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==Strategy==
 
==Strategy==
The main strength of {{PAGENAME}} is counterattacking: it lets players [[absorb]] {{ticon|attack}}3 [[attack|damage]] immediately through {{ticon|prompt}}[[Prompt]] while allowing them to produce an additional {{ticon|attack}}4 on the same turn, which translates to huge [[Breach]] pressure in games with [[low economy|low economies]].
+
The main strength of {{PAGENAME}} is counterattacking: it lets players [[absorb]] {{ticon|attack}}3 [[attack|damage]] immediately through {{ticon|prompt}}[[Prompt]] while allowing them to produce an additional {{ticon|attack}}4 on the same turn, which translates to huge [[Breach]] [[pressure]] in games with [[low economy|low economies]].
   
 
===When to use {{PAGENAME}}===
 
===When to use {{PAGENAME}}===
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* {{PAGENAME}} should always block last and absorb {{ticon|attack}}3 with its prompt. If the opposing player doesn't have enough attack, or can hold back their attack in a way that prevents [[absorb]]ing properly with Protoplasm (for instance using [[Scorchilla]]s), it risks becoming extremely inefficient.
 
* {{PAGENAME}} should always block last and absorb {{ticon|attack}}3 with its prompt. If the opposing player doesn't have enough attack, or can hold back their attack in a way that prevents [[absorb]]ing properly with Protoplasm (for instance using [[Scorchilla]]s), it risks becoming extremely inefficient.
   
* The opposing player should have a small economy, with little or no access to {{ticon|blue}}[[blue]]. Mustering {{ticon|health|4}} additional points of {{ticon|block}}[[defense]] on the spot is a challenge with a 12 [[drone]]s mono-[[red]] economy, usually requiring leaving drones on defense, but it's less of a problem with a bigger econ (especially with access to [[blue units]] with high absorb). It is worth keeping in mind that getting damage out of the {{PAGENAME}} requires sacrificing it, so while it represents instant pressure it won't help increasing damage in the long term: if the opponent can buy defense for the {{PAGENAME}} and do something else with their turn, it is likely not a good choice.
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* The opposing player should have a small economy, with little or no access to {{ticon|blue}}[[blue]]. Mustering {{ticon|health|4}} additional points of {{ticon|block}}[[defense]] on the spot is a challenge with a 12 [[drone]]s mono-[[red]] economy, usually requiring leaving drones on defense, but it's less of a problem with a bigger econ (especially with access to [[blue units]] with high absorb). It is worth keeping in mind that getting damage out of the {{PAGENAME}} requires sacrificing it, so while it represents instant [[pressure]] it won't help increasing damage in the long term: if the opponent can buy defense for the {{PAGENAME}} and do something else with their turn, it is likely not a good choice.
   
 
* Players should prepare to buy one {{PAGENAME}} every turn. The reasoning for this is twofold: first {{PAGENAME}} is a {{ticon|fragile}}[[fragile]] blocker (similar to [[Feral Warden]]), which is equivalent in practice to a standard blue [[blocker]] if and only if players can keep buying it every turn. Second, given an opponent with access to the same resources as oneself, their best option for countering a {{PAGENAME}} will often be to get a {{PAGENAME}} of their own. This buying of {{PAGENAME}} to counter {{PAGENAME}} will usually go back and forth for several turns, and the first one unable to continue while not getting breached will likely lose the game.
 
* Players should prepare to buy one {{PAGENAME}} every turn. The reasoning for this is twofold: first {{PAGENAME}} is a {{ticon|fragile}}[[fragile]] blocker (similar to [[Feral Warden]]), which is equivalent in practice to a standard blue [[blocker]] if and only if players can keep buying it every turn. Second, given an opponent with access to the same resources as oneself, their best option for countering a {{PAGENAME}} will often be to get a {{PAGENAME}} of their own. This buying of {{PAGENAME}} to counter {{PAGENAME}} will usually go back and forth for several turns, and the first one unable to continue while not getting breached will likely lose the game.
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===Stacking {{PAGENAME}}s===
 
