Arcadigo guide
Prism Push Team Strategy — Beam Timing, Positioning and Court Control
Master Prism Push with coordinated beam timing, court positioning and team role assignments. Learn when to charge fully, when to quick-release and how to control the prism as a team.
One prism, three teammates, infinite angles
Prism Push looks simple: charge a beam, push the prism, score three goals. But the difference between a team that takes turns shooting and a team that coordinates their beam timing is the difference between winning 3-0 and losing 0-3.
This guide covers team strategy for 2v2 and 3v3 formats.
The three roles in Prism Push
Every team should assign roles before the match starts. These are not fixed positions — they rotate based on prism location and game state.
Shooter
The player actively charging a beam on the prism. Their job: decide between quick release, partial charge and full charge based on the situation.
Receiver
The player positioned ahead of the prism in the direction of the opposing goal. Their job: receive the prism after the shooter's push and either continue the drive or take the shot.
Blocker
The player positioned between the prism and the opposing team's most threatening player. Their job: prevent the other team from getting a clean beam angle on the prism.
In 2v2, you combine Shooter + Receiver or Shooter + Blocker depending on the situation. In 3v3, you can run all three roles simultaneously.
Beam timing decision tree
When you are the Shooter, you have three choices. Here is when to use each:
Quick release (tap)
Use when:
- An opponent is about to get a clean angle on the prism
- You need to nudge the prism away from your own goal
- The prism is in a scrum and any push is better than no push
Do not use when:
- You have a clear lane to the goal — charge more for a scoring attempt
- Your Receiver is in position and waiting — charge to give them a predictable trajectory
Partial charge (hold ~0.6 seconds)
Use when:
- You want controlled movement that your Receiver can follow
- You are passing to a teammate rather than shooting directly
- The opposing Blocker is nearby and you need to release before they disrupt you
Full charge (hold 1.2 seconds)
Use when:
- You have an unobstructed line to the goal
- Your Blocker has neutralised the opposing team's interference
- You are making a clearing shot from your defensive zone
Risk: Full charge telegraphs your direction for 1.2 seconds. Opponents can reposition their Blocker. Only commit if your team has control of the shooting lane.
Team formations
2v2: Shooter-Receiver rotation
- Shooter charges while Receiver positions 45 degrees ahead of the prism, between the prism and the goal.
- Shooter releases toward the Receiver's position, not directly at the goal.
- Receiver meets the prism and becomes the new Shooter, now closer to the goal with a better angle.
- The original Shooter rotates to become the Receiver, moving ahead of the prism's new position.
This "leapfrog" pattern advances the prism methodically while keeping both players involved.
3v3: Triangle formation
- Point (Shooter): Closest to the prism, charging for the push.
- Wide Receiver: Positioned toward the sideline, ready for a redirect if the direct route is blocked.
- Blocker: Positioned between the prism and the most dangerous opponent.
The triangle rotates as the prism moves. The Blocker becomes the Shooter if the prism comes to them. The Wide Receiver becomes the Shooter if the prism moves toward their side.
Defensive principles
Goal-side positioning
The most important defensive rule: always have at least one player between the prism and your own goal. If the prism is in your half of the court and nobody is goal-side, a single full-charge shot from the opposition can score.
Contest the shooter, not the prism
New players chase the prism. Experienced players block the shooter's angle. A prism with no shooter near it is harmless. A shooter with a clean line to the prism is dangerous. Position yourself between the opposing shooter and the prism, not on top of the prism itself.
Force wide angles
A shooter aiming from the centre of the court has a direct line to the goal. A shooter forced to the sideline has a narrower angle. Your goal as a defender is to push the opposing shooter toward the boundary, reducing their viable shooting angles.
Clear, do not dribble
When the prism is near your goal, use a full-charge shot to clear it to the opposite half. Do not try to dribble it out with short taps — a scrum near your goal gives the opposition too many chances for a deflection goal.
Sudden death strategy
When regulation ends in a tie:
- Beam force increases, so full charges send the prism further
- The court tightens, reducing space for wide angles
- The first goal wins
Sudden death principle: Play for position, not power. A full charge in sudden death can overshoot the goal. A partial charge from a central position is more reliable. Control the centre of the court, wait for the opposing team to overcommit and then take the shot.
Communication calls
In voice chat, use these short calls:
- "Charging full" — I am holding for 1.2 seconds, keep the lane clear
- "Quick left/right" — I am tapping the prism toward the side, be ready
- "Block [colour]" — the named opponent has a clean angle, someone intercept
- "Rotating shooter" — I am moving from Shooter to Receiver, someone take the prism
- "Goal-side" — I am positioned between prism and our goal, you can push forward