Use a Plumber's Badge for attacks and the bound Analyse key (H by default) to mark an enemy once. Keep fighting and dodging: accepted hits and close evasions accelerate the scan. The marker label and HUD show automatic progress, with a small moving dust arc around the observed target. At default settings, passive observation takes 1 second for ordinary enemies, 2.25 seconds for elites, and 3.5 seconds for bosses. Solves last 10/12/15 seconds by target difficulty.
Brief range breaks and temporary invulnerability pause the plan for up to two seconds. Holding Analyse for half a second while a plan exists switches to another aimed enemy; aiming at the current target or empty space cancels. Death, changing form, and losing the actual target clear it. All prompts show the current keyboard or gamepad binding.
Master Plan, Perfect Circuit, and Root Access cost 50 OE and start a 12-second ultimate cooldown at baseline. Accessory cooldown modifiers apply. Failed activation does not spend energy, and ordinary attacks remain available during the ultimate cooldown.
Gray Matter#
- Primary Breakpoint Burst and secondary Control Snare work immediately as generic gadgets.
- With a solve ready, the next primary or secondary placement becomes a predictive rig linked to that enemy. The preview shows the enhancement, placement validity, and trigger area.
- Aim above ground to suspend a rig for flying enemies. Targeted rigs lead movement and direct shrapnel toward their subject. Nearby ground placements settle onto valid terrain.
- Ambush Rig always preserves your solve. Use it to prepare generic battlefield coverage.
- Hyperfocus improves movement, evasion, wall grip, tool speed, and Omnitrix recovery for ten seconds. It reduces Gray Matter's extra knockback taken; small green sparks show the active state.
- Master Plan starts up to three armed traps in placement order. Numbered signals travel through the machines before each fires. Unarmed or exhausted rigs are excluded.
Brainstorm#
- Arc Bolt remains normal primary fire, even with a completed analysis or selected route.
- After solving, Vector Discharge or Perfect Circuit can strike the target immediately. Conductors are optional bonuses: tap Analyse over up to three to add battlefield effects. Markers identify wall redirection, floor hazard, ceiling strike, enemy chaining, interception, or an air conductor.
- Platforms count as surfaces, and air conductors give sparse arenas a route. Moving dust samples preview the route all the way to the target.
- Switch the Badge to secondary Vector Discharge and fire to spend the solve. Without a solve, secondary fire shoots a piercing bolt, so firing stays usable after a discharge. Perfect Circuit spends a solve on a stronger ultimate discharge. Primary Arc Bolt always preserves the plan.
- Tap Analyse on a selected conductor to remove it and all later links. You can discharge the remaining route, including a direct strike if you removed every conductor.
- Recalculate clears selections and refreshes opportunities. A disappeared conductor or broken link leaves the solve available so you can rebuild.
- Electrostatic Guard reduces incoming source damage by 25% for eight seconds, with blue dust circling the player.
Upgrade#
- Primary Corruption Probe is the main single-target attack. Glitch Pulse pierces up to three enemies and applies a one-second glitch to ordinary enemies: velocity damping and 12% less contact and newly spawned projectile damage. Bosses and attached boss systems are exempt from that glitch debuff.
- A solve exposes Movement, Weapons, Armour, and Systems. Each choice shows its effect before selection; the target tracker shows the active benefit and its remaining time afterward.
- Movement slows the target. Weapons weakens its attacks and jams up to three shots in a two-second volley window. Armour gives you 35% extra damage for six seconds, then 15% for the rest of the corruption. Systems weakens the next shot and gives you 20% extra damage for three seconds, or captures an eligible ordinary machine. Armour and Systems use the strongest damage bonus.
- The Destroyer's segments share its head's sabotage state, and Prime's arms share his head's. Hitting a different connected part still benefits from Armour; linked weapons share one jam budget. Movement acts on the controlling head. Each Twin remains a separate target.
- Root Access allows two distinct selections from one solve. Live corruption cannot continually rearm its initial payoff through repeated applications.
- Viral Relay transfers active corruption to one nearby eligible ordinary enemy at half its remaining duration. A short moving dust trail shows the transfer.
- Adaptive Firewall visibly intercepts nearby shots. The same projectile is filtered only once.
- Registered ordinary machines can support you after Special hijacking. Bosses and attached boss systems remain enemies and receive bounded sabotage instead.
Corruption Probe uses the Badge's resolved damage once and fires every 16 ticks at baseline. Glitch Pulse uses 90% of that damage every 24 ticks. Badge rank, prefixes, generic/Hero damage, and attack-speed bonuses still apply; bonuses limited to another damage class do not become Hero damage automatically.