Transistor: Ten Limiters and Role-Based Builds
Compare the difficulty traded for experience and plan Turn-based or recharge-time offense.
Searching does not open spoiler solutions.
Ten additional restrictions
Show / hide details
Toggle these at Access Points. Combinations can be more dangerous than each restriction alone.
| Limiter | Effect | Response |
|---|---|---|
| Resilience | Shields Cells left after kills | Reserve hits and time for breaking and collecting Cells. |
| Efficiency | Doubles enemy damage | Prioritize dodging and cover; avoid introducing other high-risk restrictions simultaneously. |
| Abundance | Kills may produce two Cells | Prepare area attacks and a collection role. |
| Initiative | Cells regenerate enemies sooner | Plan collection positions before killing distant enemies. |
| Responsibility | Reduces available MEM | Recheck your build after automatic unequipping. |
| Concentration | Removes automatic Turn() at low health | Monitor health and activate Turn() early yourself. |
| Priority | Makes overload and recovery restrictions harsher | Do not concentrate every role in one Function. |
| Legacy | Produces hazardous Cells | Distinguish them from ordinary Cells and do not rush in at low health. |
| Permanence | Removing a Function at an Access Point also overloads it | Decide the build before repeatedly experimenting with swaps. |
| Superiority | Increases enemy numbers | Bring 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
Show / hide details
Use these after obtaining the required Functions. Add roles according to free MEM and unlocked upgrade slots.
| Purpose | Core combination | Execution |
|---|---|---|
| Early backstabs | Crash(), Breach(), Jaunt() | Use Jaunt() to get behind, then Crash() and Breach(). Keep distance while recharging. |
| Attack during recharge | Load()+Jaunt() or Purge()+Jaunt() | Keep moving while placing attacks or applying damage over time. |
| Single-target burst | Void(), Mask(), Cull() | Stack debuffs, hide, then deliver the final backstab. Check the available planning budget first. |
| Crowd control | Jaunt()+Get() and area damage | Pull targets together and hit the group; remove healers or protectors first. |
| Safety | Bounce() passive and Crash() passive | Reduce incoming damage as insurance, not as a replacement for dodging. |
| Recover by draining | Tap(), Jaunt()+Get() | Gather nearby enemies, drain and leave immediately; do not stay in a crowd at low health. |
Goals after entering Recursion
Show / hide details
Duplicate Functions become available on the second playthrough, widening your build choices.
- After obtaining two copies of one Function, install one as the other’s upgrade to pursue Self().
- A 4-MEM Function with two 4-MEM upgrades makes a 12-MEM combination; for example Cull()+Void()+Tap().
- Work toward 32 MEM and all slots as you level. Do not force the finished build before the required level.
- 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.