===Stacking {{PAGENAME}}s===
A seemingly interesting strategy when considering {{PAGENAME}} would be to use it to block and not sacrifice it immediately after, continuing to buy other {{PAGENAME}}s and increase the [[Breach]] pressure. While this can be successful in precise cases because of the [[attack finesse]] provided (for instance if the opponent tries to defend using [[Barrier]]s or [[Plexo Cell]]s), it generally won't accomplish much, for the same reason stacking [[Pixie]]s is generally not a valid strategy: all your opponent has to do is keep buying the same amount of static defense every turn, and when you eventually decides to use you {{PAGENAME}} stack it will end up doing about as much as it would have if they instead sacrificed them one by one.
+
A seemingly interesting strategy when considering {{PAGENAME}} would be to use it to block and not sacrifice it immediately after, continuing to buy other {{PAGENAME}}s and increase the [[Breach]] [[pressure]]. While this can be successful in precise cases because of the [[attack finesse]] provided (for instance if the opponent tries to defend using [[Barrier]]s or [[Plexo Cell]]s), it generally won't accomplish much, for the same reason stacking [[Pixie]]s is generally not a valid strategy: all your opponent has to do is keep buying the same amount of static defense every turn, and when you eventually decides to use you {{PAGENAME}} stack it will end up doing about as much as it would have if they instead sacrificed them one by one.
 
{{Unit type nav}}
 
{{Unit type nav}}

Revision as of 18:37, 11 March 2015

Protoplasm
Green resourceRed resource unit
Prompt (Prompt: blocks immediately)
Fragile (Fragile: does not heal)
Ability, and sacrifice Protoplasm: gain AttackAttackAttackAttack
Supply: 10
Cost: 7GoldGreen resourceGreen resourceRed resourceRed resource
Build time: Build time0
Health: Health4
Attack: AttackAttackAttackAttack
Notes:
Position: Middle Right
Protoplasm-portrait

A Protoplasm

Protoplasm is a Green-red unit able to provide an instant burst of Attackattack and Blockerdefense in one buy.

Panel

Protoplasm-panel

Strategy

The main strength of Protoplasm is counterattacking: it lets players absorb Attack3 damage immediately through PromptPrompt while allowing them to produce an additional Attack4 on the same turn, which translates to huge Breach pressure in games with low economies.

When to use Protoplasm

Protoplasm is often considered one of the most situational units of the game, somewhat comparable to Tia Thurnax in that in some setups against an unprepared opponent a well-timed Protoplasm will almost win a game on its own. The conditions to meet are fairly strict though:

  • Protoplasm should always block last and absorb Attack3 with its prompt. If the opposing player doesn't have enough attack, or can hold back their attack in a way that prevents absorbing properly with Protoplasm (for instance using Scorchillas), it risks becoming extremely inefficient.
  • The opposing player should have a small economy, with little or no access to Blue resourceblue. Mustering Health4 additional points of Blockerdefense on the spot is a challenge with a 12 drones mono-red economy, usually requiring leaving drones on defense, but it's less of a problem with a bigger econ (especially with access to blue units with high absorb). It is worth keeping in mind that getting damage out of the Protoplasm requires sacrificing it, so while it represents instant pressure it won't help increasing damage in the long term: if the opponent can buy defense for the Protoplasm and do something else with their turn, it is likely not a good choice.
  • Players should prepare to buy one Protoplasm every turn. The reasoning for this is twofold: first Protoplasm is a Fragilefragile blocker (similar to Feral Warden), which is equivalent in practice to a standard blue blocker if and only if players can keep buying it every turn. Second, given an opponent with access to the same resources as oneself, their best option for countering a Protoplasm will often be to get a Protoplasm of their own. This buying of Protoplasm to counter Protoplasm will usually go back and forth for several turns, and the first one unable to continue while not getting breached will likely lose the game.

To sum things up, the case in which Protoplasm will look best is against an opponent trying to execute a red rush on a low economy (like any of the Shadowfang rushes). In most other situations it will probably lose to better absorb and defense from blue units.

Stacking Protoplasms

A seemingly interesting strategy when considering Protoplasm would be to use it to block and not sacrifice it immediately after, continuing to buy other Protoplasms and increase the Breach pressure. While this can be successful in precise cases because of the attack finesse provided (for instance if the opponent tries to defend using Barriers or Plexo Cells), it generally won't accomplish much, for the same reason stacking Pixies is generally not a valid strategy: all your opponent has to do is keep buying the same amount of static defense every turn, and when you eventually decides to use you Protoplasm stack it will end up doing about as much as it would have if they instead sacrificed them one by one.