recursal/Fanatic-Fandom huggingface dataset:
Armory

The **Armory** is a mini-game where players can use power cores or omnipower cores, which can be obtained by winning Prismata matches, to win either emotes or skins. Players can also use shards, the in-game currency, to increase the chance of winning prizes.

## Game Play

12 cards are shuffled, where each card has a color - red, green, or blue - and a number - 2, 3, 5, or 10. There is one card of each color / number combination. Then the player flips over 5 cards for free with a power core, and 7 with an omnipower core. The player can either click individual cards to flip them, or press "q" to flip 5 or 7 random cards immediately. Then the player can spend shards if they wish for extra flips.

## Rewards

Each time you play, there are random emotes and skins of varying prices available to be won, shown at the top of the screen. Each flipped card gives points equal to its number, and there are also bonuses for certain combinations which are shown on the screen during game play. Once you are done flipping, you can spend your points on as many prizes as you can afford. There is also a bonus bar which fills up based on the number of points you got, regardless of whether you spent them. The reward for filling the bonus bar is a ticket to the Black Lab, where you can play a similar flip game for prizes with higher rarity(see below).

## Flip Costs

The cost in shards of flipping another card depends on the number of cards that have been flipped already. The first two non-free flips from a power core must be purchased together, costing 199 shards to flip two more cards. Later flips are purchased individually.

* 6th flip and 7th flip (must be purchased together): 199 shards
* 8th flip (first non-free flip with an omnipower core): 199 shards
* 9th flip: 199 shards
* 10th flip: 249 shards
* 11th flip: 299 shards
* 12th flip: 399

## Resets

Since the game is still in alpha, the developers reserve the right to reset all prizes, returning all spent power cores and shards. This way, they can change the costs of prizes without giving an unfair advantage to either people who spent all their power cores and shards before the change or people who saved them up.

## Black Lab

See: Cosmetics#Black\_Lab\_Card
The Black Lab is how rarity 5-7 skins and emotes are won. When starting a run of the Black Lab, you choose one of six possible prizes at each rarity to play for. There are 20 cards - six silver, four red, three blue, two green, and five black Xs. You continue flipping cards until you uncover all of a particular color, or three black Xs. If you find all of the silver, red, or blue cards, you unlock the prize you selected for that level. If you uncover the two greens, you receive a random level 4 skin or emote. If you uncover three black Xs, you receive a random level 3 prize, and if you uncover three black Xs in your first three flips, you receive a Steam achievement for your terrible luck. Once you've finished you can start from the beginning for 299 shards.
Aurb Magnifier

Aurb Magnifier

**Colorless unit** (see more)6 (takes 6 turns to construct)
6 (Lifespan 6: dies after 6 turns)
At the start of your turn, gain 1 for each Drone you have, and restore 1 supply to each of your units whose current supply is neither full nor depleted.

 Cost:

**Aurb Magnifier** was a Colorless unit, which was available for April Fools 2015.
Shredder

Shredder

 **unit** (see more) (Frontline: can be attacked directly)
: gain

 Cost:

[data page]

**Shredder** is a Blue unit, useful primarily for mid/late game defense.

## Strategy

**Shredder** is cheaper and more sturdy than Steelsplitter while providing the same Attack, and cheaper than Wall while providing more Health and some attack threat. Its only downside is its Frontline property, which makes it easy to pick off for your opponent.

Shredder is mostly built in the mid to late game as preventive defense, being far more efficient at defense than Walls as long as your opponent can't make you lose absorb by picking them off. The additional damage threat they offer will also play to your advantage, even if you don't use your Shredders offensively, by forcing your opponent to defend against it.

Rushing Shredders as main attackers is almost always a terrible option since your opponent can just pick them off at the expense of your absorb once they get to 4 constant attack and you have to buy defense, or else breach you and slaughter your economy if you refuse to either buy Walls or block with some of your Shredders. However, in combination with Wild Drone in a full Frontline strategy, rushing Shredders can be rather difficult to beat: Shredder's 4 combined with its cheap cost can put out a lot of attack fast, and if most of your economy is made of Wild Drones, your opponent will have basically no weak points to target when they eventually breach. Here are are example build orders for both players using Wild Drones and Shredders in conjunction:

For Player 1:

1. 2x Wild Drone +E
2. 3x Wild Drone
3. 2x Drone +Wild Drone
4. BB +Drone
5. Shredder + Shredder + ...

For Player 2:

1. Drone + Wild Drone +E
2. 3x Wild Drone +E
3. Drone + 3x Wild Drone
4. BB + Wild Drone
5. Shredder + Shredder ...

Those builds allow to start pumping out two Shredders per turn from turn 4, creating a lot of durable pressure very early.
Chrono Filter

Chrono Filter

**Colorless unit** (see more)At the start of your turn, gain , and 2 (Exhaust 2: cannot do anything until 2 turns later)

 Cost:

[data page]

**Chrono Filter** is a legendary Colorless production unit. It produces one of both Blue resource and Red resource, but only every other turn through its 2 Exhaust.

## Strategy

**Chrono Filter** provides you with one blue and one red only once every two turns due to its 2Exhaust. Only one Chrono Filter can be built. It is especially useful in Random sets with units that need both blue and red to build (for example, Hellhound) and for units where you need one additional blue or red, but do not want to purchase an additional Blastforge or Animus (for example, Amporilla off a single Animus).

