Synergies activate from equipped part combinations. Build around a useful interaction: two melee weapons for Buzzkill, two qualifying ranged weapons for Artillery, or a specific support recipe such as Hammer with Magnet or Grapple for Wrecking Ball.
The original seven recipes
Synergies are equipment effects rather than collectible Brain items. The later Arsenal adds more recipes; this table covers the original combinations that help explain the system.
| Synergy | Recipe | Effect |
|---|---|---|
| Buzzkill | Two melee weapons | +15% melee damage |
| Artillery | Two qualifying ranged weapons | +8% ranged damage |
| Juggernaut | Treads or Spider Legs + Armor | +20% core HP |
| Afterburner | Wheels or Hover + Thruster | +1 speed; Dash 1 second faster |
| Storm Core | Tesla + Pulse Laser | +25% battery; +1 energy/tick |
| Wrecking Ball | Hammer + Magnet or Grapple | 40% shorter Hammer wind-up |
| Field Medic | Repair Drone + Shield or Armor | 50% stronger repairs |
Do not confuse a recipe with a complete build
Buzzkill does not solve pursuit, Artillery does not stop reflection, and extra core health does not guarantee enough damage to finish a Campaign boss before time expires. A synergy improves a plan only if its parts can do useful work in that fight.
Exact part membership matters. Tesla is not a qualifying Artillery ranged weapon. Later Arsenal parts participate according to their authored recipes, so read the displayed synergy rather than grouping equipment solely by how its attack looks.
Test the interaction you are paying for
For Wrecking Ball, watch whether the shorter commitment helps the Hammer land before the target escapes. For Field Medic, watch whether damaged modules survive long enough to receive repairs. For Storm Core, watch whether battery starvation actually decreases.
Keep a successful plain build as your comparison. If a new recipe forces a bad range pairing or excess weight, its bonus can be outweighed by the rest of the machine.
