recursal/Fanatic-Fandom huggingface dataset:
Corpus

Corpus

 **unit** (see more) (Prompt: blocks immediately)
When Corpus is bought, construct a prompt Husk.
2 (Stamina 2: can only be clicked twice)
, and pay 4: construct 3 prompt Husks

 Cost:

[data page]

**Corpus** is a Red unit.

## Strategy

As a pure soak unit, Corpus is slightly more efficient than Husk, but that isn't saying much. However, the Corpus's click ability provides excellent value as it essentially buys you a wall for 4R, which is much cheaper than 5B, and a fully granular wall at that. Corpus is therefore a good buy when you only need one defense; this way only the Husk dies and the Corpus can be clicked next turn. Alternately it can be used to play around threat similar to Rhino.

Used as a Rhino-like Absorb, it blocks for 1 more for 1R, then the click value is comparable (Soak 1 as default, Pays 4R for 2 more Soak) but being in Red, you already get cheap Attack, while strong Soak is not available, Corpus reduces this weakness.

## Change Log

* May 27th, 2016
	+ Click ability cost decreased from 5 to 4.
* February 17th, 2016
	+ Cost decreased from 6 to 6.
	+ Comes with 1 Husk instead of 2 Husks.
	+ Click ability changed from click, pay 4, and construct 4 Husks to click, pay 5, construct 3 Husks.
* June 30th, 2015
	+ Cost changed from 10 to 6.
	+ Comes with 2 Husks instead of 3 Husks.
	+ Health changed from 3 to 2.
	+ Lifespan removed (from 2).
	+ Added  ability with 2, pay 4 and construct 4 prompt Husks.
* May 23rd, 2015
	+ Cost increased from 9 to 10.
* May 1st, 2015
	+ Added to the game.
Blastforge

Blastforge

**Colorless unit** (see more)At the start of your turn, gain

 Cost:

[data page]

**Blastforge** is a Colorless unit and part of the base set. It produces one Blue resource per turn.

## Strategy

The Blastforge produces a resource called Behemium, more commonly referred to as blue. If the blue produced by a Blastforge is not used by the end of the turn it was produced, it decays and is not stored.

Short of special units in the random set, the first Blastforge is typically followed up with either a Wall or a Steelsplitter. Because Blue is best for defensive units, and quite poor at making attackers, you typically want to make a Blastforge only when your opponent is threatening to make attackers of their own. If you are under no threat, a Conduit or Animus is usually better.

Because the best absorber in the set usually costs Blue, players will almost always buy at least one Blastforge.

## Common Openings

##### Player 1

Player 1's natural blastforge opening is relatively uncommon, because you usually don't need defense as early as turn 4. Player 1's 3rd Engi Blastforge, which delays the Blastforge for one turn in order to get a larger economy, is extremely common.

Natural Blastforge

1. DD
2. DD
3. DDB

3rd Engi Blastforge

1. DD
2. DDE
3. DDD
4. DDDB

##### Player 2

Player 2 has a very hard time going Blastforge first. Usually, this is alright, because Player 2 can get a Blastforge out easily after either a Natural Conduit or 3rd Engi Natural Conduit opening, and Conduits are not very committal. However, in cases where, because of the Random Set, you really want a Blastforge and no Conduit, here are two openings you can use.

P2 Masterbot

1. DD
2. DB

Called the masterbot because master bot uses it a lot. Mostly used in Flame Animus sets.

P2 3rd Engi Blastforge

1. DD
2. DDE
3. DDD
4. DDDB

Floats four Gold two turns in a row, but can be good in Big Blue sets.
Mahar Rectifier

Mahar Rectifier

 **unit** (see more) (Fragile: does not heal)
: gain

 Cost:

[data page]

**Mahar Rectifier** is a Green attacker and fragile blocker unit with the unique Ability to regenerate 2 per turn.

## Strategy

Mahar Rectifier's unique ability to heal allows it to pseudo-absorb, since it can take 4 attack without being destroyed and heal back to full health over two turns.

The best way to use them is to use two Rectifiers as they can 'absorb' 4 attack per turn by alternating attacking and blocking: one blocks and drops to one health while the other attacks, then they heal to 3 and 5 fragile health respectively, then the other blocks and the cycle repeats. This tactic can provide the same absorb as keeping a Doomed Mech around, so in sets with no better absorber you should try to get two Rectifiers to absorb with, if it isn't terribly inconvenient.

As pure attackers, Mahar Rectifiers are technically more efficient than Tarsiers, but only barely and they are much clunkier. This means they are usually bad if another big absorber such as Energy Matrix is available since you will be using them just to attack.

Using Mahar Rectifier as a primary attacker can be a counter to an Endotherm Kit rush. This is because the Rectifiers are semi-breachproof and reasonably efficient as attackers, so when the Endotherm Kit comes online you can just attack with all your Rectifiers and allow a breach for up to 4 without losing anything important, and an Endotherm Kit that only chills for 12 is not very efficient. Alternately you could even give up defending altogether to waste their chill completely, if they don't have enough constant attack to do much damage when they breach you.

Base order:
Player 1

1. DD
2. DDE
3. DDD
4. DDCC
5. Mahar Rectifier +D

Player 2

1. DD
2. DDC
3. GC
4. Mahar Rectifier

## Change log

* February 19th, 2015
	+ Added to the game.
Omega Splitter

Omega Splitter

 **unit** (see more): gain

 Cost:

[data page]

**Omega Splitter** is a Blue unit. It's a strong attacker and absorber, but can't do both at the same time.

## Strategy

**Omega Splitter** excels in both offense and defense as it can block up to 5 incoming damage with its 6 Health or attack for 3 with its Ability. Remember that even if you keep your Omega Splitter in defense it will still threaten the opponent for 3.

