Flood() is a Function of the Transistor. It is derived from Royce Bracket's Trace, and is unlocked via the User leveling up. Unlike most Functions, Flood() was not obtained via integration.
Flood() is a short-range offensive Function that deals damage over time. When fired, the Flood wave projectile will move forward slowly and deal moderate damage to everything it touches, though it will fizzle out quickly.
Installing Flood() as an Upgrade to most other Functions will grant them lingering destructive effects. This usually manifests as a damage trail that follows each Function's designated place of impact.
Installing Flood() in a Passive slot makes the User recover life points while Turn() is not recovering and not initiated.
Details[]
Slot Type | Description | Stats | Global Use Rate |
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Active | Project a storm sphere that disintegrates Targets in its path. | > Base Damage: 60 per Sec
> Life Span: 4.5 Sec > Turn() Planning Cost: 25 |
3% |
Upgrade | Enhance most Functions with lingering destructive effects. | View UPGRADES section for specific details. | 4% |
Passive | Regenerate life points when Turn() is not recovering. | > Life Regen: 5 per Sec
> Max. Life Restored: 50% |
3% |
Upgrades[]
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 |
Flood() + Breach() | Stats | |
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Flood() will fire farther and with more velocity. | > Range: 200% > Projectile Velocity: 200% |
Flood() + Crash() | Stats | |
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Flood() will briefly make Targets more vulnerable to other Functions. | > Target Vulnerable: 1.6 sec |
Flood() + Cull() | Stats | |
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Flood() will deal greater damage and launch Targets upward. | > Max. Damage: 150% > Upward Impact |
Flood() + Flood() | Stats | |
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Flood() will leave a damage trail in the wake of the attack. | > Trail Damage: 30 per Sec > Trail Duration: 3.0 Sec |
Flood() + Get() | Stats | |
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Flood() will draw in Targets as it applies damage. | > Gravity Well > Pull Radius: 175 |
Flood() + Help() | Stats | |
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Flood() will gain a 50% chance to prevent Cells from spawning. | > Cell Destroy Chance: 50% |
Flood() + Jaunt() | Stats | |
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Flood() will be usable during Turn() recovery. | > Usable in Turn() Recovery |
Flood() + Load() | Stats | |
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Flood() will deal more damage in a wider area of affect. | > Max. Damage: 110% > Blast Radius: 195 |
Flood() + Mask() | Stats | |
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Flood() will very briefly render the User undetectable. | > User Stealth: 0.6 Sec |
Flood() + Ping() | Stats | |
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Flood() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Flood() + Purge() | Stats | |
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Flood() will apply damage over time in addition to the base effect. | > Damage Over Time: 40 in 2.0 Sec |
Flood() + Spark() | Stats | |
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Flood() will fan out several smaller storm spheres. | > Base Damage: 60 per Sec > Projectiles: 3 |
Flood() + Switch() | Stats | |
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Flood() will temporarily switch Targets' allegiance but no longer apply damage. | > Charm Duration: 5.0 Sec > Base Damage Set to 0 |
Flood() + Tap() | Stats | |
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Flood() will siphon some life points from the Target. | > LifeSteal: 2% |
Flood() + Void() | Stats | |
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Flood() will deal more damage and persist much longer. | > Max. Damage: 150% > Life Span: 1.0 Sec |
Flood() as an Upgrade[]
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 |
Breach() + Flood() | Stats | |
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Breach() will leave a damage trail in the wake of the attack. | > Trail Damage: 30 per Sec > Trail Duration: 3.0 Sec |
Crash() + Flood() | Stats | |
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Crash() will leave a damage trail in the wake of the attack. | > Trail Damage: 30 per Sec > Trail Duration: 3.0 Sec |
Cull() + Flood() | Stats | |
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Cull() will leave a damage trail in the wake of the attack. | > Trail Damage: 30 per Sec > Trail Duration: 3.0 Sec |
Get() + Flood() | Stats | |
