Blasonia synergies reward coherent teams: every hero belongs to a kingdom and a class, and fielding 2 different heroes from the same kingdom or class activates a bonus, which 4 different heroes make stronger. Several copies of the same hero only count once. This page of the Blasonia guide gives the exact effect of each tier, as combat applies it. Blasonia is free on Windows PC: download it from the game page.
How synergies are counted
- Only heroes placed on the board count, not those on the bench.
- Each hero counts once per synergy, whatever its stars: two Pips are worth just one Dawnvale.
- There are two tiers: 2 and 4. In the game, the synergy's hexagonal emblem turns bronze at the first tier and gold at the second.
- A crest (kingdom) or an emblem (class), earned through a blessing, counts as one extra hero, as long as at least one hero of that synergy is already on the board.
- Unless stated otherwise, the bonus only affects heroes of that synergy. Only Dawnvale's Oath protects the whole team.
The six kingdoms
Dawnvale Oath
- 2 +15 armor and +15 magic resist for the whole team, not just Dawnvale heroes.
- 4 Also, each time an ally falls for good, the allies still standing gain a 150 shield.
Pip
Rosa
Lady Elinor
Mother Dawn
Sylvania Sap
- 2 Sylvania heroes gain +15% attack speed.
- 4 +30% attack speed, and they regenerate 2% of their max HP per second.
Lila
Fern
Willow
Ylvane
Iron Clan Forge
- 2 Iron Clan heroes gain +25 armor.
- 4 +60 armor and +30 magic resist.
Brokk
Tordin
Gunda
Runar
Green Horde Rage
- 2 Below half health, a Green Horde hero deals +20% damage.
- 4 +40% damage below half health, and 15% lifesteal.
Grik
Krug
Mama Zula
Gorbash
Ossuary Rise
- 2 The first ally on the team to fall, whatever its kingdom, gets back up with 30% of its HP.
- 4 Each Ossuary hero gets back up once with 30% of its HP (instead of the tier 2 effect).
Tibia
Glimmer
Sir Osric
Morwen
Ashborn Blaze
- 2 Ashborn attacks burn: 2% of the target's max HP per second for 3 s.
- 4 Also, at the start of combat, a dragon breath hits and burns the two closest enemy rows.
Spark
Vyrr
Zephyr
Ignar
Reading the kingdoms
Dawnvale is the easiest synergy to fit in: its armor and magic resist benefit the whole team, even heroes from other kingdoms. The Iron Clan and Sylvania strengthen their own heroes, one with defense, the other with attack speed. The Green Horde hits harder once wounded: it thrives in long fights. The Ossuary brings an ally back to its feet from tier 2, then each of its undead at tier 4. The Ashborn burn their targets and, at tier 4, open the fight with a dragon breath on the enemy front line.
The six classes
Guardian
- 2 Guardians start combat with a 200 shield.
- 4 450 shield.
Pip
Tordin
Gorbash
Ignar
Blade
- 2 Blades have 12% lifesteal.
- 4 25% lifesteal.
Brokk
Krug
Lady Elinor
Sir Osric
Archer
- 2 Every 3 attacks, Archers fire a second arrow for 60% damage.
- 4 Also, +1 range.
Lila
Rosa
Gunda
Zephyr
Arcanist
- 2 Arcanists gain +20 spell power.
- 4 +45 spell power.
Spark
Runar
Ylvane
Morwen
Shadow
- 2 At the start of combat, Shadows leap next to the farthest enemy, with +20% critical strike chance.
- 4 +40% critical strike chance.
Grik
Glimmer
Vyrr
Willow
Priest
- 2 Priests gain 5 mana per second, and their heals and shields are 25% stronger.
- 4 10 mana per second, heals and shields 50% stronger.
Tibia
Fern
Mama Zula
Mother Dawn
Reading the classes
A hero's class also tells you where to place it: Guardians (tanks) and Blades in the front row, Archers, Arcanists and Priests in the back row, Shadows on a flank, since they leap next to the farthest enemy at the start of the fight. Guardians soak up damage thanks to their shield, Blades heal as they strike, Archers fire some shots twice, Arcanists boost their spells and Priests cast their heals more often.
Building a team around synergies
A good team combines one kingdom and one or two classes that overlap. A few examples, made only of heroes from the game:
- Iron Rampart: Brokk, Tordin, Gunda and Runar (Iron Clan at 4), with Tordin and Gorbash for the Guardians. A front line that's very hard to break through.
- Swift Forest: Lila, Fern, Willow and Ylvane (Sylvania at 4), with Rosa or Gunda for Archers at 2. Lots of attacks, and some healing.
- Inferno: Spark, Vyrr, Zephyr and Ignar (Ashborn at 4). The opening breath and the burns wear the opponent down.
- Shadows: Grik, Willow, Glimmer and Vyrr (Shadow at 4) to strike fragile heroes in the back line, with a Guardian to hold the front.
- Oath: two Dawnvale heroes are enough to give +15 armor and +15 magic resist to the whole team; a solid base for any lineup.
Your level limits the number of heroes on the board: one synergy at 4 plus another at 2 needs at least level 5 or 6 if they share no heroes. The rules for gold, experience and the shop are on the how to play page, and each hero's profile is on the heroes page.
Frequently asked questions
Do two copies of the same hero count twice?
No. A synergy counts different heroes: two Brokks only make one Iron Clan. Merge the copies instead to get a two-star hero.
Do heroes on the bench activate synergies?
No, only heroes placed on the board count. The game shows your active synergies to the left of the board, along with how many heroes you still need for the next tier.
What are crests for?
A crest, earned through a blessing, counts as one extra hero in a kingdom, as long as there's already at least one hero from that kingdom on the board. With three Iron Clan heroes and Crest: Iron Clan, you reach tier 4. Blessings are detailed on the items and blessings page.
Which synergy should you start with?
Dawnvale, because its first tier benefits the whole team, or the Iron Clan, because its cost-1 and cost-2 heroes (Brokk, Tordin) show up often early in the match.