Editing The Arbiter (leader)
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==''Halo Wars''== | ==''Halo Wars''== | ||
[[File:HWguide Arbiter.png|300px|right]] | [[File:HWguide Arbiter.png|300px|right]] | ||
Ripa 'Moramee will be automatically deployed as soon as the player finishes their first [[Covenant temple|Temple]]. If that Arbiter is killed the player can purchase another for 400 resources, but can only have one Arbiter at a time. | Ripa 'Moramee will be automatically deployed as soon as the player finishes their first [[Covenant temple|Temple]]. If that Arbiter is killed the player can purchase another for 400 resources, but can only have one Arbiter at a time. | ||
*'''Unique Unit''': [[Suicide Unggoy]] - are able to blow enemies and themselves up with plasma grenades. | *'''Unique Unit''': [[Suicide Unggoy]] - are able to blow enemies and themselves up with plasma grenades. | ||
;Upgrades | ;Upgrades | ||
*'''Fiendish Return''' - Allows the Arbiter to reflect attacks back at the enemy. Requires 400 resources and a tech level of 1. | *'''Fiendish Return''' - Allows the Arbiter to reflect attacks back at the enemy. Requires 400 resources and a tech level of 1. | ||
*'''Vicious Blades''' - Increases damage inflicted by the Arbiter. Requires 600 resources and a tech level of 2. | *'''Vicious Blades''' - Increases damage inflicted by the Arbiter. Requires 600 resources and a tech level of 2. | ||
*'''Ghastly Vision''' - Increases Fiendish Return reflection and equips the Arbiter with active camouflage. Requires 900 resources and a tech level of 3. | *'''Ghastly Vision''' - Increases Fiendish Return reflection and equips the Arbiter with active camouflage. Requires 900 resources and a tech level of 3. | ||
;Ability upgrades | ;Ability upgrades | ||
*'''Defiant Rage''' - Receive additional health for casualties inflicted. Requires 300 resources and a tech level of 1. | *'''Defiant Rage''' - Receive additional health for casualties inflicted. Requires 300 resources and a tech level of 1. | ||
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*'''Blinding Rage''' - Increases the Arbiter's and nearby allied units' attack power. Requires 700 resources and a tech level of 3. | *'''Blinding Rage''' - Increases the Arbiter's and nearby allied units' attack power. Requires 700 resources and a tech level of 3. | ||
;Leader ability - rage mode | |||
When activated, the camera locks onto the Arbiter, whom the player controls with the left thumbstick and attacks with the right. It will use up resources every second it is in use and can be upgraded at the Temple. Rage Mode allows the Arbiter to single out enemy units, lunge at them, and deal damage on them. A fully upgraded Rage increases the player's units' damage while the Rage is still active. This also affects allies, including allied UNSC units, boosting their damage. | |||
*'''Unique Units''': [[ | ==''Halo Wars 2== | ||
*'''Unique Units''': [[Phantom]], Ripa 'Moramee {{C|Hero unit}}, and [[Sangheili Enforcer]]s | |||
*'''Tier 1 Leader Powers''' | *'''Tier 1 Leader Powers''' | ||
**'''[[Teleport]] I''': Teleports own units to any location within range. | **'''[[Teleport]] I''': Teleports own units to any location within range. | ||
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**'''Stasis Mines I''': Deploys mines that stun and immobilize enemy units. | **'''Stasis Mines I''': Deploys mines that stun and immobilize enemy units. | ||
***Population Cost: N/A | ***Population Cost: N/A | ||
***Supply Cost: | ***Supply Cost: | ||
***Power Cost: | ***Power Cost: | ||
***Cooldown: 105 seconds | ***Cooldown: 105 seconds | ||
**'''Stasis Mines II''': Increases | **'''Stasis Mines II''': Increases power of mines | ||
***Population Cost: N/A | ***Population Cost: N/A | ||
***Supply Cost: | ***Supply Cost: | ||
***Power Cost: | ***Power Cost: | ||
***Cooldown: 105 seconds | ***Cooldown: 105 seconds | ||
*'''Tier 2 Leader Powers''' | *'''Tier 2 Leader Powers''' | ||
