Curious on how to turn your synapses into other synapses? Here’s a reference list of synthesis fusion effects.
What is This Guide?
Сrеdit gоеs to Disaster_Morgan !
If you don’t know what Fusion is, much of this will not make sense. You’ll unlock it in time.
Synthesis is a very useful yet loosely described system. What the game says is that you can combine two identical synapses to create one at a higher tier level. This new synapse is usually a different type than it’s components. For instance, combining two Wind effect synapses creates a Wall effect synapse.
This means Synthesis can help you turn extra synapses into higher tier ones you might not yet have access to, or ones that better fit your current build.
Here’s a set of reference tables that show all Synthesis fusion chains. If you have two of one synapse, you can fuse them for the synapse one column to the right. No fancy visuals here.
Form Synapses
Tier I | Tier II | Tier III | Tier IV | Tier V |
Adjacent I | Grunt Automaton I | Hoplite Automaton I | Grunt Automaton II | Hoplite Automaton II |
Diagonal I | Localized I | Diagonal II | Localized II | Diagonal III |
Inner I | Shuddering I | Inner II | Shuddering II | Inner III |
Twin I | Aerial I | Twin II | Aerial II | Twin III |
n/a | Ranger Automaton I | Sniper Automaton I | Ranger Automaton II | Sniper Automaton II |
n/a | Rod Totem I | Monolith Totem I | Rod Totem II | Monolith Totem II |
n/a | n/a | Adjacent II | Rogue Automaton | Adjacent III |
n/a | n/a | Pillar Totem I | Tower Totem I | Pillar Totem II |
n/a | n/a | Precise I | Targeted | Precise II |
n/a | n/a | Shaking I | Quaking | Shaking II |
n/a | n/a | Sharp I | Dimensional | Sharp II |
n/a | n/a | Zoned I | Bombardier Automaton I | Zoned II |
n/a | n/a | ??? | Obelisk Totem I | Monument Totem I |
n/a | n/a | ??? | Projecting | Sieging I |
n/a | n/a | ??? | Shining | Orbital I |
n/a | n/a | ??? | Spreading | Brute Automaton I |
Effect Synapses
From my preliminary testing, the “Summon Enemy” synapses don’t synthesize and can’t be synthesized into.
Tier I | Tier II | Tier III | Tier IV | Tier V |
Cure I | Cure II | Cure III | Cure IV | Cure V |
Dash | Blink | Swap | n/a | n/a |
Gust | Wall I | Barrier I | Wall II | Barrier II |
Magnetize | Thorns I | Hyper-Empathy I | Thorns II | Hyper-Empathy II? |
Poison I? | Fragilize I | Poison II | Fragilize II | Poison III |
Repel I | Daze I | Silence | Daze II | n/a |
Strike I | Strike II | Strike III | Strike IV | Strike V |
Wound I | Oppress I | Wound II | Oppress II | Wound III? |
n/a | Blunt I | Disarm | Blunt II | n/a |
n/a | Break I | Drain I | Break II | Drain II |
n/a | Concentrate I | Trance I | Concentrate II | Trance II |
n/a | Mark | Blood Burst I | Supercharge | Blood Burst II |
n/a | Purity I | Decontaminate | Purity II | n/a |
n/a | Sharpen I | Berserk I | Sharpen II | Berserk II |
n/a | Spoil I | Repel II | Spoil II | Repel III? |
n/a | Veil I | Medic I | Veil II | Medic II? |
n/a | Vulnerability I | Intoxicate I | Vulnerability II | Intoxicate II |
n/a | n/a | Fortify | Prescience | n/a |
n/a | n/a | Haste | Dancer | n/a |
n/a | n/a | Recuperate | ??? | ??? |
n/a | n/a | Rewind I | All In | Rewind II |
n/a | n/a | Therapy | Flow | n/a |
n/a | n/a | ??? | Demolish | n/a |
Efficency Synapses
I practically never think of these by their actual names, but by their numbers instead. As such, I’m including (X/Y) for each name, where X is the AP cost and Y is the cool-down time.
Tier I | Tier II | Tier III | Tier IV |
Duo-Perpetuation 2/0 | Duo-Oscillation 2/1 | Duo-Cycling 2/3 | Duo-Recurrence 2/2 |
Duo-Scattering 2/5 | Penta-Scattering 5/5 | Tetra-Scattering 4/5 | Tri-Scattering 3/5 |
Hepta-Oscillation 7/1 | Hepta-Recurrence 7/2 | Hepta-Cycling 7/3 | Hepta-Perpetuation 7/0 |
Hexa-Perpetuation 6/0 | Hexa-Oscillation 6/1 | Hexa-Recurrence 6/2 | Hexa-Cycling 6/3 |
Hexa-Scattering 6/5 | n/a | Octo-Scattering 8/5 | Hepta-Scattering 7/5 |
Octo-Recurrence 8/2 | Octo-Cycling 8/3 | Octo-Perpetuation 8/0 | Octo-Oscillation 8/1 |
Penta-Cycling 5/3 | Penta-Perpetuation 5/0 | Penta-Oscillation 5/1 | Penta-Recurrence 5/2 |
Tetra-Recurrence 4/2 | Tetra-Cycling 4/3 | Tetra-Perpetuation 4/0 | Tetra-Oscillation 4/1 |
Tri-Oscillation 3/1 | Tri-Rercurrence 3/2 | Tri-Cycling 3/3 | Tri-Perpetuation 3/0 |
Other Questions
What does this synapse do?
I or someone else may make a guide eventually covering the effects later, but that’s not the focus of this reference. I’ll link it here if I find a good one.
What do the numbers after the synapse mean?
Some synapse types have multiple tiers. For form synapses, higher tiers have the same range and discipline cost, but have one more potential slot for effect synapses. For effect synapses, higher tier effects are numerically stronger than their predecessors, but also cost more discipline.
Are higher tier synapses better?
Not always. For form and effect synapses, higher tier effects are often flashier yet more expensive to use than lower tier ones. Efficiency synapses just seem to provide different but not necessarily better options. High tier stuff is still good, but don’t underestimate any of your options.
What about tier VI form/effect synapses and Tier V efficiency synapses?
From what I can tell, said synapses don’t exist (yet).
What should I use to synthesize?
The result will always be a common synapse, so it’s a bit wasteful to use anything other than commons. You can’t synthesize unique synapses, they don’t do anything special.
How much does synthesizing cost?
In addition to the two identical synapses, you need 10 knowledge shards to synthesize a Tier II synapse. Each tier you go up doubles the shards required. Not a huge cost but I’m trying to be exhaustive here.
Thorns II into Hyper Empathy II is correct
2x Recuperate synthesized becomes Demolish
2x Spoil II synthesized becomes Barrier II
can confirm medic II exists and is correct in the chart