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Bounce() is a Function of the Transistor. It is derived from Niola Chein's Trace, and is unlocked via the User leveling up.

Bounce() is a medium-range offensive Function that is unique in that its shot will Jump from target to target. Using it will push the User forward slightly.

Installing Bounce() as an Upgrade to most other Functions will make their effect chain-react with Jumps in the same way Bounce() does.

Installing Bounce() in a Passive slot grants the User a deflecting shield that protects from damage.

Details[]

Slot Type Description Stats Global Use Rate
Active Discharge a ricocheting bolt that jumps from Target to Target. > Base Damage: 100

> Number of Jumps: 5

>Turn() Planning Cost: 35

45%
Upgrade Adds a chain-reactive effect to most Functions. View UPGRADES section for specific details. 25%
Passive Gain a deflecting shield that negates damage to the User. > Deflection Shield

> Shield Cooldown: 5.0 Sec

13%

Bounce() is a ranged attack that chains to hit multiple targets. It's similar to Breach() in strength and effectiveness, but shorter in range. Like Breach(), it also has a slow firing speed that makes it a bad choice for close-range combat.

Bounce() can be used as an upgrade for other powers to make them chain into multiple enemies, multiplying the damage to hit clusters of enemies at once. Just about every ranged attack can benefit from this.

Bounce()'s passive power is to create a shield around Red at the beginning of every fight, sparing the User from taking too much damage.

Upgrades[]

Power jumper Bounce() + Bounce() Stats
Bounce() will jump between more Targets, at wider range, with less damage reduction. > Number of Jumps: 10
> Jump Range: 133%
> Jump Dmg. Reduced: 0%
Power snipe01 Bounce() + Breach() Stats
Bounce() will fire farther and chain to Targets in a wider range. > Range: 160%
> Jump Range: 160%
Power slam01 Bounce() + Crash() Stats
Bounce() will stun and disrupt Targets, exposing vulnerabilities. > Stun Duration: 1.6 Sec
> Target Vulnerable: 1.6 Sec
Power uppercut Bounce() + Cull() Stats
Bounce() will deal more damage and send Targets flying upward. > Max. Damage: 125%
> Upward Impact
Power orb Bounce() + Flood() Stats
Bounce() will leave a damage trail in the wake of the attack. > Trail Damage: 30 per Sec
> Trail Duration: 3.0 Sec
Power hook Bounce() + Get() Stats
Bounce() will pull Targets to the User and deal more damage at longer range. > Pull Targets to User
> Stronger vs. Distant Targets
Power summon Bounce() + Help() Stats
Bounce() will gain a 50% chance to prevent Cells from spawning. > Cell Destroy Chance: 50%
Power blink 01 Bounce() + Jaunt() Stats
Bounce() will be usable during Turn() recovery. > Usable in Turn() Recovery
Power bomb Bounce() + Load() Stats
Bounce() will be slightly stronger and deal damage in a blast radius. > Max. Damage: 110%
> Blast Radius: 250
Power hide Bounce() + Mask() Stats
Bounce() will deal greater backstab damage to Targets. > Backstab Damage: 125%
Power sidearm Bounce() + Ping() Stats
Bounce() will be more efficient to plan during Turn() and faster in real time. > Turn() Cost Reduced: 25%
> Attack Speed: 120%
Power tracker Bounce() + Purge() Stats
Bounce() will slow Targets, dealing damage over time. > Damage Over Time: 40 in 2.0 Sec
> Target Slowed: 70%
Power clusterbomb01 Bounce() + Spark() Stats
Bounce() will spawn chaotic jumping Spark() particles from each Target struck. > Particles per Hit: 3
> Jumps per Particle: 2
> Particle Damage: 5
Power charm Bounce() + Switch() Stats
Bounce() will briefly switch the Target's allegiance to the User's. > Charm Duration: 5.0 Sec
Power heal Bounce() + Tap() Stats
Bounce() will siphon some life points from the Target. > LifeSteal: 2%
Power void Bounce() + Void() Stats
Bounce() will deal significantly more damage to Targets. > Max. Damage: 150%

Bounce() as an Upgrade[]

