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{{Unit infobox}}
 
{{Unit infobox}}
   
'''{{PAGENAME}}''' is a [[{{#var:type}} unit|{{#var:type}}]] [[{{#ifeq:{{lc:{{#var:spell}} }}|yes|spell|unit}}]]. It's a high health frontline attacker that can also be used to block.
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'''{{PAGENAME}}''' is a [[{{#var:type}} unit|{{#var:type}}]] [[{{#ifeq:{{lc:{{#var:spell}} }}|yes|spell|unit}}]]. It's a high {{ticon|health}}[[health]] {{ticon|frontline}}[[frontline]] [[attack|attacker]] that can also be used to {{ticon|block}}[[blocker|block]].
   
 
==Panel==
 
==Panel==
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==Strategy==
 
==Strategy==
Hannibull, like most [[frontline]] units, is most effective either in the early game or in the late game. A Hannibull rush can most often be defended, however, if you combine it with other frontline units like [[Iceblade Golem]] or [[Wild Drone]] it can pose a very huge threat if there are no good walls in the set. Hannibull rush also synergizes with [[Flame Animus]] as you most often do not have the gold available to spend the 2nd red that a normal animus would give you.
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Hannibull, like most {{ticon|frontline}}[[frontline]] units, is most effective either in the early game or in the late game. A Hannibull [[rush]] can most often be defended. However, if you combine it with other [[frontline|frontline units]] like [[Iceblade Golem]] or [[Wild Drone]] it can pose a very huge threat if there are no good [[blocker|defenders]] in the set. It has the niche of granting invincibility if the user manages to pressure the opponent below 7 Attack.
   
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Hannibull rushing synergizes with [[Flame Animus]] as you most often do not have the {{ticon|gold}}[[gold]] available to spend the 2nd red that a normal [[Animus]] would give you. [[Mobile Animus]] can rush, though that makes exploiting it easier as well.
Another good way of using Hannibulls is buying them in the late game, when both players are almost struggling on defense. After you buy it you attack with it, and if your opponent decides to kill it, you have been able to get more value from it than a [[Polywall]] and if the opponent decides to leave it be, that means you've bought a fairly efficient 2 damage attacker, that can at anytime decide to block for 6.
 
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Another good way of using {{PAGENAME}}s is to buy them in the late game, when both players are almost struggling on defense, as a 7 HP blocker that also attacks for 1 and threatens to attack for another 1.
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===Openings===
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Player 1 Chrono Filter (1) rush.
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# DD
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# D1
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# Hannibull
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# DD
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# Hannibull +C
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# GD
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# Hannibull +D
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Gains 7 Attack while defending. Player 2 can go first with Auric Impulse. Improved by Thorium Dynamo.
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  +
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Player 1 Flame Animus (1)
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# DD
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# DB
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# D1
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# DD1
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# Hannibull
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# Hannibull +T
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Player 2 Flame Animus (1) and Vivid Drone (0)
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# B0
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# 01
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# 01
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# Hannibull +D
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# Hannibull
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# Hannibull +0
   
 
==Change log==
 
==Change log==
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*May 23rd, 2015
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**Cost increased from 9{{ticon|gold}}{{ticon|blue}}{{ticon|red}} to 10{{ticon|gold}}{{ticon|blue}}{{ticon|red}}. Health increased from {{ticon|health}}6 to {{ticon|health}}7. Now does 1 damage at the start of the turn, and a 2nd damage when clicked (formerly, it did 0 damage at the start of the turn, and 2 damage when clicked).
 
*October 11th, 2014
 
*October 11th, 2014
 
**Cost decreased from 10{{ticon|gold}}{{ticon|blue}}{{ticon|red|2}} to 9{{ticon|gold}}{{ticon|blue}}{{ticon|red}}.
 
**Cost decreased from 10{{ticon|gold}}{{ticon|blue}}{{ticon|red|2}} to 9{{ticon|gold}}{{ticon|blue}}{{ticon|red}}.

Latest revision as of 17:13, 9 October 2020

Hannibull
Blue resourceRed resource unit
Frontline (Frontline: can be attacked directly)
At the start of your turn, gain Attack
Ability: gain Attack
Supply: 4
Cost: 10GoldBlue resourceRed resource
Build time: Build time1
Health: Health7
Attack: AttackAttack
Notes:
Position: Front Right
Hannibull-portrait

A Hannibull

Hannibull is a Blue-red unit. It's a high Healthhealth Frontlinefrontline attacker that can also be used to Blockerblock.

Panel[ | ]

Hannibull-panel

Strategy[ | ]

Hannibull, like most Frontlinefrontline units, is most effective either in the early game or in the late game. A Hannibull rush can most often be defended. However, if you combine it with other frontline units like Iceblade Golem or Wild Drone it can pose a very huge threat if there are no good defenders in the set. It has the niche of granting invincibility if the user manages to pressure the opponent below 7 Attack.

Hannibull rushing synergizes with Flame Animus as you most often do not have the Goldgold available to spend the 2nd red that a normal Animus would give you. Mobile Animus can rush, though that makes exploiting it easier as well.

Another good way of using Hannibulls is to buy them in the late game, when both players are almost struggling on defense, as a 7 HP blocker that also attacks for 1 and threatens to attack for another 1.

Openings[ | ]

Player 1 Chrono Filter (1) rush.

  1. DD
  2. D1
  3. Hannibull
  4. DD
  5. Hannibull +C
  6. GD
  7. Hannibull +D

Gains 7 Attack while defending. Player 2 can go first with Auric Impulse. Improved by Thorium Dynamo.


Player 1 Flame Animus (1)

  1. DD
  2. DB
  3. D1
  4. DD1
  5. Hannibull
  6. Hannibull +T

Player 2 Flame Animus (1) and Vivid Drone (0)

  1. B0
  2. 01
  3. 01
  4. Hannibull +D
  5. Hannibull
  6. Hannibull +0

Change log[ | ]

  • May 23rd, 2015
    • Cost increased from 9GoldBlue resourceRed resource to 10GoldBlue resourceRed resource. Health increased from Health6 to Health7. Now does 1 damage at the start of the turn, and a 2nd damage when clicked (formerly, it did 0 damage at the start of the turn, and 2 damage when clicked).
  • October 11th, 2014
    • Cost decreased from 10GoldBlue resourceRed resourceRed resource to 9GoldBlue resourceRed resource.
  • October 4th, 2014
    • Health increased from Health5 to Health6.
  • September 13th, 2014
    • Cost increased from 9GoldBlue resourceRed resource to 10GoldBlue resourceRed resourceRed resource.