Generally, rushing out an Omega Splitter as fast as possible tends not to be the best idea. They are huge absorbers, and so their presence - assuming they are worth getting in the set - generally warrants a high economy. If you see Omega Splitter and nothing that seems to lower optimal economy size, you should probably be shooting for at least 20 Drones.

Once you have multiple Omega Splitters, you generally want to absorb with one of them and go full offense with the others.

In terms of gold to attack efficiency, Omega Splitters are fairly  efficient, being essentially three 5 Steelsplitters stuck together. However, Omega Splitters have a disadvantage in that you need three Blastforges set up to construct them due to their cost of blue. If there is no other Blue unit in the Random set, you may have trouble using the blue once you can't buy Omega Splitters anymore. You can always build Wall and Steelsplitter of course but it may not be the best way to use the given Random set.

## Openings

P1 econ Omega Splitter.

1. DD
2. DDE
3. DDD
4. DDDB
5. DDDS (W if needed)
6. SBBD
7. Omega Splitter (6 left)

P1 Omega Splitter rush.

1. DD
2. DDE
3. DDD
4. DDDB
5. SBB
6. Omega Splitter

P2 econ Omega Splitter

1. DD
2. DDE
3. DDDE
4. DDDDE
5. BDDDDD
6. WBBDD
7. Omega Splitter (12 left)

P2 Omega Splitter rush with Vivid Drone (1).

1. EE1
2. DD1
3. DDDD
4. BDD1
5. SBB11
6. Omega Splitter +11

P1 Rush with Vivid Drone (1).

1. EE1
2. 11
3. DDDD
4. DDDD
5. BBB1
6. Omega Splitter +11

## Change log

* June 10th, 2016
	+ Cost increased from 14 to 15
* October 11th, 2014
	+ Cost increased from 13 to 14.
Mega Drone

Mega Drone

**Colorless unit** (see more): gain 4

 Cost:

[data page]

**Mega Drone** is an economic Colorless unit that consumes attack at build time.

## Strategy

Like other absorb-denial units, you want to buy Mega Drone in situations where the attack it costs would have been absorbed anyway. If we assume that 1 is worth 2 (a reasonable approximation), then a Mega Drone that denies no absorb costs 13 gold and gives you 4 income - less efficient than just buying Drones, but a Mega Drone that denies 4 absorb costs only 5 gold and gives you 4 income - an insane bargain that is worth making heavy compromises to get out. An efficient cost early for 4 Econ would be 11 gold, so skipping Absorb may be OK.

Mega Drone's blocking ability is also useful. Although you wouldn't want to sacrifice it since it has the same health as 4 Drones but doesn't provide granularity, it can be used as an absorber instead of Wall. This is extremely handy against burst damage, or if you are on a mono-red build so your other choice is to absorb on Rhino. While Attack is cheaper for Red, this will relieve an opposing mono-Red player.

## Change Log

* June 29th, 2018
	+ Added to the game
Sentinel

Sentinel

 **unit** (see more) (Fragile: does not heal)
3 (Stamina 3: can only be clicked 3 times)
: gain , and construct an Engineer

 Cost:

[data page]

**Sentinel** is a defensive Green-red unit with Stamina whose attacks produce Engineers.

## Strategy

Sentinel excels at providing mid-range defense capabilities, with a little attack to put pressure back. For the cost of 6, it effectively provides 1 and  across three turns, and the delayed 3. While a bit low-impact, few other units can match that level of defensive and offensive efficiency. Sentinel's ability is equivalent to a Grimbotch (Without the 4th turn threat) and 2 Doomed Drones to outsource buying Engineers to. The final turn gets 1 less soak overall, without the Lifespan weakness. Note that, if better soak and stronger  options are in the set, it is efficient to have only 1 Sentinel active at any time, for granularity.

Sentinels excel at providing players with defensive granularity, that is, the ability to efficiently absorb varying amounts of incoming Attack. They also work very well with strategies that might require a large amount of energy or Engineers, such as strategies making heavy use of Electrovores or Tesla Coils. It also has excellent synergy with Galvani Drone. As such, Sentinel is currently the only unit with Stamina with which one might want to attack even though the Attack will be absorbed, simply to get the engineer. Players should avoid this situation by not having Sentinel be one of their first attackers but rather investing in a round of Tarsiers or such first, in order to avoid losing the damage to a simple Wall.

## Openings

Player 1

1. DD
2. DD
3. DDA
4. TTC
5. Sentinel +R
6. Sentinel +RE

Efficient rush, but can't tech for Walls.

Player 2

1. DD
2. DA
3. TTD
4. TCE
5. Sentinel +R

Fast rush, hard to tech for Walls.

## Change log

* January 11th, 2019
	+ Cost decreased from 7 to 6.
	+ Health reduced from 4 to 3.
* September 18th, 2015
	+ Cost decreased from 8 to 7.
	+ Stamina decreased from 4 to 3.
* October 11th, 2014
	+ Stamina increased from 3 to 4.
Doomed Wall

Doomed Wall

 **unit** (see more) (Prompt: blocks immediately)
3 (Lifespan 3: dies after 3 turns)

 Cost:

[data page]

**Doomed Wall** is a Blue unit. It's a Prompt Blocker with good Health, but has a limited Lifespan.

## Strategy

Doomed Wall costs 2gold more than a standard Wall, but has one more health and therefore provides 1 more absorb. When bought simply to be sacrificed in defense it is equivalent in cost for Health to buying a Wall and an Engineer, with the upside that the Engineer is made prompt and the downside that it does not provide the same granularity.