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Get() will leave a damage trail in the wake of the attack. | > Trail Damage: 30 per Sec > Trail Duration: 3.0 Sec |
Help() + Flood() | Stats | |
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Help() will summon a hardy Friend enveloped in a damage field that harms nearby Targets. | > Field Damage: 30 per Sec > Field Radius: 150 > Friend Life: 200% |
Jaunt() + Flood() | Stats | |
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Jaunt() will briefly leave a damage trail along the User's path. | > Damage Trail Duration: 1.5 Sec |
Load() + Flood() | Stats | |
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Load() will form self-immolating Packets engulfed in damage fields. | > Packet Damage Field: 50 per Sec > Field Radius: 150 |
Mask() + Flood() | Stats | |
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Mask() will leave a damage trail in the User's wake for the effect duration. | > Trail Damage: 30 per Sec > Trail Duration: 3.0 Sec |
Ping() + Flood() | Stats | |
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Ping() will briefly leave a damage trail the wake of each shot. | > Trail Damage: 10 per Sec > Trail Duration: 2.5 Sec |
Purge() + Flood() | Stats | |
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Purge() will leave a damage trail in the wake of the attack. | > Trail Damage: 30 per Sec > Trail Duration: 3.0 Sec |
Spark() + Flood() | Stats | |
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Spark() will fan out into several Flood() projectiles at its point of impact. | > Flood() Projectiles: 5 > Base Damage: 25 per Sec > Range: 100 |
Switch() + Flood() | Stats | |
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Switch() will surround the Target in a damage field that harms nearby Targets in addition to the base effects. | > Target Damage Field > Field Damage: 100 per Sec > Field Radius: 150 |
Tap() + Flood() | Stats | |
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Tap() will leave behind a damage field in its area of effect. | > Field Damage: 40 per Sec > Field Duration: 4.0 Sec |
Void() + Flood() | Stats | |
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Void() will envelop the Target in a damage field that harms nearby Targets. | > Target Damage Field > Field Damage: 100 per Sec > Field Radius: 150 |
Function Files[]
Background[]
Once there was a great engineer. Arithmetic was his medium and a city was his canvas. He planned the roads, buildings, and byways. His work could not be more precise. Like everyone in Cloudbank, he served at the pleasure of the city's people. The city changed quickly and often, reconfiguring to best suit the contemporary sensibility. Thus the engineer's work was ephemeral. He loved his craft, but could not let himself become attached to the product of his effort.
Findings[]
Because the engineer's work was never done, it stayed fresh. With new whims came new challenges. Bridges. Gardens. Towers. Ports. None of it lasted very long. The nature of his work led him to notice certain patterns over time. The will of the people changed in cycles. Bridges would come down in favor of railways. Railways would give way to parks. New bridges would then be build upon the parks, and so on. Recognizing this, the engineer started fashioning avant garde structures and designs he believed would persist beyond the immediate urges of the population. Yet, these ideas proved much less popular, and before much longer he became obscure, and left his job to pursue personal interests on his own. It was then that he discovered a formula visualizing exactly how the structures of Cloudbank formed.
Travels[]
He studied this formula closely for it filled him with a deep sense of wonder and even deeper sense of dread. He developed predictive algorithms to determine where and when the visualization would take form, and began drawing it out with his own architectural plans, until one day he found it in its natural state. He saw beyond the confines of the city into something more, and there before him was something extraordinary. He took it, and realized the things he saw now stood at his call.
Trivia[]
- As with Asher and Grant Kendrell's Functions, Void() and Tap(), Flood()'s associated Trace was recorded by the Transistor rather than integrated into it.
- Internally, Flood() is referred to as "Orb."
- Some unused text strings left in the game's files suggest Flood() was previously named "Moonstone()".
- Royce uses Flood() as his first attack in his showdown with Red.
- The first time Red uses Flood(), Unknown will note that the projectile "looks like a star."
- The tone in which Royce's Function File is written in suggests he may have written it himself.
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