Chrono Filter has the same gold-to-tech ratio than Blastforge and Animus: 1 blue every 2 turns is worth 2.5gold, plus 1 red every 2 turns is worth 1.5gold for a total of 4gold on average. Therefore it is perfectly fine to build if you can utilize it wisely.

A strategy is to build Chrono Filter early (going second on turn 2 for example, instead of an early Conduit) and then build aggressive units very early.

Additionally, Chrono Filter is very strong in sets with units that have a high tech-to-gold cost ratio (such as Pixie or Shadowfang) as it allows you not to waste left over tech. For example, if you have 14 Drones, an Animus, a Blastforge, and a Chrono Filter, you can buy two Tarsiers and a Wall in each turn where Chrono Filter doesn't activate, and buy a Shadowfang, a Pixie, and a Wall in each turn it does, thereby not allowing any tech to go to waste.

For example, in a random set with:

* Pixie
* Shadowfang

If you have:

* 14 Drones
* an Animus
* a Blastforge
* a Chrono Filter

Your Resources will be as follow:

* On Chrono Filter's turn, you have 14.
* On Chrono Filter's off turn, you have 14.

As a result, you can buy:

* On Chrono Filter's turn, a Shadowfang, a Pixie, and a Wall.
* On Chrono Filter's off turn, two Tarsiers and a Wall.

Thereby your tech is used to its fullest extent.

## Change log

* October 23rd, 2014
	+ Added.

## External Links

* Prismata’s Tech Trees: The stories behind Prismata’s craziest units, a blog post by Will Ma. *(October 24th, 2014)*
High Score (Expert Challenge)

High Score is the bonus mission and last (9th) mission of the second episode in the Campaign. This mission is extremely tough and stumps even the most veteran of Prismata players.

**Victory window message**
 *It's actually possible to clear this Expert Challenge without buying Ossified Drone at all (but only barely!)*

## **Hints and solution**

### General hints and tips

 It is possible to win killing 1 Tough Gunbot or 2 Tough Gunbot.

 You want to get in a kind of sustaining cycle in which you can take all of your opponent's attack and kill a Gunbot each turn.

### Starting Turns

 4. RR

### Solution

This is the best known solution for Expert High Score. Defined by highest turn number survived followed by least damage overkilled(by the bot).

Annotations: Before ")" means absorb on (ctrl-click); after "(" means hold back. Otherwise always assume to absorb on the highest health blocker and click every unit. 1=Ossified Drone, 2=Ferritin Sac
Innervi Field

Innervi Field

 **unit** (see more) (Prompt: blocks immediately)
 (Fragile: does not heal)
3 (Lifespan 3: dies after 3 turns)
This unit has 5 maximum health.
At the start of the turn, restore 1.

 Cost:

[data page]

**Innervi Field** is a Green fragile blocker unit that can regenerate 1 per turn but has low Lifespan.

## Strategy

Innervi Field is medium-efficiency as a defender, having a similar cost to Wall and the same . While it has the downside of being fragile, it has several advantages:

* Since it can regenerate 1 per turn, it provides low absorb to a mono-green build. This absorb also has the advantage that it cannot be denied by simply dealing 0 damage into Innervi Field. Overall it can be thought of as a sort of mini-Xaetron.
* Since Innervi Field gains health if it doesn't die in defense, it can be used as a counter to threat units such as Frostbite: you buy an Innervi Field, and if they don't use the Frostbite, Innervi gains health, rewarding you with an additional 1 in return for building it instead of a Wall. If they do use the Frostbite on a Wall to force you to sacrifice the Innervi Field, then the Frostbite dies, taking the pressure off of your defense.
* Additionally, you can simply buy it one turn early and it functions like an Infusion Grid - lacking Prompt, but having 4.

However, beware of constant chill units - units that can chill repeatedly without paying a cost each time. Against Tatsu Nullifiers for example, your Innervi Fields will just be frozen repeatedly until they die due to Lifespan, and they will never get to provide actual defensive value.

## Change Log

* June 29th, 2018
	+ Added to the game
Flame Animus

Flame Animus

 **unit** (see more)2 (takes 2 turns to construct)
At the start of your turn, gain

 Cost:

[data page]

**Flame Animus** is a Blue unit. It produces one Red, as well as 1 attack.

## Strategy

**Flame Animus** is a more efficient way to get  production than the standard Animus, so you should usually only buy Animus instead if either you need the red immediately or you don't have  to spare. Flame Animus is especially useful in sets where you need a single red per turn and you would not use the second red produced by a normal Animus, such as Tia Thurnax or Antima Comet sets. It can also be used to produce Hellhounds easily, or add the missing red for an Amporilla or a Shadowfang without buying a second Animus.

Like Tarsier, Flame Animus's buildtime can sometimes be taken advantage of to deny your opponent's absorb. For example if you already opened with a Steelsplitter and your opponent responded with a Wall, Flame Animus over Steelsplitter becomes an efficient purchase as an attacker even if you don't particularly want the red, because it will prevent your opponent from getting the full 2 absorb.

