All Synergies in Yet Another Zombie Survivors — Synergy Database
The YAZS synergy database: all 24 Version 1.0 cross-Survivor pair synergies with required abilities, effects and unlocks, plus the Team Synergy Calculator.
The cross-Survivor synergy system is what separates Yet Another Zombie Survivors from a standard survivors-like. Because you start with one Survivor and recruit up to two more into a three-Survivor squad, weapons and abilities from different Survivors can combine into new effects — and the strongest squads in Version 1.0 are built backwards from the synergies they want to activate. This page is the database for those synergies.
How Do Cross-Survivor Synergies Work?
The confirmed foundation, per the official Version 1.0 materials:
- You start a run with one Survivor and can recruit up to two more, forming a three-Survivor squad.
- Weapons and abilities across those Survivors combine into cross-Survivor synergies, unlocked in the Upgrades menu at Tiers II–V.
- The practical consequence: team composition is a synergy decision. Two Survivors who are individually average can outperform two stars if their kits activate a strong combined effect.
The per-synergy detail — which ability each synergy enhances and what each effect does — is documented in the database below.
What Does the Synergy Database Look Like?
Every synergy is a Survivor pair with its required abilities, its effect, and how to unlock it. “Mutual” means the synergy improves both listed Survivors’ abilities.
| Survivors | Required Abilities | Effect | How to Unlock |
|---|---|---|---|
| SWAT + Tank | SWAT — Automatic Turret Tank — Bombing Strike | Mutual: Automatic Turret has a 10% chance to fire a shotgun slug; Bombing Strike can spawn Grenades. | Upgrades menu (Tiers II–V) |
| SWAT + Medic | SWAT Medic — Medical Drone | Medical Drone attacks have a 50% chance to Ricochet. | Upgrades menu (Tiers II–V) |
| SWAT + Pyro | SWAT — Helicopter Strike Pyro | Helicopter Strike leaves a trail of Fire in its path. | Upgrades menu (Tiers II–V) |
| SWAT + Ghost | SWAT Ghost | Mutual: Holo-Bait releases a Grenade when it expires; Dodge Chance is doubled against projectiles. | Upgrades menu (Tiers II–V) |
| SWAT + Huntress | SWAT Huntress | Zombie Decoy now spawns twice as many Grenades. | Upgrades menu (Tiers II–V) |
| SWAT + Ranger | SWAT — Grenade Trail Ranger | Grenade Trail sometimes applies Fear. | Upgrades menu (Tiers II–V) |
| Tank + Medic | Tank — Fury Unleashed Medic | Fury Unleashed now also grants Health Regeneration. | wiki.gg (EA era): requires the “Iron Will” achievement (Tank Rank 2). |
| Tank + Pyro | Tank — Minefield Pyro | Mutual: Mines leave a Fire burning area after exploding; Fire Path sometimes plants Mines on its path. | wiki.gg (EA era): requires “The Juggernaut” achievement (Tank Rank 3). |
| Tank + Huntress | Tank Huntress — Bear Trap | Bear Trap spawns a Sawblade Drone around the trap. | Upgrades menu (Tiers II–V) |
| Tank + Engineer | Tank Engineer — EMP Grenade | Mutual: enemies in contact become Electrified; EMP Grenade releases shotgun pellets in random directions. | Upgrades menu (Tiers II–V) |
| Medic + Pyro | Medic — Resuscitation Pyro | Mutual: Resuscitation burns everything on activation; collecting a Healthpak applies Burn to nearby enemies. | Upgrades menu (Tiers II–V) |
| Medic + Ranger | Medic Ranger | Experiment 21 has a chance to apply Stun. | Upgrades menu (Tiers II–V) |
| Pyro + Mechanic | Pyro — Makeshift Bomb Mechanic — Remote Control Car | Mutual: Makeshift Bomb releases spanners at random enemies; Remote Control Car leaves a trail of Fire. | Upgrades menu (Tiers II–V) |
| Ghost + Medic | Ghost Medic | Heals 1 HP for every zombie killed by Ghost. | Upgrades menu (Tiers II–V) |
| Ghost + Mechanic | Ghost Mechanic | Mutual: Pulsar has a 20% chance to Freeze; Mechanic’s Melee attacks increased by 50%. | Upgrades menu (Tiers II–V) |
| Ghost + Ranger | Ghost Ranger | Falcon hitting Marked enemies spawns shurikens. | Upgrades menu (Tiers II–V) |
| Huntress + Medic | Huntress — Arrow Rain Medic | Mutual: killing Elites and Bosses restores 30 HP; Arrow Rain has a chance to release toxic fumes. | Upgrades menu (Tiers II–V) |
| Huntress + Pyro | Huntress Pyro — Molotov Cocktail | Molotov has a 50% chance to taunt enemies on explosion. | Upgrades menu (Tiers II–V) |
| Huntress + Ranger | Huntress Ranger | Mutual: Huntress’s hits Mark with +50% critical chance; Marked status duration increased by 3s. | Upgrades menu (Tiers II–V) |
