==Copyright Issues== This FAQ is written by M. Rendi D. a.k.a Hinokun on Gamefaqs. Use it only for personal use. Restrict yourself for selling any information provided in this FAQ and if you buy any of these information that means you already being tricked. This FAQ is merely a compilation of idea that summarized through Zaraf’s skill simulator (in the http://www.intothelabyrinth.net/etrianodyssey3/skillsim/ ) and the board of Etrian Odyssey III so credits are given to those who submit their creativity. If you want to add it up to site please write an email for me (my email: ren5th421@yahoo.com). Correction and suggestion upon any content will surely credited. If you want to claim a synergy (getting credited) please tell me and provide the facts. Almost all of the materials here are compilation earned from the topic “Synergy”. (Its on: http://www.gamefaqs.com/boards/981313-etrian-odyssey-iii-the-drowned-city/56722872 ). If you want to use email please don't forget to add "ETRIAN ODYSSEY III SYNERGY FAQ"<< Caps Lock it so I’ll notice it, okay? And no spam mail please as I would just toss it to trash bin whenever I see it ^^ ==Introduction== Etrian Odyssey III introduces a lot of new system that improve its gameplay. Limit and sub classing are one of its new features. Sub classing especially improves the gameplay that make the mechanics of the teamwork even more complicated yet far more interesting than its predecessor. Sub-classing makes various build, exploration became wider and thus enacting various own unique style play. This FAQ aims to compile synergies of skills that works (and even not work or failed) ranging from own class skills synergies, limit, sub-classing, and teamwork. Hopefully, when you read this, you understand what is good, what works, and hopefully even makes your creativities shine improving your teammate to advance through the dungeon. This is my first FAQ and solely created for dedicated player of Etrian Odyssey III. ==Version== 0.01 10th Nov 2010. Just starting up the FAQ. Planning to add full explanation on each Synergy. Still rough in the edge and really needs suggestion, correction, and any other positive influence or thingy to make this FAQ better. 0.3 yeah i skip the 0.2 explanation because it merely minor update. 0.4 adding Regal Radiance synergy and decent synergy. Repairing some typo and changing a little bit content. Adding legend and separating the Failed Synergy section into more detailed one. 0.5 correcting mistakes on Data Mining Synergy. Erasing all synergy that says it related to skill damage and changed it into normal damage. updating Synergy. Correcting typo of 'Aesthetic' with 'Ascetic'. thanks to Crimsol for reminding me :D 0.6 Adding some synergy and minor correction. I miss most of my time due to new activity. But i will complete this FAQ ASAP until it get 1.0 so... still 4 steps more eh ^^ 0.7 some minor update again. Been busy. Almost forget that i’ve to update this FAQ. 0.8 some update. Thanks to new contributor that raises some new idea. For real, i’m almost give up to update this FAQ but all of your idea is nice to be compiled on this FAQ. Thanks again :D ==Contents== SUCCESSFUL SYNERGY .Through Sub Class .Through Limit .Through Equipment .Through Own Class .Through Teamwork FAILED SYNERGY .Through Sub Class .Through Limit .Through Equipment .Through Own Class .Through Team Work == Legend == {} bracket: this bracket tells that anything inside it is done in one character. Since we’ll play a lot of mix-up skills that even comes from sub-class and teamwork so it is not wonder you might seen this a lot; especially on ==through Teamwork== section. So if you see something like {Berserker Vow [Gladiator] + Charge [Gladiator] + Nine Smash [Gladiator]} it basically tells that only one Gladiator do the skill. This bracket is non-existent in ==Through Sub Class== section. () bracket: this bracket tells you that anything inside it is optional and might not be included yet the synergy still works. Yet, it can be said too that anything inside it is a way to make it more effective. And second, this bracket tells you who has the original idea and those who get credits. [] bracket: this bracket tells you that anything inside it is a class that has the skill. So if you see: Singularity [Zodiac] it means Singularity belongs to Zodiac Class. This bracket will tell you who’s main and sub in the ==Through Sub Class== section. / slash: it denotes who’s the main and sub on sub classing. The first is the main class while the latter is the sub. Example: [Zodiac/Shogun] the main is Zodiac and the Sub is Shogun while [Shogun/Zodiac] is the reverse. / slash can be used as substitution on some category skills like Freeze/Volt/Fire from Prince elemental Arms buff or Protect/Rally/Prevent/Guard/Attack from Prince Buff Order. And lastly it separates the issues between Prince and Princess gender by having them named [Prince/ss]. SUCCESSFUL SYNERGY ==Through Sub Class== Brief Description: the Synergy stated in here is synergy that available on a single character when you get Sub-classes. Partially Sub classing means you take skills that available on other class while keeping the main status and your unique skills of your main class. The unique skill of main class is the uppermost or the first skill written on skill slot (on Custom Skill screen). . Well, how about Swashbuckling + Lady Luck + Night Vision + Limit Boost, I guess. (credits to: IggyKoopa) .Royal Veil [Prince/ss] + Braveheart [Farmer]. [Prince/ss/Farmer] or [Farmer/Prince/ss] Explanation: HP and TP recover when your HP are full. Need to be in front row though since Brave Heart only activates when you’re in front. . Recuperate [Hoplite] + Parry [Hoplite] + Magic Parry [Hoplite] + Royal Veil [Prince]. [Prince/Hoplite] or [Hoplite/Prince]. (Credits to mogexpress1) Explanation: mogexpress1 said "gives Royal Veil more stability and creates a defensive powerhouse with some lasting power with HP gain stuff." .Protect Order [Prince/ss] + Form Qi [Monk]. [Monk/Prince/ss]. Explanation: The only skills in Prince/ss skill tree that affected by Form Qi from Monk. This synergy is the one that make Monk/Prince/ss has upper hand on healing rather than [Prince/ss/Monk] .Keburi no Sue [Ninja] + Double Crop level 1 [Farmer]. [Ninja/Farmer]. (Credits to Kjorteo) Explanation: cutting the expense Double crop TP usage by Keburi no Sue. And basically Keburi no sue cuts all the exploration TP. The originator said that it may requires mashing the A button. Lboksha has good comment about this synergy: “Hm. Well, after thinking about it for a while longer... it's not such a great idea. It does let you farm as much as you have TP, but at level 1 the skill only gives one extra chance to collect for every time it's cast, so to fill your farming charges back up, you have to cast the skill as many times as you have slots. Say you're sending your Ninja/Farmer by themselves (to prevent keen nose from interfering with collecting non-rare items) you'd have to cast the skill 55 times before you have a full bag! My thumb is hurting just from thinking about that. That is not to say the idea is completely without merit since knocking off 9 TP off of all the farmer's exploration skills is still quite a nice thing to have (arguably a better skill than anything else you could couple a farming farmer with), but leaving second cropping at level 1 is just too much of hassle.” . Keburi no Sue [Ninja] + Full Heal [Monk]. [Ninja/Monk] Explanation: a way to shut a little hefty TP usage on Full Heal. Since it does not require Form Qi, the thing you need is way to reduce its TP usage or *cough* Amritas... .Keburi no Sue [Ninja] + Dark Ether [Zodiac]. [Ninja/Zodiac]. (Credits to: VorpalSeraph) Explanation: Keburi No sue makes Dark Ether cost only 1 TP. since Dark Ether effects are cost-free TP on a row then this synergy makes the Best TP battery in EO III. . Night vision [Arbalist] + Infravision [Yggdroid]. [Yggdroid/Arbalist]. Explanation: hit rate, evasion, and critical rate improvement on night. Have 40% on hit, critical and evasion. A night crawler on the groove. .Night Vision [Arbalist] + Proper Form [Arbalist] + Bolt Mastery [Arbalist] + Infravision [Yggdroid] + Data Mining [Yggdroid] + Overheat [Yggdroid]. [Yggdroid/Arbalist]. Explanation: extensive usage of night attacker. Have 40% on hit, critical and evasion. +35% accuracy with Proper Form and with Data Mining you gain + 90% attack power and 10% more critical (on normal attack). And overheat (put just at level 3 or at your safety level) + Bolt Mastery will increase your damage for about 11%+. Abuse this on your normal attack. . Infravision [Yggdroid] + Data Mining [Yggdroid] + Rapier/Gun Mastery [Buccaneer] + Lady Luck [Buccaneer] + SwashBuckling [Buccaneer]. [Yggdroid/Buccaneer] Explanation: you have... 70% critical, 90% damage (on critical hits) and 40% hit and evasion on night on normal attack + 11% damage on mastery. And with Swashbuckling, you can abuse this synergy. Be wary though, when you put Overheat... Swashbuckling activates Overheat each hit. If you want more damage you can put Overheat but keep in mind that you’ll lose life faster than this standard setup. . Data mining [Yggdroid] + Etheric Return [Zodiac]. [Yggdroid/Zodiac]. (Credits to the void) Explanation: here’s the founder said “I noticed that when my zodiac killed something with a crit that he'd regain 7 tp instead of 5. The tp restoration is for some reason treated as damage and gets scaled up if the attack was a crit. So I rested my yggdroid and made her a zodiac. With data mining and etheric return, if she kills something with a crit she gets 9 tp back instead of 5. More of a novelty glitch than something you can make use of, but there's a synergy there!” and far better, Scy046 said that it work too with Extend [Arbalist]. . Proper Form [Arbalist] + Nine Smash [Gladiator]. [Gladiator/Arbalist or Arbalist/Gladiator]. Explanation: decent synergy on getting higher