## Openings

Here is an opening using Flame Animus's natural synergy with Shadowfang for Player 1:

1. DD
2. DD
3. DDB
4. DD + Flame Animus
5. WAD or SAD (depending on whether any damage is being threatened yet)
6. W + Shadowfang

By turn 6, you can buy Shadowfang + Wall each turn and have a bit of extra gold to spend on Engineers, additional Drones, or whatever.

Player 2 has a similar opening which is slightly faster but ends up with less Drones:

1. DD
2. DB
3. DD + Flame Animus
4. DDA
5. W + Shadowfang

Perforator or Blood Phage allow buying it out. Player 1:

1. DD
2. DB
3. D + Flame Animus
4. DD + Flame Animus
5. TD + Flame Animus
6. x2 Perforator + WE

Steelforge rush for Player 2:

1. DD
2. DB
3. DD + Flame Animus
4. Steelforge + D + Flame Animus
5. RTD + click

Really benefits from better Econ.

## Change log

* December 9th, 2015
	+ Cost decreased from 7 to 5.
	+ Buildtime increased from 1 to 2.
* October 2nd, 2014
	+ Cost decreased from 8 to 7.
Energy

**Energy** is a resource needed to purchase some units. It is also needed to power some abilities.

Currently, all units which cost energy produce resources - primarily the different types of drones. Therefore, units which use energy to power their abilities have an influence on a player's ability to increase their economy.

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

## Energy generating units

Part of the basic set, the Engineer is the only base set unit that generates energy. It generates 1 at the start of every turn. No other unit, with the exception of Ebb Turbine, generates Energy.
Replay API

**Note: the contents or subject of this page may change dramatically without warning in the future**

Given a match's replay code, you can access all the stored data about that Prismata match, including players, winner, units, time controls, and more.

To access the replay data, access the following URL, replacing `REPLA-YCODE` with the replay code of the match. Special character `+` will need to replaced by `%2B`.

http://saved-games-alpha.s3-website-us-east-1.amazonaws.com/REPLA-YCODE.json.gz

The page will return a gzipped JSON file called `temp`. Sample JSON can be viewed here.

## Replay Codes

The regex `/^[a-z0-9@+]{5}-[a-z0-9@+]{5}$/i` exactly matches valid replay codes. This does not mean the given replay actually exists; you'll need to examine the response from the URL above to determine that. All valid replay codes will match that regex, though. Check it out here.

## Units

The units available for purchase in a game are in the `mergedDeck` array under the top-level `deckInfo` hash.

Nivo Charge unit information

```
{
    "targetAmount": 5,
    "toughness": 1,
    "name": "Volatile Blast",
    "assignedBlocking": 0,
    "lifespan": 1,
    "defaultBlocking": 0,
    "buyCost": "2G",
    "score": "0",
    "targetAction": "disrupt",
    "abilityScript": {
        "selfsac": true
    },
    "rarity": "normal",
    "UIName": "Nivo Charge"
},

```

## Terminology

Some of the terminology used in the JSON reflects the history of Prismata, and are not the terms we use today. The most noticeable perhaps is the name of the units; they are universally referred to by their "name" attribute apart from their entry in the "mergedDeck" array, which you can use to pair them up to their better known "UIName".

Game results

Game end conditions
Frontline

**Frontline** units, represented by the icon , can be directly attacked even when blockers are still providing defense. To attack a frontline unit, you must click it before ending your turn. Frontline Units often have high stats (especially health) relative to their cost to compensate for the disadvantage of being vulnerable to direct attack.

Some Frontline units may also possess the blocker mechanism. Frontline Blockers can be used to defend as any other blocker, provided the opposing player cannot (or has not chosen to) attack and destroy them directly. All Frontline units are vulnerable to direct attack, regardless of whether or not they are currently blocking. Before the opponent is able to amass sufficient attack to destroy them directly, Frontline Blockers can absorb a large amount of damage due to their high health.
Lancetooth

Lancetooth

 **unit** (see more)2 (takes 2 turns to construct)
: gain

 Cost:

[data page]

**Lancetooth** is a cost-efficient offensive Blue unit that consumes attack at build time.

## Strategy

Lancetooth should generally be bought when it denies absorb, that is, when the attack it costs is just being absorbed anyway. Thus you should aim to buy it early in the game when you are just starting to ramp attack so that you can deal 0 damage into the opponent's Wall. When it doesn't deny any absorb and opponent is not playing around the Threat, it is slightly more practical than Steelsplitter, while being slower.

Since it gives you a way to get rid of your attack profitably, Lancetooth can be a counter to blockers with lifespan.

Having an Animus is generally useful in Lancetooth games, because Rhinos are useful, for two reasons. First, if your opponent sets up 2 attack to prepare for a Lancetooth, you have two bad options: either buy a Wall and get no absorb, or just let them slaughter your Engineers. Buying a Rhino is a good response since it offers limited absorb but isn't completely useless when it turns out the opponent bought a Lancetooth and so you don't need defense (because it can attack). The offensive finesse is also handy, because no one wants to be buying Engineers for defensive granularity when it's only turn 5. The second reason is because buying a Rhino in the late-game plays around the threat of your opponent clicking their Lancetooth instead of absorbing on it (see below).

