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Transistor: Master complex skills and possible combos with this Function guide

All of the abilities you can unlock and use in Transistor.

Image Credit: GamesBeat

In some games, you don’t need to do much more than mash a few buttons until all of the enemies blink out of existence. Transistor, the new action-role-playing game out now for PlayStation 4 and PC, is not one of them (you can check out our review here). In fact, it has 16 different abilities, called Functions. These not only offer different attacks and skills that greatly change your combat strategies, but you can also combine them for extra effects.

You can only equip four Functions as active skills at a time, but you can also use other abilities to augment your active ones. You can also equip Functions to passive slots. Of course, with 16 skills, you can have a lot of different combinations. And to equip, each one costs a bit of Memory, a resource you only have a limited amount of, so you can’t use every Function at every time.

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That’s why we created this guide. Not only does it explain every ability and tell you how much Memory it costs, but it also explains what it does when paired with any other skill or when put in a passive slot. We’ll start with your first attack, Crash.


Crash

Memory cost: 1

Active effect: Crash hits nearby enemies. Creatures that you attack with Crash also become vulnerable to further attacks.

Upgrade effect: Crash adds a stun effect to most other Functions.

Passive effect: You gain resistance to damage and slowing effects.

Crash with Break

Crash fires farther and with more velocity.

Crash with Spark

Crash fans out multiple projectiles that are more damaging at close range.

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Crash with Jaunt

Crash fires instantly and become usable during Turn recovery.

Crash with Mask

Crash deals greater backstab damage to targets.

Crash with Load

Crash lasts slightly stronger and deals damage in a blast radius.

Crash with Help

Crash gains a 50 percent chance to prevent Cells from spawning.

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Crash with Bounce

Crash chains to multiple nearby targets.

Crash with Ping

Crash becomes more efficient to plan during Turn and faster in real time.

Crash with Get

Crash pulls targets to the user and deal more damage at longer range.

Crash with Purge

Crash slows targets and deal damage over time.

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Crash with Flood

Crash leaves a damage trail in the wake of the attack.

Crash with Void

Crash deals significantly more damage.

Crash with Tap

Crash siphons some life points from targets.

Crash with Switch

Crash briefly switches targets’ allegiance to your side.

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Crash with Cull

Crash deals more damage and send targets flying upward.


Breach

Memory cost: 3

Active effect. Breach pierces targets across a long trajectory.

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Upgrade effect: Breach accelerates most Functions by raising their range and velocity.

Passive effect: You gain more planning potential in Turn.

Breach with Crash

Breach stuns and disrupt targets, exposing vulnerabilities.

Breach with Spark

Breach fans out multiple projectiles that do more damage up close.

Breach with Jaunt

Breach fires instantly and become usable during Turn recovery.

Breach with Mask

Breach deals greater backstab damage to targets.

Breach with Load

Breach deals damage in an area at the point of impact but no longer penetrate.

Breach with Help

Breach gains a 50 percent chance to prevent Cells from spawning.

Breach with Bounce

Breach chains to multiple nearby targets.

Breach with Ping

Breach becomes more efficient to plan during Turn and faster in real time.

Breach with Get

Breach pulls targets toward you and deal more damage at longer range.

Breach with Purge

Breach slows targets and deal damage over time.

Breach with Flood

Breach leaves a damage trail in its wake.

Breach with Void

Breach deals significantly more damage.

Breach with Tap

Breach siphons some life points from targets.

Breach with Switch

Breach briefly switches the targets’ allegiance to your side.

Breach with Cull

Breach deals more damage and send targets flying upward.


Spark

Memory cost: 2

Active effect: Crash launches fast, unstable shells that split into explosive particles.

Upgrade effect: Crash splits and divides most Functions for greater results.

Passive effect: You spawn a decoy copy when attacked, which diverts the attention of nearby targets.

Spark with Crash

Spark briefly makes targets more vulnerable to other Functions.

Spark with Breach

Spark fires father and with more velocity.

Spark with Jaunt

Spark becomes usable during Turn recovery.

Spark with Mask

Spark very briefly renders you undetectable.

Spark with Load

Spark deals more damage in an even larger blast radius.

Spark with Help

Spark gains a 50 percent chance to prevent Cells from spawning.

Spark with Bounce

Spark ricochets from its point of impact, causing a secondary impact.

Spark with Ping

Spark becomes more efficient to plan during Turn and faster in real time.

