Synergies

In short

A synergy switches on while you own at least requiredCount upgrades carrying its tag, and adds its bonus modifiers to your stats. Five exist. Every owned copy counts, so two of the same Charm count twice. Barrel Master cannot be reached with the current items because all Contact items are Gloves.

How it works

  1. After every purchase RunState.RecalculateStats calls SynergyResolver.GetActive(Upgrades, synergies).
  2. CountTag counts owned upgrades whose tags contain the synergy’s tag (the run’s list, so duplicate Charms count once each, and the batter’s starting kit counts).
  3. Each active synergy’s bonus modifiers are added after the batter, level perks and upgrades. They stack like any other modifier. See Upgrades and Synergies and Stats System.
  4. The description is generated: "<count>+ \"<tag>\" items", e.g. 3+ "Power" items.

Numbers

idNameTagNeedsBonus
sluggerSluggerPower3+50% HR Multiplier
clockworkClockworkTiming2+20% Timing Window
barrel_masterBarrel MasterContact2+20% Contact
high_rollerHigh RollerGreed2+2 Coins per HR (flat)
in_the_zoneIn the ZoneGreen2+0.5 Green HR Score (flat, +50%)

Which items carry each tag, and how to reach it

TagItems (slot)Reachable?
PowerMaple Bat, Corked Bat, Titanium Bat (Bat); Pine Tar Grip (Glove); Spiked Cleats (Cleats)Yes, only as one Power bat + Pine Tar Grip + Spiked Cleats (one item per slot, no Power charm)
TimingBatting Gloves (Glove); Pocket Metronome (Charm, locked at first)Yes: Gloves + Metronome, or two Metronomes
ContactSweet Spot Tape, Pine Tar Grip, Sweet Spot Sticker (all Glove)No: only one Glove can be held
GreedLucky Penny, Reroll Coupon (both Charm)Yes: any two, including two of the same
GreenGreen Light, Hot Streak Wristband (Charm); Sweet Spot Sticker (Glove)Yes
Risky, Lift, Endurance, StylevariousNo synergy uses these tags

In the code

FileWhat it does
Assets/_Project/Scripts/Data/DefaultContent.csSynergy(id, name, tag, count, bonus...)
Assets/_Project/Scripts/Data/SynergyDefinition.csFields: tag, requiredCount (default 2), bonus
Assets/_Project/Scripts/Upgrades/SynergyResolver.csCountTag, GetActive
Assets/_Project/Scripts/Run/RunState.csRecalculateStats adds active synergy bonuses; ActiveSynergies

Gotchas

  • Barrel Master is still dead content at 45a2167: all three Contact items share the Glove slot, and buying a Glove replaces the one you hold. A Contact Charm, Bat or Cleats item would make it reachable.
  • Tags are matched as exact, case-sensitive strings.
  • A synergy turns off again if a slot replacement drops your count below the requirement (e.g. swapping the Corked Bat for the Launch Pad Bat, which is tagged Lift).
  • Synergy bonuses only exist inside a run; the batting cage uses the batter’s stats, level perks and starting kit only.