Using Lancetooth as an absorber is better than one might think. Although it costs 2 attack and only gives 1 additional 'Absorb', it allows you to buy 4 less defense right now at a moment, and thus you can buy more attack instead. Basically, since the defensive value arrives sooner than the lost offensive value, it may be fairly often correct to absorb on Lancetooth (provided your other absorber is only a Wall). Using this for an extended time is like paying 2 Attackers and losing 2 Attack for a prompt Infusion Grid with the same Threat, which is not worth nearly as much, meaning a handicap of around 1.5 Drones, over time, thus requiring a gain of 1.5 gold or more per use to pay even.

## Change log

* February 17th, 2016
	+ Cost changed from 7 to 6.
* December 9th, 2015
	+ Cost decreased from 8 to 7.
* September 19th, 2015
	+ Added to the game.
Plexo Cell

Plexo Cell

 **unit** (see more)As an additional cost to buy Plexo Cell, consume a Drone.
 (Prompt: blocks immediately)
1 (Lifespan 1: dies after 1 turn)

 Cost:

[data page]

**Plexo Cell** is a defensive Green unit acting as a more efficient version of Forcefield in most situations.

## Strategy

**Plexo Cell** provides 4 Health as Prompt defense for only 2 and a Drone, which makes it one of the most efficient defenders in the game. It is especially well-suited to defending against sudden bursts because a large part of its cost is the Drone which you are very willing to sacrifice for defense when pressured. Plexo Cell can be thought of as two Forcefields that only cost 1 Drone - a massive increase in efficiency.

Like other blockers with Lifespan, it is dangerous to use in some situations. In those cases Forcefields should likely be preferred.

Give a lot of thought about whether it is worth building a lot of special Drones like Vivid Drone or Trinity Drone when Plexo Cell is in the set, as if you reduce your base Drone count too much you might end up unable to take advantage of Plexo Cell.

Remember that Plexo Cell is not only more efficient than Forcefield but actually more efficient than Wall as well (and in fact more efficient than any other defender in the game). A common new player mistake is to think, 'Plexo Cells sacrifice my Drones so I don't want to rely on those when I could be using Walls instead'. However, if you defend with Plexo Cells whenever possible and spend your blue on attackers like Drake and Hellhound, the value you gain from being able to buy attackers with your leftover resources instead of spending all your gold on defense will more than compensate for the lost Drones. Of course, you will still need to get one Wall for absorb.

Plexo Cell is a large cost advantage in defense, such that it can help compete with the base Wall defense with only Red. The full non-prompt value of Rhino being about 3.5, thus 1.5 a turn for the prompt 'absorb', a combined defense (Rhino + Plexo Cell per turn) may still be better value than a similar Wall-only (Wall every turn) strategy.

## Change log

* November 4th, 2014
	+ Added.
A. R. Groans

A. R. Groans

 **unit** (see more)At the start of your turn, destroy a random enemy unit with 8 or less health.

 Cost:

**A. R. Groans** was a Green-blue-red unit, which was available for April Fools 2015.

## Strategy

Note that the random unit to be destroyed is selected before but destroyed after the Defense Phase. This means that undoing a defense will not change the randomly destroyed unit.
Defense strategies

Defending properly doesn't always mean getting the highest absorb and avoid getting breached: there are strategies that let you protect your attackers and economy without relying on those principles. This page lists some of those strategies.

## 'Breach me if you dare'

'Breach me if you dare' is an emote referring to a situation where one player willingly lets their opponent the possibility of wiping out their defense, or even breaching them, because they assume they can gain an advantage from it. This gambit makes sense when the player allowing the breach only does so for a small amount, typically less than the Health amount of their main attackers, and/or when their opponent would have to invest a lot to get the breach (for instance using a lot of Frostbites). The point of this bet is either to lure your opponent into making a mistake, or simply to free resources by defending for less.

## Breachproof

This strategy forgoes the use of **Absorb** by taking advantage of the large amounts of health of Green units. The principle is to get ahead of your opponent economically, and start massing Green attackers such as Iso Kronuses, Venge Cannons or Gauss Cannons, while possibly being backed by Trinity Drones or Thorium Dynamos to protect your economy. Since you won't be buying Blockers at all (or few of them) your opponent will able to breach you every turn, but the damage they inflict will be minimal due to all of your units being hard to kill. A player attempting to go breachproof typically won't invest in a Blastforge at any point in the game (unless units like Militia and Ebb Turbine are present). That strategy is most useful when there are no good defenders present or the sets chill makes defending hard.

## Full Frontline

As a rule, units with Frontline have more health per gold cost than their backline counterparts. They also never have fragile, meaning that they can only be destroyed in one attack. This presents a strategy when multiple units with Frontline are present in the random set, typically Wild Drone and either Iceblade Golem or Shredder: since the weakness of Frontline units is that they cannot be blocked for, rushing frontline units forgoes the need to block, similar to the 'breach me I don't care' strategy. If your opponent cannot muster enough attack to deal with them in time, the early pressure can take the game.
Auric Impulse

Auric Impulse

**Colorless unit** (see more)At the start of your turn, gain 4, and sacrifice Auric Impulse.

 Cost:

[data page]

**Auric Impulse** is a Colorless unit. It provides a small gold boost for the next turn.

## Strategy

Here are two different mental models you can use for Auric Impulse. Both assume you have a bit of energy to spare, so they are particularly useful in higher-Engineer count games.