**'''Conduit of Rage I''': Whenever the player uses a leader power nearby units and structures will be healed and gain a buff of speed and damage. Consecutive leader powers extend the buffs. | **'''Conduit of Rage I''': Whenever the player uses a leader power nearby units and structures will be healed and gain a buff of speed and and damage. Consecutive leader powers extend the buffs. | ||
**'''Conduit of Rage II''': Increases the time of buffs. | **'''Conduit of Rage II''': Increases the time of buffs. | ||
**'''Conduit of Rage III''': Further increases the time of buffs. | **'''Conduit of Rage III''': Further increases the time of buffs. | ||
**'''Plasma Bolt I''': Fires a plasma bolt at the target. | **'''Plasma Bolt I''': Fires a plasma bolt at the target. | ||
***Population Cost: N/A | ***Population Cost: N/A | ||
***Supply Cost: | ***Supply Cost: | ||
***Power Cost: | ***Power Cost: | ||
***Cooldown: 228 seconds | ***Cooldown: 228 seconds | ||
**'''Plasma Bolt II''': | **'''Plasma Bolt II''': Increases damage. | ||
***Population Cost: N/A | ***Population Cost: N/A | ||
***Supply Cost: | ***Supply Cost: | ||
***Power Cost: | ***Power Cost: | ||
***Cooldown: 228 seconds | ***Cooldown: 228 seconds | ||
**'''Plasma Bolt III''': | **'''Plasma Bolt III''': Further increases damage. | ||
***Population Cost: N/A | ***Population Cost: N/A | ||
***Supply Cost: | ***Supply Cost: | ||
***Power Cost: | ***Power Cost: | ||
***Cooldown: 228 seconds | ***Cooldown: 228 seconds | ||
*'''Tier 3 Leader Powers''' | *'''Tier 3 Leader Powers''' | ||
**'''Phantom''': Enables | **'''Phantom''': Enables [[Phantom]]s to be purchased at [[Outpost]]s. | ||
**'''Elite Spirit Assault''': Has a | **'''Elite Spirit Assault''': Has a [[Type-25 Spirit]] drop off four squads of veteran Sangheili Enforcers. | ||
***Population Cost: | ***Population Cost: | ||
***Supply Cost: | ***Supply Cost: | ||
***Power Cost: | ***Power Cost: | ||
***Cooldown: 203 Seconds | ***Cooldown: 203 Seconds | ||
*'''Tier 4 Leader Powers''' | *'''Tier 4 Leader Powers''' | ||
**'''Stasis I''': Allows the player to place units into temporary stasis to protect allies or neutralize enemies. | **'''Stasis I''': Allows the player to place units into temporary stasis to protect allies or neutralize enemies. | ||
**'''Stasis II''': Increases the time the unit is in stasis. | |||
**'''Stasis II''': Increases the | |||
**'''Power Surge I''': The cooldown and cost of all the player's leader powers is reduced. | **'''Power Surge I''': The cooldown and cost of all the player's leader powers is reduced. | ||
**'''Power Surge II''': Decreases the cooldown and cost of leader powers even more. | **'''Power Surge II''': Decreases the cooldown and cost of leader powers even more. | ||
**'''Power Surge III''': Further decreases the cooldown and cost of leader powers. | **'''Power Surge III''': Further decreases the cooldown and cost of leader powers. | ||
*'''Tier 5 Leader Powers''' | *'''Tier 5 Leader Powers''' | ||
**'''Mass Stasis''': | **'''Mass Stasis''': Puts all the player's units into stasis. | ||
***Population Cost: N/A | ***Population Cost: N/A | ||
***Supply Cost: | ***Supply Cost: | ||
***Power Cost: | ***Power Cost: | ||
***Cooldown: 264 seconds | ***Cooldown: 264 seconds | ||
**'''Mass Cloaking''': Cloaks all deployed units. While cloaked, units gain a speed boost and a small siphon effect. | **'''Mass Cloaking''': Cloaks all own deployed units. While cloaked, units gain a speed boost and a small siphon effect. | ||
***Population Cost: N/A | ***Population Cost: N/A | ||
***Supply Cost: 1,000 | ***Supply Cost: 1,000 | ||
***Power Cost: 250 | ***Power Cost: 250 | ||
***Cooldown: 264 seconds | ***Cooldown: 264 seconds | ||
=== | ===Ripa 'Moramee=== | ||
Ripa 'Moramee is exclusive to himself and can be built at the [[War Council]]. Like other hero units the player is limited to one on the field at a time. | |||
Ripa 'Moramee is exclusive to himself and can be built at the [[War Council]]. Like other hero units the player is limited to one on the field at a time. | |||
[[Category:Gameplay guides]] | [[Category:Gameplay guides]] |