Editing Atriox/Gameplay

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{{Status|Gameplay}}
==''Halo Wars 2''==
===''Skirmish/Multiplayer''===
{{Quote|Atriox focuses on a cunning and defensive style, supported by heavy cover and invulnerability powers.|In-game description of Atriox.<ref name="HW2">'''[[Halo Wars 2]]'''</ref>}}
{{Quote|Atriox focuses on a cunning and defensive style, supported by heavy cover and invulnerability powers.|In-game description of Atriox.<ref name="HW2">'''[[Halo Wars 2]]'''</ref>}}
*'''Unique Units''': [[Atriox's Chosen]]
*'''Unique Units''': [[Atriox's Chosen]]
*'''Privileges''': Able to use more abilities related to invulnerability than the others.
*'''Tier 1 Leader Powers'''
*'''Tier 1 Leader Powers'''
**'''Countermeasures''': Drops [[Plasma mine]]s around newly captured [[Control Tower]]s and [[Power Node]]s. Also allows [[Jiralhanae Jumper]]s to drop [[TR/9 trip mine]]s when they use their jump packs.
**'''Countermeasures''': Drops [[Plasma mine]]s around newly captured [[Control Tower]]s and [[Power Node]]s. Also allows [[Jiralhanae Jumper]]s to drop [[TR/9 trip mine]]s when they use their jump packs.
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***Power Cost: 200
***Power Cost: 200
***Cooldown: 105 seconds
***Cooldown: 105 seconds
**'''Dying Breath''': Targets own units to keep on fighting for 4 seconds after they are killed. The buff dissipates after 30 seconds.
**'''Dying Breath''': Targets own units to keep on fighting even after they are killed.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 300
***Supply Cost: 250
***Power Cost: 80
***Power Cost: 20
***Cooldown: 180 seconds
***Cooldown: 120 seconds
*'''Tier 3 Leader Powers'''
*'''Tier 3 Leader Powers'''
**'''Atriox’s Bulwark I''': Creates a healing area. Grants invulnerability for 1.5 seconds.
**'''Atriox’s Bulwark I''': Creates a healing area.Grants brief invulnerability.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 350
***Supply Cost: 175
***Power Cost: 125
***Power Cost: 40
***Cooldown: 200 seconds
***Cooldown: 180 seconds
**'''Atriox’s Bulwark II''': Increases area, healing amount, and duration of Atriox’s Bulwark. Grants invulnerability for 2.0 seconds.
**'''Atriox’s Bulwark II''': Increases area, healing amount, and duration of Atriox’s Bulwark.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 450
***Supply Cost: 250
***Power Cost: 175
***Power Cost: 70
***Cooldown: 200 seconds
***Cooldown: 180 seconds
**'''Atriox’s Bulwark III''': Further increases area, healing amount, and duration of Atriox’s Bulwark. Grants invulnerability for 2.5 seconds.
**'''Atriox’s Bulwark III''': Further increases area, healing amount, and duration of Atriox’s Bulwark.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 550
***Supply Cost: 325
***Power Cost: 225
***Power Cost: 90
***Cooldown: 200 seconds
***Cooldown: 180 seconds
**'''[[Dextro Xur-pattern Spirit|Spirit]] Assault I''': Drops off two [[Suicide Unggoy]] squads.
**'''[[Type-25 Spirit|Spirit]] Assault I''': Drops off two [[Suicide Unggoy]] squads.
***Population Cost: 4
***Population Cost: 4
***Supply Cost: 240
***Supply Cost: 240
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**'''[[Glassing]] Beam I''': Fires a controllable plasma beam.
**'''[[Glassing]] Beam I''': Fires a controllable plasma beam.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 350
***Supply Cost: 150
***Power Cost: 150
***Power Cost: 150
***Cooldown: 228 seconds
***Cooldown: 195 seconds
**'''Glassing Beam II''': Increases Glassing Beam size and damage.
**'''Glassing Beam II''': Increases Glassing Beam size and damage.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 450
***Supply Cost: 250
***Power Cost: 250
***Power Cost: 250
***Cooldown: 228 seconds
***Cooldown: 195 seconds
**'''Glassing Beam III''': Further increases Glassing Beam size and damage.
***Population Cost: N/A
***Supply Cost: 550
***Power Cost: 350
***Cooldown: 228 seconds
**'''[[Teleport]] I''': Teleports own units to any location within range.
**'''[[Teleport]] I''': Teleports own units to any location within range.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: N/A
***Supply Cost: N/A
***Power Cost: 200
***Power Cost: 250
***Cooldown: 165 seconds
***Cooldown: 165 seconds
*'''Tier 5 Leader Powers'''
*'''Tier 5 Leader Powers'''
**'''Unbreakable''': Grants invulnerability to all your deployed units for 7 seconds.
**'''Unbreakable''': Grants temporary invulnerability to all your deployed units.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 1,200
***Supply Cost: 1,600
***Power Cost: 800
***Power Cost: 500
***Cooldown: 330 seconds
***Cooldown: 330 seconds
**'''Eradication''': Unleashes eight converging glassing beams.
**'''Eradication''': Unleashes eight converging glassing beams.
***Population Cost: N/A
***Population Cost: N/A
***Supply Cost: 1,000
***Supply Cost: 800
***Power Cost: 1,000
***Power Cost: 800
***Cooldown: 360 seconds
***Cooldown: 330 seconds
 
