Gameplay

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[[File:Elite Comparisons2.jpg|thumb|250px|Different incarnations of the Elites as they appear in the main ''Halo'' games.]]
[[File:Elite Comparisons2.jpg|thumb|250px|Different incarnations of the Élites as they appear in the main ''Halo'' games.]]


The '''[[Sangheili]]''' serve as an enemy in most of the ''Halo'' games, and as an ally in ''[[Halo 3]]''. Depending on their rank, Sangheili warriors are amongst the hardest opponents encountered in games, challenged only by the [[Jiralhanae/Gameplay|Brutes]] and [[Mgalekgolo/Gameplay|Hunters]] due to their skill and tactical ability, and even the lower-ranked warriors can be very dangerous.
'''Élites''' serve as enemies in most of the ''Halo'' games, and as allies in ''[[Halo 3]]''. Depending on the rank and role of the player, Élite warriors can serve as the most consistently challenging opponents encountered in the games, wielding varied weapons and using their resilience and speed to outmaneuver and overwhelm the player. Conversely, they can act as very reliable allies, arguably more so than the [[UNSC Marine Corps/Gameplay|Marines]], as the additional energy shielding in their armor and increased physical capabilities can grant them additional benefits that a normal human soldier otherwise lacks.


==Facing an Elite==
==Gameplay==
Sangheili warriors are often considered to be the most skilled and capable species in the Halo series, and are only equaled by [[Hunters]] in ''[[Halo 2]]'' and ''[[Halo: Reach]]''. However, despite the tactical skill and maneuverability, the Elites are more than capable of displaying, it should be took into account that their code of honor gets in the way of this. Meaning that often in battle they frequently forget to take cover, even whilst their shields are down leaving them very vulnerable to fire from ranged weapons like the Battle Rifle or the Carbine. Use this to your advantage by combining fire with your AI Marines and your chances of taking one down will be high. Also, depending on the weapon you have and the rank of the Sangheili, it can be increasingly difficult to attack an Elite efficiently. The best way to do so is to judge by their rank and weapon. For example, if you come across a group of [[Elite Minor|Minor]]s or [[Elite Major|Majors]] being led by an [[Ultra Elite]], it would be best to take out the Ultra first, as he is the strongest enemy present.
[[File:Zealot attack.jpg|thumb|300px|A Zealot directs a Major in combat.]]
Nearly all Élites across all games are equipped with [[Sangheili personal energy shield|rechargable energy shields]], allowing them to mitigate the damage of kinetic weapons. As their shields become stronger both with rank and with difficulty settings, it is imperative to carry a balanced arsenal whenever one expects Élites in a level, so that [[Plasma weaponry|plasma]] weapons can be used on shields, and Kinetic weapons can be used on their bodies. The [[Noob Combo]] is particularly effective at this. Explosive weapons can be effective in stripping an Élite's shields, or even outright kill them in some cases, but Élites are very agile, and will likely dodge roll out of the way of explosives. However, this behavior can be exploited by predicting where an Élite will dodge. While using a sticky grenade can be an effective way to slay an Élite, if this is done from too close by, the alien can try to charge the player, seeking to engulf them both in the blast.


Using the more powerful weapons on high ranking Elites instead of lower ones will increase the odds of survival drastically, since it is less difficult to take down a Minor than an Ultra. If that Ultra is wielding a Plasma Rifle, then he is effective at long range, as such it is best to zip in and out of cover until you are close enough to maybe throw a grenade or increase the accuracy of your weapon. If he is charging at you or attacking someone else with an Energy Sword, engage him at long range with precise head-shots to bring down his shields and kill him without getting too close. Taking out a leader will effectively cause the other Elite members of his platoon to become confused, but not near as much as with [[Grunts]].
On the offensive side, Élites can be encountered wielding nearly all the basic weapons available to their faction, depending on the game they are in. They are deadly warriors that can effectively use their weapons both at long and short ranges, firing in long, precise bursts and throwing [[Plasma Grenade/Gameplay|Plasma Grenades]] over long arches. When an Élite is close by, it will try to strike the player in melee. Depending on the games, the rank, and the difficulty settings, these attacks may kill even a fully healthy and shielded player. Whenever a player stays close to an Élite for too long, or when its shields are depleted, it may decide to charge at them. A charging Élite will stop at nothing until it has delivered at least one melee attack, at which point it will return to its normal combat routines. Like with dodges though, an Élite will be exposed if its melee attack is dodged, and sometimes the player can even use their momentum to circle around them and strike their back. Élites are also the main vehicle drivers in the games they appear as enemies. They are just as aggressive and evasive when piloting a vehicle, and their energy shielding is extended to their rides, as is the player's. Élites on foot will also try to board the player's vehicle (starting with ''Halo 2'') so one should be careful of moving slowly while close to them.


==Weapon compatibility==
Élites are employed as leader units in all the games they appear in. Most of the times a group of enemies is encountered, there will be at least one Élite at their lead. This makes them priority targets, but depending on how an encounter is structured, it may be beneficial to take down an Élite's troops before taking him on. Taking down all the Élites in a group will also cause the morale of their troops to break, especially causing [[Unggoy/Gameplay|Grunt]]s to break rank and flee temporarily. The death of a high ranking Élite can also prompt its lower ranked fellows to charge at the player. Élite ranks can be distinguished by the coloration and shape of their armor. In general, the ranking goes blue->red->white->gold, with some games having different intermediate colors or specialist ranks with different colors.
[[File:H3 Orange Sangheili with BR.jpg|right|thumb|150px|A Sangheili (Elite) player model using a [[Battle rifle]] in ''[[Halo 3]]'' multiplayer.]]
[[File:H2A-Brutes vs Elites.jpg|thumb|300px|Elite Honor Guards fight against Brutes.]]
Although Elites are most commonly seen with [[Energy Sword]]s, [[Plasma Rifle]]s and [[Needler]]s, because of their strength and versatility, Elites can utilize ''any'' weapon in the field of battle, human or Covenant, though most Elites would rather die than use a human or Jiralhanae-oriented weapon. [[Frederic-104]] theorizes that the Elites follow an edict of the Prophets that states that they should not use [[human]] weapons, based on his own sightings of Elites happily dying rather than pick up a fully loaded [[MA5B assault rifle]] at their feet. The Brutes however do not behave in a similar manner, even attempting to steal FENRIS nuclear warheads during the [[Battle of Earth]].


