Cryo Ray

 is a chilling unit  with a limited number of uses. It's a source of inexpensive, fine-grained chill.

Strategy
 is a cost efficient source of chill which provides strong breach pressure through its ability. Compared to Frostbite, it has less raw chilling power but is more precise and has 3 uses instead of one.

s provide extremely flexible chill, allowing you to freeze small blockers such as Engineer and temporarily negate your opponent's defensive granularity, or even to freeze all of your opponent's absorbers to deal full damage to their defense. You have to use them wisely though, since they have limited supply and activations.

Be careful not to always take every opportunity to exploit your opponent with Cryo Rays, because if it takes a lot of charges for only a small exploit it may not be worth it. For example, if you must freeze 5 Engineers to exploit for 1 and your Cryo Rays are already on hp, you probably should not do it because then your opponent can start gambiting against your now-hp Cryo Rays.

Massing s requires a significant green investment, so storing green with an early Conduit or using them in combination with Synthesizer or Gaussite Symbiote is advisable.

When you have an extra to spend in a real game, Cryo Ray is nearly always preferable to Gauss Charge barring a breachproof opponent; both force out one point of defense from the enemy, however, Cryo Ray may be able to exploit by freezing something and thus force out a second point of defense.

s are one way of denying value to blockers on their last Lifespan turn. Freezing a blocker at 1 Lifespan is equivalent to dealing it damage, which is very good value ( can chill three times and costs as much as Gauss Charge which only deals 1).

Change log

 * January 8th, 2015
 * Health increased from 2 to 3.
 * Ability now costs 1 health to activate.
 * November 1st, 2014
 * Supply decreased from 20 to 10.