accuracy with Nine Smash. Since Nine Smash has decreased accuracy each levels, the Proper Form is there to bandage the loss. But still, you might have to take a little “HIT” forges to makes the accuracy penalty “not that hurt”. . Fire/Ice/volt Star [Zodiac] + (Ether Mastery [Zodiac] + Etheric Charge [Zodiac] + Singularity [Zodiac]) + Double Action [Arbalist]. [Zodiac/Arbalist] Explanation: two timing single spell attack with Zodiac elemental attack. .Giant Kill [Arbalist] + Any Magic [Zodiac]. [Arbalist/Zodiac]. (Credits to LBoksha) Explanation: Uber_H0lyFlar3 said “This should go into the Synergy FAQ as a simple Giant Kill + Magic, "Yes, it works.", as a thumbs up.” And that explains everything. In comparison, if you can get Arbalist TEC to 99 then see what happens. Of course, other skill tree such as Singularity and Etheric Charge is best option to top-up the damage. . Etheric Charge [Zodiac] + Singularity [Zodiac] + Dual elemental attack. [Any class/Zodiac]. (Credits to: VorpalSeraph) Explanation: Increasing damage by twice time weaknesses with Singularity since it aims for more damage on enemy weakness (Physical or elemental). The Etheric Charge purpose is to increase next elemental damage. Versatility comes in [Arbalist] class since [Arbalist] has all three elements attack skill. Yet, some classes have better damage but only wield one type of element. Since Singularity affects on physical, Charge can be used to abuse Singularity. The only problem is, there is no skill that has diverse physical option. . Giant Kill [Arbalist] + Bolt Mastery [Arbalist] + Night Vision [Arbalist]+ Swashbuckling [Buckaneer] + Limit Boost [Buckaneer] + Lady Luck [Buckaneer]. [Arbalist/Buckaneer]. (credits to IggyKoopa). Explanation: decent combo of normal attack that goes better in night time. Not that useful but at least can be used as better damage input than standard Buckaneer Swashbuckling due to Giant Kill, initial status of Arbalist, and Cross Bow damage compared to gun. However, that just it. No skill or fancy stuff that can be used... . Charge [Gladiator] + Meteor [Zodiac]. [Zodiac/Gladiator] Explanation: Meteor gains benefit from Charge because charge increase next damage comes from slash/blunt/pierce. It’s costy but the damage you gain deserves to see. It is said as the best damage deal that you can gain in this game. Be wary though, you don’t gain benefit from Berserkers Vow however, you gain benefit from Charge Tactic limit as it increases general damage. . Charge [Gladiator] + (Endless Battle [Gladiator]) + Meteor [Zodiac]. [Gladiator/Zodiac] Explanation: The same as above. But this build has the upper hand on damage because of Endless Battle. However, since the damage of Meteor comes from TEC (Its TEC*4 = base damage), then all you have to do is rising the TEC into –extremely said- 99. Same as above, Berserker’s Vow doesn’t add damage since the buff add damage for physical damage from wATK while Meteor comes from TEC. . Ether Mastery [Zodiac] + Singularity [Zodiac] + Warrior Might [Shogun]. [Zodiac/Shogun]. (Credits to Scy046) Explanation: Scy046 said “Zodiac/Shogun (and by extension, Zodiac/Monk) are end-game builds that require full out book farming. At 99 STR, Zodiac is basically the ideal class to be doing anything requiring elements but based off of STR (i.e., Monk's Breakfire Fist, Shogun's Warrior's Might w/ 8x Elemental Forges).” . Triumphant Cry [Prince] + Bunshin [Ninja]. [Prince/Ninja] or [Ninja/Prince]. (Credits to the void] Explanation: the founder said “The triumphant cry is applied before the clones are recombined. Since each clone is healed before being recombined the net effect with one clone is that the prince himself gets quadruple healing and the rest of the party gets double. With two clones the party gets triple healing and the prince himself gets nine times the healing when the battle ends, etc.” And here’s the research: “I had my prince get into a fight solo and make one clone. I let him get hurt a bit and then ended the fight. At the end of the last turn #1 was at 10/425 hp and #2 was at 210/425. After the fight he was at full health. What happens is triumphant cry triggers on clone #1 and heals both for 60 each, then triggers on clone #2 and heals both for another 60. Now they are at 130 and 330 hp, and recombine to 460, which gets reduced down to his max of 425.” . Ether Mastery [Zodiac] + Singularity [Zodiac] + Etheric charge [Zodiac] + Breakfire Fist [Monk]. [Zodiac/Monk]. (Credits to Scy046) Explanation: same as Zodiac/Shogun explanation with difference skill setup. The only drawback is the less option on elemental. . Nikudan [Ninja] + Ether Mastery [Zodiac] + Fire Mastery [Zodiac] + Singularity [Zodiac] + Otori [Ninja]. [Zodiac/Ninja].(Credits to Khundes) Explanation: Khundes said "Throw around the most explosive bombs around. Works best when main char is in back row and there's an open slot in front row to truly make the front row clone EXPLODE. Alternatively, this works with the Fore Honor + Nikudan combo with a Shogun elsewhere in the party. Anything weak to fire will just self-destruct poking this character's clones too." . Second Sword [Shogun] + Fist Mastery [Monk]. [Shogun/Monk] Explanation: a way to increase off hand damage. Leave the first armor slot empty so it checks as Fist. Since off hand damage is based on STR damage and Fist damage requires STR. Moreover, at level 10 Second Sword, it gives 50% increased damage so it can be great. This synergy works well on normal attack but I think personally that just it. No skill can benefit over this synergy. Yet, since you use Fist, you may access Fist skill like Breakfire fist or Darkness Fist if you want. . Morale Boost [Shogun] + Ascetic Rewards [Monk]. [Shogun/Monk] or [Monk/Shogun]. Explanation: you can guess, you die you heal everyone by Ascetic Rewards. You resurrected, you heal everyone with Morale Boost. Not that good synergy by far. The thin connection is you have dead status gained and nullified. This synergy is hindered by Endure but of course dead should not be option and avoiding it is best solution. .Second Sword [Shogun] + X Weapon Mastery + X Weapon Skill + Y High Attack Power weapon. [Shogun/any class] (Credits to: VorpalSeraph) Explanation: a way to increase damage with low damage weapon skill (ex: dagger). The off-hand slot is the 2nd slot or the 1st armor slot. Equip the off-hand weapon after you acquire Second Sword. Here's the better and specific explanation from the contributor: "Kinda confusing, but let me explain. Let's take Shogun/Ninja for a moment. Izuna at max has a 235% power modifier, but needs a dagger to use so the damage is usually low. The solution? Equip the strongest Katana you have in the main-hand and the Dagger in the off-hand. When you use Izuna it will take the attack power of the main-hand weapon, regardless of weapon type so long as you have the appropriate weapon in the off-hand" Blutzucker added some information that "No point doing this except you want to use a skill that required a weak weapon, though." Or unless you want to use its glitch Glitch: the Glitch works out not only with Second Sword, but also with Fist Mastery. Equip Strongest Club in your main hand and leave it empty for 1st Armor. Voila, you can have Fist attack such as Breakfire Fist with stronger weapon. It seems that the programmer also took the 1st Armor slot as off-hand slot (which actually have to be activated with Second Sword before you can equip any weapon). . Second Sword [Shogun] + Singularity [Zodiac] + Elemental Forged Weapon. [Shogun/Zodiac]. (Credits to: _Dagger_) Explanation: dual element attack with your equip. You can choose either go dual element pair. Or just stroll with one elemental making it double-timed. Here’s the explanation from the idea originator “Dual wield, Singularity, both katanas forged with different elements. It's pretty cool, and obviously you'd want two katanas with the same element if you were specifically targeting a certain weakness, but dual element is just for random encounters. I tried to make a team based around elemental damage, but outside this and a Zodiac, there's not much for support for elements, seeing as I didn't particularly want to use chasers or bots.” .Second Sword [Shogun] + Swashbuckling [Buccaneer]. [Shogun/Buccaneer]. (Credits to: Ravage_MK2) Explanation: normal attack may become 2-10 hits. Swashbuckling add 2-5 hits while Second Sword doubles it amounts. Each of those attacks can be chased by other Shogun's Ikkitousen/Warrior's Might or the Buccaneer chasers. .Cloud Buster [Arbalist] + Warrior Might [Shogun]. [Arbalist/Shogun or Shogun/Arbalist]. (Credits to: CMoon (for testing and initial idea) and Blutzucker) Explanation: 2nd turn own skill chasing. On turn 1 use Cloud Buster. On 2nd turn unleash the Warrior Might and it will add additional hits since Cloud Buster pours down on mid-to-late. This synergy can be done in teamwork too since it requires two turn set up. Arbalist/Shogun craves the best result as Giant Kill potentially gives greater damage and Second Sword isn’t included in Warrior Might. . Cloud Buster [Arbalist] + Charge [Gladiator] (or Berserker Vow [Gladiator]). [Arbalist/Gladiator or Gladiator/Arbalist]. (Credits to: CMoon (for testing and initial idea) and Blutzucker) Explanation: quite kinky synergy. On turn 1, unleash your Cloud Buster and on turn 2 Charge. The Cloud Buster damage will go up like being charged. Kinky because it reverses the order of charge so you have better insurance over damage: you always end up damaging even though you not charge due to circumstances (status ailments, dead, forget, etc). If Charge goes the first, then you got stunned, your Charge is WASTED. .Bunshin [Ninja] + Royal Lineage [Prince/ss] + Nobility Proof [Prince/ss] + Reinforce [Prince/ss] + Prevent/Attack/Guard/Protect Order [Prince/ss]. [Prince(ss)/Ninja]. (Credits to: DHTrio) Explanation: Double Protection or you can give Double Buffing to your main Prince