This article aims to provide a non-extensive list of most common synergies between clans, mostly as a help for new players. Please note that the best synergy to use in any instance also depends on the starter card, the champion and which type of Seraph is faced in the end.
List of Clan Combinations
Rage is very good on Multistrike and Sweep units. Slay triggers on units with Spikes. Slay and Strike effects are very good on units with Multistrike or Sweep. Floor Overstacking works well behind banner units with a large health pool. Avoid Armor and Regen, as they do not work well together.
Rage and Armor are common in both clans and can therefor be combined easily. Rage is very good on Sweep units. Floor Overstacking is very good with Incant units. Avoid Imps, if you rely on Incant.
Increasing floor capacity works very well in combination with playing many Imp units. Trample works well on units that scale with Regen or have Multistrike. Ember generation let's you play expensive spells from Hellhorned. Slay and Strike abilities work on Shadoweater.
Reforming and harvest strategies work very well with Imp units. Making cards cost 0 Ember is very good for expensive cards. Both clans make use of Rage. Stealth is a good alternative to stacking Armor on units. Avoid reforming units that you scale with Rage and Armor.
Both clans make use of Armor. Floor Overstacking works very well with Inspire units. Hellhorned has very strong consume spells and Wurmkin has the ability to bring back consume spells. Avoid putting Rage and Armor on eggs before they have hatched.
Drawing cards is very strong for units with Incant, especially with having cheap spells. Incant is very good on units with Sweep or Multistrike.
Lifesteal triggers Rejuvenate. Spikes work with Damage Shield. Trample works well on Multistrike and Sweep units. Avoid combining Damage Shield and Regen, as they do not work well together.
Harvest is easily triggered with Multistrike, Sweep and Spike units. Rooting enemies is very good in combination with Stealth.
Drawing many cards is very good for Inspire and Hatch. Both clans have strong common scaling cards.
Increasing floor capacity is very good for Incant units. Morsel generation cards can be played on any floor, thus allowing for easy incants.
Frostbite can kill your own units after they attack in the battle. Avoid many units in combination with incant units, especially starting with dregs and having many endless units can make incanting difficult.
Incant and Inspire strategies can work well together. Drawing more cards is good for Incant strategies. Avoid consuming most of your cards when using Incant strategies.
Increasing floor capacity is very good for floors with many units, such as a floor making use of reforming units over and over. Morsels trigger harvest on death but not after being eaten. Be careful, Morsels that get killed can be reformed.
Increasing floor capacity is very good for floors with many inspire units.
Eggs die on hatching allowing for reform strategies. Reap can kill your own units after they attack in the battle.