Diag Beam

Description
Fires a bouncing beam diagonally. The beam is comprised of 5 shots, each dealing 20 damage.

Strategy and Synergy
Input Variation: Thinking alongside the diagonals on the Hero's side that goes along the initial beam trajectory, moving both up-and-right (down-and-left respectively) will give the same beam-pattern starting a diagonal position later (earlier respectively). Think of the main diagonal of the Hero's side as a reflection-axis of the input of the beam, moving left or up by a square shifts the projectile's output down a square from the entrance of the Enemy's side, the same goes for moving right or down. Firing the projectile from Hero's position on squares above (respectively below) the diagonal enter the Enemy's side angled downwards (respectively upwards).

Tracking Patterns: The beam will have area-of-effect when bouncing akin to a checker-board, the squares covered by the beam being the complement squares of the Hero and the target reticle. The outer squares of the Enemy's side are covered by one entrance square each, the middling squares by two entrance squares. For tracking the beam to enemies via the middling squares of entrance to the Enemy's side use the following rules:


 * 1) The outermost squares of the side will not be covered
 * 2) Squares adjacent to the target reticle are covered
 * 3) Squares in a Chess Knight's position from the reticle are covered
 * 4) When the reticle is on an edge of the Enemy's side, the square on the opposite edge in the same horizontal / vertical positioning is covered.

These rules describe the total area of effect of the beam from middling entrance squares on the Enemy's side given the tracking reticle. The the entrance and exit square of a side are the same, since the total horizontal change in position is 0 and must equal the vertical change in position because a side is a 4x4 grid. Thus when the beam leaves a side it enters the other side with one square different in vertical positioning, depending on the initial beam's travel direction (upwards or downwards). Also notice that when splitting the beam that the two partial beams will never intersect since they are traveling along complement squares of the checkerboard, so splitting the beam with middling entrance squares will cover the entire Enemy's side save for the outermost squares. And the middling squares will always be covered with a split beam, regardless of which two entrance squares were selected.