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Protoplasm
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{{Unit infobox}} PROTOPLASM is a powerful burst 4-damage {{ticon|attack}} attacker that can act as a {{ticon|hp|4}} hp defender instead if necessary. Oh, and it's ALSO PROMPT. <ref>https://twitter.com/lunarchstudios/status/637217860474040320</ref> ==Panel== {{Unit panel}} ==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]] potential in games with [[low economy|low economies]]. ===Comparison to similar Absorb=== While it doesn't actually Absorb, continuous use gives a similar defense, and Attack as well. It can be thus an unit that turns part of the user's economy plus cost into an {{Ticon|health}}Absorber and 4 {{Ticon|attack}}Attackers, the cost equals the production of 7 Drones, 2 Conduits and an Animus (Though consuming Drones and Tech is a great advantage), costing total {{Ticon|gold|35}}, and efficient Attack is around 6.5 in {{Ticon|gold}}, the part of the cost left for the Absorber component is about {{Ticon|gold|9}} plus its base cost, at worst. This may seem ineficient, but at higher pressure the immediate Attack is more critical while Drones lose worth, and Protoplasm delivers it as needed. There's also a simpler comparison as well. Having a [[Doomed Wall]] grants Absorb, while additional ones in later turns would not. Buying 1 per turn while soaking on the previous one means 3 Absorb (Recover next turn) then 4 Soak, each turn. Protoplasm, for a similar cost and use, means 3 Soak then 4 Attack (Gain next turn). With {{Ticon|attack}}Attack being worth more than {{Ticon|blocker}}Block ussually, it stands as an efficient unit in such cases. ===When to use Protoplasm=== {{PAGENAME}} 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: * {{PAGENAME}} should always block last and absorb {{ticon|attack}}3 with its {{ticon|prompt}}prompt. If you sacrifice it to absorb instead on a larger unit such as a [[Centurion]], then you payed {{ticon|gold|7}}{{ticon|green|2}}{{ticon|red|2}} just for 4 defense and some temporary threat, which is very inefficient (Though better than 2 Rhino). 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 may also be a bad choice, but not as much as non-fragile absorbers since if not damaged it can just absorb next turn instead without a net HP loss (except that turn's Protoplasm instance, as you can't absorb on both at once). * 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 [[burst]] 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. To sum things up, the case in which {{PAGENAME}} 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 such as [[Doomed Wall]] (if the only blue defense is [[Wall]] then Protoplasm is probably still good). ===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]] potential. While this can be successful in precise cases because of the [[offensive 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 decide to use your {{PAGENAME}} stack it will end up doing the thing as if you instead sacrificed them one by one. <references /> <br /> ==Openings== Player 1 Rush: # DD # DD # DDA # TTC # TRE # Protoplasm Player 2 Rush: # DD # DA # TCD # TTD # Protoplasm {{Unit type nav}}
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