Doomed Wall, like other units with both Lifespan and Blocker, are at their most valuable when they are used to take fatal damage on the turn they would die due to lifespan. As Doomed Wall can't be clicked and therefore is always defending unless Frozen, players should generally attempt to use them this way. Against an opponent using freeze it may be safer to sacrifice the Doomed Wall on its second turn in order to avoid being countered. Units with constant Chill can effectively destroy them.
Cauterizer

Cauterizer

 **unit** (see more)When Cauterizer is bought, construct 4 Engineers.
, and pay : gain

 Cost:

[data page]

**Cauterizer** is a Blue-red unit. It comes with four Engineers and uses Energy to power it's ability to attack.

## Strategy

**Cauterizer** give you instant pressure with its attack but usually cannot be clicked after a few turns, because the Engineers it requires will have died in defense. At this point it can still be used to block. As such Cauterizer should most of the time be thought of as a defensive unit rather than a priority buy, and should not be rushed.

Cauterizer is most useful as a unit which counters mass chill strategies such as Frost Brooder and Endotherm Kit because of the Cauterizer's ability to have four Engineers on blocking while it attacks and is a good blocker even after you run out of Engineers to power it.

Cauterizer has good synergy with units that produce Engineers such as Hellhounds (which are also blue-red units) and Sentinels as they can replace Engineers lost on defense and keep Cauterizer firing. It also combines well with Antima Comet as you will be producing/buying Engineers for Antima Comet and have a large supply of energy to power the Cauterizer. Tesla Coil generally works against Cauterizer as it sacrifices Engineers to fire.

In the late game buying a Cauterizer can be a good choice even if it is to attack just once as it comes with Engineer to help you with defensive granularity.

## Change log

* October 11th, 2014
	+ Cost increased from 10 to 11.
Green unit

**Green units** are those that cost only green technology.

Green units tend to have a high amount of Fragile health for their gold cost, with the downside of providing no absorb or lifespan (except for the Fission Turret).
There are three kind of green attackers:

Low-cost
This set contains units like Gauss Charge, Fission Turret and Cryo Ray. These units are rather cheap as they only require some gold and one green. They can be spammed, however they do not last long.
Medium-cost
Units like Tantalum Ray and Iso Kronus have moderate cost, respectively 7 and 5. They are rather efficient and provide good breach potential.
Specific units
These units like Zemora Voidbringer and Asteri Cannon have a high cost in gold and/or green but hold high value in Random set where they can not be countered. They have high fragile and some also have an useful Ability.
Green units also count great defensive units. These units do have different use-cases:

* Plexo Cell and Barrier have a Lifespan of 1. Barrier is used largely in place of Forcefield to avoid sacrificing Drones unnecessarily. Plexo Cell can block huge bursts of attack efficiently and is one of the best defenders in the game provided there is no chill.
* Aegis and Forcefield do not have limited Lifespan so they have a higher cost however they are still Fragile unit. They provide efficient health for defense but no absorb.
Shiver Yeti

Shiver Yeti

 **unit** (see more) (Prompt: blocks immediately)
: 2 (Chill 2: add 2 chill to target until next turn. Units with chill greater than or equal to their health cannot block.)

 Cost:

[data page]

**Shiver Yeti** is a Red Prompt blocker unit which has the Ability to chill.

## Strategy

**Shiver Yeti** is similar to Rhino in several ways, however its usage differs notably. While both units share the same cost, have Prompt, Blocker and 2 Health, Rhino has 2 Stamina and produces attack, while Shiver Yeti can chill for 2. While the impact of Shiver Yeti is somewhat more noticeable, in order to have persistent impact on the field, they must be kept alive, unlike Rhinos which eventually run out of Stamina and may soak instead. This makes Shiver Yeti less appealing to use for eventual blocking. However, as an immediate blocker it is usually just as good or better than Rhino, since Rhino will threaten to deal 1 damage instead of being sacrificed, but Shiver Yeti will threaten to chill for 2 instead. If you plan on just sacrificing them on defense anyway, the fact that Shiver Yeti loses its impact when you block with it is irrelevant.

Shiver Yeti is not a very efficient way to pressure your opponent - if it eternally freezes 2 of defenders, it could be compared to 2 Gauss Charges but is much more expensive. Nevertheless, since it can chill as many times as you want without having to pay any sort of cost for it, it is exceptionally potent at countering lifespan defenders. It can be also situationally usable for exploiting your opponent, by freezing their Engineers. Several can be used to continuously freeze a legendary absorber such as Centurion and thereby deny absorb. Centurion is still a great deal vs Shiver Yeti denial though.
Polywall

Polywall

 **unit** (see more) (Prompt: blocks immediately)
 (Frontline: can be attacked directly)

 Cost:

[data page]

**Polywall** is a Blue Blocker, Prompt and Frontline unit wtih high health.

## Strategy

**Polywall** is tech efficient; it provides as much defense as 2 Walls for only one blue. Its Frontline mechanism, however, is the drawback to this efficiency.

In the early game, Polywall can absorb all the incoming damage as long as your opponent doesn't have 6 attack. When this point is reached though, your opponent will be able to destroy it by simply clicking it because of its Frontline, denying your absorb.

In the late game, Polywalls can be used to defend efficiently if your opponent is attacking for an amount just shy of a multiple of 6; attacks for 11, 17, etc. allow you to absorb 5 damage on your last Polywall. If your opponent's attack is equal to or only one greater than a multiple of six, he will click your Polywalls to destroy them, leaving no or close to no damage to absorb for your final blocker.

