Thunderhead

From Prismata Wiki
Jump to: navigation, search
This article is a stub. You can help Prismata Wiki by expanding it.
Thunderhead
Green resourceBlue resource unit
Lifespan3 (Lifespan 3: dies after 3 turns)
Frontline (Frontline: can be attacked directly)
At the start of your turn, gain AttackAttackAttackAttack
Supply: 1
Cost: 15GoldGreen resourceGreen resourceGreen resourceGreen resourceGreen resourceBlue resource
Build time: Build time1
Health: Health11
Attack: AttackAttackAttackAttack
Lifespan: Lifespan3
Notes:
Position: Front Right
A Thunderhead

Thunderhead is a Green-blue unit.

Panel[edit | edit source]

Thunderhead-panel.png

Strategy[edit | edit source]

With 4 attack and an astounding 11 defense, Thunderhead is easily one of the strongest units in the game. However, it's lifespan and frontline status make it vulnerable to chill, burst damage, and absorb denial. Even if these aren't in the Random Set, Thunderhead must be bought at the right time to maximize its value. Buy it too early, and it won't absorb as much damage as it could. Buy it too late, and the opponent will destroy it early. A good Thunderhead can absorb 20+ damage and deal 12 damage, more than making up for its cost.

It's worth noting that in some mid-late game situations, buying Thunderhead is worthwhile even if it's killed immediately. A guaranteed 4 damage and 11 soak for 15GoldGreen resourceGreen resourceGreen resourceGreen resourceGreen resourceBlue resource is quite good.

If the enemy is committed to a strategy that is locked on ramping Attackattackers to gain value, this unit spares a haste time to counter, free of pressure, while opponent is stalled on paying defense value as well.

A good point to have it Build timebought is when the Opponent has 5-7 constant AttackAttack, since it will be near the full Attack value that Thunderhead can soak by the turn it Lifespan dies. User should be over enemy HealthAbsorb as well for effective counter pressure.

Builds based on heavy Red resourceRed or low GoldEconomy (Red, or other) are most weak to the unit, since they cannot commit to defend efficiently or add Goldvalue back. However, the Attackpressure of such a set may impede getting it cleanly, or at all.

If the enemy constant Attack is over 10Attack plus user's HealthAbsorb, it might be possible to get for efficient Soak. This way it provides 11Health (Over 17Gold if 1Health is valued at Blue resource), plus 4Attack, all for next turn.

Counter Units[edit | edit source]

Grenade Mech: Get it to pressure the user out of the commit line, and to destroy it if bought. Use the AbilityAbility inmediately once for further punish.

Mega Drone: Gets free value off AttackAttack while using Energyenergy that user may have off Engineers.

Lancetooth: Paid with AttackAttack, the Build timeBuildtime helps it with not interfering with enemy BlockerBlocker itself.

Gaussite Symbiote: Having at least 1 with the Ability ready greatly denies Thunderhead, that otherwise would still get strong value.

Arka Sodara: Great denial value, even if Promptmirrored. Adds up to 11AttackAttack.

Thermite Core: Spares 2 Attack for a low cost. Likely to have accumulated a large amount of Pixies already.

Change log[edit | edit source]

  • December 9th, 2015
    • Attack decreased from Attack5 to Attack4.
    • HP increased from Health10 to Health11.
  • August 8th, 2015
    • Added to the game.