⚜ 3×3 Ritual Grid

Unit Synergy

Dark Tactical Roguelite Auto-Battler · 3×3 Ritual Grid

Release2026-09-04
Price$5.99
Platforms7 platforms
LanguagesEN · ZH · PL

How Synergy Works

Indulgence seal
Indulgence seal illustration · non-official original

When units with a synergy relationship are placed adjacent, a synergy effect auto-triggers, often stronger than stacking single units. This is the core joy of building (Build), clearly inspired by Super Auto Pets' adjacent-trigger design.

How a synergy activates (verified): adjacent units that share a type tag, element, or ability keyword grant each other a bonus. Examples from pre-launch coverage: a fire-type unit next to another fire-type unit can grant mutual attack-speed bonuses; a support unit adjacent to a tank can activate a protective buff. The exact bonus depends on the units involved, so always read each unit's description.

Source: GAMESCENSOR Beginner's Guide.

Build Philosophy

First pick an Indulgence (ally buff) theme, then choose units that synergize around it, rather than simply stacking raw power. See Best Builds. Source: GAMESCENSOR Beginner's Guide.

Synergy Chains

The strongest runs build chains: Unit A synergizes with Unit B, Unit B with Unit C, and Unit C's bonus feeds back into Unit A. These circular synergy loops compound through a fight and often define S-tier run conditions. Chasing one tight loop beats scattering bonuses across unrelated units.

Synergy Priority (Beginners)

  1. Two-unit synergies first — simplest to activate, most reliable across varied runs.
  2. Type-tag matching — units sharing a tag (demon, ritual, elemental, …) almost always have synergy potential.
  3. Position-dependent synergies — some only fire in specific grid positions; read unit descriptions carefully.
  4. Don't force a synergy — taking the wrong unit just to complete a chain is often worse than a good unit that doesn't fit.

Source: GAMESCENSOR Beginner's Guide.

Position-Dependent Abilities (Demo datamine)

Synergy is not an abstraction — the demo client ships concrete abilities whose own text is conditional on where a unit stands. These are the mechanical backbone of every combo: if an ability only fires adjacent, in a row or on Cell 5, then positioning is the synergy system.

Fires only next to another unit

Fires along a row or column

Fires on a numbered cell (Cell 5 = centre, Cells 1/9 = corners)

Why this matters more here than in other auto-battlers: battles resolve without your input, so the only decisions that exist are the ones you make on the grid. Two position-dependent units placed carelessly do nothing at all; placed deliberately they chain into each other. That is the entire skill ceiling.

These abilities sit on the same board as the 18 tile effects — a unit standing on the right cell can be a synergy engine by itself — and every unit's base stats are on the Unit Compendium.

Recovered from the free demo client's localization keys (AppID 2577030) and first published here. Names are derived from internal keys — exact in-game wording may differ slightly at launch. Source: demo client datamine · Steam Store Page (demo store page).

All 34 Ability Trigger Conditions (Demo datamine)

Every ability fires on one of 34 trigger conditions found in the demo client. Knowing them tells you when your board comes online — which abilities are dead weight in a short fight and which compound over a long one:

Read the list as a planning tool. Triggers that fire once (Before Battle, End of First Round, On Death) are burst effects you build a composition around. Triggers that fire every cycle (Start of Round, End of Round, On Kill) are scaling engines that reward surviving longer — which is why frontline durability is a synergy concern, not just a defensive one.

Preparation-phase triggers (During Preparation, Start of Preparation, End of Preparation, Once Per Preparation, After Sell, On Draw Again) are the ones you control directly: they turn the shop into part of the synergy system.

Grouped here for readability; the client does not ship these categories. Source: demo client datamine.

Specific Synergy Combos

The ability and trigger lists above are the verified parts list: they tell you exactly which effects exist and what sets them off. What they do not give is the numeric matrix — how much attack a given pair actually grants, and which pairings beat the field.

Coming after launch: exact combo values — who buffs whom, by how much, and the resulting tier ordering — will be measured from real play after 2026-09-04. We do not publish invented numbers; the verified parts list above is what you can plan with today.