The [[Thel 'Vadam|Arbiter]], it appears, has no particular objection to sullying his already fraudulent honor with a human weapon, and has even shown interest in human weapons before becoming Arbiter. Most other Elites will use a human or a Brute weapon if it is given to them by the Arbiter, although usually with a derogatory remark (with some exceptions like the Spartan Laser or Rocket Launcher), such as, "Bah! Even as trophies, these weapons are worthless!", "Really??", or even "Worthless piece of crap!" However, in the hands of an Elite, any human weapon can be deadly. Elites can hold a [[Rocket Launcher]] with one hand due to their superior strength, unlike normal [[UNSC Marine Corps|Marines]] or even [[SPARTAN-II program|SPARTAN IIs]]. Their marksmanship is easily comparable to a skilled Marine and they can quickly kill any opponent from afar with their skill in long-ranged combat, as well as being extremely deadly in close quarters with energy sword equipped warriors being even deadlier. Thanks to their armor and increased musculature they can survive attacks that would kill a normal human soldier, even with their personal shields down.
===Specific strategies===
====Sword Wielders====
In all games, some of the most fearsome Élites are the ones that wield Energy Swords. [[Sangheili Zealot|Zealot]]s, [[Sangheili Ultra|Ultra]]s and equivalent ranks can be encountered with these weapons, and either holding them outright, or pulling them out as they charge at the player. In most games, a single strike from one of these foes is enough to kill the player on any difficulty, and swordsmen continue their melee attack by slashing both at their front and back. While dangerous for the player, these foes spell certain doom for Marines, who are not reactive or agile enough to dodge or run away from them. Still, a gutsy player can apply the same tactics as normal Élite melee attacks, dodging at the last minute or interrupting with their own, quicker melee attacks. Still, detecting and taking down the charging Élite before it reaches melee range is a preferable solution.


They will also use human vehicles such as a [[Mongoose]], or a [[Warthog]]. In ''Halo 2'', on the level [[Metropolis]] if left alone, the Elites will kill Gunnery Sergeant [[Stacker]] in the Gauss Warthog, take control of the Gauss cannon, and start firing at the player.
====Zealots (CE and 2)====
In ''Halo CE'', Zealots have a different behavior than other Élites. They will never rage, and instead move very quickly, seamlessly alternating weapon fire and melee attacks with little delay. Conversely, in ''Halo 2'', Zealots are only encountered in an enraged status wielding an Energy Sword, and will relentlessly run at the player, although their shields are only as powerful as a [[Elite Major (gameplay)|Major]].


==Combat==
====Stealth Élites====
Despite their advantages, Elites also have some vulnerabilities:
Élites are the primary employers of [[Active camouflage]]. This ability is usually limited to specific ranks, being the [[Sangheili Stealth|Stealth]], [[Special Operations Sangheili|Spec Ops]] or [[Sangheili Zealot|Zealot]]. These enemies are fully concealed from sight, only noticeable due to a shimmering silhouette. They will usually lay in wait or maneuver around their allies in order to catch the player by surprise. While their invisiblity makes them tricky foes, Invisible Élites usually only wield the most basic weapons or the [[Energy sword]], limiting their effective range. The invisibility does not mask their vocalizations nor hide them from [[Motion tracker]]s. In addition, their shields tend to be low or null, and as such they must rely on their stealth to avoid defeat.
[[File:HR BeachFight2.jpg|thumb|300px|An Ultra leads its troops against [[Noble Team]].]]


