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Defense is one of three phases of Prismata gameplay. The other phases are the Breach phase and Action phase (which is composed of the sub-phases Using Abilities and Purchasing Units).
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Defense is one of three phases of Prismata gameplay. The other phases are the [[Breach]] phase and [[Action]] phase (which is composed of the sub-phases Using Abilities and Purchasing Units).
   
 
==Defense Value vs Attack Value==
 
==Defense Value vs Attack Value==

Revision as of 13:30, 21 December 2014

Defense is one of three phases of Prismata gameplay. The other phases are the Breach phase and Action phase (which is composed of the sub-phases Using Abilities and Purchasing Units).

Defense Value vs Attack Value

Defense is a value calculated by the total health values of units with the blocker ability that are actively blocking. Note that units stop blocking when they use their ability or they have been chilled equal to their health.

During the Defense phase, the player's defense value is compared to the opponent's attack value. If defense value is greater than the attack value the player will be allowed to assign the incoming damage to their blockers. If the attack value is greater than defense phase, the opponent will proceed to the Breach phase and be able to assign any excess damage to the non-blocking units they choose. In the event defense value and attack value are equal the blocking units will be wiped out and the Breach phase will be triggered but as there is no excess damage to assign, the opponent will simply pass.

As the player, you want to prevent breaches by always having a defense value that is at least one greater than your opponent's attack value. In doing so you can use the absorb mechanic to maximize your defense.

Absorb

"In general, absorb is the strongest, most busted mechanic in the game, and you want to be taking advantage of it as often as possible." - Will Ma, Lunarch Studios Founder

Absorb refers to the ability of non-fragile units to take less than lethal damage and then instantly heal. Absorb is a critically important concept to effective defense.

For example, Wall has Health3, when defending if the Wall takes 2 damage, the health will instantly return to 3 after the defense portion of the turn is completed and the two damage in question becomes absorbed with no effect.

Compare to Aegis which has 5Fragile. If the Aegis takes 2 damage it will not heal and will be left with 3Fragile remaining and therefore the two damage in question is still relevant. A defense based solely on fragile units loses the ability to take advantage of the absorb mechanic and is therefore not recommended.

When using a combination of fragile and non-fragile units in your defense you want to use fragile units in a manner that maximizes your ability to absorb. Taking lethal damage with a fragile unit is acceptable if it allows you to absorb some of the remaining damage with a non-fragile unit. For example, with your opponent attacking for 7 damage you would want to defend with Aegis in front of Wall. The Aegis would take 5 damage, leaving 2 damage that could be absorbed on the Wall. Going the other way, the Wall dies leaving 4 damage to be taken by the Aegis. Yes, the Aegis will survive, but it will only have one health remaining compared to Wall's three health. Alternatively, if your opponent was attacking for 3 and you only have a Wall and an Aegis you are in a situation where you have no chance to absorb damage on this turn, but defending with the Aegis (and keeping the Wall alive) will give the opportunity to use the remaining 2 health Aegis on a future turn to maximize your absorb on a future turn (for example if your opponent attacks for 4 on the next turn you can take 2 damage on the Aegis and then absorb 2 on the Wall).

An exception to above rule would be when the fragile unit defender has an ability you wish to use, such as Protoplasm's ability to be sacrificed for 4Attack. In Protoplasm's case you might even be able to maneuver your defense such that you can reduce Protoplam's health to 1 (putting it last and tanking 3 damage, potentially saving a defender like Wall) prior to activating the ability.