to make their TP refreshed (even though Clone cut HP and TP of caster to half). Remember though that the buff slot is only 3. .Bunshin [Ninja] + Nikudan [Ninja] + Otori[Ninja] + Ascetic Reward [Monk] (+ Blood Return [Monk]). [Ninja/Monk or Monk/Ninja]. (Credits to killbot357). Explanation: Heal your party and hurt the enemy! A good synergy since it activates a lot of "When you dies" skill. It hurts enemy and heal yourself when your clone is dead. However, remember that Ascetic Rewards and Nikudan only activate once (so it almost close to failed synergy). It Might be a little useless on FOE or Boss Battle. Both build are the same since Form Qi from monk does not increase healing effect from Ascetic Reward so basically Ninja has the upperhand on low TP waste. Nox_Caelum said to add Blood Return on the Synergy as it actually best to increase the benefit of the Dead Clone. .EM Barrier [Yggdroid] + Provoke [Hoplite] + Parry [Hoplite] + Magic parry [Hoplite] + (Shield Mastery [Hoplite]). [Yggdroid/Hoplite]. (Credits to Rekua). Explanation: EM barrier is a passive Counter so it does not depends on your speed. This synergy provides you with one of the best defense. Its nullifying damage properties of this synergy will somehow make this synergy into ready-to-take damage (by parry and Magic Parry). Hoplite became Sub is better for defensive properties since they have Shield Mastery so even if you get damaged, the damage might not goes deep (unless its elemental). . Bodyguard [Hoplite] + Parry [Hoplite] + Magic Parry [Hoplite] (+ Guardian [Hoplite] + Shield Mastery [Hoplite]) + Senpuku [Ninja]. [Hoplite/Ninja] Explanation: one of the best Hoplite build since it covers for safety bodyguarding by having parry and evasion both. And better, you could actually Bunshin to attack or to use any of Anti for elemental protection. Of course, Guardian and Shield mastery are just defensive precaution if the damage aren’t nullified. Khundes, One of denizens of Gamefaqs board end the game by solo playing with this build. . Bodyguard + Ascetic Deeds [Hoplite/Monk] or [Monk/Hoplite]. (credits to Vinci4) Explanation: a decent way to increase your HP before taking damage or more like patching wound before taking another one. The founder said “but this is meant specifically for maintaining a bodyguard over a longer period of time.” .Daifuhensha [Shogun] + Bunshin [Ninja] + Nikudan [Ninja]. [Shogun/Ninja or Ninja/Shogun] Explanation: A better synergy if you only aim for Nikudan. It fairly replaces Otori since Daifuhensha makes you targeted. The Attack addition is nice but the defense addition might issue you a bit in the effort to kill your own clone. This synergy might not work sometimes since "Endure" will stop your Clone from dead. Adding Bloody Lance might be better since if it activate, it will increase your clone Nikudan damage [need some testing]. .Bunshin [Ninja] + (Otori [Ninja] + Nikudan [Ninja]) + Kubikiri [Shogun] +Kaishaku [Shogun] + Bloody Lance [Shogun]. [Ninja/Shogun or Shogun/Ninja]. (Credits to FlameSparkZ) Explanation: the synergy serves as two purposes: two timing hit with bunshin and Kaishaku it (mob or your clone) when its HP drops enough to attain Bloody Lance and therefore, second, incite the Nikudan when you Kaishaku your Clone. Kubikiri then is just a general accelerator for Bloody Lance or it should be said like second door to Bloody Lance. Kaishaku might kill both of you and mob but Kubikiri is always safe-chance to kill mob (unless confusion hits you). The synergy said to use Clone so by far it is two-chance of 20% of instant kill. And the cool part is, even if the original were killed, the bunshin will became original thus Bloody Lance is still effect. Cloning on Low HP might be nice to trigger Kaishaku so remember not to abuse it much or otherwise you end up dead. If you want just maxing Bloody Lance with a little safe method, then you can goes with Kagerou [Ninja] + Bloody Lance [Shogun] + Kaishaku [Shogun]. Since Kagerou too can activate Bloody Lance. Just hope that your Kagerou can survive with a little HP so Kaishaku can kill it. Note: I personally think Kubikiri might not really needed but FlameSparkZ said "Well, the use for Kubikiri is against minor monsters, like those summoned by bosses." Careful though, the synergy might be obstructed by “Endure”. So you might want to work it with Teamwork by separating the Shogun and Ninja rather than sub-class. This build already effective on 44 with level 3 Endure and 10 Bloody Lance and 10 Nikudan (yet otori is 3)[note: no retire condition]. However, sub classing it might offer you with Daifuhensha if you want to speed kill your Clone without Otori. Your call for this. . Daifuhensha [Shogun] + EM barrier [Yggdroid] + (Rocket Jump [Yggdroid]). [Yggdroid/Shogun]. Explanation: Daifuhensha have ‘Provoke’ Attribute so actually it can makes Yggdroid became target man and thus activating EM barrier that counter with volt. Better, Daifuhensha has ATK and DEF up buff so it greatly increases your durability and attack power of your counter. Rocket Jump is just for safety precaution if your life is endangered by the provoke attribute. The bad part is this sub class is not available on first run. .Kubikiri (Ninja) + Swashbuckling (Buccaneer). [Ninja/ Buccaneer or Buccaneer/Ninja] (Credits to Rathje). Explanation: 64% chance of getting 2-5 hit with 20% chances of instant death each hit. Great for random encounters. The cons is that it requires quite luck since swashbuckling has rounded down activation. Note: this is a mechanics about swashbuckling. Credits to Terence and taken from http://www.gamefaqs.com/boards/981313-etrian-odyssey-iii-the-drowned-city/57024259 “And after crunching those numbers, the chances of each hit (including main and offhand hits) with either 1 or 2 weapons equipped should be: One Weapon 1 Hit: 64.00% 2 Hits: 23.04% 3 Hits: 8.29% 4 Hits: 4.67% Average of 1.536 Hits Two Weapons 2 Hits: 40.96% 3 Hits: 29.49% 4 Hits: 15.93% 5 Hits: 7.64% 6 Hits: 3.44% 7 Hits: 1.49% 8 Hits: 0.62% 9 Hits: 0.43% Average of 3.122 Hits” Note: Scy046 has a note for Kubikiri in this synergy: “4 hits of 20% is not an 80% chance. Each hit is still only 20%, pre-resistances, and you don't just add them up. Quick head math puts it at around a 59% chance to succeed I believe.” Furthermore, IggyKoopa has a math comparison this synergy. If you add Swashbuckling chance into factors, you’ll get: Shogun with Second Sword and Kubikiri: Attack 1: 20% death. If it doesn't die (80%)... Attack 2: 16% So in total, there's a 36% chance a Shogun/Ninja kills after it moves. Ninja/Buccaneer with Swashbuckling and Kubikiri: Attack 1: 20% death. If it doesn't die (80%), it can attack again (64%) or do nothing (36%). Attack 2: 1.6384% Attack 3: 0.41943% Attack 4: 0.107374% Which comes out to 22.165205%. So if my calculations are correct, there is really no reason to run N/B over S/N. Also, note with a 4 Death, 4 Petrify Katana, it's 64% and 44.330409% for S/N and N/B respectively, I think.” .Second Sword [Shogun] + Kubikiri [Ninja]. [Shogun/Ninja](credits to BloodTyrant9154). Explanation: an alternative of Ninja/Buccaneer or Buccaneer/Ninja. The pros is that it require less skill points for this synergy and it always deal 2 hits with 20% chance of Instant kill. The con is of course, it has less hit than swashbuckling and less total chance of instant kill. However, IggyKoopa said that “If you're really going to use Kubikiri, it's probably going to be better to go Shogun/Ninja with Second Sword. That way, you can have two weapons with Petrify/Death forged onto it (potentially 16 slots total if you want to defeat Abyssal God 18 times, I guess).” .Pincushion [Buccaneer] + AGI of Ninja. [Ninja/Buccaneer](credits to reizhander) Explanation: Pincushion has an “altered with AGI” mods. 3% per-AGI. Thus, since Ninja is the one that have the superior Agility then it damage potential may swoosh up. Note: Scy046 has a calculation comparison on three skills: Warrior's Might: Berserker's Vow (190%), Warrior's Might (165%), 8x Forged (180% if Neutral Physical/Elemental) = 564.3% per chase, one turn set-up (282.15% per chase per turn) Pincushion: Berserker's Vow (190%), Charge (260%), 99 AGI (442%/hit) = 2183.48% per hit, two turn set-up (727.82% per hit per turn) 5-Ring Sword: Berserker's Vow (190%), Charge (260%), 5-Ring Sword (90%/hit) = 444.6% per hit, two turn set-up (148.2% per hit per turn). And, of course, this is all a bit misleading since they all have varying wATKs. And do not forget that Pincushion hits random. .HP cannon [Yggdroid] + Double Action [Arbalist]. [Yggdroid]/Arbalist]. (Credits to: BloodTyrant9154) Explanation: Two timing HP-Cannon. Great synergy in order to exploit HP cannon damage. But remember, double action is a passive chance skill so it sometimes does not kick-in. Best used for FOE and boss .HP cannon [Yggdroid] + Wild Swings [Gladiator]. [Yggdroid/Gladiator] Explanation: the same as above but more effective on large crowd (generally random encounter). .Overheat [Yggdroid] + Lullaby [Farmer]. [Yggdroid/Farmer]. (Credits to: Khundes). Explanation: a way to shut down Overheat and one attempt to sleep enemy. The con is that you are vulnerable. But remember that you take twice damage when in sleep condition. .Second Sword [Shogun] + Swashbuckling [Buccaneer] + Lady Luck [Buccaneer] + limit Boost [Buccaneer]. [Shogun/Buccaneer]. (Credits to Scy046) Explanation: A far advance way of abusing the Second Sword + Swashbuckling. The far benefit is the critical rate provided from Lady Luck and significant boost for Limit Activation from Limit Boost. .HP Reducing Buff [any class] + Ascetic Deeds [Monk]. [Any class/Monk or vice versa]. (Credits to the_coci and Khundes) Explanation: A safety bandage for HP reducing buff such as: Berserker Vow, Selflessness, and Kumogakure and even Bunshin. .Infravision [Yggdroid] + Senpuku [Ninja] (+ Kumogakure [Ninja] + Karuwaza [Ninja]). [Yggdroid/Ninja] Explanation: the