{|cellpadding="5" border="1"
====Halo: Reach====
|[[M6D Pistol]]
Élites in ''Halo: Reach'' received as significant boost in the variety of their animations and behaviors. On top of having numerous, fast melee attacks that can even cover their backs, their ranks increase their health and shielding constantly. The gold-clad [[Sangheili General]]s can often be encountered with [[Fuel Rod Gun]]s, [[Plasma Launcher]]s and even [[Plasma cannon]]s, and high-ranking Élites can choose to throw grenades using a quicker animation, mixing the explosives within bursts from their weapons. Élites will also use [[Armor lock/Gameplay|Armor Lock]] to save themselves from explosions and splatters. The returned [[Sangheili Ranger|Rangers]] use their [[Jetpack]]s to leap between elevations, and while their shields aren't better than a Major's, they can be more often encountered with specialist weapons like the [[Needle Rifle (Gameplay)|Needle Rifle]] and [[Focus Rifle (Gameplay)|Focus Rifle]]. Élites in this game can be [[Assassination|Assassinated]]. Most of these considerations can also be applied to ''Halo 4'' and ''Halo 5''.
|The M6D Pistol has high damage per hit, high accuracy, and thus is very effective against Elites. The only thing you should worry about, however, is the Pistol's low rate of fire. It is best used in conjunction with an overcharged [[plasma pistol]] shot, as on legendary, it can take 6-8 shots to take out a [[Major Elite]]'s [[Elite Personal Energy Shields|Shields]] and in that time you could easily die.
|-
|[[MA5B Assault Rifle]]
|Not the most effective weapon. Your best strategy at close range with this weapon is to just hold onto the trigger - it'll take a little while, but the sheer weight of bullets will quickly overwhelm the Elites' Energy shield. From medium range it is better to pulse the trigger, as after the trigger is released, the bullet spread is reset. However, it is put in best effect when you are in close range, have depleted the Elite's shielding and slam the Elite with your melee. As one of the fastest melees, the Assault rifle's first melee will stun the Elite, whilst the second will kill it.
|-
|[[M6C Magnum]]
|It can be effective if [[dual wield]]ed. It can be rapid fired in ''Halo 2''. It's best to dual wield with a Plasma weapon, such as the [[Plasma Rifle]] to take down their shields, then aim for the Elite's head with the M6C Magnum for a quick kill. Be sure to headshot, as the effectiveness is exponentially increased.
|-
|[[BR55 Battle Rifle]] or [[Covenant Carbine]]
|Both are a high step up from the MA5B Assault Rifle. The BR55 Battle Rifle's 3 round burst or the Covenant Carbine's semiautomatic mode is pretty effective against Elites. However, if the [[Noob Combo]] is used, any Elite can be killed in a matter of seconds. 3-4 head shots will usually bring down an Elite's Energy Shield entirely after which, only 1 head shot will kill. In addition, the zoom allows you to kill the Elite in a variety of zones, some of which will put you a good deal away from harm's way. However, be careful of the BR's spread effect; the Covenant Carbine is slightly weaker, though it is well worth the trade off.
|-
|[[SMG]]
|Good when coupled with the Plasma Pistol or the Plasma Rifle, as it will break the Shields quickly, and is excellent when it does. Otherwise it works about the same as the MA5B Assault Rifle does, except the medium range accuracy is slightly less than the MA5B Assault Rifle. However, in [[Legendary]], the effect is dampened, as the [[Major Elite]]s can absorb enough damage to kill you first.
|-
|[[Shotgun]]
|Instant kill weapon at close range, except against higher Elites such as [[Ultra Elite|Ultras]] and [[Councilor]]s. On Legendary, though, it takes at least two shots to kill a Minor, so you may wish to get an alternative, as the recoil time is excessively long.
|-
|[[Sniper Rifle]] or [[Type-50 particle beam rifle]]
|One shot will deplete an Elite's Shielding on lower difficulty settings, but one head shot will neutralize one instantly, except [[Zealots]], Councilors, and [[Special Operations Sangheili|SpecOps Elites]] (On Legendary, a Major can also take 2 headshots). It would take about 4 body-shots to kill a [[Minor Elite]] on [[Legendary]] difficulty. Easily one of the best weapons at all ranges (at far, they can't even strike back; at close range, you don't even have to aim, as two to three body shots should suffice).
|-
|[[Fragmentation Grenade]]
|Elites have good reflexes and dodge most grenades thrown at them, except for frag grenades. Though it won't kill them instantly, is harder to see and will deplete their Shield. They're useful in narrow areas, close quarters, and for making the enemy break cover. One blast will only kill [[Stealth Elite]]s. However, [[grenade spamming]] is effective when faced with large groups of enemies.
|-
|[[Plasma Cannon]] or [[Shade]]
|Very useful, though few and far between. Basically a 3 second way to break an Elite's Shield and put it away. However on higher difficulties as many turrets are found in fairly exposed areas, a group of Covenant could fire on you killing you in a few seconds. Try and use this against fairly small groups or with backup.
|-
|[[Rocket Launcher]] or [[Fuel Rod Gun]]
|Very good against Elites in cover and for taking out groups of 2 or more, but for the sake of practicality, carry something else to switch to for one-on-one combat, except against sword-wielding Zealots, as you will need to put them down quickly before they can close the distance. Even if it doesn't kill the Zealot, it will still knock him aside and stun him for a few precious seconds you can then use to put more distance between it and yourself. However, in Legendary, the effectiveness is reduced because even the Majors can survive an entire rocket.
|-
|[[Plasma Pistol]]
|Resist the urge to fire a charged shot; an Elite will most likely dodge it, unless you either get lucky or have enough skill to catch it off guard. Firing continuously may bring it down more quickly. This weapon's upgraded lock-on in ''[[Halo 2]]'' makes it practical for Shield breaking when using the charge-shot. An excellent tactic for killing an Elite very quickly, especially on Legendary, is to charge it up, fire at the target Elite, then quickly fire a shot from the [[M6C Magnum]] (or a shot from a Battle Rifle, which is easier to score a headshot because of the three round burst) for an instant kill. Also, if they receive a full charged Plasma bolt, they are stunned for a second, enough time to kill them or escape.
|-
|[[Plasma Rifle]] or [[Brute Plasma Rifle]]
|Very effective if you have good aim. If not, the overheat can leave you vulnerable to a charging and angry Elite. Try to use cover once the gun has overheated, as only a few shots from it are then required to kill an Elite with no shielding. Dual wielding is good too. For the Brute variant, dual wielding is necessary to avoid overheating of both guns. However, as with the AR, it is advisable that you charge in and, at the last moment, melee at close range (especially when dual-wielding).
|-
|[[Needler]]
|Highly effective if you use it right, but the rounds can be dodged, like Plasma Grenades or charge-shots from Plasma Pistols. If you catch an Elite in the open, fire about half a magazine then retreat and the needles will home in on it, piercing its Shield and killing it, an example of a "fire-and-forget" weapon. The only problem is that Needlers are slow, so have some patience. Also, do not be fooled by the low, piteous groaning when the Needler rounds explode-they will be able to survive an entire barrage. However, do not forsake this opportunity-fire immediately, or its shields will recharge.
|-
|[[Plasma Grenade]]
|Run up close, or take good aim, and then throw it at an Elite. If it becomes scared, it runs toward the rest of its squad, blasting them as well. If it has not seen you, it will sometimes just stand there and look at the grenade, sometimes also growling in fury, or charge in a random direction. Beware against higher-ranking Elites or on higher difficulty levels as most Elites, when stuck with a Plasma Grenade, will attempt to rush you, killing you in the explosion. In these circumstances simply back-pedal and fire at the Elite to stagger it until the Plasma Grenade detonates. Even if you miss your quarry, you can finish it off with a single shotgun headshot or a few headshots.
|-
|[[Brute Shot]]
|The grenades bounce high unless you hit first try and the explosion radius is small compared to other grenades, but can take out an Elite in only one or two hits, though it takes around four grenades on [[Legendary]]. 1-2 grenades followed by a melee will usually kill most Elites on [[Heroic]].
|-
|[[Energy Sword]]
|This weapon is effective at close quarters, and is fatal in one hit for lower ranking Elites. Two lunges are required to slay an [[Ultra Elite]], even on the [[Easy]] difficulty. Be careful, though, as it is very common for the higher ranks to have an Energy Sword of their own as a secondary weapon, and they can often kill in one hit. Be warned; Elites in ''Halo 2'' can kill you in a single melee, so you'll have to kill them quickly.
|}


