Transistor: Ten Limiters and Role-Based Builds

Compare the difficulty traded for experience and plan Turn-based or recharge-time offense.

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Ten additional restrictions

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Toggle these at Access Points. Combinations can be more dangerous than each restriction alone.

LimiterEffectResponse
ResilienceShields Cells left after killsReserve hits and time for breaking and collecting Cells.
EfficiencyDoubles enemy damagePrioritize dodging and cover; avoid introducing other high-risk restrictions simultaneously.
AbundanceKills may produce two CellsPrepare area attacks and a collection role.
InitiativeCells regenerate enemies soonerPlan collection positions before killing distant enemies.
ResponsibilityReduces available MEMRecheck your build after automatic unequipping.
ConcentrationRemoves automatic Turn() at low healthMonitor health and activate Turn() early yourself.
PriorityMakes overload and recovery restrictions harsherDo not concentrate every role in one Function.
LegacyProduces hazardous CellsDistinguish them from ordinary Cells and do not rush in at low health.
PermanenceRemoving a Function at an Access Point also overloads itDecide the build before repeatedly experimenting with swaps.
SuperiorityIncreases enemy numbersBring area attacks or decoys as well as single-target damage.

The all-ten-Limiter achievement requires completing five battles with all ten active, not merely equipping them. Avoid combining this with your first attempt at a difficult area.

Small builds by purpose

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Use these after obtaining the required Functions. Add roles according to free MEM and unlocked upgrade slots.

PurposeCore combinationExecution
Early backstabsCrash(), Breach(), Jaunt()Use Jaunt() to get behind, then Crash() and Breach(). Keep distance while recharging.
Attack during rechargeLoad()+Jaunt() or Purge()+Jaunt()Keep moving while placing attacks or applying damage over time.
Single-target burstVoid(), Mask(), Cull()Stack debuffs, hide, then deliver the final backstab. Check the available planning budget first.
Crowd controlJaunt()+Get() and area damagePull targets together and hit the group; remove healers or protectors first.
SafetyBounce() passive and Crash() passiveReduce incoming damage as insurance, not as a replacement for dodging.
Recover by drainingTap(), Jaunt()+Get()Gather nearby enemies, drain and leave immediately; do not stay in a crowd at low health.

Goals after entering Recursion

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Duplicate Functions become available on the second playthrough, widening your build choices.

  1. After obtaining two copies of one Function, install one as the other’s upgrade to pursue Self().
  2. A 4-MEM Function with two 4-MEM upgrades makes a 12-MEM combination; for example Cull()+Void()+Tap().
  3. Work toward 32 MEM and all slots as you level. Do not force the finished build before the required level.
  4. Check unfinished Backdoor tests, including Agency unlocked on the second playthrough.

Possible does not mean optimal. If an enemy is protected, sightlines are blocked or MEM is insufficient, simplify and rebuild.

Frequently asked questions

Why did enabling every Limiter make combat much harder?

More enemies, faster Cell regeneration and equipment restrictions overlap. Learn each alone, decide a build, then combine them to identify the cause.

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