The first model is that it's simply a way to carry money over between turns, that's actually efficient for a change! Next turn, you'll still have your 3 gold, but with instant 33% interest as well. This can help you get costly units you normally couldn't afford.

Another model is that it's a "try-before-you-buy" Drone. Buy it instead of the Drone, then see what your opponent does on their turn. Now you can either "keep" your trial Drone by *re-buying one*, or "return" it by just doing nothing. Be careful not to accidentally stall your economy this way; when your Aurics sacrifice themselves, it's only by purchasing \*more\* than that many Drones that your income grows.

### With Antima Comet

When buying Antima Comet, you generally save the rest of your gold until the next turn to buy as many Engineers as possible right before the comet activates. By purchasing Auric Impulse in the same turn as the comet, you can buy more Engineers in the next turn than you would have been able to buy just by saving up gold.

## Change log

* February 19th, 2015
	+ Cost decreased from 4 to 3.
	+ Produced resources decreased from 5 to 4.
* February 15th, 2015
	+ Cost changed from 5 to 4.
	+ Produced resources changed from 6 to 5.
* December 1st, 2014
	+ Renamed to Auric Impulse, from Victory Bond.
	+ New Art.
* November 14th, 2014
	+ Supply increased from 10 to 20.
Kinetic Driver

Kinetic Driver

 **unit** (see more)6 (Lifespan 6: dies after 6 turns)
At the start of your turn, gain
, pay 2, and sacrifice Kinetic Driver: Destroy any Animus, Blastforge, or Conduit.

 Cost:

[data page]

**Kinetic Driver** is a Green unit.

## Strategy

Kinetic Driver is a 1 unit for 5 - 1 cheaper per attack than Gauss Cannon. However, Kinetic Driver has a limited lifespan, so it deals less total damage than a Gauss Cannon. It also lacks the Gauss Cannon's high health and therefore is not Breachproof-compatible. The main value of the Kinetic Driver is clearly not in its stats but in its  ability. This ability sacrifices the Kinetic Driver plus 2 in order to destroy any Animus, Blastforge, or Conduit. This does NOT include other similar-but-different structures like Synthesizer or Steelforge, and also does not include units that are Under Construction.

Generally you want to wait until your Kinetic Driver is on 1 to use its ability (at which point it really only costs 2 because the Kinetic Driver is dying anyway). However there are some cases where you might want to use it before then. For example, killing your opponent's Animus the turn before they buy an Amporilla is a highly cost-effective use of a Kinetic Driver. Not only must your opponent pay 6 to buy a new Animus, but they will have to wait another turn to double their Tarsiers' . Similarly effective uses are delaying your opponent's Centurion, Arka Sodara, or other large tech-heavy units.

Another use is to control your opponent's defense options. For example, killing a Blastforge can force your opponent to buy two Rhinos or two Forcefields in lieu of a standard Wall. For Rhinos, this forces them to pay 10 rather than the Wall's 5 (albeit they get 1 more defense for the increased cost), and forcing your opponent to buy Forcefields means losing two drones - this is not even to mention that they must rebuy the Blastforge unless they want to do this again next turn. And if you can leave your opponent without enough resources to buy those inefficient defenses, you can force them to leave drones back or even suffer a breach. This advantage is only increased in sets where more powerful defenses are available. For example, in a set with Polywall, your opponent must pay even more to get the equivalent blocking strength.

## Replays

This one is a good example of Kinetic Driver being used to deny an important purchase (Arka Sodara): 7ktde-HjSrY

## Change log

* October 15, 2015
	+ Cost of  ability reduced from 3 to 2.
* May 23rd, 2015
	+ Cost of  ability reduced from 4 to 3.
* March 22nd, 2015
	+ Added to the game.
Ebb Turbine

Ebb Turbine

 **unit** (see more)At the start of your turn, gain 2
, and consume a Drone: gain 3

 Cost:

[data page]

**Ebb Turbine** is a Blue unit.

## Strategy

Ebb Turbine is essentially two Drones for the cost of one Energy, which makes it useful for increasing your economy quickly without buying several Engineers. It can also act as blue sink since you can click two Ebb Turbines and buy another Ebb Turbine to sink blue that you would otherwise waste. Be careful of doing this too much, however, as it can actually be counterproductive: you are preventing two of your Drones from ever blocking or being turned into Forcefields for no benefit except the ability to click more Ebb Turbines at once, which is generally useless if you already have 3+ Ebb Turbines.

Ebb Turbine is useful for affording a one-time purchase of a heavy unit such as Asteri Cannon when you don't have the econ to buy one every turn and still hold off your opponent's attack.

Even if there's nothing in particular you want to buy with it, the click ability of Ebb Turbine is usually excellent value in the late game, because Drones are not worth 3 gold anymore. Ebbing your Drones into a larger number of Engineers is a good way to set up defense for the next turn, since in the late game you are probably bleeding Drones for defense every turn anyway. You can also Ebb two standard Drones into 3 Doomed Drones, which is almost always great value if the Doomed Drones will be able to defend on their last turn.

Ebb Turbine also has synergy with double-Animus units in general (such as Shadowfang, Tatsu Nullifier and Amporilla). These units are incredibly efficient attackers, and Ebb Turbine can provide the burst of gold you need to squeeze out one or two more Shadowfangs for example before you have to devote all resources to defense.