==Rank-specific strategies==
====Halo Infinite====
===Zealots===
In ''Halo Infinite'', low ranking Élites are near always encountered wielding the [[Pulse Carbine (gameplay)|Pulse Carbine]], but will scavenge the battlefield for better weapons. The higher ranking Élites instead already wield powerful weapons, and when their sizeable shielding is depleted, they will engage Active camouflage in addition to pulling out an Energy sword, which they will alternate with their primary firearm to maintain the pressure at all ranges. Conversely, Energy swords are less lethal against the player, although Élites will attack faster and even leap at the player from a distance. While in patrol or at rest, Élites do not have their shields turned on. They will activate them very quickly as soon as they sense danger.
[[Sangheili Zealot|Zealots]] are significantly more challenging to fight than other Elites. In ''[[Halo: Combat Evolved]]'', Zealots are known to wield [[Energy Sword]]s and [[Plasma Rifle]]s. The rifle wielding ones shoot for longer periods (to the point of overheating their gun) while the sword wielders tend to hunt their quarry. They also have powerful shields that are twice as strong as those of a [[Major Elite]] (in ''Halo: Combat Evolved'', they can survive a rocket on [[Easy]]). They are more agile than regular Elites and are harder to run over with vehicles. They constantly weave between objects to avoid incoming fire. Zealots are extremely dangerous in close quarters and should be dealt with promptly, preferably while they are still reasonably at a distance. They are a forceful, incredibly intelligent, and deadly foe to be reckoned with, especially on higher difficulties.


The best way to deal with a Zealot is to either stick them with a [[Plasma Grenade]] (otherwise they will attempt to evade or sidestep it during their pursuit) or to attack it from long range, as they are deadly in hand-to-hand combat because of their [[Energy Sword]] (and in ''Halo: Combat Evolved'' can kill the player with one hit from an Energy Sword in anything higher than Easy difficulty). In ''Halo: Combat Evolved'', a Zealot would pause for a moment and become "enraged" when it got too close to the player (similar to the Brute berserkers in ''Halo 2''), after which it would almost endlessly pursue him. This berserking afforded the player a few precious seconds to deliberate between "fight or flight". Needless to say, it is inadvisable to stick it in this situation. It can be made to temporarily call off it's pursuit by meleeing/shooting it while evading it's swing (which will cause it to do an evasive maneuver) or by simply outdistancing it and hiding long enough. It's entirely possible to defeat it using only frontal beatdowns.<ref>https://www.youtube.com/watch?v=1BLukuMhIiA</ref>
====Allied Élites====
 
Encountered in ''Halo 2'' and ''Halo 3'', Élites can be a significant improvement over Marines, especially in the former, as the latter simplified their AI. Due to sharing all of the player's animations, Élites can be armed with weapons Marines cannot use, like the Energy Sword or [[Brute Shot (Gameplay)|Brute Shot]]. The resilience granted by their shields can be a significant boon, although they shouldn't be relied upon too closely.
In ''Halo 2'', it is possible to side step and assassinate a Zealot, or any sword wielding Elite. This is actually possible in ''Halo: Combat Evolved'' if one stands to the right/left of the Zealot's back during its berserk animation and moves in the other direction when he starts turning around to face you. One can also engineer this situation just about anywhere by stunning it with an overcharged plasma pistol shot, provided you're on flat ground and stay clear away from walls. In ''Halo 2'', one can sometimes avoid taking damage from horizontal swings with a well-timed crouch. Due to their strong [[shields]], it is advisable to use heavy weaponry, such as the [[Sniper Rifle]] or Rocket Launcher, if they are available. The [[M6D pistol]] is only moderately effective, taking 16 head shots to kill a fully shielded Zealot on [[Normal]] difficulty. The [[Needler]] is both common and extremely effective, due to the fact that [[Seven|7]] rounds will kill most enemies and the weapon's large magazine.
 
In ''[[Halo 2]]'', they do not use [[Overshield]]s and their shields are as strong as those of a Major Elite and [[Special Operations Elite]], but they are a lot smarter and tougher. They are still very deadly in close-quarters, however in ''Halo 2'', their sword animation has been changed to being "more realistic" in the sense that in ''[[Halo: Combat Evolved]]'', a sword swing had a huge area of effect, and it was impossible to dodge a swing. In ''Halo 2'', it is possible to sidestep, and assassinate a Zealot, or any other elite with a sword. When the Zealot is swinging, quickly step to the side and behind him, than melee him, which results in an assassination, and an instant kill. This is the quickest and most effective way of dispatching Zealots, or other sword wielding Elites. It is also more risky however. Their armor without [[Energy shields|Energy Shields]] are much thicker (although it makes it slower) than that of Major and Minor and can sustain more damage. In addition to the tactics mentioned in the preceding paragraph, dual [[M6C Magnum]]s can be very effective at close ranges so long as you stay outside of their sword's reach. Dual Needlers are also effective. Also, Zealot AI is noticeably different in ''Halo 2''; Zealots are always found wielding Energy Swords, ceremonial weapons befitting their high rank.
 
Another fact that should be known is that Zealots will never, under any circumstances, ride in or drive a vehicle. If a player tries to give them a chance to get in one, such as in Uprising, their animation will glitch and they will start to walk toward the vehicle and turn around, they will then keep doing this. They will continue to follow the player, however.
 
This is the only Elite variant that will spawn when scripted to, independent of difficulty setting.
 
