
Enemy vulnerability synergies
These effects raise the damage an enemy takes from every source for a few seconds, so they multiply all of your weapons at once. Each source lists its own cap; whether different sources stack with each other is not established, so the pages list them without a combined number.
Effects that reward it Scanned from game-file effects
Bleeding Turret itemSpawns a turret that shoots bullets dealing 8 (+100% Engineering) damage. Enemies hit take 10% more damage for 5 seconds (max 30%)
Ice Cube itemEnemies take 10% more damage for 3 seconds when first hit by Elemental Damage
Mosquitor itemSpawns a Mosquitor pet that flies around you and shoots enemies for 5 (+75% Ranged Damage) damage. Enemies hit take 30% more damage for 5s. It avoids enemies that are already affected
Smelly Rafflesia itemAttacks have a 25% chance to make enemies take 25% more damage for 5 seconds
Crowbar weaponFor every 18/16/14/12 enemies you kill during a wave with this weapon, spawns a turret that shoots bullets dealing 8 (+100% Engineering) damage. Enemies hit take 10% more damage for 5 seconds (max 30%)
Lute weaponEnemies hit take 10% more damage for 3 seconds (max: 30%/50%/70%/100%)
Blowgun weaponEnemies hit take 20%/30%/40%/50% more damage for 3 seconds (max: 20%/30%/40%/50%)
Characters
Rule source
Members were found by matching their effect text; the rule restates what those effects say. Effects come from the game-file tables with the 12 November 2026 patch.
Reviewed . PC 1.2.

