Atriox/Gameplay: Difference between revisions
From Halopedia, the Halo wiki
< Atriox
Sith Venator (talk | contribs) m (→Halo Wars 2) |
Sith Venator (talk | contribs) |
||
Line 19: | Line 19: | ||
**'''Dying Breath''': Targets own units to keep on fighting for 4 seconds after they are killed. | **'''Dying Breath''': Targets own units to keep on fighting for 4 seconds after they are killed. | ||
***Population Cost: N/A | ***Population Cost: N/A | ||
***Supply Cost: | ***Supply Cost: 300 | ||
***Power Cost: | ***Power Cost: 80 | ||
***Cooldown: 180 seconds | ***Cooldown: 180 seconds | ||
*'''Tier 3 Leader Powers''' | *'''Tier 3 Leader Powers''' | ||
Line 77: | Line 77: | ||
**'''Unbreakable''': Grants invulnerability to all your deployed units for 7 seconds. | **'''Unbreakable''': Grants invulnerability to all your deployed units for 7 seconds. | ||
***Population Cost: N/A | ***Population Cost: N/A | ||
***Supply Cost: | ***Supply Cost: 1,200 | ||
***Power Cost: | ***Power Cost: 800 | ||
***Cooldown: 330 seconds | ***Cooldown: 330 seconds | ||
**'''Eradication''': Unleashes eight converging glassing beams. | **'''Eradication''': Unleashes eight converging glassing beams. |
Revision as of 03:18, August 12, 2017
Halo Wars 2
- "Atriox focuses on a cunning and defensive style, supported by heavy cover and invulnerability powers."
- — In-game description of Atriox.[1]
- Unique Units: Atriox's Chosen
- Tier 1 Leader Powers
- Countermeasures: Drops Plasma mines around newly captured Control Towers and Power Nodes. Also allows Jiralhanae Jumpers to drop TR/9 trip mines when they use their jump packs.
- Fortifications I: Reduces costs and build times for the Stronghold upgrade, the Fortify upgrade, and Turret upgrades.
- Fortifications II: Improves all benefits provided by Fortifications.
- Tier 2 Leader Powers
- Plasma Mines I: Drops a line of cloaked mines.
- Population Cost: N/A
- Supply Cost: 25
- Power Cost: 100
- Cooldown: 105 seconds
- Plasma Mines II: Increases number of mines dropped.
- Population Cost: N/A
- Supply Cost: 50
- Power Cost: 200
- Cooldown: 105 seconds
- Dying Breath: Targets own units to keep on fighting for 4 seconds after they are killed.
- Population Cost: N/A
- Supply Cost: 300
- Power Cost: 80
- Cooldown: 180 seconds
- Plasma Mines I: Drops a line of cloaked mines.
- Tier 3 Leader Powers
- Atriox’s Bulwark I: Creates a healing area. Grants invulnerability for 1.5 seconds.
- Population Cost: N/A
- Supply Cost: 350
- Power Cost: 125
- Cooldown: 200 seconds
- Atriox’s Bulwark II: Increases area, healing amount, and duration of Atriox’s Bulwark. Grants invulnerability for 2.0 seconds.
- Population Cost: N/A
- Supply Cost: 450
- Power Cost: 175
- Cooldown: 200 seconds
- Atriox’s Bulwark III: Further increases area, healing amount, and duration of Atriox’s Bulwark. Grants invulnerability for 2.5 seconds.
- Population Cost: N/A
- Supply Cost: 550
- Power Cost: 225
- Cooldown: 200 seconds
- Spirit Assault I: Drops off two Suicide Unggoy squads.
- Population Cost: 4
- Supply Cost: 240
- Power Cost: 60
- Cooldown: 165 seconds
- Spirit Assault II: Drops off two upgraded veteran Suicide Grunt squads and one veteran Jump Pack Brute squad.
- Population Cost: 7
- Supply Cost: 375
- Power Cost: 140
- Cooldown: 165 seconds
- Spirit Assault III: Drops off two upgraded veteran Suicide Grunt squads and two veteran Jump Pack Brute squads.
- Population Cost: 10
- Supply Cost: 520
- Power Cost: 220
- Cooldown: 165 seconds
- Atriox’s Bulwark I: Creates a healing area. Grants invulnerability for 1.5 seconds.
- Tier 4 Leader Powers
- Glassing Beam I: Fires a controllable plasma beam.
- Population Cost: N/A
- Supply Cost: 400
- Power Cost: 250
- Cooldown: 228 seconds
- Glassing Beam II: Increases Glassing Beam size and damage.
- Population Cost: N/A
- Supply Cost: 500
- Power Cost: 385
- Cooldown: 228 seconds
- Glassing Beam III: Further increases Glassing Beam size and damage.
- Population Cost: N/A
- Supply Cost: 600
- Power Cost: 500
- Cooldown: 228 seconds
- Teleport I: Teleports own units to any location within range.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: 200
- Cooldown: 165 seconds
- Glassing Beam I: Fires a controllable plasma beam.
- Tier 5 Leader Powers
- Unbreakable: Grants invulnerability to all your deployed units for 7 seconds.
- Population Cost: N/A
- Supply Cost: 1,200
- Power Cost: 800
- Cooldown: 330 seconds
- Eradication: Unleashes eight converging glassing beams.
- Population Cost: N/A
- Supply Cost: 1,000
- Power Cost: 1,000
- Cooldown: 360 seconds
- Unbreakable: Grants invulnerability to all your deployed units for 7 seconds.