===''Blitz''===
Starting Army:
 
*'''Bulletproof'''
**2 Grunt Squads
**1 Elite Rangers
**1 Ironclad Wraith
 
*'''Warlord'''
**1 Marauder
**1 Chopper
**2 Banshee
 
===Strategy===
====General====
*'''Countermeasures''' allows the de-capture Power Node captured by Atriox more longer than other leaders, except for Leaders that possesses a Leader Power to speeds it up (Such as Captain Cutter's '''UNSC Raid''' or Let 'Volir's '''Banished Raid''')
*Time the leader power correctly, as '''Unbreakable''' and '''Atriox's Bulwark''' combination can be proven very lethal against all units.
**Note that Isabel's '''Ghost In the Machine''', Arbiter's '''Stasis''' or '''Mass Stasis''', or Serina's '''Cryo Bomb''' or '''Mass Glacier''' can nullify the combination, since Isabel can steal your armored units while Arbiter and Serina can stop your units on track or stopping your units from advancing.
*'''Dying Breath''' is a very useful Leader Power as your units can draw the aggro from the enemy unit as much as you could without worrying about your other units for 4 seconds. As long as the dying unit keeps drawing fire, it can give the player a good chance to obliterate the attackers with less opposition.
*While in description Atriox's main leader power serve for defensive purposes, some player may prefer Atriox to take an offensive role due to its privilege of having more invulnerable leader powers than other Banished Leaders.
 
====Allies====
*Have a player using Atriox to seize the Power or Control Node. It's '''Countermeasures''' can be useful to bid time.
*Atriox can utilize his leader power to act as a spearhead to begin the firefight, practically with '''Unbreakable''' and '''Dying Breath''' Leader Power.
**Any units that were dying under '''Dying Breath''' will be instantly killed albeit it's healed by your allies' healing units or leader power.
*'''Eradication''' will be very useful if you place it right in the middle of the enemy group.
 
====Enemies====
*Strong armor was required to fight him head on.
**Jerome's Mastodon with maximum upgrade and '''Spartan Morale''' and '''Restoration Drones''' can resist '''Eradication'''.
*Pull out as soon as one of the units is affected by '''Dying Breath''' as shifting aggro will be very difficult during firefight.
 
==Sources==
==Sources==
{{Ref/Sources}}
<references/>
 
[[Category:Gameplay guides]]
[[Category:Gameplay guides]]

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