.
Combo_10_12 fires when a Druidism tower and a Beastmastery tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_11_12Chronomancy + Beastmastery — Combo_11_12.
Combo_11_12 fires when a Chronomancy tower and a Beastmastery tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_1_10Pyromancy + Druidism — Combo_1_10.
Combo_1_10 fires when a Pyromancy tower and a Druidism tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_1_11Pyromancy + Chronomancy — Combo_1_11.
Combo_1_11 fires when a Pyromancy tower and a Chronomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_1_12Pyromancy + Beastmastery — Combo_1_12.
Combo_1_12 fires when a Pyromancy tower and a Beastmastery tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_1_3Pyromancy + Voltomancy — Combo_1_3.
Combo_1_3 fires when a Pyromancy tower and a Voltomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_1_4Pyromancy + Toxicology — Combo_1_4.
Combo_1_4 fires when a Pyromancy tower and a Toxicology tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_1_5Pyromancy + Geomancy — Combo_1_5.
Combo_1_5 fires when a Pyromancy tower and a Geomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_1_7Pyromancy + Radiance — Combo_1_7.
Combo_1_7 fires when a Pyromancy tower and a Radiance tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_1_8Pyromancy + Arcanum — Combo_1_8.
Combo_1_8 fires when a Pyromancy tower and an Arcanum tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_1_9Pyromancy + Aeromancy — Combo_1_9.
Combo_1_9 fires when a Pyromancy tower and an Aeromancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_2_10Cryomancy + Druidism — Combo_2_10.
Combo_2_10 fires when a Cryomancy tower and a Druidism tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_2_12Cryomancy + Beastmastery — Combo_2_12.
Combo_2_12 fires when a Cryomancy tower and a Beastmastery tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_2_3Cryomancy + Voltomancy — Combo_2_3.
Combo_2_3 fires when a Cryomancy tower and a Voltomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_2_4Cryomancy + Toxicology — Combo_2_4.
Combo_2_4 fires when a Cryomancy tower and a Toxicology tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_2_7Cryomancy + Radiance — Combo_2_7.
Combo_2_7 fires when a Cryomancy tower and a Radiance tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_2_9Cryomancy + Aeromancy — Combo_2_9.
Combo_2_9 fires when a Cryomancy tower and an Aeromancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_3_10Voltomancy + Druidism — Combo_3_10.
Combo_3_10 fires when a Voltomancy tower and a Druidism tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_3_11Voltomancy + Chronomancy — Combo_3_11.
Combo_3_11 fires when a Voltomancy tower and a Chronomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_3_12Voltomancy + Beastmastery — Combo_3_12.
Combo_3_12 fires when a Voltomancy tower and a Beastmastery tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_3_5Voltomancy + Geomancy — Combo_3_5.
Combo_3_5 fires when a Voltomancy tower and a Geomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_3_6Voltomancy + Umbramancy — Combo_3_6.
Combo_3_6 fires when a Voltomancy tower and an Umbramancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_3_8Voltomancy + Arcanum — Combo_3_8.
Combo_3_8 fires when a Voltomancy tower and an Arcanum tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_3_9Voltomancy + Aeromancy — Combo_3_9.
Combo_3_9 fires when a Voltomancy tower and an Aeromancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_4_10Toxicology + Druidism — Combo_4_10.
Combo_4_10 fires when a Toxicology tower and a Druidism tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_4_12Toxicology + Beastmastery — Combo_4_12.
Combo_4_12 fires when a Toxicology tower and a Beastmastery tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_4_7Toxicology + Radiance — Combo_4_7.
Combo_4_7 fires when a Toxicology tower and a Radiance tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_4_8Toxicology + Arcanum — Combo_4_8.
Combo_4_8 fires when a Toxicology tower and an Arcanum tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_4_9Toxicology + Aeromancy — Combo_4_9.
Combo_4_9 fires when a Toxicology tower and an Aeromancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_5_10Geomancy + Druidism — Combo_5_10.
Combo_5_10 fires when a Geomancy tower and a Druidism tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_5_11Geomancy + Chronomancy — Combo_5_11.
Combo_5_11 fires when a Geomancy tower and a Chronomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_5_12Geomancy + Beastmastery — Combo_5_12.
Combo_5_12 fires when a Geomancy tower and a Beastmastery tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_5_6Geomancy + Umbramancy — Combo_5_6.
Combo_5_6 fires when a Geomancy tower and an Umbramancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_5_7Geomancy + Radiance — Combo_5_7.
Combo_5_7 fires when a Geomancy tower and a Radiance tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_5_9Geomancy + Aeromancy — Combo_5_9.
Combo_5_9 fires when a Geomancy tower and an Aeromancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_6_11Umbramancy + Chronomancy — Combo_6_11.
Combo_6_11 fires when an Umbramancy tower and a Chronomancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_6_12Umbramancy + Beastmastery — Combo_6_12.
Combo_6_12 fires when an Umbramancy tower and a Beastmastery tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_6_8Umbramancy + Arcanum — Combo_6_8.
Combo_6_8 fires when an Umbramancy tower and an Arcanum tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_6_9Umbramancy + Aeromancy — Combo_6_9.
Combo_6_9 fires when an Umbramancy tower and an Aeromancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_7_10Radiance + Druidism — Combo_7_10.
Combo_7_10 fires when a Radiance tower and a Druidism tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_7_12Radiance + Beastmastery — Combo_7_12.
Combo_7_12 fires when a Radiance tower and a Beastmastery tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_7_8Radiance + Arcanum — Combo_7_8.
Combo_7_8 fires when a Radiance tower and an Arcanum tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_7_9Radiance + Aeromancy — Combo_7_9.
Combo_7_9 fires when a Radiance tower and an Aeromancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_8_10Arcanum + Druidism — Combo_8_10.
Combo_8_10 fires when an Arcanum tower and a Druidism tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_8_12Arcanum + Beastmastery — Combo_8_12.
Combo_8_12 fires when an Arcanum tower and a Beastmastery tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_8_9Arcanum + Aeromancy — Combo_8_9.
Combo_8_9 fires when an Arcanum tower and an Aeromancy tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_9_10Aeromancy + Druidism — Combo_9_10.
Combo_9_10 fires when an Aeromancy tower and a Druidism tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.
Resonance_9_12Aeromancy + Beastmastery — Combo_9_12.
Combo_9_12 fires when an Aeromancy tower and a Beastmastery tower both damage the same enemy within 1.5 seconds. The towers do not have to be next to each other — only the hits have to land on the same target in time.
What it does: damage measured as a share of the target's maximum health (strength 3); an amplifier that makes every later hit on the target land harder (strength 8, 3 s). That pair then cannot fire on that same enemy again for 4 seconds.
Separately, standing the two towers orthogonally next to each other grants a permanent adjacency bonus of +2% damage, +1.2% attack speed.