Learn how to effectively use the Bounce() Function in Transistor, including its base stats, upgrade paths, and strategic tips for both offense and defense.
Alright, let's talk about Bounce()! This is a super versatile Function in Transistor that you can really tailor to your playstyle, whether you're going all-out offense or focusing on staying safe.
At its core, Bounce() is a chain-reactive attack. Think of it like a ricocheting bolt that jumps from one enemy to the next. It's pretty neat!
Base Stats & Uses
Here's the lowdown on the base Bounce() Function:
- Base Damage: 100
- Number of Jumps: 5
- Turn() Planning Cost: 35
You can slot Bounce() into three different places, and each one changes how it works:
- Active Slot: This is where you'll use it for its chain-reactive attack, letting that bolt jump between enemies.
- Upgrade Slot: This is where things get really interesting! By slotting an upgrade here, you can add a chain-reactive effect to *most* of your other Functions. This is a massive offensive boost, letting you hit multiple targets with abilities that normally wouldn't.
- Passive Slot: Pop Bounce() in here, and you'll gain a deflecting shield. This shield negates incoming damage, which is a lifesaver when things get hectic. The shield has a cooldown of 5.0 seconds.
The BK himself mentions he uses Bounce() mostly in the Passive slot for defense, but he also points out that chaining other Functions with it is probably its biggest offensive strength. So, you've got options!
Bounce() Upgrades
Now, let's dive into the fun part – the upgrades! You can combine Bounce() with almost any other Function to create some wild effects. Here’s what happens when you pair Bounce() with another Function:
- Bounce() + Breach(): Bounce() fires faster and chains to targets in a wide area. Great for clearing out groups quickly.
- Bounce() + Ping(): Bounce() becomes more efficient to plan during Turn() and faster in real time. This is fantastic for conserving your Turn() energy and getting more hits in.
- Bounce() + Load(): Bounce() gets a bit stronger and deals damage in a small blast radius. Adds a little extra punch and splash damage.
- Bounce() + Flood(): Bounce() leaves a damage trail behind it as it attacks. This is awesome for controlling areas and damaging enemies as they move.
- Bounce() + Get(): Bounce() pulls targets towards you and deals more damage at longer ranges. This is a great way to reposition enemies or bring them into a more favorable spot for another attack.
- Bounce() + Cull(): Bounce() deals more damage and sends targets flying upward. This can be useful for setting up combos or just getting enemies out of your face.
- Bounce() + Void(): Bounce() deals significantly more damage to targets. If you just want pure, unadulterated damage, this is the one.
- Bounce() + Mask(): Bounce() deals greater backstab damage. This is perfect for when you can get behind enemies, adding a nice damage bonus.
- Bounce() + Tap(): Bounce() siphons some life points from the targets it hits. A solid choice for survivability, letting you heal as you attack.
- Bounce() + Switch(): Bounce() briefly switches the allegiance of targets to yours. Imagine turning enemies against each other – pretty wild!
- Bounce() + Help(): Bounce() gains a 50% chance to prevent Cells from spawning. This can be a huge help in controlling the flow of combat and preventing overwhelming situations.
- Bounce() + Crash(): Bounce() stuns and disrupts targets, exposing vulnerabilities. This is excellent for setting up big hits or controlling dangerous enemies.
- Bounce() + Jaunt(): Bounce() can be used during Turn() recovery. This is a huge quality-of-life upgrade, letting you keep the pressure on even when you're recovering from using Turn().
- Bounce() + Spark(): Bounce() spawns chaotic jumping Sparks() from each target struck. This adds a layer of unpredictable, widespread damage.
- Bounce() + Bounce(): ??? — Honestly, we're not sure what this one does either! It's a bit of a mystery.
- Bounce() + Purge(): Bounce() slows targets, dealing damage over time. Great for controlling enemy movement and applying consistent damage.
As you can see, Bounce() is incredibly flexible. Experiment with different combinations to find what works best for your build and the situation you're in!
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