Polywall can also be built to save a better absorber by dying in defense, just like you would use standard Walls.

Polywall has the curious effect of actually making multiple Blastforges worse in the set despite being a blue unit. This is because it takes 10 to efficiently spend one  on defense in a Polylwall set, so if you have 2 or more Blastforges, you won't be able to spend both of the blues on Poylwalls unless you have 20 or more Drones. Even if you do, this leaves you with no gold to spend the rest of your tech.

Beware of units that provide Offensive finesse (e.g. Pixie, Auride Core), as these allow your opponent to attack for exactly 6 or 12 damage, eliminating Polywall's absorb.
Fission Turret

Fission Turret

 **unit** (see more)5 (Lifespan 5: dies after 5 turns)
At the start of your turn, gain
, pay , and sacrifice Fission Turret: gain

 Cost:

[data page]

**Fission Turret** is a Green unit. It's an inexpensive, weak attacker with limited Lifespan that can be sacrificed to obtain Green resources.

## Strategy

**Fission Turret** can provide you one attack each turn throughout its 5 Lifespan. Its Ability gets you a burst of 3 green for the cost of 3 energy through self-sacrifice.

Fission Turret's Gold and tech cost is rather similar to a Tarsier, with one green instead of one red. However, Fission Turret has a lifespan of 5 instead of Tarsier's 2 build time.

Generally, the best use of a Fission Turret would be to let it attack each turn and use its Ability the turn before it dies due to Lifespan. You have to make sure to have 3 energy at your disposal for this specific turn. Therefore, Fission Turret has good synergy with Engineer producing units, such as Hellhound or Sentinel.

Fission Turret's Ability gives you the green for **one** high green cost units like Asteri Cannon or Cluster Bolt on a single Conduit. In sets with such units, you might want to buy one Fission Turret each turn to be able to continuously pop them. It also makes Forcefield very efficient, as the essentially free  comes for a loss of 1 or so at most, Engineers are non efficient soak.

Fission Turret can also be use as a fast source of damage at any point in the game when you want to put pressure on your opponent immediately even if you do not plan on using its ability.

## Openings

Player 1 has an efficient way to get the first Conduit while cutting only a small amount of economy if Fission Turret is in the set:

1. DD
2. DC
3. DD + Fission Turret

## Change log

* May 23rd, 2015
	+ Lifespan increased from 4 to 5.  ability cost reduced from 4 energy to 3, but produces  instead of .
* December 1st, 2014
	+ Added.
Refinery (Expert Challenge)

Refinery is the 7th mission of the third episode in the Campaign. This mission is an introduction to units with the Exhaust mechanic. It is intended to teach players that they can overwhelm defenders with large amounts of absorb by clustering their damage in waves.

**Victory window message**
 *Iso Kronus’s name is a cryptic hint describing how to use the unit effectively.*

## **Hints and solution**

### General hints and tips

 It is better to build Conduits early and build up gold than it is to build Conduits during a "dead" turn later in the mission.

### Starting Turns

 6. 1x53x7

### Solution

The solution below is not the most optimal, but it is easy to follow. Unless otherwise stated, Rhinos should be used to block, and Immolites should only attack on turns when Iso Kronuses are attacking.
Scrap and Scrutiny (Expert Challenge)

Scrap and Scrutiny is the sixth mission of the first episode in Prismata. Complete all the missions of the episode to unlock the expert mission challenges. This mission consists of four basic defensive puzzles, usually decided by a specific action in a single turn. The mission also exemplifies the need for diverse defending units to optimally absorb, see Defensive granularity. Below are hints and the solution for each.

 Defending with a wall is more cost-efficient than using engineers (5 gold for 3 +absorb instead of 6 gold for 3). Every now and again engineers might be a better buy to keep absorbing damage in upcoming turns and spend all the money available: look for turns with an even numbered gold bank.

**Victory window message**
*Even though Walls are more cost-effective than Engineers, there are many situations where Engineers are a superior defensive choice.*

## **Challenge 1**

 Turn 5: deal 3.

## **Challenge 2**

*Info: To assign attack/defence automatically press the Q key. Marked here with* (q)

 ...

## **Challenge 3**

*Info: Turn number may vary as it continues from previous challenges.*

 Turn 16: keep absorbing and building walls to win.

## **Challenge 4**

*Info: Turn number may vary as it continues from previous challenges.*

 ...
Defense Tactics 2

**Defense Tactics 2** is the seventh level in the Prismata campaign.

## Setup

The player begins with 3 Walls, 2 Engineers and 2 Tarsiers. The opponent begins with 9 Tarsiers.

## Solution

The unique solution looks like:

1. 2 Tarsiers
2. with 2 Engineers and 2 Walls,  2 Tarsiers
3. with 2 Walls,  2 Tarsiers
4. with Wall,  2 Tarsiers
5. Tarsier
Advanced Defense Puzzle 5

**Advanced Defense Puzzle 5** is the tenth level in the Prismata campaign.

## Setup

The player begins with 2 Energy Matrixes, 3 Walls, 2 Forcefields, 2 Engineers and 4 Tarsiers with 1.

The opponent begins with 4 Venge Cannons, a Gauss Cannon with 2, and 3 Gauss Charges with 2.