Spark with Get

Spark deals more damage to distant targets at the point of impact.

Spark with Purge

Spark slows targets, dealing damage over time.

Spark with Flood

Spark fans out into several Flood projectiles at its point of impact.

Spark with Void

Spark deals significantly more damage to targets.

Spark with Tap

Spark siphons some life points from targets.

Spark with Switch

Spark briefly switches the targets’ allegiance to your side.

Spark with Cull

Spark deals more damage and sends targets flying upward.


Jaunt

Memory cost: 3

Active effect: Jaunt transports you to a nearby location directly ahead.

Upgrade effect: Jaunt enables you to use most Functions during Turn recovery.

Passive effect: You recover more quickly after using Turn.

Jaunt with Crash

Jaunt stuns and disrupt targets, exposing vulnerabilities.

Jaunt with Breach

Jaunt damages targets along the your trajectory.

Jaunt with Spark

Jaunt rains Spark particles along the your path.

Jaunt with Mask

Jaunt very briefly renders the user undetectable.

Jaunt with Load

Jaunt deals damage in an area around the destination.

Jaunt with Help

Jaunt leaves behind a copy of you.

Jaunt with Bounce

Jaunt gains a faster cooldown, but it transports you a shorter distance.

Jaunt with Ping

Jaunt becomes more efficient to plan during Turn.

Jaunt with Get

Jaunt spawns a gravity well where you use it, drawing in nearby targets.

Jaunt with Purge

Jaunt spawns a Purge parasite from where you use it.

Jaunt with Flood

Jaunt briefly leaves a damage trail along the your path.

Jaunt with Void

Jaunt briefly raises your damage output.

Jaunt with Tap

Jaunt restores life points.

Jaunt with Switch

Jaunt instantly turns nearby targets’ allegiances to your side for a short while.

Jaunt with Cull

Jaunt launches targets upward in an area around the destination.

Mask

Memory cost: 1

Active effect: Mask conceals your physical self and amplifies the next action taken.

Upgrade effect: Mask raises the potency of most functions while backstabbing.

Passive effect: You become undetectable and faster after eliminating targets.

Mask with Crash

Mask stuns and disrupts nearby targets in addition to the base effect.

Mask with Breach

Mask stays in effect for twice the duration.

Mask with Spark

Mask automatically launches a powered-up Spark when the effect ends.

Mask with Jaunt

Mask raises your speed and Turn recovery speed in addition to the base effect.

Mask with Load

Mask creates a damaging blast around the user when activated.

Mask with Help

Mask leaves behind a copy of you in addition to the base effect.

Mask with Bounce

Mask releases several Bounce bolts in addition to the base effect.

Mask with Ping

Mask gains a faster cooldown between uses.

Mask with Get

Mask draws in surrounding targets for a short duration.

Mask with Purge

Mask spawns several Purge parasites in addition to the base effect.

Mask with Flood

Mask leaves a damage trail in your wake for the effect duration.

Mask with Void

Mask doubles the power of the next attack while under the effect.

Mask with Tap

Mask provides bonus life-steal for your next attack.

Mask with Switch

Mask temporarily turns surrounding targets’ allegiance to your side when activated.

Mask with Cull

Mask knocks back surrounding targets for the effect duration.


Load

Memory cost: 3

Active effect: Load forms a volatile Packet. You can strike the Packet to produce a large blast.

Upgrade effect: Load increases the area-of-effect of most functions.

Passive effect: You automatically generate volatile Packets at a regular interval.

Load with Crash

Load forms Packets that stun targets, exposing vulnerabilities.

Load with Breach

Load forms Packets at long range.

Load with Spark

Load forms several smaller Packets at a time.

Load with Jaunt

Load detonates automatically and be usable during Turn recovery.

Load with Mask

Load forms Target-banishing Packets and briefly conceals the user.

Load with Help

Load forms Packets with a 50 percent chance to prevent Cells from spawning.

Load with Bounce

Load forms Packets that explode into ricocheting bolts.

Load with Ping

Load become more efficient to plan during Turn and faster in real time.

Load with Get

Load forms Packets that draw in nearby targets.

Load with Purge

Load forms Packets that apply damage over time.

Load with Flood

Load forms self-immolating Packets engulfed in damage field.

Load with Void

Load forms Packets that are even more destructive.

Load with Tap

Load forms Packets that restore some life points when detonated.

Load with Switch

Load forms Packets that briefly switch Targets’ allegiance to your side.

