Prismata Wiki
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Random page
Join in
Community portal
Community discussion
Admin noticeboard
Recent changes
Gamepedia
Gamepedia support
Report a bad ad
Help Wiki
Contact us
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
FANDOM
Explore
Current Wiki
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
Prismata Wiki
406
pages
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Random page
Join in
Community portal
Community discussion
Admin noticeboard
Recent changes
Gamepedia
Gamepedia support
Report a bad ad
Help Wiki
Contact us
Editing
Tips
(section)
Back to page
Edit
VisualEditor
View history
Talk (3)
Edit Page
Tips
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=Strategical tips= This section contains tip regarding long-term thinking and anticipation. ==Build offense over defense== Attack threatens your opponent while defense only sits there waiting to be destroyed. This is very basic advice, but some of its implications are not so trivial. In Prismata, you win after destroying all of your opponent's units. That means dealing damage to them should always be your first priority. This doesn't mean that defensive units are useless or that going for a high [[economy]] is a waste of time, though,;the game is more complex than that, but when you have the option you should generally build units dealing damage over units for defense (unless you are planning [[preventive defense]] through appropriate units). ==Take the initiative== Simply mirroring your opponent will almost always lose you the game. You have to initiate moves to your advantage. If you do the same thing your opponent does one turn late, they will get their damage first and need to defend one turn later than you. Unless there is a very large economical difference between you and them, it will usually mean your loss. To avoid this ending you have two solutions: * Break the symmetry. Think about something your opponent hasn't, go for another unit, change your plans. As a rule, if you find yourself in a losing position, try something else. * Be first. If you can attack first without sacrificing a lot of economy, you put the burden on your opponent to figure out how to get back in the game. ==Determine key units== '''Key units''' in Prismata are the backbone of whole strategies. [[Reading the set]] and determining which of those key units to go for is one of the most important aspect of elaborating a build order and eventually winning games. Not all units were designed equal. A broad distinction can be made between '''key''' units, which are win conditions, and '''support''' units, which assist you in your execution and protect your key units. ===Examples of key units=== * units requiring a huge initial investment, but with an even bigger payoff after construction (such as [[Zemora Voidbringer]] or [[Centrifuge]]) * units able to provide huge bursts of damage out of nowhere ([[Odin]], [[Tia Thurnax]]) * units that require large economies but provide durable pressure ([[Asteri Cannon]], [[Lucina Spinos]]) * and lots of others which allow for strategical power plays if you prepared correctly. {{Manual unit panels| Zemora Voidbringer Centrifuge Odin Tia Thurnax Asteri Cannon Lucina Spinos }} ===Examples of support units=== * defensive units ([[Energy Matrix]], [[Plexo Cell]]) * units providing utility ([[Militia]], [[Trinity Drone]]) * situational units ([[Auric Impulse]], [[Protoplasm]]) {{Manual unit panels| Energy Matrix Plexo Cell Militia Trinity Drone Auric Impulse Protoplasm }} The trick to devising a strategy in Prismata is to go for key units in the most efficient way available while getting access to support units and putting them to good use when they are necessary. For instance, let's imagine the three units under are in your [[Random set]]. Those three units all have different [[tech|technological]] requirements. At first you should try to go either for [[Electrovore]]s or [[Drake]]s, because they [[offense over defense|deal damage]]. Regardless of which one you chose, it would probably be a good choice to invest in a [[Conduit]] somewhere in the mid game to be able to afford [[Plexo Cell]]s later. In a mirror matchup between a player with [[Plexo Cell]]s and their opponent without, the one with [[Plexo Cell]] has a way higher chance of winning because it's such a good defender. The lesson to be learned is while [[Plexo Cell]] was definitely not a unit to rush in that match, getting access to it at later stages of the game can be crucial. {{Manual unit panels| Electrovore Plexo Cell Drake }} It is important to say that the distinction made here between '''support''' and '''key''' units is not always clear or appropriate. [[Omega Splitter]] is both key and support according to the definitions given above. In some situations, units usually key can be only support, or the reverse. Prismata is way too complex for such a hard classification to always be meaningful, but it can be useful as a guide to help formulate strategies, especially for beginners. ==Tailor your economy to your needs== At the start of the game you have to start by increasing your drone count. How much you should increase it and how fast you can (through buying additional [[Engineer]]s) depends on the [[tips#determine key units|key units]] you choose to go for. You should build up your economy to match the