 
===Ultras===
Ultras are among the toughest variants of Elites. A good way to combat them is the Noob Combo. This does lose efficiency the higher difficulty you go, especially with the Ultra. Plasma Grenades work very well on them, provided that they are not charging you with their energy swords. Trying to Splatter them is not advised, as they have very quick reflexes and can dodge at high speeds. Most explosive weapons (excluding the [[Brute Shot]]) work great, if you can blast them if a ledge is nearby. If not, try to blast them into a corner and let loose with a high-rate-of-fire weapon, such as the [[M7 SMG]] or the [[MA5D Assault Rifle]].


==Changes==
==Changes==
Due to the constant upgrading of the ''Halo'' series from the Macintosh to the [[Xbox]] to the [[Xbox 360]] below shows a list of changes to the Sangheili species from each ''Halo'' game.
Due to the constant upgrading of the ''Halo'' series from the Macintosh to the [[Xbox]] to the [[Xbox 360]] below shows a list of changes to the Élite species from each ''Halo'' game.
===[[Halo E3 2000 Trailer]] to ''[[Halo: Combat Evolved]]''===
===[[Halo E3 2000 Trailer]] to ''[[Halo: Combat Evolved]]''===
*Élite ranks include [[Elite (NPC)|Minor]], [[Elite Major (gameplay)|Major]], [[Sangheili Zealot|Zealot]] and [[Special Operations Sangheili|Spec Ops]]
*The more conventional jaw in the trailer was separated into two mandibles.
*The more conventional jaw in the trailer was separated into two mandibles.
*They have wider waists.
*They have wider waists.
Line 99: Line 43:
*Their eyes have been moved more to the sides of their heads.
*Their eyes have been moved more to the sides of their heads.
*Their shield gauntlets have been replaced with personal energy shields.
*Their shield gauntlets have been replaced with personal energy shields.
[[File:H3 BarrierTowerBattle.png|thumb|300px|[[Master Chief]] fights alongside several Élites]]


===Changes from ''Halo: Combat Evolved'' to ''[[Halo 2]]''===
===Changes from ''Halo: Combat Evolved'' to ''[[Halo 2]]''===
*Sangheili are available to play as in multiplayer.
*Élite ranks include [[Elite (NPC)|Minor]], [[Elite Major (gameplay)|Major]], [[Sangheili Ultra|Ultra]], [[Sangheili Zealot|Zealot]], [[Sangheili Ranger|Ranger]], [[Special Operations Sangheili|Spec Ops]], [[Stealth Sangheili|Stealth]] and [[Sangheili Honor Guardsman|Honor Guard]] and [[Councilor]]. The [[Arbiter]] also appears.
*Sangheili are hunched over more to facilitate multiplayer use.
*Élite are available to play as. The [[Arbiter (player character)|Arbiter]] in single player, and as a regular Élite in multiplayer.
*First Sangheili allies encountered.
*Élite are hunched over more to facilitate multiplayer use.
*The Elites speak English instead of their native tongue.
*Élite allies are encountered.
*Zealot Sangheili ranked enemies are now only encountered on [[Legendary]] difficulty, rather than all difficulties. They no longer possess [[Overshield]]s (having shielding equal to that of a red [[Elite Major]]), and are armed exclusively with [[Plasma Sword|Energy Swords]].
*The Élites speak English instead of their native tongue.
* The [[Arbiter]] rank is introduced.
*Zealot Élite ranked enemies are now only encountered on [[Legendary]] difficulty, rather than all difficulties.
*Stealth Sangheili now have gray colored armor, rather than light blue, and also have a Minor (gray) and Major (brown) ranking system. They can also be detected by the motion tracker when invisible. Additionally, they sport energy shields which was absent from Halo: Combat Evolved.
*Stealth Élite now have gray colored armor, rather than light blue, and also have a Minor (gray) and Major (brown) ranking system. They can also be detected by the motion tracker when invisible. Additionally, they sport energy shields which was absent from Halo: Combat Evolved.
*Their melee attacks do more damage, and can kill in one hit on the [[Normal]] difficulty or above in the campaign.
*Their melee attacks do more damage, and can kill in one hit on the [[Normal]] difficulty or above in the campaign.
*Elites fire in much longer bursts in ''Halo 2'', firing many plasma rifle rounds per burst, compared to just 3 or 4 shots per burst in ''Halo: Combat Evolved''.
*Élites fire in much longer bursts in ''Halo 2'', firing many plasma rifle rounds per burst, compared to just 3 or 4 shots per burst in ''Halo: Combat Evolved''.
*Ranger ranks are introduced.
*Rangers and Ultras are introduced.
*Gain an animation to appear startled upon seeing the [[John-117|Master Chief]].
*Gain an animation to appear startled upon seeing the [[John-117|Master Chief]].
*Mandibles and facial features are more defined.
*Mandibles and facial features are more defined.
*Gain the ability to hijack vehicles.
*Gain the ability to hijack vehicles.
*Elites no longer have the occasional "spade" helmet and no longer wear a [[Forerunner]] symbol on their backs, in campaign. However, they can be present using the [[emblem]] feature for multiplayer.
*Élites no longer have the occasional "spade" helmet and no longer wear a [[Forerunner]] symbol on their backs, in campaign. However, they can be present using the [[emblem]] feature for multiplayer.
*Elites can now be seen dual-wielding weapons.
*Élites can now be seen dual-wielding weapons.
*Elites now have secondary colors in both campaign and multiplayer.
*Élites now have secondary colors in both campaign and multiplayer.
*Regulars now wield [[Energy Sword]]s as well, instead of just the [[Zealot]]s.
*Regulars now wield [[Energy Sword]]s as well, instead of just the [[Zealot]]s.
*Elites gain an animation for when they pull out an Energy Sword that makes them roar, though they don't make the sound in Multiplayer.
*Élites gain an animation for when they pull out an Energy Sword that makes them roar, though they don't make the sound in Multiplayer.
*Instead of having different shielding strengths for different Elite classes, the majority of Elite classes now having the same level of shield strength ([[Elite Major]]s, [[Spec Ops Elite]]s, [[Honor Guard Elite]]s, and [[Zealot]]s all possess identical levels of shielding). The exceptions are [[Stealth Elite]]s, [[Elite Minor]]s and [[Ranger Elite]]s, [[Elite Ultra]]s and [[Councilor]] Elites.
*Élites are somewhat more vulnerable without their shielding, and most Élite classes can only survive as much damage as a basic Grunt or Jackal]] after their shields are disabled (this is in contrast to ''Halo: CE'', where Élites had more than twice as much health as a Grunt or Jackal even without their shields). The exceptions are the Stealth (who have about twice as much health as standard Élite classes at the cost of having no shields) and the Ultras (who have about 3 times as much health as a standard Élite).
*Elites are somewhat more vulnerable without their shielding, and most Elite classes can only survive as much damage as a basic [[Unggoy|Grunt]] or [[Kig-Yar|Jackal]] after their shields are disabled (this is in contrast to ''Halo: CE'', where Elites had more than twice as much health as a Grunt or Jackal even without their shields). The exceptions are the [[Stealth Elite]]s (who have about twice as much health as standard Elite classes) and the [[Ultra Elite]]s (who have about 3 times as much health as a standard Elite).