ultimate evasive time. During the night, this synergy gives you laughing stock of evasion. Karuwaza might work best during this setup. ==Through Limit== Brief Description: the synergy stated in here is synergy that available on using Limit as a method. If Limit were taken away, then the synergy is not working or might end up failed. If the Limit is not really that matters, then the synergy could just goes to other department. . Any Tactic Limit + Royal Lineage [Prince/ss] + (Nobility Proof [Prince]) Explanation: decent way to increase your Prince TP... free. Nobility Proof might needed or not, since tactic last for 5 turns... and usually battles doesn’t goes that long except for bosses or FOE. .Etheric Charge [Zodiac] + The elemental Limit (ex: Hellfire). (Credits to: VorpalSeraph) Explanation: 1 turn usage of Etheric Charge.S Elemental Limit always executed at the end of turn, Etheric Charge can increase it damage on the turn it is used. However, prepare some protection though since if any of your character's combination is dead/petrified/sleep/confuse then this synergy broke apart... even though your etheric Charge is still ready for next turn. Remember to use this synergy with high TEC class such as Zodiac or Ninja. .Charge [Gladiator] + Lucky Hammer [Limit] + (Berserker's Vow [Gladiator]). (Credits to DHTrio) Explanation: Lucky Hammer is an attack that, if it scores the killing blow, automatically satisfies conditional drop requirements in the same manner as using Formaldehyde on the last round of combat. It basically works the same as Elemental Limit but with physical attributes. So Charge is your best beef for this. .Regroup Tactic [Limit] + Wildling Lion Summon. (Credits to: chanwk3) Explanation: since Regroup tactic dispels bad status for five turns, it basically a way to wake-up your lion every turn. . {Rear Guard [Shogun]} + {Lullaby [Farmer]} + Regroup Tactic [Limit]. Explanation: the basic is to let lullaby from farmer act the last while regroup tactic makes next turn status ailment disappear albeit saving you from vulnerability of getting whipped .Bunshin [Ninja] + 2 Person Limit Explanation: using 2 persons Limit on one character. Since bunshin copies your limit, you can additionally co-operate with your bunshin to do the limit. Example: put your ninja in one of either “guard/charge/lethal” tactic alone (no other person takes the same Limit as your ninja). Uses Bunshin when your limit is full then you can unleash your prepared limit. This synergy can save one slot of character limit. Note: one cool synergy is to use Shogun/buccaneer with Second Sword + Swashbuckling + Limit Boost and prepare Mumyouken on him/her. Then the Ninja follows with one slot of Mumyouken. Leave one empty slot for your Clone [no other character takes it besides your Shogun/Buccaneer and Ninja]. Then voila “almost 2 turn ready for Mumyouken”. We can say that the Ninja is only a slave for triggering Limit anyway. . Kumogakure [Ninja] + Senpuku [Ninja] + Wind Tactic [Limit]. (Credits to: Ranoa) Explanation: Evasion time! With this Limit, you almost make yourself invincible! Add Bunshin, Karuwaza, and Otori if you want to replenish your TP. Cool things again, If you’re using [Yggdroid/Ninja] then on night, you have additional evasion which makes you barely imbalance! ==Through Equipment== Basic Description: as it says, the synergy here is gained through equipment; forges, bonus stat, etc. .Second Sword [Shogun] + Stun Attack [Gladiator] + Stun Dagger [Weapon]. [Shogun/Gladiator]. (Credits to Ranoa) Explanation: use the Stun Dagger on off hand and leave Second Sword skill at level 1 just to learn it. Stun Attack is one of passive skill that have the better chance (55%) compared to Kubikiri (20%). Stun Dagger is weapon that has 8 slots filled with Stun status. Stun forged is 8% (for first slot) + 6% (second slot of the same) + 4% (for the rest). So it gives: 8 + 6 + (4*6) = 14 + 24 = 38%. Add that with Stun Attack and you got 92%. And since your first attack brings stun chances too, that means 1st hit = 55% chance and 2nd hit = 92% chance. With this set-up you don’t lose damage calculation as your biggest damage always comes from main weapon. .Blitz Command [Shogun] + forged elemental + (Elemental Masteries [Zodiac] + Singularity [Zodiac]). (Credits to SielCiel) Explanation: Blitz Command damage can be altered by elemental and its corresponding elemental related passive skills (Elemental masteries and Singularity). Statuses/binds however, will not take any attempt to effect enemies on Blitz Command forced attack. . Warrior Might [Shogun] + forged Elemental + (Any Elemental Masteries [Zodiac] + Singularity [Zodiac]). [Shogun/Zodiac] Explanation: the same as Blitz Command, Forged elemental on Warrior Might Chase are affecting the damage calculation. ==Through Team Work== Brief Description: in my opinion, this is the most extensive part of synergy of this game. This section offers you with lots of possible set-up or attack that works best with each other. . {Royal Veil [Prince/ss] + Braveheart [Farmer]. [Prince/ss/Farmer] or [Farmer/Prince/ss]} + Bodyguard [Hoplite]. Explanation: decent way to protect your HP recover-all to your party. With Braveheart, it means TP recover to your Prince. Pretty much already known. . {Vigilance [Hoplite]} + {Monarch March [Prince/ss]} Explanation: decreasing encounter rate so Monarch March might heal your character to full HP. Not really used anyway since Monarch March lv 5 to 10 already suffice enough for recovering HP in normal encounter. . {Guard Order [Prince/ss]} + {Guard Tactic [Limit]} + {Line Guard [Hoplite]} (or {Selflessness [Hoplite]} or {Daifuhensha [Shogun]}). Explanation: basically all defensive buff you can offer to your party. Actually Daifuhensha should not be taken in but the ‘provoke’ addition might be useful and it’s an option though. Selflessness too is basically a defensive maneuver for chugging defense up. And addition, Line Guard does not considered a buff so you can add more defenses by using item like Stonard. . {Eagle Eye [Buccaneer]} + {Wolf Howl [Gladiator]} + {Primal Drums [Wildling]}. Explanation: The Defense down debuff trio. Rough up 80% defense down or 120% on status ailment. Definitely FOE and BOSS Killer for three turn. And you can joke on about how the Drums mediate between the Wolf and Eagle. . {Fire/Shock/Freeze Arms [Prince/ss]} or {any elemental Oil} + {Regal Radiance [Prince/ss]} Explanation: decent Combo of getting one kind of elemental attack that targets all with Regal Radiance. . {Fire/Shock/Freeze Arms [Prince/ss]} or {any Elemental Oil} + {Royal Lineage [Prince] + Nobility Proof [Prince]} + {Regal Radiance [Prince]}. Explanation: one/two turn TP recovery for your main Prince. It can cap your TP with 10+. But it basically trades the caster TP with another prince/ss. The order goes: arms/oil to designated prince/ss then on next turn (or still in that turn if you have another prince/ss) cast regal radiance. Voila TP for oiled prince/ss! . {Fire/Shock/Freeze Arms [Prince/ss]} or {any Elemental Oil} + {Etheric Charge [Zodiac] + Singularity [Zodiac]} or {Charge [Gladiator] + (Endless Battle [Gladiator] + Sword/Club Mastery [Gladiator] + Berserker Vow [Gladiator])} + {Regal Radiance [Prince/ss]}. Explanation: Basically a way to increase Regal Radiance damage. Charge works to increase physical damage while Etheric Charge increases its elemental damage. Basically Any class/Zodiac has upper hand on term of harassing weakness by using Singularity and the percentage of damage addition via Etheric Charge is greater than Charge (Etheric Charge is 300% while Charge is 250%). But, Gladiator has its way on increasing its rough physical damage via Berserker’s Vow + Sword/Club Mastery + Endless Battle. For physical, you can choose Arbalist since they have Giant Kill and Bolt Mastery for damage. Your choice for this. For your information, Regal Radiance damage comes from wATK (weapon Attack) while dealing Elemental damage on enemies. . {Fire/Shock/Freeze Arms} or {any Elemental Oil} + {(Berserker Vow [Gladiator] + Endless Battle [Gladiator] + Sword/Club Mastery [Gladiator]) + Etheric Charge [Zodiac] + Singularity [Zodiac]. Gladiator/Zodiac} + {Regal Radiance [Prince/ss]}. (Credits to Nox_Caelum) Explanation: a way to best up the damage from Regal Radiances. Since Gladiator has both wATK needed for base damage of Regal Radiance and of course has Endless battle. This synergy wraps up everything for damage. The second best synergy goes with Arbalist Giant Kill. The Gladiator wins at two parts: first is the Berserkers Vow Buff that gives you another 90% Attack damage and the Club (+its masteries) as the highest wATK weapon all over class. Yet, doing Berserker Vow needs more turn and sometimes risky in the middle of battle. So it’s your choice then. The reverse; Zodiac/Gladiator or Zodiac/Arbalist is a no-no for damage. Here’s the explanation on how to do it (from Nox_Caelum): I used to have a Regal Radiance team and it worked like this: requires: 1. "the Emitter" Anyone with a high physical damage buff, or class skill that significantly boosts physical attack, subbing zordiac with Singularity and Eth.Charge... I would recommend using Eth.Charge over Charge since it gives a bigger boost.... So pretty much Glad/Zor with Endless Battle + Berserker's Vow + Eth.Charge + Singularity will be the best fuel for Regal Radiance Second best... I think is Arb/Zor with Giant kill + Eth.Charge + Singularity 2. "The buffer/Regal Radiance user" pretty much just buff your emitter with the correct elemental arm for weakness, then use regal radiance to release it on the whole group... I would recommend using Nin/Prin... 1 tp arms buff, and 3 tp Regal radiance... secondly, you can bushin and be able to do arms > radiance all by yourself in one turn (arms have higher priority than Radiance... so it will always fire) With arb/Zor, it takes 1 turn to set up to do regal radiance every turn after that: turn1: Arb/Zor: Eth.Charge Ninja: Bushin Turn 2 and on: Arb/Zor: Eth.Charge Ninja1: Arms Ninja2: Regal radiance With glad/Zor, it takes 2 turn to set up to do significantly more damage... but needs to re-set up every 3turns (seriously though... stuff wont live that long, and RR is not exactly the most efficient against FOE's that WOULD live that long) Turn1: Glad/Zor: Berserker's Vow Ninja: Bushin Turn2: Glad/Zor: Eth.Charge Ninja1: attack order Ninja2: any other buff (rest of the party) Turn3: Glad/Zor: Eth.Charge Ninja1: Arms Ninja2: Regal Radiance Hopefully this explanation will enlighten you :D . {Front Mortar [Arbalist]} + {Switch Stab [Hoplite]}. (Credits to the void and Vinci4) Explanation: a row playing attack with Hoplite as core initiator. Put Hoplite in front and Arbalist in the back. If your Hoplite is fast enough then he/she can switch row with Arbalist to utilize max damage of Front Mortar. Extended usage: Turn 1 put Hoplite in the front. do anything Arbalist/Gladiator on the back. Charge turn 2 Hoplite. Switch Stab Arbalist: Front Mortar turn 3 Hoplite. Switch Stab Arbalist. Charge turn 4 repeat the turn 2 then turn 3 . {Second Sword [Shogun] + Swashbuckling [Buccaneer]. [Shogun/Buccaneer]} + {Chaser skills [Buccaneer or Shogun]}. (Credits to: Ravage_MK2) Explanation: Second Sword + Swashbuckling might caps you with 10 hits at max and that can be chased with chaser skills (Use Warrior Might for best output). .