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 |
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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[]
Bounce() + Bounce() | Stats | |
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Bounce() will jump between more Targets, at wider range, with less damage reduction. | > Number of Jumps: 10 > Jump Range: 133% > Jump Dmg. Reduced: 0% |
Bounce() + Breach() | Stats | |
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Bounce() will fire farther and chain to Targets in a wider range. | > Range: 160% > Jump Range: 160% |
Bounce() + Crash() | Stats | |
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Bounce() will stun and disrupt Targets, exposing vulnerabilities. | > Stun Duration: 1.6 Sec > Target Vulnerable: 1.6 Sec |
Bounce() + Cull() | Stats | |
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Bounce() will deal more damage and send Targets flying upward. | > Max. Damage: 125% > Upward Impact |
Bounce() + Flood() | Stats | |
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Bounce() will leave a damage trail in the wake of the attack. | > Trail Damage: 30 per Sec > Trail Duration: 3.0 Sec |
Bounce() + Get() | Stats | |
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Bounce() will pull Targets to the User and deal more damage at longer range. | > Pull Targets to User > Stronger vs. Distant Targets |
Bounce() + Help() | Stats | |
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Bounce() will gain a 50% chance to prevent Cells from spawning. | > Cell Destroy Chance: 50% |
Bounce() + Jaunt() | Stats | |
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Bounce() will be usable during Turn() recovery. | > Usable in Turn() Recovery |
Bounce() + Load() | Stats | |
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Bounce() will be slightly stronger and deal damage in a blast radius. | > Max. Damage: 110% > Blast Radius: 250 |
Bounce() + Mask() | Stats | |
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Bounce() will deal greater backstab damage to Targets. | > Backstab Damage: 125% |
Bounce() + Ping() | Stats | |
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Bounce() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Bounce() + Purge() | Stats | |
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Bounce() will slow Targets, dealing damage over time. | > Damage Over Time: 40 in 2.0 Sec > Target Slowed: 70% |
Bounce() + Spark() | Stats | |
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Bounce() will spawn chaotic jumping Spark() particles from each Target struck. | > Particles per Hit: 3 > Jumps per Particle: 2 > Particle Damage: 5 |
Bounce() + Switch() | Stats | |
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Bounce() will briefly switch the Target's allegiance to the User's. | > Charm Duration: 5.0 Sec |
Bounce() + Tap() | Stats | |
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Bounce() will siphon some life points from the Target. | > LifeSteal: 2% |
Bounce() + Void() | Stats | |
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Bounce() will deal significantly more damage to Targets. | > Max. Damage: 150% |
Bounce() as an Upgrade[]
Breach() + Bounce() | Stats | |
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Breach() will chain to multiple nearby Targets. | > Number of Jumps: 5 > Jump Range: 350 > Jump Dmg. Reduced: 50% |
Crash() + Bounce() | Stats | |
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Crash() will chain to multiple nearby Targets. | > Number of Jumps: 5 > Jump Range: 350 > Jump Dmg. Reduced: 20% |
Cull() + Bounce() | Stats | |
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Cull() will chain-react to multiple nearby Targets. | > Number of Jumps: 5 > Jump Range: 350 > Jump Dmg. Reduced: 20% |
Flood() + Bounce() | Stats | |
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Flood() will travel slightly faster and chain between Targets. | > Number of Jumps: 5 > Projectile Speed: 200 > Jump Range: 350 |
Get() + Bounce() | Stats | |
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Get() will chain to multiple nearby Targets. | > Number of Jumps: 5 > Jump Range: 350 > Jump Dmg. Reduced: 50% |
Help() + Bounce() | Stats | |
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Help() will summon a hardy Friend whose Bark() chains between Targets. | > Bark() Jumps: 5 > Jump Dmg. Reduced: 20% > Friend Life: 200% |
Jaunt() + Bounce() | Stats | |
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Jaunt() will gain a faster cooldown but transport the User a shorter distance. | > Cooldown Speed: 190% > Distance Reduced: 50% |
Load() + Bounce() | Stats | |
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Load() will form Packets that explode into ricocheting bolts. | > Bounce() Bolts: 10 |
Mask() + Bounce() | Stats | |
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Mask() will release several Bound() bolts in addition to the base effect. | > Bounce() Bolts: 3 > Base Damage: 100 > Number of Jumps: 5 |
Ping() + Bounce() | Stats | |
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Ping() will chain to multiple nearby Targets. | > Number of Jumps: 5 > Jump Range: 350 > Jump Dmg. Reduced: 20% |
Purge() + Bounce() | Stats | |
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Purge() will pass through Targets, potentially affecting more than one. | > Target Penetration |
Spark() + Bounce() | Stats | |
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Spark() will ricochet from its point of impact, causing a secondary impact. | > Number of Jumps: 1 > Jump Range: 350 |
Switch() + Bounce() | Stats | |
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Switch() will chain to multiple nearby Targets. | > Number of Jumps: 5 > Jump Range: 350 |
Tap() + Bounce() | Stats | |
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Tap() will chain-react from any Target it strikes. | > Number of Jumps: 1 > Jump Dmg. Reduced: 60% |
Void() + Bounce() | Stats | |
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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.
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