Finally, keep in mind that the click ability of Ebb Turbine refunds the energy from the Drone as well. This makes it useful in combination with energy-consuming units such as Galvani Drone or Electrovore.

## Change log

* October 15th, 2015
	+ Start-of-turn ability now gives 2 instead of 1.
	+ ability now gives 3 instead of 4.
	+ Health decreased from 5 to 4.
* May 23rd, 2015
	+ Health increased from 4 to 5.
	+ Supply increased from 4 to 10.
	+ Instead of producing 5 upon , Ebb Turbine now produces 1 automatically at the start of the turn and 4 upon being clicked.
* March 22nd, 2015
	+ Added to the game.
Cryo Ray

Cryo Ray

 **unit** (see more) (Fragile: does not heal)
, and lose 1: 1 (Chill 1: add 1 chill to target until next turn. Units with chill greater than or equal to their health cannot block.)

 Cost:

[data page]

**Cryo Ray** is a chilling Green unit with a limited number of uses. It's a source of inexpensive, fine-grained chill.

## Strategy

**Cryo Ray** is a cost efficient source of chill which provides strong breach pressure through its ability. Compared to Frostbite, it has less raw chilling power but is more precise and has 3 uses instead of one.

Cryo Rays provide extremely flexible chill, allowing you to freeze small blockers such as Engineer and temporarily negate your opponent's defensive granularity, or even to freeze all of your opponent's absorbers to deal full damage to their defense. You have to use them wisely though, since they have limited supply and activations.

Be careful not to always take every opportunity to exploit your opponent with Cryo Rays, because if it takes a lot of charges for only a small exploit it may not be worth it. For example, if you must freeze 5 Engineers to exploit for 1 and your Cryo Rays are already on 2hp, you probably should not do it because then your opponent can start gambiting against your now-1hp Cryo Rays.

Massing Cryo Rays requires a significant green investment, so storing green with an early Conduit or using them in combination with Synthesizer or Gaussite Symbiote is advisable.

When you have an extra 1 to spend in a real game, Cryo Ray is nearly always preferable to Gauss Charge barring a breachproof opponent; both force out one point of defense from the enemy, however, Cryo Ray may be able to exploit by freezing something and thus force out a second point of defense.

Cryo Rays are one way of denying value to blockers on their last Lifespan turn. Freezing a blocker at 1 Lifespan is equivalent to dealing it damage, which is very good value (Cryo Ray can chill three times and costs as much as Gauss Charge which only deals 1).

## Change log

* January 8th, 2015
	+ Health increased from 2 to 3.
	+ Ability now costs 1 health to activate.
* November 1st, 2014
	+ Supply decreased from 20 to 10.
Prompt

Units that are **prompt**, represented by the icon , are blockers that immediately add their health to your defense when purchased, making them useful for quickly shoring up inadequate defense. Note that prompt does not quite mean "zero build time", as prompt units cannot use any abilities they may have on the turn they are purchased.
Deadeye Operative

Deadeye Operative

 **unit** (see more)3 (Stamina 3: can only be clicked 3 times)
: Destroy a non-blocking Drone. (Only units named exactly 'Drone' can be destroyed.)

 Cost:

[data page]

**Deadeye Operative** is a Blue unit. It has a game-changing ability to cut down opponent's economy.

## Strategy

Deadeye Operative provides the unique Ability to take out your opponent's economy, being able to destroy three Drones per Operative regardless of any of your opponents blockers. Next to no other unit in the Random Set provides this ability with the exception of Apollo.

Deadeye Operative effective reduces Drone supply by 12, making it generally a must-buy in sets where you would normally want many more than 15 Drones. Remember that Deadeye Operatives can hit Drones, and ONLY Drones, thus Wild Drones, Vivid Drones, Trinity Drones, and Doomed Drones are immune to their Ability. Thus you should be careful about going for Deadeyes if your opponent could convert all of their Drones to some alternate econ unit before your Deadeyes run out of stamina.

Deadeye Operative is an econ unit, so it tends to be good in most of the same situations as lots of Drones - Doomed Mech or Energy Matrix probably means you should go for Deadeyes, for example. On the other hand, Feral Warden or Redeemer probably means you should not.

## Openings

In sets where Deadeye Operatives look desirable, it is common for Player 1 to open with:

1. DD
2. DD
3. BB
4. DD + Deadeye Operative

And continue buying nothing but Drones, Engineers, and Deadeyes until all the Deadeyes have been bought.

Player 2's most common build is the following:

1. DD
2. DD
3. DBB
4. DDE + Deadeye Operative

Player 2 can rush.