Load with Cull

Load deals more damage and send targets flying upward.


Help

Memory cost: 4

Active effect: Help calls a Friend to aid you. You can plan the Friend’s actions with Turn.

Upgrade effect. Help gives most Functions a chance to prevent Cells from spawning.

Passive effect: You have a 25 percent chance to become a SuperUser when using Turn.

Help with Crash

Help summons a hardy Friend that stuns targets and is immune to being stunned.

Help with Breach

Help summons a hardy Friend with longer attack range and more Turn planning.

Help with Spark

Help summons two smaller Friends, each capable of planning in Turn.

Help with Jaunt

Help summons a hardy, faster-hitting Friend who you can use in Turn with a 50 percent faster cooldown.

Help with Mask

Help summons a hardy Friend whose Bark deals greater backstab damage.

Help with Load

Help summons a hardy friend whose Bark has a blast radius.

Help with Bounce

Help summons a hardy Friend whose Bark chains between targets.

Help with Ping

Help summons a hardy, faster-moving Friend whose attack is more efficient to use in Turn.

Help with Get

Help summons a hardy Friend whose Bark pulls in targets.

Help with Purge

Help summons a hardy Friend whose Bark applies damage over time.

Help with Flood

Help summons a hardy Friend enveloped in a damage field that harms nearby targets.

Help with Void

Help summons a hardy Friend with a more powerful Bark.

Help with Tap

Help heals you over time in addition to summoning a hardy Friend.

Help with Switch

Help summons a hardy Friend whose Bark switches targets’ allegiance.

Help with Cull

Help summons a hardy Friend that can damage targets by touching them while executing Turn.


Bounce

Memory cost: 2

Active effect: Bounce discharges a ricocheting bolt that jumps from target to target.

Upgrade effect: Bounce adds a chain-reactive effect to most Functions.

Passive effect: You gain a deflecting shield that negates damage.

Bounce with Crash

Bounce stuns and disrupts targets, exposing vulnerabilities.

Bounce with Breach

Bounce fires farther and chains to targets in a wider area.

Bounce with Spark

Bounce spawns chaotic, jumping Spark particles from each target struck.

Bounce with Jaunt

You can use Bounce during Turn recovery.

Bounce with Mask

Bounce deals greater backstab damage to targets.

Bounce with Load

Bounce becomes slightly stronger and deal damage in a blast radius.

Bounce with Help

Bounce gains a 50 percent chance to prevent Cells from spawning.

Bounce with Ping

Bounce becomes more efficient to plan during Turn and faster in real time.

Bounce with Get

Bounce pulls targets to you and deals more damage at a longer range.

Bounce with Purge

Bounce slows targets, dealing damage over time.

Bounce with Flood

Bounce leaves a damage trail in the wake of the attack.

Bounce with Void

Bounce will deal significantly more damage.

Bounce with Tap

Bounce siphons some life points from targets.

Bounce with Switch

Bounce briefly switches the target’s allegiance’s to your side.

Bounce with Cull

Bounce deals more damage and sends targets flying upward.

Ping

Memory cost: 1

Active effect: Ping fires rapid, kinetic charges in a straight line.

Upgrade effect: Pink reduces Turn planning cost and speeds up most Functions.

Passive effect: You move much faster in a single use of Turn.

Ping with Crash

Pink briefly makes targets more vulnerable to other functions.

Ping with Breach

Ping fires farther and with more velocity.

Ping with Spark

Ping fans out into multiple projectiles that are more damaging at close range.

Ping with Jaunt

You can use Ping during Turn recovery.

Ping with Mask

Ping deals great backstab damage to targets.

Ping with Load

Ping deals damage in an area of effect on impact.

Ping with Help

Ping gains a 50 percent chance to prevent Cells from spawning.

Ping with Bounce

Ping chains to multiple nearby targets.

Ping with Get

Pink pulls targets to you and deals more damage at longer range.

Ping with Purge

Ping slows targets, dealing damage over time.

Ping with Flood

Ping briefly leaves a damage trail in the wake of each shot.

Ping with Void

Ping deals more damage.

Ping with Tap

Ping siphons some life points from the target.

Ping with Switch

Ping briefly switches the targets’ allegiance to your side.

Ping with Cull

Ping deals more damage and send targets flying upward.


Get

Memory cost: 1

Active effect: Get forces a target close to you. It’s stronger against distant targets.