Power snipe01 Breach() + Bounce() Stats
Breach() will chain to multiple nearby Targets. > Number of Jumps: 5
> Jump Range: 350
> Jump Dmg. Reduced: 50%
Power slam01 Crash() + Bounce() Stats
Crash() will chain to multiple nearby Targets. > Number of Jumps: 5
> Jump Range: 350
> Jump Dmg. Reduced: 20%
Power uppercut Cull() + Bounce() Stats
Cull() will chain-react to multiple nearby Targets. > Number of Jumps: 5
> Jump Range: 350
> Jump Dmg. Reduced: 20%
Power orb Flood() + Bounce() Stats
Flood() will travel slightly faster and chain between Targets. > Number of Jumps: 5
> Projectile Speed: 200
> Jump Range: 350
Power hook Get() + Bounce() Stats
Get() will chain to multiple nearby Targets. > Number of Jumps: 5
> Jump Range: 350
> Jump Dmg. Reduced: 50%
Power summon Help() + Bounce() Stats
Help() will summon a hardy Friend whose Bark() chains between Targets. > Bark() Jumps: 5
> Jump Dmg. Reduced: 20%
> Friend Life: 200%
Power blink 01 Jaunt() + Bounce() Stats
Jaunt() will gain a faster cooldown but transport the User a shorter distance. > Cooldown Speed: 190%
> Distance Reduced: 50%
Power bomb Load() + Bounce() Stats
Load() will form Packets that explode into ricocheting bolts. > Bounce() Bolts: 10
Power hide Mask() + Bounce() Stats
Mask() will release several Bound() bolts in addition to the base effect. > Bounce() Bolts: 3
> Base Damage: 100
> Number of Jumps: 5
Power sidearm Ping() + Bounce() Stats
Ping() will chain to multiple nearby Targets. > Number of Jumps: 5
> Jump Range: 350
> Jump Dmg. Reduced: 20%
Power tracker Purge() + Bounce() Stats
Purge() will pass through Targets, potentially affecting more than one. > Target Penetration
Power clusterbomb01 Spark() + Bounce() Stats
Spark() will ricochet from its point of impact, causing a secondary impact. > Number of Jumps: 1
> Jump Range: 350
Power charm Switch() + Bounce() Stats
Switch() will chain to multiple nearby Targets. > Number of Jumps: 5
> Jump Range: 350
Power heal Tap() + Bounce() Stats
Tap() will chain-react from any Target it strikes. > Number of Jumps: 1
> Jump Dmg. Reduced: 60%
Power void Void() + Bounce() Stats
Void() will chain between nearby Targets. > Number of Jumps: 3
> Jump Range: 350

Function Files[]

Background[]

One would have difficulty finding a more active or outspoken member of the community of Cloudbank's Goldwalk district as Ms. Niola Chein. She allotted more than 66% of her available time on activities such as passing ordinances to improve underdeveloped regions, reaching out to and educating habitual nonvoters, or advocating for groups lacking adequate representation. Her motives were rarely questioned, as her love for the district was in fact sincere, stemming from positive early experiences that grew to become fierce nostalgia. Ms. Chein did have her detractors, however, and this became very clear at the opening she arranged for the Goldwalk Channel.

The Channel[]

The Channel was to be a gallery space of sorts designed to showcase eclectic works from those pursuing nonstandard vocations that traditionally held little share. Instead, Ms. Chein found herself accused of stirring unrest by calling attention to meritless perspectives undeserving of notice. The group accosting her was angry for 17 different reasons in total, including how the Channel edged out a competing vote for a metro station that would have bridged the gap from Goldwalk to neighboring Highrise in one short ride. Ms. Chein publicly lost her composure in this particular incident, which would have escalated further if not for several individuals who stood in her defense. They later offered their support with any such matters in the future. She agreed to meet with them, not realizing who they were.

Disappearance[]

The Camerata saw in Ms. Chein an invaluable moral compass of sorts, someone predominantly driven by philanthropic goals and seeking no personal gain from her actions. This type of perspective they felt was an important counter-balance in comparison to some of the other individuals they had in mind, whose work was no less significant to the city, but whose intentions were not as plain to see. After her disappearance, those who knew Ms. Chein reluctantly came to believe that the Channel incident shook her resolve enough to where she decided to go away for a while, to reignite her passions.

Trivia[]

  • Internally, Bounce() is known as "Jumper."
  • Royce Bracket uses Bounce() in his showdown with Red.


Functions

Turn()
Bark() Bounce() Breach() Crash() Cull() Flood() Get() Help() Jaunt() Kill() Load() Mask() Ping() Purge() Spark() Switch() Tap() Void()

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