{Target All Skills [any class]} + {Warrior Might [Shogun] + Kaishaku [Shogun] + Bloody Lance [Shogun]}. Explanation: basically a way to add extra hits to all target to shut them in. this synergy only works with Warrior Might since it chase all skill (there’s exception though). Kaishaku and Bloody Lance added for fueling the next Chase damage. This synergy goes best with large low-life mob. Not that good with FOE or single boss. Some of the target all skills that worth to be told: Gladiator Rampage, Zodiac “Elemental” binary, Arbalist “Elemental” Barrage. And if you are thinking of Bloody Lance and Kaishaku, don’t do Charge or Etheric Charge on your damage dealer (chasers don’t get benefit from Charge) otherwise you might end up overkill them. . {Cloud Buster [Arbalist] + Charge [Gladiator]. [Arbalist/Gladi] or vice versa} + {Blitz Command [Shogun]} + (Any Chase [Buccanerr] or [Shogun]). Explanation: Almost all of the time you use Charge, you sometimes think that the charge will be ‘eaten’ by Blitz Command thus negating top-up damage you aim. And of course, you have to buff or change strategy a little to wait ‘charged’ party unleash their skills. With Cloud Buster + Charge strategy you’ll have no worries. Blitz Command has higher priority thus always comes early in turn (especially if you use Ninja/Shogun). Charge and Cloud Buster on other hand has lower priority with Charge as the first and Cloud Buster as the second. Of course that means right when you Charge it will be used up right away when Cloud Buster pouring down. Thus, this can make you spam Blitz Command on every turn without worrying damage loss. Additionally, you might include a chaser to add more hits on 2nd turn) Simulation: Turn 1: Shogun: Blitz Command Arbalist/Gladiator: Cloud Buster Chaser: buffing damage (Berserker Vow, Bravant, etc) Turn 2: Shogun: Blitz Command Arbalist/Gladiator: Charge Chaser: Chase! Turn 3: repeat the turn 1 The chaser might not chase Blitz Command ordered attack but still... you gain the benefit of every turn Blitz Command. . {Pop Flares [Arbalist]}+ {Nine Smash [Gladiator] (+Charge [Gladiator])}. (Credits to DHTrio) Explanation: Probably the only reliable way to make Nine Smash works. Blade Rave seems superior in most situations. It is a substitution (or even addition) of Proper Form + Nine Smash [Arbalist/Gladiator or Gladiator/Arbalist] but Pop Flares gives better accuracuy (50% at max) than Passive Proper Form (35% at Max). Yet, Pop Flares takes up 1 buff slot so this one is your call. To add it up, Nine Smash level 10 rough your accuracy down to 45% per hit. . {Kagerou level 1 [Ninja] + (Otori [Ninja])} + {Blood Return (Monk) or Avenger (Gladiator) or {Bloody Lance (Shogun) + Kaishaku [Shogun]}. (Credits to CMoon) Explanation: the Death of Kagerou actually activates 'if your ally death' skills so it has synergy with skills stated above. Yet, Bloody Lance can only be activated if you kill it with your own hand (via Kaishaku). .{Otori [ninja]} + {Any wildling summons [Wildling] or Ambush Stance [Shogun] or Counter [monk]}. (Credits to ViewtifulGene) Explanation: the standard one turns to make your ready-countering-ally smacks your enemies or changing targets to more HP loaded allies. Best summon to use is of course the Lion to wake it up. . {Ambush Stance [Shogun]} + {Makibishi [Ninja]}. (credits to: mp443556) Explanation: mp443556 said "the ninja's counter with the shogun's counter works for 2 attacks if one character gets hit, 4 if the entire row gets hit". . {Makibishi [Ninja]} + {Counter/Retaliate [Monk]}. (credits to: mp443556) Explanation: mp443556 said "the ninjas counter works with the monk's counter for two attacks" . {Dark Ether [Zodiac]} + {Dismiss Beast [Wildling]}. (Credits to Ogetsu) Explanation: Have someone use Dark Ether when your wildling summons a monster then Dismiss beast on second turn to gain TP. Dismiss Beast still recovers the full cost of the summon, so you gain a good wad of TP from it. And best, your summoned beast still makes an attack on the first turn. .{Fire/Shock/Freeze Arms [Prince(ss)]} + {Chase (Element) [Buccaneer]}. (Credits to Sir Fuzzi) Explanation: best used on early games. Exploit weakness and adding extra damage. . {Fore Honor [Shogun]} + {Bunshin [Ninja] + Nikudan [Ninja] + (Otori [Ninja])}. Explanation: synergy to make your Ninja clone targeted, being attacked, and hopefully dies so Nikudan will activate. Fore Honour reduces your defense so it's best to wear down your Ninja Clone. Yet, you gained attack which is good for your Nikudan damage. The 1st turn properties might come in handy too. .{Fore Honor [Shogun]} + {Counter/Retaliate [monk]} + {Otori [Ninja]}. Explanation: a way to increase monk activation Counter with speeding it up (*cough* Hoplite/Monk *cough*). Otori is almost a sure fire to make Monk get attacked. Just hope you'll not miss on guessing element or physical... or in best term, best used on you-already-know-that-it-doesn't-have-two-kind-of-attack. .{Strange Seeds [Farmer]} + {Sharpshooter [Arbalist]} Explanation: standard bind + skill attacking synergy. I put this out here since Sharpshooter has the lowest priority so it will wait until strange seeds done (and hopefully binds one part so it will take damage). Strange seeds might bind 3 parts and therefore is most reliable bind-infliction-status in EO III...yet, binding and ailments is a pale comparison to debuff especially to bosses and FOE. However, this synergy is good for normal encounter and cheap TP usage. . {Summon Owl [Wildling]} + {Suikyo [Ninja]}. (Credits: the_rowan) Explanation: good way to spread status. Let’s just hope that the Suikyo Caster is slower than Wildling. And hopefully your target goes to sleep and not disturbed before you transfer the status with Suikyo. Please remember that Suikyo level 10 equals to 100% transfer status. Might need two turns for better usage with the first turn just beefing up your party and attempt to ailment enemy while second turn unleashing the Suikyo. .{Summon Cow/Elephant [Wildling]} + {Suikyo [Ninja]} + {Snipe [Arbalist]}. (Credits: the_rowan) Explanation: now, this is way to harass status and better yet, utilizing Snipe from Arbalist. Since cow giving paralysis (and elephant confusion) that means it should be at least two turn effect. Thus it is easier to use rather than owl. Or otherwise, of course, you can just cast Suikyo for your own convenience. ==Through own class== Basic Description: you gain this synergy in your own class and without having to sub-class. .Brave Heart [Farmer] + Play Possum [Farmer]. Explanation: a kinky way for farmer to obtain TP. Brave Heart activates when your HP are full thus you mustn’t get attacked so Play Possum (lowering your chance getting attacked) is the key. It’s quite funny how brave you are when you play dead ;). The synergy more effective if there’s another party member in front row who has bulk HP. Just like Royal Veil, this synergy breaks against enemies who has target all type of attack. . Overheat [Yggdroid] + Switch Explanation: Overheat does not activate on changing position. Sadly, Switch Stab does not have effect on this synergy so we can’t abuse this synergy. In other words, this is merely almost a preventive-useless way to waste turn. . Royal Lineage [Prince] + Nobility Proof [Prince] + Prevent Order [Prince]. Explanation: Prevent Order add your TP since it’s a buff. Prevent Order is considered end after nullified any status ailment so it’s a good way to increase TP through Nobility Proof. The higher the level of Prevent Order = less TP consumption. The higher the level of Nobility Proof = more TP gained through buff ended. . Royal Veil [Prince] + Reinforce [Prince] + Any Any buff (Arms or Order) [Prince] + Royal Lineage [Prince] + (Nobility Proof [Prince]. Explanation: decent ways of keeping the HP in full check by buffing. Might be good on early games but the benefit degrades as you advance further due to inferior healing of Royal Veil and Reinforce. Has additional function to add TP with Nobility proof since its based around buffing. .Summon Lion + anything that wakes it up. (Credits to DHTrio) Explanation: surely you can wake-your own lion with item or luck. .Trickster [Buccaneer] + Quick Draw/Hanging [Buccaneer]. [main Buccaneer only]. (Credits to DHTrio) Explanation: basically TP recharge, makes Trickster maxed and let Quick Draw/Hanging at level 1. When you’re in low TP just use this skill to add TP.
Best used after Heavy TP usage skills such as Pincushion or as battery for
chaser skills.

