FUNCTIONS
Think of it like an RPG’s class tree, only the pool is more or less general and how the functions synergize with each other determines your “class”, loosely speaking.
Of course there are class specific functions too, and the number of functions you can equip per mission varies (easier missions get less, harder missions get more). Your rank (which is something you can raise as you do missions as a team?) also puts a hardcap on the number of functions
Spring: filler icon, filler text!! Shoots a bolt that bounces between multiple targets.
Example interactions: can cause other offensive skills to chain between enemies, or deflect off objects. Smash: A short-range burst attack that exposes enemy weakpoints for follow-up assault. Example interaction: can cause greater stun, knockback, or recoil. Spear: A long-range, piercing missile attack. Example interaction: increases other function range and accuracy. Spark: Releases a burst of unstable, explosive shells around the user for unpredictable splash damage. Example interaction: adds splash damage to other functions.