===Changes from ''Halo 2'' to ''Halo 3''===
===Changes from ''Halo 2'' to ''Halo 3''===
*Élites are only encountered as allies. Élite ranks include [[Elite (NPC)|Minor]], [[Elite Major (gameplay)|Major]] and [[Special Operations Sangheili|Spec Ops]]. The [[Arbiter (NPC)|Arbiter]] returns as an ally and as the second player for Co-op, alongside [[N'tho 'Sraom]] and [[Usze 'Taham]] as the 3rd and 4th characters.
*Darker skin and eyebrow ridges, although no hair on ridges. Has a shiny, "scaly", texture on the neck.
*Darker skin and eyebrow ridges, although no hair on ridges. Has a shiny, "scaly", texture on the neck.
*They have a 'bulkier' appearance.
*They have a 'bulkier' appearance.
*Varying eye color between some individuals, mostly orange.
*Varying eye color between some individuals, mostly orange.
*[[Sangheili Ranger|Ranger]], [[Sangheili Ultra|Ultra]], [[Sangheili Zealot|Zealot]], [[Sangheili Honor Guardsman|Honor Guard]], [[Sangheili Councilor|Councilor]], and [[Stealth Sangheili|Stealth]] ranks are never encountered during gameplay, although several corpses of dead Ultras can be seen in [[Floodgate]] and [[Cortana]].
*Wider variety of armors to choose from in multiplayer.
*Wider variety of armors to choose from in multiplayer.
*Instead of firing from cover or flanking, Elites now overwhelmingly charge straight at the enemy while firing, engaging in melee combat once they get close enough. This occurs regardless of the Elite's current weapon, the weaponry of the enemy, or even the type of enemy (An Elite armed with a [[Brute Shot]] or [[Fuel Rod Cannon]] will charge forward recklessly to engage a [[Hunter]] in melee). This also results in a high chance on team killing among them.
*Instead of firing from cover or flanking, Élites now overwhelmingly charge straight at the enemy while firing, engaging in melee combat once they get close enough. This occurs regardless of the Élite's current weapon, the weaponry of the enemy, or even the type of enemy (An Élite armed with a [[Brute Shot]] or [[Fuel Rod Cannon]] will charge forward recklessly to engage a [[Hunter]] in melee). This also results in a high chance on team killing among them.
*SpecOps Elites, even more so with the [[Catch]] skull on, toss Plasma Grenades with reckless abandon, and many players have reported to be "team stuck" by the Elites.
*SpecOps Élites, even more so with the [[Catch]] skull on, toss Plasma Grenades with reckless abandon, and many players have reported to be "team stuck" by the Élites.
*As with other Covenant races, the Elites have received minor aesthetic changes, mostly in their armor. In ''Halo: CE'' and ''Halo 2'', the pauldrons on the armor resembled a more pronounced version of the [[MJOLNIR]] pauldrons, where as in ''[[Halo 3]]'' the pauldrons are much thicker and appear overlapped. The "Combat" helmet also has shorter side fins, and more spikes added to the back. The "fins" on the gauntlets have also been removed, as well as the orange crystals on the arms and legs, and their leg armor flares out at the bottom instead of being tight, revealing what appears to be the heel of its foot. However, this leads to clipping, as ''Halo 3'' largely uses old ''Halo 2'' animations.
*As with other Covenant races, the Élites have received minor aesthetic changes, mostly in their armor. In ''Halo: CE'' and ''Halo 2'', the pauldrons on the armor resembled a more pronounced version of the [[MJOLNIR]] pauldrons, where as in ''[[Halo 3]]'' the pauldrons are much thicker and appear overlapped. The "Combat" helmet also has shorter side fins, and more spikes added to the back. The "fins" on the gauntlets have also been removed, as well as the orange crystals on the arms and legs, and their leg armor flares out at the bottom instead of being tight, revealing what appears to be the heel of its foot. However, this leads to clipping, as ''Halo 3'' largely uses old ''Halo 2'' animations.
*[[Minor Elite|Minors]] and [[Major Elite|Majors]] have varied armor. This meaning that a Minor may be light blue, and another may be dark blue. Same goes for the Majors (with lighter and darker reds).
*Minors]] and Majors have varied armor. This meaning that a Minor may be light blue, and another may be dark blue. Same goes for the Majors (with lighter and darker reds).
*All Elite armor has Forerunner glyphs, as well as multiple Marks of Shame adorning the body and shoulders.
*All Élite armor has Forerunner glyphs, as well as multiple Marks of Shame adorning the body and shoulders.
*The roaring animation for pulling out the sword is changed so that it only appears when lunging at an opponent while crouched. The similarly neglected berserk animation for NPC Elites only appears when they spot an enemy while jumping over a toppled crate.
*The roaring animation for pulling out the sword is changed so that it only appears when lunging at an opponent while crouched. The similarly neglected berserk animation for NPC Élites only appears when they spot an enemy while jumping over a toppled crate.
*[[Elite Minor|Minors]] and [[Elite Major|Majors]] are seen pulling out an Energy sword as a secondary weapon, which is usually never allowed for the lower ranks.
*All can be seen, pulling out Energy Swords, including Minors and Majors.
*[[Spec Ops Elite]]s can be seen wearing [[Assault Harness]]es in ''[[Floodgate]]''. All other Elites in ''Halo 3'' wear the familiar standard [[Combat Harness]]es. The corpses of dead Ultra Elites in Floodgate can be found wearing Combat and Assault armor and some of them have Rtas Vadam's face. The corpses of dead Elites seen in ''Halo 3: ODST'' can be found wearing a variety of different armor permutations.
*Spec Ops can be seen wearing [[Assault Harness]]es in ''[[Floodgate]]''. All other Élites in ''Halo 3'' wear the familiar standard [[Combat Harness]]es. The corpses of dead Ultra Élites in Floodgate can be found wearing Combat and Assault armor and some of them have Rtas Vadam's face. The corpses of dead Élites seen in ''Halo 3: ODST'' can be found wearing a variety of different armor permutations.
*When the [[Pod infector|Infection Form]] infects any alive Elites, the Elites will disable its energy shield features before submitting to the Flood, making a sound like a Gravity Hammer hits when the infection started and kill all nearby Infection Form.
*When the [[Pod infector|Infection Form]] infects a living Élite, he will disable his energy shield features before submitting to the Flood, making a sound like a Gravity Hammer hits when the infection started and kill all nearby Infection Forms.