## Solution

2. with 2 Forcefields and an Energy Matrix,  Venge Cannon
3. with Wall and 2 Energy Matrixes,  Venge Cannon
4. with Wall and Energy Matrix,  Venge Cannon
5. with Wall and Energy Matrix,  Venge Cannon
6. with Engineer and Energy Matrix,  Venge Cannon
7. with Engineer and Energy Matrix,  Venge Cannon
8. with Engineer and Energy Matrix,  Venge Cannon
9. with Energy Matrix,  Venge Cannon
10. with Energy Matrix,  Venge Cannon
11. with Energy Matrix,  Gauss Cannon
12. with Energy Matrix,  Gauss Cannon
Pixie

Pixie

 **unit** (see more), and sacrifice Pixie: gain

 Cost:

[data page]

**Pixie** is a cheap Blue unit used to gain offensive finesse and increase one's damage threat.

## Strategy

A Pixie is sacrificed for Attack when you click it. Assuming a blue costs more than one gold, then at 1 a Pixie costs more than the Engineer that it will likely kill. Buying Pixies for damage is therefore inefficient.

The main use of Pixie is to spend  that you otherwise would have a hard time spending. In the early game you can buy a Blastforge to get a Wall without having to either let the  decay or spend a large amount of  on a Steelsplitter on subsequent turns. You can instead buy a Pixie or two while spending the extra  on other units. Pixies also combine well with high tech  blue units that don't use all your  every turn after they are bought such as Odin, Apollo, Defense Grid, and Energy Matrix by cheaply spending extra .

The damage that Pixies have is very flexible which punishes a lack of defensive granularity. By choosing how many Pixies you want to click you can force your opponent to defend in an uncomfortable way.

## Stacking Pixies

A common beginner strategic mistake is to constantly use  every turn to create a large stack of Pixies, hoping to eventually Breach. This strategy isn't valid because all it takes to counter it is the opponent buying an Engineer for every Pixie and just defend the rest of the constant damage without using it, making it so when the Pixie stack is detonated each Pixie kills an Engineer and nothing more.
Forcefield

Forcefield

 **unit** (see more)As an additional cost to buy Forcefield, consume a Drone (the Drone must be assigned).
 (Prompt: blocks immediately)
 (Fragile: does not heal)

 Cost:

[data page]

**Forcefield** is a Green unit and part of the base set. It's a cheap unit that consumes a Drone to increase defense value.

## Strategy

**Forcefield** converts Drone into fragile defense--at very low cost, but at risk to your overall economy.

Many new players are apprehensive about losing their painstakingly amassed Drones to Forcefields, but this unit has a lot going for it:

* If you rebuy the lost Drone at the same time, you've paid 4 for 2 prompt defense. Since you typically have surplus energy in the midgame, this cost is clearly cheaper than Rhino (and doesn't run out your supply of potential attacking units). When green is abundant, this is even more efficient than buying Walls.
* By the time you don't care about Drones anymore, Forcefield gets even better. One way to look at it, ignoring energy, is that you get the same bargain as the previous bullet, *and* you also get to sell back a Drone at full price.
* Holding back a Drone as a blocker is highly inefficient, but relative to \*that\*, buying Forcefield instead is an insanely good deal. Essentially you get 1 additional soak for only one  (and *zero* , because this way you still get to click the Drone). The down side is that if you end up not needing the soak, the Drone is already gone.
* You can buy preemptive soak using a Drone instead of 2 Engineers: you buy the Drone in advance, then when you need the soak, you convert it to a Forcefield then. This saves a  up front, at the cost of a  later--and if you can hang on that Drone for a bit, it you might even earn a gold or two in the meantime.
* Since  can be stockpiled, Forcefield can help you survive sudden bursts of damage, or handle a sudden large expense (like a Centurion, or an incoming Scorchilla wave). If you were trying not to shrink your economy, just rebuy the Drones on a less crucial turn.

Caveats:

* Relying too much on Forcefield can give you granularity headaches unless you can keep a spare Engineer (or similar) on hand.
* When other Drone-eating units (Plasmafier, Steelforge, Vivid Drone, etc.) are present, be wary of running out of Drones.
Mobile Animus

Mobile Animus

**Colorless unit** (see more)Start of turn, gain . Click: pay 2 and sacrifice Mobile Animus to construct a prompt Rhino

 Cost:

[data page]

**Mobile Animus** is a Colorless unit.

## Strategy

**Mobile Animus** is clearly not an efficient way to get red, however, it can be extremely useful for its ability to produce only a single red in situations where you wouldn't have a good use for the second one that a normal Animus would give you. In particular, it's a strong combo with  units such as Shadowfang and Amporilla, or single- units such as Valkyrion, The Wincer, Centurion, etc. Even if none of these units are present, sometimes you want a small amount of red tech for its ability to produce efficient attackers but don't want to overcommit to a color that is weak on defense. If you buy a single Mobile Animus instead of a full Animus, you will be able to defend more efficiently and waste less tech in the late game.

The click ability of Mobile Animus is also useful in those situations. Once the late game comes and you know you won't be buying any more attackers, clicking your Mobile Animus gives you 2 of defense without spending any tech, and then you can perhaps replace it with a Conduit for Forcefields.

## Change Log

* April 7th, 2018
	+ Added to the game
Frost Brooder

Frost Brooder

 **unit** (see more)6 (Lifespan 6: dies after 6 turns)
At the start of your turn, construct a Frostbite with 1

 Cost:

[data page]

**Frost Brooder** is a Red unit. It slowly creates large amounts of chill. However, it has a limited Lifespan 6.

## Strategy

**Frost Brooder** builds one Frostbite each turn through its 6 Lifespan. The total amount of chill provided can go up to 9 which is very good considering its cost 5 (gold and red). In the long term the Frost Brooder will either allow you to breach your opponent or force them to devote an enormous amount of resources to defense, taking the pressure off you.

