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.
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.
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.
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.
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.
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.
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.