1. DD
2. BB
3. Deadeye Operative +D
4. Deadeye Operative +DD
5. Deadeye Operative +DDE (Not often possible, enemy had often fired before)

## Change log

* September 23rd, 2016
	+ Cost increased from 4 to 5.
	+ HP increased from 1 to 2.
* June 10th, 2016
	+ Cost decreased from 5 to 4.
	+ HP decreased from 3 to 1.
* February 17th, 2016
	+ Cost changed from 4 plus consuming a Steelsplitter to 5.
	+ HP decreased from 4 to 3.
	+ No longer attacks.
	+ Now blocks.
	+ No longer requires attack to be spent when sniping drones.
* October 15th, 2015
	+ Stamina 3 added.
* March 11th, 2015
	+ Cost changed to 4 plus consuming a Steelsplitter.
* February 15th, 2015
	+ Cost increased from 8 to 11.
	+ Attack increased from 1 to 2.
	+ Ability's activation cost increased from 1 to 2.
	+ Health increased from 2 to 4.
* December 17th, 2014
	+ Cost increased from 7 to 8.
	+ Is no longer a blocker.
	+ Attack increased from 0 to 1.
	+ Ability now costs 1 to active.
	+ Health decreased from 3 to 2.
* October 4th, 2014
	+ Added.

## External Links

* 2 New Units, 1 New Mechanic: Let’s see how you like the red dot!, a blog post by Will Ma. *(October 3th, 2014)*
* Unit of the week #2: Deadeye Operative, a discussion on Reddit. *(January 25th, 2015)*
AFS Concordia (Expert Challenge)

AFS Concordia is the 5th mission of the third episode in the Campaign. The mission forces the player to deal with large bursts of damage.

**Victory window message**
*Plexo Cell is unbelievably efficient at soaking up enemy damage. Can you win without buying all 10 of them?*

## **Hints and solution**

### General hints and tips

 Unless you can clear the blockers early, it is easier to manage the Gauss Cannons the enemy creates than to try to destroy the units constructing them.
Energy Matrix

Energy Matrix

 **unit** (see more) (Prompt: blocks immediately)

 Cost:

[data page]

**Energy Matrix** is a defensive Blue unit with high health and Prompt.

## Strategy

**Energy Matrix** is of a similar cost-to-HP ratio as Wall, but also provides 2 of absorb more than the standard Wall, allowing for a way more efficient defense over the course of a game. It is therefore very important in an Energy Matrix game to use one of these as the backbone of your defense instead of a Wall.

When you see Energy Matrix in a set, you know that early attack can be absorbed very effectively, so you should probably purchase a third Engineer on your second turn as you will want a lot of Drones before you start making attack. However, although this is true of most random sets that contain Energy Matrix, base + Energy Matrix and no other units is a curious exception, see below.

Since Energy Matrix's supply is very limited, it has to be supported by other defenders (for instance Walls or Chieftains). Also if you have no other defenders with lower health it can be easy for your opponent to take advantage of its high health through offensive finesse.

## In Base Set + Energy Matrix

Base + Energy Matrix has been analyzed a lot by many strong players and discussed on reddit (https://www.reddit.com/r/Prismata/comments/6uuool/apparently\_in\_basematrix\_you\_dont\_go\_3rd\_engineer/). Their conclusion is that player 1's winning move is the common build "Natural Animus" (DD/DD/DDA) and player 2 cannot defeat this line by going 3rd Engineer (or by mirroring low-economy). There are a number of factors that contribute to this being the case despite Energy Matrix generally being a high-econ enabling unit:

* In base set, Tarsiers are by far the best attacker, so you really want an Animus as your first tech building. However, neither player has an efficient line for that. Both would have to float a huge amount of gold. Therefore, it is strong for player 1 to just go Natural Animus. So, for example, if there were a half-decent non-red attacker, such as Tantalum Ray, low-economy would probably be losing.
* Energy Matrix costs , and it nullifies the early attackers so well that the 3rd Engineer player won't have anything good to do with their blue for a while. It will likely be spent on Steelsplitters, which are very inefficient attackers.
* Another factor that only applies to player 2 trying to go 3rd Engineer against player 1's rush is that p2's build ends up with 4 gold leftover and is thus all but forced to buy a Conduit. This Conduit does very little since Forcefields won't be needed for a long time and Gauss Cannons aren't very efficient either. Some of the players participating in the analysis believe that player 1 can also win with a 3rd Engineer against player 2's turn 3 Animus build, so perhaps it takes all three factors to make 3rd Engineer lose.

The player 1 Natural Animus in general has the property of being naturally high econ, as it can go by DDA/TTD/TTDD/ then TRDD/TRBE for the Blue defense, for exact.

## Change log

* September 18th, 2015
	+ Cost decreased from 9 to 8.
	+ No longer comes with a Pixie.
Vel'kar

Vel'Kar

**Colorless unit** (see more)0(takes 0 turns to construct)
At the start of your turn, construct a Shard.
, and consume 6 Shards: Construct an Eviscerator.

 Build time:

**Vel'kar** is a colorless unit which is not available to players. Vel'kar serves as the boss of the current Prismata campaign.

Each turn Vel'Kar creates one Shard. When Vel'Kar has six Shards on the board then he can consume the six Shards and construct an Evicerator. Having an Evicerator on the board will not make Vel'Kar stop his spawning of Shard.

The player can delay the spawn of Evicerator by destructing Shards.
Threat

Threat is anything that forces your opponent to make defense, but doesn't actually deal damage, at least not without you paying an additional cost. Drake is an example of a threat unit: paying 12 for just two damage a turn is very inefficient, however Drake also *threatens* to deal 2 additional damage by clicking, so your opponent must make 2 more defense even though you probably don't want to click your Drake.