| Engineer + Ghost | Engineer — Electric Turret Ghost — Shurikens | Mutual: Electric Turret launches Kunais around on deactivation; Shurikens deal additional Electric damage. | Upgrades menu (Tiers II–V) |
| Engineer + Huntress | Engineer — Electrocution Huntress | For every enemy hit by Electrocution, a Frost Arrow drops from the sky. | Upgrades menu (Tiers II–V) |
| Engineer + Mechanic | Engineer Mechanic — Transmitter | Transmitter emits an Electric damage ring when spawned. | Upgrades menu (Tiers II–V) |
| Engineer + Ranger | Engineer Ranger | Mutual: Marked enemies have an additional chance to be Electrified; Incense pulse has a 20% chance to apply Electrified. | Upgrades menu (Tiers II–V) |
| Mechanic + Ranger | Mechanic — Ice Turret Ranger | Mutual: Ice Turret taunts enemies for 3s after being spawned; Good Boy hitting a Marked enemy drops Freeze mines. | Upgrades menu (Tiers II–V) |
- Survivors — the pair whose kits interact. In a three-Survivor squad, any pair can matter; 24 of the 36 possible pairs have a synergy in Version 1.0.
- Required Abilities — the abilities each synergy enhances, and which Survivor contributes them. You still have to pick these abilities up during the run.
- Effect — what the synergy actually does, in plain language.
- How to Unlock — synergies unlock in the Upgrades menu at Tiers II–V; two Early-Access-era achievement requirements from wiki.gg are marked as such and are being re-verified in-game.
Entries land in this table only with a named source and a verification date in our data files — a wrong synergy entry costs players entire runs.
How Do You Filter the Database?
The database is organized so you can approach it from whatever decision you are making:
- Filter by Survivor. Pick your lead — say Ranger or Mechanic — and scan the table for every pair their kit participates in, so you know who to recruit.
- Filter by damage type. Building an elemental or critical squad? Look for the effects that feed your damage plan — Fire, Electric, Freeze, Mark — matching the build styles on the best builds hub.
- Filter by build. Start from a target build — beginner, Boss Rush, crit, elemental, tank — and see which synergies that build should plan around.
The Team Synergy Calculator does all three filters for you interactively: select a Survivor and it instantly shows their pairs, requirements and the third Survivor who adds the most.
What Is the Team Synergy Calculator?
The Team Synergy Calculator is the interactive companion to this database: pick up to three Survivors and the tool lists every synergy that squad can activate, which abilities each one requires, which synergies are one recruit away, and which third Survivor adds the most. Teams are shareable via URL, so you can link an exact trio from a guide or a Reddit post.
The calculator and this page read the same data files, so a correction lands in both places at once — which is exactly why every row needs a source before it ships.
How Do You Use Synergies in a Real Run?
With the database in hand, the synergy-first mindset changes how you play:
- Choose your lead for the early game, not for synergies. You cannot activate a synergy while solo. Our tier list ranks leaders separately from recruits for this reason.
- Recruit your second Survivor to stabilize, your third to synergize. The first recruit patches the lead’s weakness; the second recruit is where you commit to a synergy plan — see best team.
- Let upgrades confirm the plan. If a run offers you the ability a synergy requires, pivot toward it; if not, do not force it.
What Should You Read Next?
- All Survivors — the 9-Survivor roster that feeds this database.
- Best Team — squad compositions built around synergy plans.
- Best Builds — builds that name their target synergies as they are confirmed.
- Tier List — synergy potential is one of our five ranking criteria.
- Luck Explained — the stat behind the most-watched synergy questions in Version 1.0.
Related Guides
achievements
All 229 Steam Achievements — Yet Another Zombie Survivors Guide
Complete Yet Another Zombie Survivors achievement guide: all 229 Steam achievements, the 88 added in Version 1.0, hidden achievements and unlock order.
builds
Yet Another Zombie Survivors Best Builds
The best builds in Yet Another Zombie Survivors 1.0: overall, beginner, Boss Rush, critical, elemental and tank builds, plus per-Survivor build guides.
builds
Yet Another Zombie Survivors Best Team Compositions
The best YAZS teams for every mode: overall, beginner, Boss Rush, critical, elemental and survival squads, plus who should lead and who to recruit.
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