===Changes from ''[[Halo 3]]'' to ''[[Halo Wars]]''===
===''[[Halo Wars]]''===
[[File:Halo Wars - Elite.jpg|thumb|right|An Elite render from the ''[[Halo Wars]]'' trailer.]]
[[File:Halo Wars - Elite.jpg|thumb|An Élite render from the ''[[Halo Wars]]'' trailer.]]
*They are seen dual-wielding Energy Swords in the trailers, but only the [[Ripa 'Moramee|Arbiter]] does so in game.
*They are seen dual-wielding Energy Swords in the trailers, but only the [[Ripa 'Moramee|Arbiter]] does so in game.
*The structure of their combat harnesses are somewhat different from their predecessors, especially with the chest and back portions. The armor on the sides beneath the arms are curved upwards and connected to the backpack in way that pushes directly into the back of the user's neck. This part of the armor is also thicker than the rest of the suit, which combined with the upwards curve, gives the illusion of the Sangheili user being noticably bulkier and more hunched than they actually are.
*The structure of their combat harnesses are somewhat different from their predecessors, especially with the chest and back portions. The armor on the sides beneath the arms are curved upwards and connected to the backpack in way that pushes directly into the back of the user's neck. This part of the armor is also thicker than the rest of the suit, which combined with the upwards curve, gives the illusion of the Élite user being noticably bulkier and more hunched than they actually are.
*The Sangheili's musculature is noticably more toned and visible than in the other games. This is most prominent in the musculature around the neck, which is thicker and sturdier than it is in the other games. This, combined with the unusually upwards curve of their upper-torso armor, creates an illusion of an unnatural bulk and hunch, presumably to more readily intimidate the enemy.
*The Élite's musculature is noticably more toned and visible than in the other games. This is most prominent in the musculature around the neck, which is thicker and sturdier than it is in the other games. This, combined with the unusually upwards curve of their upper-torso armor, creates an illusion of an unnatural bulk and hunch, presumably to more readily intimidate the enemy.
*In-game the only visible difference in rank is the [[Ripa 'Moramee|Arbiter]] and [[Sangheili Honor Guardsman|Honor Guards]], as well as the Red Elites wielding Energy Staves, all others are purple and light blue.
*In-game the only visible difference in rank is the [[Ripa 'Moramee|Arbiter]] and [[Sangheili Honor Guardsman|Honor Guards]], as well as the Red Élites wielding Energy Staves, all others are purple and light blue.
*Their teeth are in different positions, such as having teeth on the ''inside'' of their mandibles, as well as having teeth behind and to the center.
*Their teeth are in different positions, such as having teeth on the ''inside'' of their mandibles, as well as having teeth behind and to the center.


