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=Tactical tips= This section contains tips about combat and unit-to-unit interactions. ==Offensive finesse== Units that may be {{ticon|click}}[[ability|clicked]] or not to generate damage are said to provide offensive finesse (also known as offensive granularity or flexible attack). It is sometimes possible to make use of it to abuse lack of [[defensive granularity|granularity]] in your opponent's defense, by attacking for an amount that they can't absorb well. For instance, let's imagine an opponent defending with two [[Energy Matrix]]es and a [[Forcefield]] against your two [[Scorchilla]]s and one [[Pixie]]. If you attack with both [[Scorchilla]]s only, they can defend [[Forcefield]] -> [[Energy Matrix]] (absorbing {{ticon|attack}}4) and have the two [[Energy Matrix]]es survive. Now if you also click your [[Pixie]], this doesn't work anymore. Your opponent has to defend [[Energy Matrix]] -> [[Energy Matrix]], absorbing only {{ticon|attack}}2 and losing a Matrix. This is the power of offensive finesse: in this example, a [[Pixie]] (worth {{ticon|gold|1}}{{ticon|blue}}) turns a [[Forcefield]] kill into an [[Energy Matrix]] kill (worth respectively {{ticon|gold|4}}{{ticon|green}} and {{ticon|gold|9}}{{ticon|blue|2}}), giving you a benefit of roughly {{ticon|gold|4}}{{ticon|blue}}. {{ticon|chill}}[[Chill]] can be used to create holes in your opponent's granularity by freezing relevant {{ticon|block}}[[blocker]]s. You could for instance recreate the scenario explained above even if they have sufficient granularity originally by freezing the [[Engineer]]s in their defense through [[Cryo Ray]]. Another case in which it is possible to make use of flexible attack is against high-{{ticon|health}}[[health]] blockers or {{ticon|block}}blockers with {{ticon|lifespan}}Lifespan on their last turn. If you have {{ticon|click}}clickable units with {{ticon|stamina}}[[Stamina]], {{ticon|exhaust}} or [[self-sacrifice]] and you realize that you would be doing no damage anyway because of absorb, you are better off leaving them unclicked for a later turn where they would actually do damage. ==Counters to Blockers on their last Lifespan turn== A common use for units with both {{ticon|lifespan}}[[Lifespan]] and {{ticon|block}}[[blocker|Block]] is to keep them in defense on their last Lifespan turn and use them to block in front of other units (to make maximum use of their Health before they die naturally). There is a number of circumstances in which you should be careful about doing this however: * If your opponent has flexible attack (from [[Scorchilla]]s by example), they can decide to just wait a turn for your {{ticon|lifespan}}Lifespan unit to die before attacking full force, denying you absorb that turn. * If the set contains units with {{ticon|chill}}[[Chill]] effects, your opponent's freeze can effectively be converted to damage on that turn (since your {{ticon|lifespan}}Lifespan unit will die without having absorbed damage). This is even worse if the available freeze is constant (from [[Tatsu Nullifier]]s or [[Shiver Yeti]]s for instance). * If the set contains alternative ways to spend attack such as [[Thermite Core]]s and [[Bloodrager]]s, your opponent can at the same time deny you absorb and build up constant damage, usually swinging the game hugely in their favor. ==Counters to huge absorbers== As per [[offense over defense]], you should not build huge [[support unit|support]] [[defense|defensive unit]]s before your opponent's constant {{ticon|attack}} [[attack|damage]] reaches the defender's [[absorb]]. However those can still be exploited by your opponent if they have access to units reducing their attack. This is as much of a tactical concern as a strategical concern, but when integrating big defenders like [[Energy Matrix]] into your build [[read the set|check]] for the presence of units like [[Bloodrager]] or [[Arka Sodara]] in the [[random set]]. If they are available to your opponent, they are liable to reduce their attack on the turn you build your defender, denying it absorb on its first turn and increasing hugely your opponent's constant attack. It's not only about the wasted absorb: the fact you had to put most of your resources in a defender during your turn is probably giving your opponent the leeway required to build up more attack at your expense. In sets where that move is a possibility, it is likely best to put pressure earlier and only invest in big defenders when your opponent both has too much constant attack to completely deny the absorb and has to commit a lot of resources to defense anyway. Note that [[Arka Sodara]], being a defender itself, is weak to this technique. As a consequence you should generally prepare for Arka but not go for it yourself first. ==Defend for the correct value== The estimated [[Attack]] value shown during your turn also includes units that are currently blocking. Always consider which of them have to die on defense to calculate the actual amount of attack you have to [[defense|defend]] against. For instance take this situation: * your opponent is threatening you for {{ticon|attack}}5 * your opponent is defending for {{ticon|health|7}} with 2 active [[Rhino]]s and a [[Wall]] * you are dealing {{ticon|attack}}6 to them In this case you only have to defend for {{ticon|attack}}4, and you probably will only take {{ticon|attack}}3. The reason is your opponent will first have to defend, and they have two options for that: # Rhino -> Rhino -> Wall # Wall -> Rhino -> Rhino (1) lets them absorb {{ticon|attack}}2, but they lose both Rhinos, resulting in a potential attack value of {{ticon|attack}}3, while (2) absorbs {{ticon|attack}}1 and results in {{ticon|attack}}4 potential attack. The bottom line is you definitely don't need to defend for more than {{ticon|attack}}4 here. You may even gamble and leave only {{ticon|health}}4 points of defense on your turn (if you think your opponent won't be able to attack for full anyway). The trick to determine if a unit can survive in defense without being the last absorber is to substract its {{ticon|health}}Health from the total defense, and see if the defense is still superior to the opposing maximum attack (another way of thinking about it is "if this unit didn't have block, would this be a breach?"). If it is not superior the unit has to die in defense, or be last defender. This works both for your defense and your opponent's. ==Drone consuming units anti-synergies== You may have a lot of [[Drone]]s, but if you use multiple units that consume them you are still likely to run out earlier than you'd want. For instance, if you plan on using [[Plasmafier]]s, it would probably be a mistake to build [[Trinity Drone]]s (or even worse [[Vivid Drone]]s), since they will lower your base Drone count significantly and ultimately reduce the number of times your Plasmafier can attack. This also applies when you want to make use of [[Plexo Cell]] or [[Forcefield]] to [[defense|defend]]. Think twice before consuming your last base Drones; having at least a couple leftover will help you defend in an emergency with the {{ticon|prompt}}[[Prompt]] that those defenders have (not to mention that Plexo Cells are excellent defensive value overall). Finally, if [[Deadeye Operative]] is in the [[random set|set]], keep in mind your opponent might shorten your Drone supply even faster. Vivid or Trinity Drones can be a counter to Deadeye in that they remove targets to snipe, but conversely Plasmafier or Plexo Cell defenses get countered hard by them.
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