Upgrade effect: Get makes most Functions pull targets out of position.

Passive effect: You draw in Cells faster and from further away.

Get with Crash

Get briefly makes targets more vulnerable to other Functions.

Get with Breach

Get gains greater maximum range and penetrate through targets.

Get with Spark

Get fans out into multiple projectiles that draw in targets.

Get with Jaunt

You can use Get during Turn recovery.

Get with Mask

Get temporarily banishes the target while pulling it closer.

Get with Load

Get becomes slightly stronger and deal damage in a blast radius.

Get with Help

Get gains a 50 percent chance to prevent Cells from spawning.

Get with Bounce

Get chains multiple nearby targets.

Get with Ping

Get becomes more efficient to plan during Turn and faster in real time.

Get with Purge

Get slows targets, dealing damage over time.

Get with Flood

Get leaves a damage trail in the wake of the attack.

Get with Void

Get gains higher maximum damage potential.

Get with Tap

Get siphons some life points from the target.

Get with Switch

Get briefly switches the targets’ allegiance to your side.

Get with Cull

Get will deal more damage and send targets flying upward.


Purge

Memory cost: 2

Active effect: Purge spawns a seeking parasite that dismantles a target from within.

Upgrade effect: Purge applies a corruption effect to most Functions.

Passive effect: You retaliate automatically when struck.

Purge with Crash

Purge stuns and disrupt targets, exposing vulnerabilities.

Purge with Breach

Purge fires farther and with more velocity.

Purge with Spark

Purge launches two smaller parasites toward multiple targets.

Purge with Jaunt

You can use Purge during Turn recovery.

Purge with Mask

Purge temporarily banishes targets while applying damage over time.

Purge with Load

Purge afflicts targets in a blast radius at the point of impact.

Purge with Help

Purge gains a 50 percent chance to prevent Cells from spawning.

Purge with Bounce

Purge passes through targets, potentially affecting more than one.

Purge with Ping

Purge becomes more efficient to plan during Turn and faster in real time.

Purge with Get

Purge pulls its target to you in addition to the base effects.

Purge with Flood

Purge will leave a damage trail in the wake of the attack.

Purge with Void

Purge slows and damages the target over a longer period of time.

Purge with Tap

Purge restores your life points over time in addition to its base effects.

Purge with Switch

Purge temporarily switches targets’ allegiance but no longer applies damage.

Purge with Cull

Purge deals a burst of damage on impact in addition to its base effects.


Flood

Memory cost: 3

Active effect: Flood projects a storm sphere that disintegrates targets in its path.

Upgrade effect: Flood enhances most Functions with a lingering destructive effect.

Passive effect: You regenerate life points when Turn is not recovering.

Flood with Crash

Flood briefly makes targets more vulnerable to other Functions.

Flood with Breach

Flood fires farther and with more velocity.

Flood with Spark

Flood fans out into several smaller storm spheres.

Flood with Jaunt

You can use Flood during Turn recovery.

Flood with Mask

Flood very briefly renders you undetectable.

Flood with Load

Flood deals more damage in a wider area of effect.

Flood with Help

Flood gains a 50 percent chance to prevent Cells from spawning.

Flood with Bounce

Flood travels slightly faster and chains between targets.

Flood with Ping

Flood becomes more efficient to plan during Turn and faster in real time.

Flood with Get

Flood draws in targets as it applies damage.

Flood with Purge

Flood applies damage over time in addition to the base effect.

Flood with Void

Flood deals more damage and persists much longer.

Flood with Tap

Flood siphons some life points from targets in its path.

Flood with Switch

Flood temporarily switches targets’ allegiance but no longer applies damage.

Flood with Cull

Flood deals greater damage and launches targets upward.

Void

Memory cost: 4

Active effect: Void cripples targets’ defense and attack. It can stack up to three times.

Upgrade effect: Void augments the potency and effects of most functions.

Passive effect: You deal more damage.

Void with Crash

Void stuns and disrupt targets, exposing vulnerabilities.

Void with Breach

Void applies its effects in an area much farther away.

Void with Spark

Void automatically stacks multiple instances of its effects.

Void with Jaunt

Void fires instantly and becomes usable during Turn recovery.

Void with Mask

Void renders you undetectable while preparing the effect.

Void with Load

Void affects an even wider area.

Void with Help

Void gives affected targets a 50 percent chance to not spawn Cells when eliminated.