. Swashbuckling [Buccaneer] + Lady Luck [Buccaneer] + Limit Boost [Buccaneer].
Explanation: each hit adds your limit and since Swashbuckling is normal attack
then Lady Luck which improves critical is best companion.

. {Bunshin [Ninja] + Otori [Ninja]} + Sarutobi level 5 [Ninja]
Explanation: a quick strategic way to evade/nullify attack using bunshin as
decoy. give Otori to your Clone and let your Clone spam Sarutobi.

. Provoke [Hoplite] or Bodyguard [Hoplite] + Parry/Magic Parry [Hoplite]
Explanation: Standard Hoplite way to nullify damage while taking enemy attack.
You might already know this... but I stated here just to make sure nothing is
left.

FAILED SYNERGY
==Through Sub Classing==
Brief Description: the synergy stated here are the one you should keep in mind
while sub classing because it conflict with each others.

.Rocket Jump [Yggdroid] + Spear Skills [Hoplite]. [Yggdroid/Hoplite]. (Credits
to Lourde Incarnadine).
Explanation: Rocket Jump binds leg so it will render any Spear skill useless.
This synergy can be extended into other Yggdroid skills like Rocket Punch + any
other skill that use arms. However, since Yggdroid has Sleep Mode that gain TP
via bind then this synergy is a borderline between failed and success. Failed
as: render skills and having additional turn to recover bind. Success: has a
way to recover bind and recover TP.

