Ping

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

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

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

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.