Void with Bounce

Void chains between nearby targets.

Void with Ping

Void becomes more efficient to plan during Turn and faster in real time.

Void with Get

Void draws nearby targets toward the center of the effect.

Void with Purge

Void slows targets, dealing damage over time in addition to the base effect.

Void with Flood

Void envelopes the target in a damage field that harms nearby targets.

Void with Tap

Void deals minor damage and siphon some life points from targets.

Void with Switch

Void briefly switches the Targets’ allegiance to your side.

Void with Cull

Void launches targets upward in addition to the base effect.


Tap

Memory cost: 4

Active effect: Tap siphons life points from targets in an area around the user.

Upgrade effect: Tap applies a life-stealing effect to most Functions.

Passive effect: Tap raises your total life points.

Tap with Crash

Tap stuns and disrupts targets, exposing vulnerabilities.

Tap with Breach

Tap fires at range rather than in an area around you.

Tap with Spark

Tap fires out multiple blasts of the effect.

Tap with Jaunt

Tap fires faster and be usable during turn recovery.

Tap with Mask

Tap renders you undetectable while preparing the effect.

Tap with Load

Tap deals more damage in an even wider blast radius.

Tap with Help

Tap gains a 50 percent chance to prevent Cells from spawning.

Tap with Bounce

Tap chain-reacts from any target it strikes.

Tap with Ping

Tap becomes more efficient to plan during Turn and faster in real time.

Tap with Get

Tap pulls targets to you and deals more damage at longer range.

Tap with Purge

Tap slows targets, dealing damage over time.

Tap with Flood

Tap leaves behind a damage field in its area of effect.

Tap with Void

Tap deals significantly more damage.

Tap with Switch

Tap briefly switches targets’ allegiances to your side.

Tap with Cull

Tap deals more damage and sends targets flying upward.


Switch

Memory cost: 2

Active effect: Switch alters a target’s allegiance, causing it to serve you.

Upgrade effect: Switch integrates an allegiance-altering subroutine into most Functions.

Passive effect: You spawn a friendly BadCell when retrieving Cells.

Switch with Crash

Switch will render targets invulnerable on top of the base effect.

Switch with Breach

Switch gains great maximum range and penetrates through targets.

Switch with Spark

Switch fans out into multiple projectiles.

Switch with Jaunt

You can use Switch during Turn recovery.

Switch with Mask

Switch temporarily banishes targets in addition to the base effect.

Switch with Load

Switch affects multiple targets in a radius at the point of the impact.

Switch with Help

Switch spawns a BadCell loyal to your at the target’s location.

Switch with Bounce

Switch chains to multiple nearby targets.

Switch with Ping

Switch fires rapid kinetic charges in a straight line.

Switch with Get

Switch pulls the target to you in addition to the base effect.

Switch with Purge

Switch applies damage over time in addition to the base effect.

Switch with Flood

Switch surrounds the target with a damage field that harms nearby targets in addition to the base effects.

Switch with Void

Switch causes affected targets to deal more damage.

Switch with Tap

Switch gives targets a healing aura that restores them.

Switch with Cull

Switch affects targets for twice the duration.


Cull

Memory cost: 4

Active effect: Cull strikes nearby targets upward with tremendous force.

Upgrade effect: Cull raises the kinetic impact or effect duration of most Functions.

Passive effect: You harm targets on contact while executing Turn.

Cull with Crash

Cull stuns and disrupts targets, exposing vulnerabilities.

Cull with Breach

Cull strikes targets with even more force and upward velocity.

Cull with Spark

Cull cause chaotic blasts in the target area.

Cull with Jaunt

You can use Cull during Turn recovery.

Cull with Mask

Cull deals greater backstab damage to targets.

Cull with Load

Cull is slightly stronger and deals damage in a blast radius.

Cull with Help

Cull gains a 50 percent chance to prevent Cells from spawning.

Cull with Bounce

Cull chain-reacts to multiple nearby targets.

Cull with Ping

Cull becomes more efficient to plan during Turn and faster in real time.

Cull with Get

Cull holds targets and Cells in place rather than striking them upward.

Cull with Purge

Cull slows targets, dealing damage over time.

Cull with Flood

Cull leaves a damage trail in the wake of the attack.

Cull with Void

Cull deals significantly more damage to targets.

Cull with Tap

Cull siphons some life points from the target.

Cull with Switch

Cull briefly switches the target’s allegiance to your side.