Editing The Arbiter (leader)

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{{Status|Gameplay}}
{{disambig header|the ''Halo: Wars'' leader|other articles including "Arbiter"|Arbiter (disambiguation)}}
==''Halo Wars''==
==''Halo Wars''==
[[File:HWguide Arbiter.png|300px|right]]
[[File:HWguide Arbiter.png|300px|right]]
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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.


==''Halo Wars 2''==
==''Halo Wars 2==
{{Quote|The Arbiter Ripa 'Moramee utilizes special stasis fields to trap enemies and control the battlefield.|In-game description of the Arbiter.<ref name="HW2">'''[[Halo Wars 2]]'''</ref>}}
{{Quote|The Arbiter Ripa 'Moramee utilizes special stasis fields to trap enemies and control the battlefield.|In-game description of the Arbiter.<ref name="HW2">'''[[Halo Wars 2]]'''</ref>}}
*'''Unique Units''': [[Eklon'Dal Workshop Phantom|Banished Phantom]], Ripa 'Moramee {{C|Hero unit}}, and [[Sangheili Enforcer]]s {{C|Replace [[Jiralhanae Jumper]]s}}
*'''Unique Units''': [[Banished Phantom]], Ripa 'Moramee {{C|Hero unit}}, and [[Sangheili Enforcer]]s
*'''Privileges''': Stasis Leader Power allows the Arbiter to control the battlefield and fast mobility using Phantom.
*'''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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***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.
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***Cooldown: 228 seconds
***Cooldown: 228 seconds
*'''Tier 3 Leader Powers'''
*'''Tier 3 Leader Powers'''
**'''Phantom''': Enables Phantoms to be purchased at [[Banished outpost]]s.
**'''Phantom''': Enables Phantoms to be purchased at [[Outpost]]s.
**'''Elite Spirit Assault''': Has a {{Pattern|Dextro Xur|Spirit}} drop off three squads of veteran Sangheili Enforcers.
**'''Elite Spirit Assault''': Has a [[Type-25 Spirit]] drop off four squads of veteran Sangheili Enforcers.
***Population Cost: 12
***Population Cost: 16
***Supply Cost: 500
***Supply Cost: 600
***Power Cost: 300
***Power Cost: 350
***Cooldown: 203 Seconds
***Cooldown: 203 Seconds
*'''Tier 4 Leader Powers'''
*'''Tier 4 Leader Powers'''
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**'''Cost:''' Supplies 0, Power 600
**'''Cost:''' Supplies 0, Power 600
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 performs well against infantry, vehicles, and structures, but only okay against aircraft. Once the ''Conduit Incarnate'' upgrade is purchased Ripa will perform well against aircraft. Ripa can only attack aircraft while using his Rage ability. Unlike his Rage ability in ''Halo Wars'', his Rage in ''Halo Wars 2'' does not allow to player to control him. However, it not longer costs resources to use, and instead lasts for a set time. In [[Blitz]] he costs 240 energy and features the Rush ability that eliminates spawn debuffs.
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 performs well against infantry, vehicles, and structures, but only okay against aircraft. Once the ''Conduit Incarnate'' upgrade is purchased Ripa will perform well against aircraft. Ripa can only attack aircraft while using his Rage ability. Unlike his Rage ability in ''Halo Wars'', his Rage in ''Halo Wars 2'' does not allow to player to control him. However, it not longer costs resources to use, and instead lasts for a set time. In [[Blitz]] he costs 240 energy and features the Rush ability that eliminates spawn debuffs.
===Strategy===
====General====
*Be careful when utilizing '''Mass Stasis''' and '''Statis''' as both leader power can make any enemy and allies unit invulnerable to any attacks, giving both sides a chance to recuperate their army using any healing leader powers.
**This also affects building as any production will be temporarily halted.
*'''Power Surge''' is very useful in late-game, practically if the player constantly uses leader powers for advantage.
*Note that the Arbiter is one of the few Leaders that does not have any active healing leader power. It is best to conserve the personnel wisely and use Stasis leader power for advantage.
*'''Conduit of Rage''' is extremely useful for late games. Combined with '''Power Surge''', Ripa 'Moramee's leader power can be the most difficult to handle for all Leaders.
*Ripa 'Moramee's leader powers are generally designed to counter Isabel.
**Additionally, Ripa 'Moramee is suitable to take on the Support Role due to its passive leader power that complements Stasis Leader Power.
====Allies====
*Sangheili enforcers is one of the best Anti-Infantry and Building. With a large number, it will be very difficult to handle. Pair up with some of the allies anti-air and anti-building, practically UNSC Marines fitted with Combat Technician to cover each other's back.
*With correct timing and place, '''Stasis''' and '''Mass Stasis''' can negate all of the enemy's leader power that deals damage to your allies.
*If your allies have a healing leader power, use it immediately, as any units under stasis can be healed using a Leader Power.
*If the enemy is using Isabel, use '''Stasis''' when your allies get hijacked through '''Ghost In The Machine'''. Not only her power will be wasteful, but it will also benefit your allies as hijacked units can't go anywhere.
====Enemies====
*Do not group up when attacking, as you may receive either '''Mass Stasis''' or '''Stasis''' Leader Power.
*Isabel's '''Ghost In The Machine''' is ineffective when the enemy is using Stasis, rendering her Tier 5 leader power obsolete.
*Units affected by Stasis are completely immune to damage, rendering a waste of resources when using offensive leader power.
==Sources==
==Sources==
{{Ref/Sources}}
<references/>
 
[[Category:Gameplay guides]]
[[Category:Gameplay guides]]

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