requirements of the units you want to buy. In the case of units which can be [[common openings|rushed]] efficiently, you also have to decide when you want to cut [[Drone]]s to start their production. While you generally want to [[take the initiative]] in damage if you can, rushes can be easily defeated by strong defenders ([[Polywall]], [[Doomed Wall]]), so watch out for those and build up your economy first if they are present. In cases where you want to go for very expensive units such as [[Drake]] or [[Asteri Cannon]], having at least enough economy to produce one every turn is best. If the units you are interested in are cheaper, the question becomes more about how large your economy can grow without getting too late at building up damage. To sum things up, what economy level is adapted is set-dependent: if the [[random set]] is very defensive, early damage will be easily deflected and having the drone lead will be paramount. Conversely if the set is aggressive econing up too hard will generally lead to a swift demise. In mixed sets, it will depend on the players' [[tech|technological]] and strategical choices. ==On syncing your Exhaust attackers== Attackers with {{ticon|exhaust}}[[Exhaust]] such as [[Iso Kronus]] or [[Scorchilla]] often benefit from firing at the same time. The reasoning behind this is that you both increase your [[breach]] pressure and deny [[absorb]] to your opponent. If you only go for Iso Kronuses and flexible attackers for instance, you can literally do {{ticon|attack}}0 [[attack|damage]] to your opponent half the time, while bursting them hugely the other half. This strategy forces your opponent to prepare defense in advance in the off-turns where you do no damage or risk being breached the turn after for lack of enough {{ticon|Prompt}}[[Prompt]] [[defense]]. Your opponent also gets no absorb from their big [[blocker]]s half of the time (on the off turns). This strategy is not without weaknesses though. The two main drawbacks is that you cannot get as much value out of your non-exhaust attackers, and that you are vulnerable to well-planned [[preventive defense]]. If you build mainly {{ticon|exhaust}}exhaust attackers, the damage you do on turns where they don't fire is likely to be negligible. This means that your regular attackers will probably have their attack completely absorbed. For example, if you have 10 synced Iso Kronuses and 4 [[Gauss Cannon]]s and your opponent has an [[Energy Matrix]], the {{ticon|attack}}4 damage produced by the Cannons will be absorbed perfectly by the Matrix on the Iso off turns, meaning effectively that they only get half their value. As a result if you want to combine {{ticon|exhaust}}exhaust attackers with regular attackers it might be better to sometimes willingly buy them unsynced, splitting their attacks over multiple turns. This is not as much of a concern with flexible attackers like Scorchilla since you can just not {{ticon|click}}[[ability|click]] them for a while when they come out of {{ticon|exhaust}}exhaust and sync them at will. If you find yourself on the other side of the board, against an opponent syncing {{ticon|exhaust}}exhaust attackers, your best recourse is probably to go for [[preventive defense]]. Since you can anticipate turns in advance the amount of damage coming your way with Iso Kronuses for instance, you can make full use of units like [[Chieftain]] or [[Doomed Mech]] to both attack and defend on their last turn (this doesn't work with Scorchillas though as they can simply not attack for a turn). Non-{{ticon|prompt}}[[Prompt]] defense like [[Infusion Grid]], [[Shredder]] or [[Xeno Guardian]] also reward you for building them in advance and can help you punish the {{ticon|exhaust}}exhaust attack. [[Blood Pact]]'s drawback is also less severe against an otherwise full-{{ticon|exhaust}}Exhaust attack, since the produced [[Grimbotch]]s damage will probably be totally absorbed on off turns. Finally big blockers that can also attack such as [[Omega Splitter]] or [[Arka Sodara]] are also decent counters because they can attack on the off turns and only block damage when it comes. ==Avoid breach weak links== If at all possible, you should try to build units with similar levels of {{ticon|health}}[[Health]]. This way if you get [[breach]]ed you won't lose because a single unit you bought had lower {{ticon|health}}health than your others. There are games where breaches are unavoidable. In other the game just lasts so long that the [[blocker|defender]] [[supply|supplies]] run out, or the damage ramps up too fast. Either way, when a breach happens, your opponent will probably aim for your most vulnerable backline units first. If you have both [[Vivid Drone]]s and [[Iso Kronus]]es for instance, your opponent will target the Vivids. To avoid giving easy choices to your opponent when breach time comes, it is best to build your strategies around backline units with similar amounts of {{ticon|health}}Health. [[Trinity Drone]] and Iso Kronus is a good combo (possibly even leading to a [[breach me I don't care]] strategy). Vivid Drone and [[Shadowfang]] is a good combo too, since getting breached with either of those in play is of similar impact.
Summary:
Please note that all contributions to the Prismata Wiki are considered to be released under the CC BY-NC-SA
Cancel
Editing help
(opens in new window)
Follow on IG
TikTok
Join Fan Lab