Note that the produced Frostbite has 1 Exhaust, so it can not be used immediately and can be killed if you are breached.

Take in account that Frost Brooder will give you chill fairly slowly as it takes two turns to have the first Frostbite ready. Thus it may be better to build other chilling units like Shiver Yeti or Cryo Ray instead if you need this chill quicky.

Beware that a strategy relying heavily on the chill from Frost Brooder can be countered by going for Breach resistant units like Gauss Fabricator and Trinity Drone. Frost Brooder can also be countered by spamming vigilant units (see the glossary) like Xeno Guardian and Ossified Drone. Small or even-number Health defenders such as Blood Pact or Infusion Grid also prevent efficient chill threatening.

Stacking more than two Frost Brooders is usually a bad choice as you do increase the Chill pressure but not your actual attack so when you do use your freeze you don't deal any significant damage and lose the pressure. (Of course, this is not the case in situations where a breach for 1 or 0 is fatal, such as Centurion or Lucina Spinos. In these situations Frost Brooder is an incredibly strong unit and it is probably good to buy all four of them.)

## Change log

* September 18th, 2015
	+ Cost increased from 4 to 5.
	+ Lifespan decreased from 7 to 6.
* July 17th, 2015
	+ Re-added to the game.
	+ Cost decreased from 5 to 4.
	+ Frostbites now have lifespan 3.
* June 30th, 2015
	+ Removed temporarily.
* February 15th, 2015
	+ Lifespan decreased from 9 to 7.
* December 17th, 2014
	+ Cost increased from 4 to 5.
	+ Lifespan increased from 8 to 9.
* December 1st, 2014
	+ Lifespan decreased from 10 to 8.
* November 11th, 2014
	+ Added.
Endotherm Kit

Endotherm Kit

 **spell** (see more)Spell: construct 4 Frostbites with 4, and construct 4 Cryo Rays with 4

 Cost:

[data page]

**Endotherm Kit** is a legendary Green-red spell that provides a delayed burst of Chill potential.

## Strategy

The **Endotherm Kit** is effectively a time-bomb of Chill, providing a burst of 16 Chill with a rather lengthy build time of 4 turns. It's also somewhat efficient by weight, as the components would cost 12Gold total. However, it has a long build time, worse than just twice as long overall, so the opponent gets time to build up to defend against it, thus, the best usage of Endotherm Kit should be to threaten a breach with the freeze, but not actually breach. While your opponent needs to build up defense inefficiently against your Chill, you can easily build up your economy and Attack.

However, neither the Cryo Rays nor the Frostbites can perpetually freeze blockers. Thus, whatever additional defense your opponent builds to defend against the Endotherm Kit will still be around. Either you'll need to use the economic advantage of having less pressure for getting blockers, to build up more attack, or use the burst Chill to do a damaging breach, such as destroying an important 1 Health unit like Lucina Spinos. Even the destruction of Drones can prove handy, as setting your opponent's economy back is generally always useful. It is also a crushing advantage when the set has units with Lifespan, as the Chill can be used as targeted Attack, or to deny such units from being efficient Soak this way.

However, another way to react to an Endotherm Kit isn't to build additional defenders, but to build up a breach-resistant defense, via Green units such as the Gauss Cannon. The Chill isn't terminal, thus the one-time burst for a breach is much less efficient than what it would be with units such as Tarsiers. Should this happen, generally you'll want to keep your units back, and build up Attack to eventually break through.

It should be noted that you can only purchase a single Endotherm Kit per game. You thus can't threaten additional Chill after the first kit without other units. If one is going to use the Chill, it should either be to breach and deal significant damage (via the Frostbites) or freeze off granularity to force an inefficient defense (via the Cryo Rays).

## Openings

Player 1

1. DD
2. DC
3. DA
4. TTD
5. Endotherm Kit (6R left)

Player 2

1. DD
2. DDC
3. CA
4. Endotherm Kit +TD
5. TTD

Natural but produces excess Green.

Player 1 rushed

1. DD
2. DC
3. CA
4. Endotherm Kit +T
5. TR

Requires synergy for Green. Scorchilla can set a combo.

## Change Log

* June 30th, 2015
	+ Cost changed from 5 to 5.
* February 15th, 2015
	+ Cost increased from 4 to 5.
	+ Supply decreased from 4 to 1.
	+ Build time increased from 1 to 4.
	+ Constructed units increased from 2 Frostbites + 2 Cryo Rays to 4 Frostbites + 4 Cryo Rays.
* January 8th, 2015
	+ Added to the game.
Engineer

Engineer

**Colorless unit** (see more)At the start of your turn, gain

 Cost:

[data page]

**Engineer** is a Colorless blocker unit. It is part of the base set and produces Energy.

## Strategy

Players start the game with two Engineers. This provides them with a thin layer of defense and also allows them to make up to two Drones per turn.

In the early game, Engineers are useful for providing Energy for making Drones. Later in the game, Engineers are good for providing granular defense.

### **Buying Engineers for Energy**

On turn two, buying a third Engineer in order to make three Drones per turn is common. When playing a third Engineer opening, it's important to buy three Drones per turn for at least two turns after going for third Engineer.

A good rule of thumb for beginners is to only go for third Engineer if there is an absorber in the random set with four or more health.

Going up to four or more Engineers in the opening is usually incorrect. The main time four Engineer builds are correct is when an energy-intensive unit like Vivid Drone or Galvani Drone is in the set.