Bunshin [Ninja] + Summon Bots [Yggdroid]. [Yggdroid Ninja]. (Credits to
OverlordXantt)
Explanation: the founder of the synergy said ”If you have a Yggdroid/Ninja with
bunshin and the bots.
If you make your clone(s) summon the robots and it dies (Or is Tagen Battou'd
away) the bots disappear. So you can't make clones summons the bots and then
Taggen Battou then Shoot the next turn because the majority of the bots will
have disappeared.”

. Night Vision [Arbalist] + Magatoki [Shogun]. [Arbalist/Shogun or
Shogun/Arbalist].
Explanation: Critical does not affects Skills. So night vision does not improve
anything in Magatoki even at night.

.Kagerou [Ninja] + Ascetic Rewards [Monk]. [Ninja/Monk or Monk/Ninja].
Explanation: Ascetic Rewards only activate once in a battle. Almost close to
non-failed one if you aim for random encounter only.

. Overheat [Yggdroid] + Swashbucklig [Buccaneer]. [Yggdroid/Buccaneer].
(Credits to: Khundes)
Explanation: Overheat triggers basically every time the Yggdroid takes an
action. This includes: Using a Limit, Defending, every single attack round and
using a skill. Swashbuckling counts as many attack rounds, so Overheat triggers
every time. Basically this wears down your Yggdroid FAST. This is similar on:
Blitz Command and Ambush Stance. Forced attack from Blitz Command made Overheat
active and vice versa for Ambush Stance.

.Tagen Battou + Trickster + Clone [Buccaneer/Ninja]
Explanation: the idea revolves on restoring TP loss through cloning with all
clones activates the Trickster [Buccaneer]. However, Scy046 said “As far as
Tagen Battou is concerned here, it's only triggered once per use; you don't get
as many triggers as you have clones that get eaten by it. They both do trigger
with each Clone use, though, but Trickster really won't net any TP gain, just
offset the cost. That said, it's not like you need it since most Tagen Battou
set ups are relying on the one use killing things.”

.Tagen Battou [Ninja] + Ascetic Deeds [Monk] + Bunshin [Ninja]. [Ninja/Monk] or
[Monk/Ninja]. (credits to Vinci4 for idea and Scy046 for telling where the
wrong part is):
Explanation: the idea revolves on restoring HP loss through cloning with all
clones activates the Ascetic Deeds [Monk]. However, just like above post said,
it doesn’t work that way





.Bunshin[Ninja] + Persistence [Farmer]. [Ninja/Farmer or Farmer/Ninja].(Credits
to: Sandor_Clause)
Explanation: Persistence is not activated due to clone just disappear (not dead)

. Charge [Gladiator] + Swashbuckling [Buccaneer] or Second Sword [Shogun].
[Gladiator/Buccaneer or vice versa or Shogun/Gladiator]
Explanation: Charge only affect on the first hit of either Swashbuckling or
Second sword. The latter hit will considered as non-charged attack.

. Sarutobi [Ninja] or Parry/Magic Parry [Hoplite] + Karuwaza [Ninja]. (Credits
to Scy046)
Explanation: Scy046 said “Sarutobi (i.e., Parry-esque skills) and Evasion are
separate checks and Karuzawa requires the Evasion check to pass.”

.Nine Smash [Gladiator] + Double Action [Arbalist]. [Gladiator/Arbalist or
Arbalist/Gladiator].
Explanation: Double Action does not double multiple hits but instead adding
just 1 hit! So, this synergy is failed too for 5-Rings Swords.

.Binded status + Sympathy Pain [Farmer]. [Yggdroid/Farmer](Credits to DHTrio)
Explanation: Sympathy Pain does not work on binds thus it's a major flaw for
Yggdroid/Farmer. Anyhow, this scales the same, never use Sympathy Pain when
you’re bound.

.Counter [Monk] with [Hoplite/monk] (Credits to: Rekua)
Explanation: sure it's fancy to think that Hoplite, the tough and beefy, can
even have more protection with Counter. But, this synergy failed in one aspect
which is SPEED DEPARTMENT. Counter has to be activated first and Hoplite
agility is pale comparison to other class (might say the worst of all) so
sometimes the Counter skill will only activate near end turn which the enemy
has already ended their attack session. Of course, if you want to farm speed
book then the problem might be solved. Or, you can have fore honor or
knighthood to make it sure 1st turn.

==Through Limit==
Basic Description: Never think Limit as live saver only. Limit might obstruct
your strategy too. And Synergies that stated in here are fact that should be
kept in mind.

