Reference
Infinite Dex
A unique group is a fixed fusion of two variant groups: one coherent role that only emerges when the two verb-sets interlock, not "group A next to group B". You reach one by infusing a tame with a group suite soul (and the matching boss fights you with it). Above the six fusions sit the all-group tiers: Zodiac (every group) and Nightmare (the 13 apexes), and their Infinite finals. Fusions run at ×12 power; the apex tiers at ×16–×24.
The six group fusions
Tundra
Earth + Frost · boss: Cryo Queen
×12 power Freeze-and-anchor: total positional control.
- Alone, Earth shoves enemies around and Frost stops them in place. Together they own where the fight happens: Earth herds the pack into a chokepoint, Frost flash-freezes them where they land, and the ground stays rooted so even on thaw they're re-gripped. Neither half can both relocate AND hard-lock: fused, they do both.
- Signature combo: Gather with Bedrock's pull, then flash-freeze the whole pile with Absolute.
Firestorm
Fire + Storm · boss: Fallen Wizard
×12 power No safe tile, and every tile hits harder.
- Fire denies the floor with burning ground; Storm marks targets for amplified follow-up and shoves them around. Fused, Storm's knockback keeps pushing enemies across Fire's fields while its chains stack +20% damage taken, so they can never find safe ground and every hit on them lands bigger.
- Signature combo: Lightning shoves a pack across an Inferno field; the stacked weakness makes the burn and every chain hit harder.
Blight
Shadow + Venom · boss: Reaper
×12 power Trapped in a dead-zone with no offence while it dissolves.
- Shadow softens and herds; Venom rots over time. Fused, Shadow gathers and FEARS the pack (it can't fight back) while Venom's rot spreads through the helpless crowd, and Shadow's stacking weakness makes every percentage rot tick land amplified. Venom's 'scales by time' thesis finally pays off, because Shadow keeps the enemy stuck in the rot.
- Signature combo: Eclipse pulls and fears the cluster; Miasma's dead-zone dissolves it while it can't escape or retaliate.
Verdant
Radiant + Nature · boss: Cursed Crone
×12 power The enemy runs out of damage before you run out of healing.
- Radiant reactively heals and shields; Nature passively sustains and punishes attackers. Fused, Nature's regrowth ticks a percentage of max HP while thorns and brambles punish every attacker, and Radiant's barriers prevent the hit and ward the team against death. The only fusion that wins by NOT dying.
- Signature combo: Judgment's death-ward + Ancient's screen-wide root: an unkillable front the enemy can't reach and can't out-damage.
Aether
Arcane + Cosmic · boss: Pest Warden
×12 power The enemy is never a functioning combatant.
- Arcane locks single targets in crystal and silences casters; Cosmic disorients, polymorphs and relocates. Fused, Cosmic scatters and polymorphs the pack while Arcane crystal-locks and silences anything that escapes, then both detonate on the helpless crowd. The most crowd-control-dense fusion: frozen, scattered, silenced, marked, then deleted.
- Signature combo: Cosmic's chaos disables the whole screen; Arcanum's synchronized mark-detonate executes it.
Juggernaut
Guardian + Berserker · boss: Sage and Grit
×12 power The carries are untouchable AND hitting their hardest at once.
- Guardian soaks for the team; Berserker buffs the team's damage. Fused, the Guardian taunts the whole pack onto its damage-reduced body and reroutes ally damage onto itself, while the Berserker plants war-banners and frenzy auras on the now-safe carries behind it. The one fusion that is both the shield and the sword.
- Signature combo: Aegis redirects all incoming damage off the carries; Warcry + banners turn those protected carries into a wall of damage.
All-group & apex tiers
Zodiac
Every group's abilities
×16 power
- One tame (or the Zodiac boss) that cycles powers from ALL twelve role groups, one per cast: a true master of everything. It never repeats a move for a long while, so each cast is a different greatest-hit. The all-rounder god tier.
- How to get it: Infuse an all-groups suite soul (Lucky Zodiac boss kill) onto an Absolute tame.
Nightmare
The 13 apex abilities
×16 power
- Cycles the thirteen apex (7th-child) signatures, one per group, together: a planet-cracking meteor, a screen freeze-and-shatter, a gravity collapse, a delayed mass-execute, a battlefield root, a team death-ward, and more. A different cinematic every second.
- How to get it: Infuse an all-7ths suite soul (Unlucky Nightmare boss kill) onto an apex tame.
Lucky Zodiac
Every group + the Lucky layer
×24 power
- The Infinite final of the Zodiac line: all twelve groups' abilities PLUS the Lucky defensive layer (90% dodge / 90% damage reduction) and on-death luck riding on top. The strongest all-rounder in the game.
- How to get it: Infinite-tier infusion (Lucky Zodiac boss).
Unlucky Nightmare
The 13 apexes + the Cursed layer
×24 power
- The Infinite final of the Nightmare line: all thirteen apex abilities PLUS the Cursed coin-flip layer (curses anything that hits it; a cursed cloud on death). The strongest apex roster in the game.
- How to get it: Infinite-tier infusion (Unlucky Nightmare boss).