### **Buying Engineers for Granular Defense**

Having a pair of Engineers around for defense is the most common way for a player to keep their defense granular. Engineers are non-prompt, so if Engineers are going to die on defense, a pair of Engineers should be made ahead of time to replace them.

### **Buying Engineers as a Gold Sink**

Even if granularity is not a concern, if you have extra gold in the mid or late game but not enough for extra tech to be a good idea, Engineer is usually the right purchase. When compared to a Drone that gets used for defense immediately (without being clicked even once), the Engineer can block just as well but costs 1 less.

### **Spending Energy in the mid to late game**

Usually, the only way to spend Energy is on economic units like Drone. Once players are in the mid game, players no longer want to make economic units, and so Energy becomes useless. Most of the time, players simply allow the Energy to decay at the end of their turn. However, some advanced units like Galvani Drone, Electrovore, and Cauterizer allow players to spend their Energy instead of letting it go to waste. This is valuable, because players want to keep a pair of Engineers around for defense anyway.
Colossus

Colossus

 **unit** (see more) (Fragile: does not heal)
: gain

 Cost:

[data page]

**Colossus** is a Green-blue-red unit.

## Strategy

Colossus is a very strong attacker, and is also one of the highest-defence blockers in the game. Generally, maximum value is extracted from Colossus by letting it defend once for 7 damage, thus expending all the Soak, then subsequently using it as an attacker. Offering similar defense value to an Infusion Grid (Which adds 4 Health then 3 from absorb) but all on the 1st turn, then 3 Attack from the 2nd turn, it is roughly 3 more efficient than Tarsiers for the extra threat and attack.

If you have a unit with 4 or higher Absorb, such as Energy Matrix or Xaetron, Colossus will only offer a smaller amount of extra Absorb value, thus may not be the best option. If such an Absorber cannot either Soak or gain value by skipping its Absorb, Colossus should not be used to defend.

If Colossus is bought for one delayed defence, it is 5 more expensive than 2 Infusion Grid, which is generally a small price to pay for a strong attacker thereafter (if you have the necessary tech).

## Counters

Colossus is hard-countered for Absorb by Apollo as once you absorb with it it will be on 1 and thus be vulnerable to sniping (Can absorb for only 4, which is mediocre value). It is also countered by units such as Bloodrager or Lancetooth that can allow the opponent to spend away some or all of their attack on the turn you defend with Colossus, decreasing the absorb you get.

## Change log

* February 17th, 2016
	+ Added.
Borehole Patroller

Borehole Patroller

 **unit** (see more)When Borehole Patroller is bought, construct a Pixie.
At the start of your turn, gain

 Cost:

[data page]

**Borehole Patroller** is a Green-blue unit.

## Strategy

Borehole Patroller is a pretty low-impact unit, but is clearly worth getting in a few situations:

* As a first attacker in a set where you played a green & blue opening. Compared to Steelsplitter, the extra Pixie threatens to punish your opponent more if they fail to buy a Wall immediately. (The vigilant absorb also comes in handy often here.)
* As a more-efficient version of Steelsplitter in a set where you were forced to get several Blastforge for a heavy hitter like Odin or Apollo but now have nothing better to spend blue on.
* To defend against threatened damage and freeze, like a miniature Xeno Guardian. Using threat of attack is often an ok deal vs it though.

Borehole Patroller is extremely useful in Lancetooth games; rushing one as your first attacker gives you an immediate  with which to buy a Lancetooth, and meanwhile the Borehole offers limited absorb so that you aren't punished as hard if you refuse to buy a Wall and your opponent decides to skip their Lancetooth.

It is also more efficient than most attackers when pressure is higher, since more of its attack is immediate, and can even block for 2 at the cost of future attack, if required.

## Openings

If the best attacker is Borehole Patroller, a rush can be practical.
Player 1:

1. DD
2. DD
3. CBD
4. Borehole Patroller +D
5. Borehole Patroller +BD

Player 2:

1. DD
2. CDD
3. BDD
4. Borehole Patroller +DD (WBD instead if enemy has it)
5. Borehole Patroller +BD (Don't get W if enemy has 1 only)
6. W...

## Change log

* June 30th, 2015
	+ Added to the game.
Impending Doom

**Impending Doom** is a special campaign released on January 31, 2014 as the Kickstarter-related event. The mission was initially proposed by Will Ma in 2012 but was deemed unfit for release due to its brutal difficulty. Therefore the release of Impending Doom was a special event where the top 10 players to solve it would receive a rare emote, and the first player received a one-of-a-kind in-game badge.

Four hours after the release of Impending Doom, MasN was the first player to solve the puzzle after attempting it 2 hours.

## Setup

The player begins with 7 Walls, 6 Drones, 2 Steelsplitters, and a Blastforge. Player also has a Doomsplitter, which is a special unit similar to Steelsplitter but costs 1 less gold with lifespan of 5. Player must defend Lunarch HQ which has 3 blue health, meaning one must not get breached for 3 or more.

The opponent starts with 7 Vile Engineers, 1 Vile Wall, 5 Vile Tarsiers. There are also 7 Vile Gunbots with 3 having 5 and 1 having 10, 8 Vile Doombots with 3 having 6 and 5 having 8, and 4 Vile Mechs with 10.

Only Engineer, Blastforge, Wall, Doomed Wall, and Doomsplitter are available for purchase.

