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Tantalum Ray
Green resource unit
Fragile (Fragile: does not heal)
At the start of your turn, gain Attack
Ability, and lose Health3: construct a Gauss Charge
Supply: 10
Cost: 7GoldGreen resourceGreen resource
Build time: Build time1
Health: Health11
Attack: Attack
Notes:
Creates:
Position: Middle Far Right
TantalumRay-portrait

A Tantalum Ray

Tantalum Ray is a Green unit.

Panel[ | ]

TantalumRay-panel

Strategy[ | ]

Tantalum Ray is a reasonably efficient permanent attacker with a convenient cost and no hard counters, making it a solid choice of key unit in a large number of sets. Although it isn't as efficient as most other random set attackers (Essentially 5GoldGreen resource for an attacker, 2GoldGreen resource for a Lifespan3 Tarsier), many of those units have some sort of drawback, like an awkward tech cost (Shadowfang), being dangerous to mass produce (Tesla Coil), being extremely big and clunky (Asteri Cannon), etc. Tantalum Ray has none of these issues, though it has costs for Pressure which is less efficient for early attack.

One of Tantalum Ray's biggest advantages over red attackers is that it costs green, which, unlike red, can be easily spent on defense late in the game via Forcefields or, if they are available, Plexo Cells. Thus, even if a red attacker is stronger in a vacuum than Tantalum Ray, Tantalum might still be the better choice of strategy.

If Tantalum Ray is clicked as much as possible, it will be left at Health2, which can help against a large pile of Frostbites by allowing you to safely gambit for more than you could if you had Health1 attackers like Tarsiers or Hellhounds. In the context of a breachproof strategy, Tantalum Ray can participate effectively by clicking one less time, leaving it at Health5 like a Gauss Cannon.

Openings[ | ]

Player 2 Thorium Dynamo (1) and Wild Drone (0)

  1. 01
  2. 00
  3. C1
  4. Tantalum Ray +0
  5. Tantalum Ray x2


Player 1 Gauss Fabricator

  1. DD
  2. CC
  3. DD
  4. Gauss Fabricator
  5. Tantalum Ray +D
  6. Tantalum Ray +EE

Change log[ | ]

  • April 6th, 2018
    • Health increased from Health9 to Health11.
    • Ability now costs Health3 instead of Health2 per click.
  • September 18th, 2015
    • Health decreased from Health10 to Health9.
  • June 30th, 2015
    • Added to the game.
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