. Bunshin [Ninja] + 1 person Limit
Explanation: If both of you and your Clone are full then one of them do Limit
then both of Limit bar are depleted. Not to mention that if either one uses
Limit, it renders the other one to use it. A real wasted effort. So keep in
mind that you should not take Second wind, Indomitable, or Lucky Hammer on your
Ninja if you plan to Bunshin.

. Regroup Tactic [Limit] + Protect Order [Prince/ss].
Explanation: both buff not stack and overwrite each other... yet both occupied
buff slot. Regroup Tactic basically is Protect Order level 1 (and affected by
TEC and Form Qi) with Refresh level 7 (all target). The one casted later will
overwrite before. So if you have Regroup Tactic then cast Protect Order then
the Protect Order is active (you have no Refresh at the start of the turn).
Keep this in mind otherwise you’ll mess up your party’s life.

==Through Equipment==
Basic Description: just like successful synergy. A failed Synergy over
Equipment.

. {Blitz Command [Shogun]} + {status/bind forged on weapon}. (Credits to
SielCiel).
Explanation: status/bind effect is not going to affect any attack from Blitz
Command. So never goes with all-forged status ailments when you plan to create
a Blitz Command team.

. Second sword [Shogun] + Warrior's Might [shogun] + Club Mastery [Gladiator] +
Limit Forged Weapon. [Shogun/Gladiator]. (Credits to: milkman2002)
Explanation: the Idea actually revolve around abusing Limit with second slot
(off hand slot) by using the Limit Forge with Warrior’s Might on act. yet it
fails.

here's the better explanation from the originator:
"Equip the club with the 8 LIM. and another sword, club in second slot. Fails,
and Limit goes up only a little. So sad, free Immortal every two turns would be
fun..."

==Through Own Class==
Basic Description: The no-no strategy when you build your own class.

.Lullaby [Farmer] + Sympathy Pain [Farmer]. (Credits to: TheGodScythe)
Explanation: “well... how come you can cast sympathy pain when you are asleep.”
before that comment, i 'thought' that this combo is great but after seeing
again... i realize that sympathy pain is an active skill not passive. So,
failed as it is. Hopefully you will not get tricked over this one...

.Kagerou [Ninja] + Nikudan [Ninja].
Explanation: Nikudan does not work on Kagerou.

.Kagerou [Ninja] + Taggen Battou [Ninja]
Explanation: same as above.

.Any Chaser not using Shogun. (Credits to DHTrio)
Explanation: it’s pretty much comparing between Buccaneer Chaser vs Warrior
Might. Buccaneer chaser has % activation so it might not chase some attack even
though the condition is met. Warrior Might, however always chase every attack
thus is better. But do not forget that Warrior Might reduces your defense
during activation on that turn.

.Anything involving Fist skills is not optimal for DPS lategate. (Credits to
DHTrio)
Explanation: in end to post game, the damage comes from Fist mastery and it
skills is pale comparison toward other weapon. Unless you cap your STR to 99...

==Through Team Work==
Brief Description: the most extensive part of Failed Synergy. Some of them are
quite shocking while some will considered fatal minor mistakes that sometimes
we take upon playing. See for yourself.

. {Bind status} + {Bind Cut [Gladiator]} on bosses/FOE. (Credits to DHTrio)
Explanation: Anything involving Bind Cut doesn't really work, since bosses
resist and recover from binds way too fast. Not to mention, it seems that
bosses or enemy gain resistance for ailment if they’ve gotten once... like
having immunization for awhile.

. {Blitz Command/Fusillade [Shogun]} + {Warrior Might [Shogun]}. (Credits to:
Scy046)
Explanation: the Warrior Might just chase one attack from Blitz Command since
it's considered a skill not a normal attack even if Blitz Formation forces
other to do 'normal' attack.

. {Ascetic Deeds [Monk]} + {Dark Ether [Zodiac]}. (Credits to Khundes [for
initial idea and pointer] and _Dagger_ [for solution check].
Explanation: Ascetic Deeds will not kick in because Dark Ether blocks the TP
consumption. It still in hypothesis though, the real reason is yet unknown.
Might be said as bug or intentional bug to make this combo less overpowered.

.  {Ambush Stance [Shogun]} + {Counter [Monk]}. credits to: mp443556)
Explanation: mp443556 said "the shoguns counter cancels out the monks for one
attack"

.{Blitz Command/Fusillade [Shogun]} + {Passive of Normal Attack from other
party}.(Credits to: Scy046)
Explanation:  Blitz Command does not activate 'normal attack' passive skill
such as Second Sword, Stun Attack, Swashbuckling, etc from your party. So
basically Blitz Command is just like empty-glass-of-gang-beating.

. {Blitz Command/Fusillade [Shogun]} + {Passive that affect skills on other
party}.
Explanation: Blitz Command doesn’t triggers passive skills that affect skills
(physical type) such as double action or Wild Swings.
However as stated above, elementals (and the passive that related with it)
works on forced attack of Blitz Command.

. {Charge [Gladiator]} + {Forced Attack from Blitz Command/Fusillade [Shogun]}.
Explanation: minor mistakes that comes up in Blitz Command (but it might good).
Charge is taking effect and used up when Blitz Command issued. So, if you want
to Charge + Nine Smash then be remember not to Blitz Command. Otherwise, your
Charge will only goes for one normal attack (that has no weapon mastery in it
or any physical related masteries). However, if you just want a normal beefed
attack you can just spam your charge and let the blitz command take control of
your attack. So you can have each turn all-charged-attack. So it’s a border
between Failed and Successful... depends on how you see it.

. Etheric Charge [Zodiac] + Meteor [Zodiac].
Explanation: Etheric Charge affects elemental damage. While Meteor property is
Slash/Pierce/Blunt. So, Etheric Charge is wasted.

. {Etheric Charge [Zodiac] + elemental Forged Weapon + {Forced Attack from
Blitz Command/Fusillade [Shogun]}.
Explanation: Similarly, if your weapon has Elemental, then Etheric Charge will
affect its attack so your Etheric Charge is used and gone. However, if your
weapon does not have elemental forged then Etheric Charge does not take effect
nor used up. Keep this failed (or not) synergy on your head. It might useful
(...or not)

.Etheric Charge [Zodiac] or Charge [Gladiator] on 1st turn + any command that
is not correlated to Charge/Etheric charge increased damage.
Explanation: Common mistakes taken when Charge/Etheric charge. When you intend
to Charge/Etheric charge, never use any command except corresponding attack
otherwise the game says that the charge is taken effect and used up. So when
you charge then you accidentally use limit [any] tactic, then the charge is
wasted.
Note: Charge/Etheric Charge does not work on skill that does not do direct
damage. Such skill is: Any Tactic Limit, Any Order, Buffing skills, Summons,
and Set-Up skill. Set-up Skill is mostly the one that mislead. We might think
that Charge affects Warrior Might, but in actual, it’s not!
Here is the list of Set-up skills:
Counter/Retaliate [Monk], Chaser [Shogun with Warrior Might or Any Chase
attribute with Buccaneer], Cloud buster [Arbalist], Snipe/Sharpshooter
[Arbalist], Blitz Command/Fusillade [Shogun], Ambush Stance [Shogun], Makibishi
[Ninja].
Stun, confused, petrify and death also consider you taking next action so it
used up Charge/Etheric Charge.
Note1: there’s exception for Etheric Charge on Blitz Command/Fusillade.
Note2: there’s another exception is for Cloud Buster as seen on ==through
subclass== synergy.

==Credits==
1. God. What else can I say beside thank you for the life you gave to us so we
can play this great game :D
2. Atlus who develop and Translate this great game so that we (outside of
Japan) can play and understand :D
3. CJayC. For Owning the Gamefaqs.
4. People of Etrian Odyssey III board. Especially those who submit idea, those
who corrects me, and telling me much of cool information.
5. Me? Should I get credit?