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As usual with [[preventive defense]], foresight is rewarding: you should always try to anticipate buying an {{PAGENAME}} instead of a [[Wall]] if you have the chance. It can save a lot of resources on the long run.
 
As usual with [[preventive defense]], foresight is rewarding: you should always try to anticipate buying an {{PAGENAME}} instead of a [[Wall]] if you have the chance. It can save a lot of resources on the long run.
   
In the early game, against an opponent with {{ticon|attack}}1 attack, buying an {{PAGENAME}} instead of a [[Wall]] is usually better, since this allows you to get to 3 absorb rather than 2 at the cost an {{ticon|energy}}energy, which would usually be wasted at that point.
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In the early game, against an opponent with {{ticon|attack}}1 attack, buying an {{PAGENAME}} instead of a [[Wall]] is usually better, since this allows you to get to 3 absorb right away at the cost an [[Engineer]] (which is easy to replace if you even need the {{ticon|energy}}[[Energy]]).
   
 
{{PAGENAME}}'s {{ticon|click}}[[ability]] let you convert it into 4 [[Husk]]s for the cost of {{ticon|red}}1 [[red]]. While that denies you access to the absorb, it instantly gives you a lot of [[defensive granularity]]. If {{PAGENAME}} is your biggest absorber you want to keep at least one intact to be your final blocker, but if you have leftover {{ticon|red}} converting the others into Husks is generally a good choice.
 
{{PAGENAME}}'s {{ticon|click}}[[ability]] let you convert it into 4 [[Husk]]s for the cost of {{ticon|red}}1 [[red]]. While that denies you access to the absorb, it instantly gives you a lot of [[defensive granularity]]. If {{PAGENAME}} is your biggest absorber you want to keep at least one intact to be your final blocker, but if you have leftover {{ticon|red}} converting the others into Husks is generally a good choice.

Revision as of 14:43, 17 September 2015

Infusion Grid
Blue resource unit
Ability, pay Red resource, and sacrifice Infusion Grid: construct 4 prompt Husks
Supply: 10
Cost: 5GoldBlue resource
Build time: Build time1
Health: Health4
Notes:
Creates:
Position: Middle Far Left
InfusionGrid-portrait

An Infusion Grid

Infusion Grid is a defensive Blue unit. It's a very cost-efficient Blockerblocker (without PromptPrompt) that can be broken down to provide more defensive granularity.

Panel

InfusionGrid-panel Husk-panel

Strategy

Infusion Grid is a very efficient Blockerblocker, costing only 5GoldBlue resource(gold and blue) for a Health4 Health blocker (able to absorb Attack3 attack). It would be strictly better than the base set Wall, if not for the fact that it doesn't have PromptPrompt. As a result you have to buy it preventively one turn earlier, which is not always feasible (for instance against the burst from Gaussite Symbiote or Cluster Bolt).

As usual with preventive defense, foresight is rewarding: you should always try to anticipate buying an Infusion Grid instead of a Wall if you have the chance. It can save a lot of resources on the long run.

In the early game, against an opponent with Attack1 attack, buying an Infusion Grid instead of a Wall is usually better, since this allows you to get to 3 absorb right away at the cost an Engineer (which is easy to replace if you even need the EnergyEnergy).

Infusion Grid's Abilityability let you convert it into 4 Husks for the cost of Red resource1 red. While that denies you access to the absorb, it instantly gives you a lot of defensive granularity. If Infusion Grid is your biggest absorber you want to keep at least one intact to be your final blocker, but if you have leftover Red resource converting the others into Husks is generally a good choice.

Change Log

  • January 8th, 2015
    • Added.