Etheria Restart Faction Buffs and Links: How Faction Synergy Affects Team Power​

Etheria Restart Artwork 7

Faction synergies in Etheria Restart are “nice-to-have multipliers,” not full team requirements, but stacking them correctly makes late‑game teams noticeably stronger and more consistent. The main gains come from built‑in faction/fate passives, buff types tied to certain groups, and content‑specific bonuses that reward running multiple units from the same faction or tag.

Guides tend to talk about synergy in three overlapping layers rather than a single “faction buff” button.

  • Element/faction families: Units are grouped into colored elements (Reason/Hollow/Odd) and special factions (Harmony/Disorder, Constant/Disorder) that define their matchups and which content they’re pushed toward. Harmony/Disorder units like Massiah, Shadow Sania, and Lily are highlighted as “reroll targets” because, like Light/Dark units in other games, they are flexible in most content.
  • Kit-tied “link” buffs: HellHades’ buff breakdown explains that many of the strongest buffs are “specialized buffs tied to individual characters,” such as Backup, Data Link, and category-specific buffs that only appear on certain factions or duos. These effectively act like mini faction links (for example, support units extending or copying an ally’s buffs).
  • Content-specific synergy: Prydwen and HellHades both note that some modes (e.g., later bosses, Infinity Train, specific Union maps) have stage buffs encouraging certain roles or tags, control, debuffer, or particular factions, so running multiple units from those groups multiplies the effect.

So, while Etheria Restart doesn’t have a simple “3 from X faction = +HP” button like some gachas, many of the strongest teams are built around implicit faction/tag synergies that function the same way in practice.

Examples of real faction/tag synergies

High‑level synergy guides and beginner roadmaps call out several recurring “engines” built around linked roles and factions.​

  • Gray + Lian “starter engine” (Reason core)
    • Gray is an SR Reason support who gives teamwide Crit Rate+ and then immediately applies AoE DEF‑ with his extra‑turn S2→S3 sequence, but only if he himself crits.
    • Lian, a Reason DPS, follows with big single‑target and cleaving damage, effectively turning Gray’s buffs into a pseudo faction link that massively amplifies Reason carries early on.
  • Harmony/Disorder damage cores
    • Neon Vanguard’s reroll guide states that Harmony/Disorder DPS like Massiah, Shadow Sania, and Lily “can be used in a variety of content,” with Massiah and Shadow Sania recommended as primary reroll targets.
    • The idea is that Harmony/Disorder units have flexible matchups (only weak to each other), so building a small faction cluster around them (Massiah or Shadow Sania plus Lily plus Lingluo) yields a near‑universal core that doesn’t care much about stage element.
  • Control clusters (Kraken/Obol/Rin/Lilith/Kloss)
    • HellHades’ synergy guide groups control units Kraken, Obol, Rin, Lilith, and Kloss as a “control faction” in all but name: they bring Freeze, Stun, Slumber, and utility debuffs that strip boss DR buffs and enable damage sets that scale with debuff count.
    • Running multiple control/debuffer units of this “faction” in certain bosses (DokiDoki, Infinity Train) is effectively a faction link because those bosses are tuned around needing stacked CC and debuffs.
  • Buff‑extension/value teams (Valerian, Astarte, buff‑extension supports)
    • A popular community thread about “buff extension teams” shows players chaining Valerian’s invincibility with buff‑extension units (e.g., Astarte) to stay invulnerable for most of a fight.
    • This works like a faction‑style synergy where multiple buff‑oriented units from compatible factions combine unique buffs (invincibility, shields, damage reduction) into an oppressive defensive shell.

These examples demonstrate that Etheria’s “faction links” are mostly baked into character kits and content design rather than shown as a single UI line, but they still strongly reward grouping synergistic units.

How faction synergy translates into team power

Faction and tag synergy primarily affects three things: buff stacking, debuff coverage, and turn manipulation.

  • Buff families:
    • HellHades’ buff guide explains that buffs like Backup (ally follow‑ups), Data Link, Crit Rate+, ATK+, and DMG‑ taken are “specialized buffs tied to individual characters” that define their playstyle.
    • Many of these buffs naturally stack better when run with same‑family units, for example, Backup on a support that triggers extra hits from a Harmony DPS, or extended invincibility on a tank team that already has multiple mitigation buffs.
  • Debuff and DEF‑ stacking:
    • Prydwen’s buffs/debuffs guide notes that DEF‑, Vulnerable, Weakness, and damage‑taken multipliers stack multiplicatively and are often concentrated in certain role clusters (control/debuff factions).
    • Teams built around those factions (e.g., Kloss + Dinah + DoT DPS) benefit from Shells and module sets that give massive damage boosts when multiple debuffs or control effects are present.
  • Turn manipulation groups:
    • Synergy guides repeatedly point to “rotator” roles (Freya, Chiaki the Echo, Kloss, Tsukiyo Mi) that push or pull turn meter, reduce cooldowns, or grant extra turns.
    • Running multiple rotators from this informal faction multiplies your action economy and is especially powerful when combined with Hard‑control factions (Kraken/Obol/Kazuyo) in late‑game PvE and RTA.

In short, grouping units from the same buff/debuff/rotator “families” makes your team feel like it has a faction buff even if there’s no explicit +HP/+ATK icon.

Guides and roadmaps suggest a few practical ways to incorporate faction synergy into team building.

  • Start from your strongest faction core:
    • Neon Vanguard and reroll guides recommend beginning with a Harmony/Disorder core (Massiah or Shadow Sania + Lily + Lingluo) because these units have the broadest content coverage and naturally synergise through buffs and flexible matchups.
    • Early free cores like Gray + Lian (Reason) then slot in around that, giving you both a color triangle and a faction core to pivot from.
  • Layer one or two synergy “packages”:
    • Add a control package: one or two of Kraken, Obol, Kazuyo, Rin, Lilith, or Kloss to satisfy content that requires CC and debuffs.
    • Add a buff/value package: Freya or Beyontin + Veronika or another shield/heal unit to stack Backup‑style and defensive buffs.
  • Balance faction with element needs:
    • Prydwen emphasises that elemental advantage is “pretty severe,” so don’t force a full mono‑faction team into hard disadvantage just for synergy; instead, treat faction links as a bonus on top of having at least one on‑element DPS for the stage.

If a synergy or faction package forces you into bad elemental matchups for a specific boss, it’s often better to break the synergy and bring an off‑faction, on‑element carry instead.

Quick rules of thumb

  • Build around one core faction engine (e.g., Harmony/Disorder core like Massiah + Lily + Lingluo, or a Gray + Lian Reason core) and then add cross‑faction utility (Kraken/Obol/Kloss/Freya).
  • Think in synergy packages:
    • Buff/value package (Freya/Lily/Beyontin/Veronika).
    • Control package (Kraken/Obol/Kazuyo/Rin/Lilith/Kloss).
    • Harmony/Disorder DPS package (Massiah/Shadow Sania/Yeli + Lily).
  • Let element advantage decide the last slots; never tunnel on faction synergy so hard that you run your main DPS into disadvantage all the time.

Handled this way, faction buffs and links become a quiet but powerful multiplier on top of good elemental and role coverage, rather than a rigid “run 3 of X or you’re wrong” system.

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