## Contest

### Results

1. MasN *(4 hours 9 minutes)*
2. dbelange *(6:26)*
3. Woulven *(7:28)*
4. kops *(9:45)*
5. iminaBearSuit *(14:07)*
6. Synx *(14:13)*
7. Kurasu *(14:34)*
8. Dunkoro *(15:12)*
9. Shy *(19:19)*
10. rhythmandbruise *(20:40)*

### Prizes

* First place: a one-of-a-kind badge
* Top 10: "Your DOOM awaits!" emote

## External Links

* Mission Impossible: Impending Doom Edition (with PRIZES!), a blog post by Megan Brown. *(January 23th, 2015)*
* Final IMPENDING DOOM results, a Reddit post by Elyot Grant. *(February 4th, 2015)*
* Impending Doom Solution, a full solution video by Lunarch Studios
Guardian Rube (Expert Challenge)

Guardian Rube is the 2nd mission of the third episode of the Campaign. In this mission you use red units to defeat an opponent with blue and green units.

**Victory window message**
*Tyranno Smorcus was our first community-designed unit, created by Daniel 'weiseguy' Weiser, winner of the Prismata Alpha World Championship.*
## Hints and Solution

### General Hints and Tips

 Corpus is a key defensive unit in this battle. Always click it.

### Solution

This solution uses 19 Drones, 2 Animuses, and 6 Bloodragers. The solution may vary depending on the AI.

2. DDD
3. DDD
4. DDDAA
5. RTTTE
6. 2222E (Hold R)
7. 554 (Absorb on 4)
8. 55 (Click 4. Hold 2)
9. 551 (Click 4. Hold 2222)
10. 224EE (Hold 2)
11. 24EEE (Click 4)
12. 22E (Click 44)
13. 24EEE (Click 4)
14. RRR (Click 4. Kill SD. Hold 22)
15. RRR (Click 4. Kill SSSDD. Hold 2)
16. ...
Green-red unit

**Green-red units** are those that cost only green and red technology.

They are usually very aggressive units that threaten a large amount of damage or utility immediately for a relatively low price. The one exception to this rule is Sentinel, which is a slow but very high value unit if used to its full potential. Green-red units are also all Fragile, like almost all Green units, but have less Health compared to mono-green units as a trade-off for their efficiency. For example, Cynestra attacks for the same amount as 3 Gauss Cannons, but has 13 less. Still, almost every Green-red unit can block if needed for defense while providing much more damage (or Chill) than a similarly priced Blue unit might.

## Controversy

Some high level players believe that green-red units tend to swing games towards buying one unit over any other because of their immediate power level that is often very difficult to counter without going the same route. On January 19, 2015, Tier X player Allroc posted a long article on Reddit explaining why he thinks green-red units are unhealthy for the game.
Resource

**Resources** produced by various units are used to purchase more units during each turn.

There are six basic resources in Prismata, though some units have costs beyond these, such as attack, defense, and even other units.
Among this six resources, three are referred to as **technologies**: green, blue and red.

Choosing a technology is the way to gain access to production of various Units, as the only units with solely Gold cost are the Engineer and Auric Impulse.

  Blue resource (Behemium)

## Economic units of the basic set

There are five primarily economic units in the basic set, one for each resource above except attack power:
Barrier Forge

Barrier Forge

**Colorless unit** (see more)0(takes 0 turns to construct)
At the start of your turn, construct a prompt Weak Barrier.

 Build time:

**Barrier Forge** is a colorless unit which is not available to players. Barrier Forge is created by Endostructor and is only present in the boss mission: Vel'Kar.

A Barrier Forge produces one Weak Barrier each turn.
Blue unit

**Blue units** are those that cost only blue technology.

Blue units tend to have higher health than red units, while not as high as that of green units. Unlike green units, however, they are not fragile. Blue units therefore make the most efficient blockers, especially when it comes to absorb.

The most expensive blue units in Prismata require 3. This means having 3 Blastforges in play, or some alternative such as a Synthesizer. A lot of these expensive blue units are also limited in supply, so consider how you will transition from playing these expensive units into an army (typically Steelsplitters are the way to go).
Attack

**Attack**, represented by the icon  is the amount of damage a unit adds to the damage a player can inflict on the opponent's units each turn.

The two most common ways units add their attack values to per-turn damage are:

* Automatically at the start of the turn. In this case, the unit provides constant  damage.
* By using its ability, triggered by clicking on the unit. Usually, these units are blockers when not using their ability, so this trades defense for damage.

### Value of Attack

The Tarsier attacks after 1 extra setup turn, and the cost for 1 faster Attack is about 2, while Gauss Cannon and Steelsplitter get it less efficiently from costed resources.

Thus a player could consider the Efficiency as similar, but early on, the fast Attack unit gets little value, as the defender gets to use the starting Defense as Prompt, as well as extra from the Absorber.

Delaying the Absorb once can be efficient as well, such as paying 5B late 1 turn and getting 2 Drones first, losing less than 2 from the Engineer lost. The loss of paying for Attack as delayed Attack makes a lone Gauss Cannon a value of 4G this way, as the opponent gets 2 Drones and a Blastforge after taking the hit. Extreme case:

(High Econ DDDC / DDDDC)

1. DDDEG / Drones + Animus
2. DDDDG / Drones + Blastforge + Tarsiers
3. DDDDGA / Doomed Wall...
Blue resource

**Blue resource** (also known as *Behemium*) is a metallic resource needed to purchase some units. It is also needed to power some abilities.

Blue units are mechanized, armored, or structural units. In general, blue units are better defenders than red and green units, because they have high health and are not fragile. They often also have the option to either defend or attack, allowing for flexible strategies.

*Any blue resource not spent is lost at the end of a turn.*

## Blue resource generating units

Part of the basic set, the Blastforge is the most common unit that generates blue resource. It generates one at the start of every turn.