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 (all non-Lucky active groups) and Nightmare (the apex roster), 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 95% of incoming damage off the carries; Warcry + banners turn those protected carries into a wall of damage.
All-group & apex tiers
Zodiac
All non-Lucky active groups
×16 power
- One tame (or the Zodiac boss) that cycles powers from all twelve non-Lucky role groups, one per cast: a true master of active variant abilities. Lucky remains a separate defensive layer.
- How to get it: Infuse an all-groups suite soul (Lucky Zodiac boss kill) onto an Absolute tame.
Nightmare
The apex roster
×16 power
- Cycles the apex (7th-child) signatures that have active casts: 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. Passive/no-cast apexes stay passive layers.
- How to get it: Infuse an all-7ths suite soul (Unlucky Nightmare boss kill) onto an apex tame.
Lucky Zodiac
Non-Lucky Zodiac rotation + full Lucky layer
×24 power
- The Infinite final of the Zodiac line: all twelve non-Lucky active groups PLUS the full Lucky defensive layer (90% dodge + 90% damage reduction). No random Lucky casts — Lucky rides as defense and luck effects.
- How to get it: Infinite-tier infusion (Lucky Zodiac boss).
Unlucky Nightmare
Apex roster + the Cursed layer
×24 power
- The Infinite final of the Nightmare line: the active apex roster PLUS the Cursed 50/50 defense and hit-roll layer (curses anything that hits it; a cursed cloud on death). Cursed itself is not a random active cast.
- How to get it: Infinite-tier infusion (Unlucky Nightmare boss).