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Defense concepts
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Defense concepts
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==Absorb== <blockquote>"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</blockquote> '''Absorb''' refers to the ability of non-fragile units to take less than lethal damage and then instantly heal. It is a critically important concept to effective defense. For example, [[Wall]] has {{ticon|health|3}}. 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 {{ticon|fragile}}5. If the Aegis takes 2 damage, it will not heal and will be left with {{ticon|fragile}}3 remaining and therefore the two damage in question has an effect. 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. By blocking in the other order, the Wall would die, leaving 4 damage to be taken by the Aegis. The Aegis would survive, but it would only have one health remaining compared to Wall's three health after healing. In another example, if your opponent were attacking for 3 and you only had a Wall and an Aegis available for defense you are in a situation where you have no chance to absorb damage on this turn. However, defending with the Aegis and keeping the Wall alive will give the opportunity to use the remaining 2 health Aegis 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). Clearly it is best to avoid these "no absorb" situations in the first place by having [[blocker]]s with a variety of health values, but if you are forced into them (for example your opponent is using [[chill]]) remember to consider how to best maximize absorb on future turns if you have the option. 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 {{ticon|attack}}{{ticon|attack}}{{ticon|attack}}{{ticon|attack}}. 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. ===Soak=== Defense that does not absorb but is simply sacrificed by assigning lethal damage to it is referred to as '''soak'''. While absorbers can be used in this capacity, they are usually not as efficient as non-absorbers (compare [[Energy Matrix]] with [[Aegis]]).
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