Threat can be played around by *vigilant* units, that is, units that can block and do something else at the start of a turn. For example, a Xeno Guardian can attack at the start of your turn and still be used in defense that turn. Normally this isn't too useful because if you sacrifice it in defense then it stops attacking. However, if your opponents has an Odin and you have an extra Xeno Guardian (besides the one you're absorbing on), they won't want to give up the defensive value of absorbing on their Odin, so your Xeno Guardian can continually act as both 4 of defense and a constant attacker simultaneously - it's like you payed a mere 5 for an Infusion Grid and a Gauss Cannon. That's a bargain! And the only way your opponent can put an end to this mad value is by clicking the Odin and thereby losing defensive value themselves.

Many chill units are also a form of threat, such as Frostbite.

Threat is also completely useless against breachproof opponents.
Chieftain

Chieftain

 **unit** (see more) (Fragile: does not heal)
3 (Lifespan 3: dies after 3 turns)
: gain

 Cost:

[data page]

**Chieftain** is a Green-blue unit. It's an attacker and blocker with short Lifespan, but lots of fragile health.

## Strategy

**Chieftain'**s main characteristic is its high 7 fragile health for a cost of only 8 (gold, green and blue), making it exceptionally potent at tanking damage.

As with all units with Lifespan and Blocker, Chieftain is at its most efficient when used to take fatal damage on the turn that it would die due to lifespan, ensuring that all its health goes to use. This is especially important in the case of Chieftain, since attack per turn can otherwise be obtained without the lifespan drawback for similar costs – two Tarsiers, for example, cost 8red and provide the same amount of , but can do it indefinitely.

The best way to use the Chieftain in this fashion is by creating a 'train' of Chieftains, buying one every turn from the first and using them to defend in succession. In this manner they all get full value. The difficulty in this setup is being able to predict three turns in advance that Chieftain's life won't be wasted in defense when its time comes.

In another use case, you may also block with the Chieftain up to 6 on its first turn by leaving it in defense and then just attack with it for two turns. This is actually quite powerful, since the Defense comes 2 turns earlier than usual, still having Threat, though it loses the Wall that would block the turn after, and some of its own pressure. This drawback is paid over evenly for Wall absorb (Below par with Colossus), otherwise, it's better to keep the strong Absorber.

## Change log

* September 18th, 2015
	+ Cost increased from 7 to 8.
* November 15th, 2014
	+ Added.
Tandem (Expert Challenge)

Tandem is the 2nd mission of the second episode in the Campaign. The mission is a test of endurance where the player attempts to hold the attacking forces at bay while Anya builds up enough Tarsiers and Shadowfangs to defeat the enemy forces.

**Victory window message**
*Anya's build order is the infamous player 2 Shadowfang rush: DD/DA/AT. Player 1 can defeat this opening using units in the Prismata base set.*

## **Hints and solution**

### General hints and tips

 You'll need at least one Grenade Mech, and you will need to use its click ability fairly aggressively.
Prismata Wiki

Welcome to the *Prismata* Wiki
the *Prismata* compendium by the players, for the players.
We are currently maintaining 1,212 pages (406 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Units

Colorless units
Green units
Blue units
Red units
Green-blue units
Green-red units
Blue-red units
Green-blue-red units

Resources

Gold
Energy
Green resource
Blue resource
Red resource

Campaign

* Episode 1: Outbreak
* Episode 2: Recombination
* Episode 3: Keystone

Unit mechanics

Attack
Ability
Blocker
Build time
Chill
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Frontline
Health
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Prompt
Stamina
Self-sacrifice

Gameplay

* Action Phase
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* Common Openings
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* Hotkeys
* Changelog
* Glossary
* Strategy Guide

Video

Participate
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About
***Prismata*** is an easy-to-learn, fast-paced hybrid strategy game that borrows familiar elements from real-time strategy games, collectible card games, and tabletop strategy games, combining them in a radical new way. Think "turn-based StarCraft", but without a map. Or, think of Hearthstone with workers and build orders instead of decks.

In Prismata, players take turns spending their resources, building up their economies, constructing an army, and obliterating one another until only one side remains. Games last only minutes, but always feel fresh thanks to randomly-generated unit pools that are different every time. Each game, there are new units to construct, new build orders to plan and discover, and new threats to respond to.

Featuring simple and elegant economic and combat mechanics, Prismata rewards tactical, strategic, and decisive play. Will you execute a perfectly-timed rush? Or will you build up a monstrous economy and steamroll your opponent with a massive army? Maybe you'll change your plans entirely when you see what your opponent has in mind!

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Tech sink

Tech sink refers to units that cost very little gold relative to tech. Preferably these are also units that are good to buy in almost any situation. Examples of ideal tech sink include Pixie, Gauss Charge, Nitrocybe, and Cluster Bolt. Units such as Xeno Guardian, Manticore, and Frost Brooder can also be used as tech sink.

Having tech sink in a particular color available often enables high-tech legendaries that would not otherwise be viable. For example, in a set with Apollo but no other blue units, you likely don't want to get Apollo because much of the blue will end up being wasted or spent on inefficient things like Steelsplitters. But if there is also Pixie in the set, odds are much higher that Apollo is worth getting because you can spend your extra blue on something cheap while you use red and green tech for most of your purchases.