Synergy techniques are special skills.
These skills require Synergy Points(SP).
Every time you perform an action in battle, roll the 'Synergy Charger' die alongside any other dices you need to roll. You keep adding that number to your Synergy Points(IT'S INDIVIDUAL NOT TEAM COLLECTIVE) which you can then spend on Synergy techniques.
NOTE: If your Synergy Bracelet is deactivated(in most instances it's because of some special enemy effect), you do not roll the 'Synergy Charger' nor can you perform Synergy skills until the Bracelet is reactivated.
These skills require Synergy Points(SP).
Every time you perform an action in battle, roll the 'Synergy Charger' die alongside any other dices you need to roll. You keep adding that number to your Synergy Points(IT'S INDIVIDUAL NOT TEAM COLLECTIVE) which you can then spend on Synergy techniques.
NOTE: If your Synergy Bracelet is deactivated(in most instances it's because of some special enemy effect), you do not roll the 'Synergy Charger' nor can you perform Synergy skills until the Bracelet is reactivated.
- SOLO TECHNIQUES:
- Rain Of Arrows
Synergy of MM
Requirements: MM(5SP), MM should not have done anything for the turn yet.
(THIS SKILL IS ONLY USEFUL IN A BATTLE WITH MORE THAN ONE ENEMY TARGETS)
-MM inflicts his usual damage on ALL targets.
Triple V
Synergy of Roy
Requirements: Roy(3SP), Roy should not have done anything for the turn yet.
-Roy rolls an extra Damage Die for the turn.
Rogue's Gamble
Synergy of Arcane
Requirements: Arc(5SP), Arc should not have done anything for the turn yet.
-Arc rolls the Six Sided Die.
6: Arc does her usual damage on a target. The damage dealt is doubled. [CRITICAL]
5: Arc does her usual damage on a target with +100 extra damage to the target.
4: Arc does her usual damage on a target with +50 extra damage to the target.
3: Arc does her usual damage on a target. Recover your HP with the damage number you dealt. [LIFESTEAL]
2: Just usual attack.
1: Nothing.
Beast Call
Synergy of Ty
Requirements: Ty(15SP), Ty should have made his first move in a round already.
-Ty gets a second turn and activates the skill on that turn.
-Ty does his move on the second turn. (NOTE: It counts as a fresh turn. Ty can use any other Synergy Skill if he desires.)
- DOUBLE TECHNIQUES:
- Flame-Beast Onslaught
Synergy of Roy and Ty
Requirements: Roy(10SP), Ty(15SP), Roy AND Ty should not have done anything for the turn yet.
-Roy does his usual attack first on a target.
-Ty then takes the power of Roy's attack and combines it with his to inflict damage on the same target.
Arcaphen
Synergy of Arcane and Araphen
Requirements: Arc(10SP), Araphen(10SP), Arc AND Araphen should not have done anything for the turn yet.
(THIS SKILL IS ONLY USEFUL IN A BATTLE WITH MORE THAN ONE ENEMY TARGETS)
-Arcane inflicts her usual damage on one target.
-Araphen then takes the power of Arcane's attack and inflicts that damage on all OTHER targets.
- TRIPLE TECHNIQUES:
- Chains Of Hell
Synergy of MM, Ty and Roy
Requirements: MM(10SP), Ty(15SP), Roy(20SP), MM, Ty and Roy should not have done anything for the turn yet.
-MM does his usual attack first on a target.
-Ty then takes the power of MM's attack and combines it with his to inflict damage on the same target.
-Roy then takes the power of Ty's attack and combines it with his to inflict damage on the same target.
Chains Of Heaven
Synergy of Araphen, MM and Arcane
Requirements: Araphen(5SP), MM(10SP), Arc(15SP), Araphen, MM and Arc should not have done anything for the turn yet.
-Araphen rolls two Six Sided Dies.
-Depending on Araphen's result, MM rolls that amount of Damage Dies for his attack on a target. (NOTE: Base Attack adds on to the OVERALL result of the Damage Dies and not for each individual roll.)
-Arcane then takes the power of MM's attack and combines it with hers to inflict damage on ALL targets.
- SUPPORT TECHNIQUES:
- Heal All
Synergy of Araphen and everyone else
Requirements: Araphen(15SP). Araphen should not have done anything for the turn yet.
-Araphen rolls the Healing Die to heal EVERYONE in the party.
Cure
Synergy of Araphen and anyone else
Requirements: Araphen(15SP). Araphen should not have done anything for the turn yet.
-Araphen fully heals anyone of his choice in the party.
Buff Roy
Synergy of Roy and Araphen
Requirements: Roy(5SP), Araphen(5SP). Araphen should not have done anything for the turn yet.
-Araphen activates the skill.
-Roy's HP and Base Attack increases by 50 and 100 respectively, for 3 turns. During this period, Roy MUST STOP rolling the Synergy Charger.
Buff MM
Synergy of MM and Araphen
Requirements: MM(5SP), Araphen(5SP). Araphen should not have done anything for the turn yet.
-Araphen activates the skill.
-MM's HP and Base Attack increases by 100 and 50 respectively, for 3 turns. During this period, MM MUST STOP rolling the Synergy Charger.
Buff Ty
Synergy of Ty and Araphen
Requirements: Ty(5SP), Araphen(5SP). Araphen should not have done anything for the turn yet.
-Araphen activates the skill.
-Ty's HP and Base Attack increases by 75 and 75 respectively, for 3 turns. During this period, Ty MUST STOP rolling the Synergy Charger.
Buff Arc
Synergy of Arcane and Araphen
Requirements: Arc(5SP), Araphen(5SP). Araphen should not have done anything for the turn yet.
-Araphen activates the skill.
-Arcane's HP and Base Attack increases by 75 and 75 respectively, for 3 turns. During this period, Arcane MUST STOP rolling the Synergy Charger.
Tamer's Aura
Synergy of Ty and everyone else
Requirements: Ty(xSP), Ty should not have done anything for the turn yet.
-Ty sacrifices, of his choice, any amount of SP he has charged up.
-The amount of SP Ty offered will then be gained by everyone else in the party.