===Changes from ''Halo 3'' to ''[[Halo: Reach]]''===
===Changes from ''Halo 3'' to ''[[Halo: Reach]]''===
* Returning the tradition from ''[[Halo: Combat Evolved]]'', Elites once again speak in their native language. This is part of an attempt to make the Covenant more alien and imposing.<ref>Game Informer February Issue</ref>
*Élite ranks include [[Elite (NPC)|Minor]], [[Elite Major|Officer]], [[Sangheili Ultra|Ultra]], [[Sangheili General|General]], [[Sangheili Ranger|Ranger]], [[Special Operations Sangheili|Spec Ops]] and [[Sangheili Zealot|Zealot]]. A single [[Sangheili Field Marshal|Field Marshal]] also appears.
* The [[Elite Minor]] featured in the ''[[Halo: Reach Video Games Awards Trailer]]'' sported shoulder pads and gauntlets similar to those of the Minors from ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]].''
* Returning the tradition from ''[[Halo: Combat Evolved]]'', Élites once again speak in their native language. This is part of an attempt to make the Covenant more alien and imposing.<ref>Game Informer February Issue</ref>
* They seem to appear more animalistic than their ''Halo 2'' and ''[[Halo 3]]'' counterparts.
* Élites appear more animalistic than their ''Halo 2'' and ''[[Halo 3]]'' counterparts. They more teeth on both their upper jaw and mandibles which seem to be sharper and longer like the ''[[Halo Wars]]'' Élites.
* They appear to have more teeth on both their upper jaw and mandibles which seem to be sharper and longer like the ''[[Halo Wars]]'' Elites.
* Their eyes have changed in color to a pearly white hue, do not have pupils, and have been moved from the sides of their head to the front.
* Their eyes have changed in color to a pearly white hue, do not have pupils, and have been moved from the sides of their head to the front.
* Elites are no longer hunched over, making them appear taller and more imposing.
* Élites are no longer hunched over, making them appear taller and more imposing.
* Many Sangheili ranks make a comeback as the Sangheili return as a primary enemy, the way they were in ''Halo: Combat Evolved'' and ''Halo 2''.
* Many Élites ranks make a comeback as the Élites return as a primary enemy, the way they were in ''Halo: Combat Evolved'' and ''Halo 2''.
* The alternate Elite helmet from ''Halo: Combat Evolved'' and the Elite helmet in ''Halo Wars'' have returned.
* The alternate Élite helmet from ''Halo: Combat Evolved'' and the Élite helmet in ''Halo Wars'' have returned.
* The feet are no longer hoof-like as in previous games. Their toes have been animated to splay and squish with every step.
* The feet are no longer hoof-like as in previous games. Their toes have been animated to splay and squish with every step.
* Every rank now has a different armor configuration. Minors appear similarly to their appearances in previous games, but higher ranking Elites often sport varying decorative crests allowing determination of rank at a glance.
* Every rank now has a different armor configuration. Minors appear similarly to their appearances in previous games, but higher ranking Élites often sport varying decorative crests allowing determination of rank at a glance.
* Elites have different health and shielding strength for every different class, like in Halo Combat Evolved.
* Élites have different health and shielding strength for every different class, like in Halo Combat Evolved.
* They withstand more damage than in Halo 2 and 3.
* They withstand more damage than in Halo 2 and 3.
* Elite multiplayer permutations can no longer wear pieces from different sets of armor.
* Élite multiplayer permutations can no longer wear pieces from different sets of armor.
* A sub-rank of the Elite Major has been revealed, Officers.
* Officers take the place of Majors, though they hold the same positions.
* [[BOB]] Elites appear.
* [[BOB]] Élites appear.
* Elites can replenish all their health in multiplayer.
* Élites can replenish all their health without medikits in multiplayer.
* Elites are quicker and more agile.
* Élites are quicker and more agile.
* Elites wield a far greater variety of weaponry than most Covenant races.
* Élites wield a far greater variety of weaponry than most Covenant races.
* Élite Zealots have changed role, becoming rare high ranking enemies and sporting different colors. Their previous role has been taken up by [[Sangheili General]]s.
[[File:H4-SpOps-EliteCommander.jpg|thumb|300px|A Commander in combat with a [[Spartan IV]].]]


===Changes from ''Halo: Reach'' to ''Halo 4''===
===Changes from ''Halo: Reach'' to ''Halo 4''===
*Elites are no longer playable in multiplayer.
*Élites are no longer playable in multiplayer.
*Elites lack protective armor on arms.
*Élites lack protective armor on arms.
*Elites will occasionally use Promethean weapons in ''Spartan Ops''.
*Élites will occasionally use Promethean weapons in ''Spartan Ops''.
*Only five Elite ranks: [[Sangheili Storm|Storm]], [[Sangheili Ranger|Ranger]], [[Sangheili Zealot|Zealot]], [[Sangheili Commander|Commander]], and [[Sangheili Warrior|Warrior]].
*Only five Élite ranks: [[Elite (NPC)|Storm]], [[Sangheili Ranger|Ranger]], [[Sangheili Zealot|Zealot]], [[Elite Major (gameplay)|Commander]], and [[Sangheili Warrior|Warrior]].
*The Elite combat harness can be found in multiple colors, including blue, green, red, and white.
*The Élite combat harness can be found in multiple colors, including blue, green, red, and white.
*Different anatomic features, including paler skin, molar-like teeth, larger heads.
*Different anatomic features, including paler skin, molar-like teeth, larger heads.
*Storm Elites, essentially the equivalent to [[Sangheili Minor|Minors]], wield [[energy sword]]s.
*Storm Élites, essentially the equivalent to [[Sangheili Minor|Minors]], wield [[energy sword]]s.
*Ranger and Zealot armor has been changed.
*Ranger and Zealot armor has been changed.
*Elites are more aggressive in gameplay, not taking cover as often.
*Zealots have once again changed function, becoming equivalent to [[Stealth Sangheili|Stealth Élites]].
*Their health is lower: most of Elite classes can withstand as much damage as a Grunt or Jackal, like in Halo 2.
*Élites are more aggressive in gameplay, not taking cover as often.
*Their health is lower: most of Élite classes can withstand as much damage as a Grunt or Jackal, like in ''Halo 2''.
{{expand-section}}
{{expand-section}}


===Changes from ''Halo 4'' to ''Halo: Spartan Assault''===
===Changes from ''Halo 5: Guardians'' to ''Halo Infinite''===
*Elites now wear armor from ''Halo: Reach''.
[[File:HINF EliteWarlordCloaking.png|thumb|300px|A Warlord engaging his Active camouflage.]]
*Elite ranks now include [[Field Master]], [[Sangheili Major|Major]], [[Sangheili Minor|Minor]], [[Stealth Sangheili|Stealth]], and [[Sangheili Zealot|Zealot]].
*Élite ranks include [[Sangheili Mercenary|Mercenary]], [[Elite Major (gameplay)|Enforcer]], [[Sangheili Ultra|Ultra]], [[Sangheili Warlord|Warlord]] and [[Special Operations Sangheili|Spec Ops]]. Élite armors are akin to the designs from ''Halo Reach''.
*All Élites, like Brutes and Marines, will pick up stronger weapons if they happen to find them, even during fights. As they are now Banished, they have no qualms about using human weapons, and often do.
*Élites fight more tactically compared to Brutes, diving for cover if their shields are down and keeping their distance with ranged weapons.
*Most vehicles are piloted by Élites (other than [[Chopper|Brute Choppers]]). When driving [[Riuctda Workshop Ghost|Ghosts]], Élites will be more careful than [[Unggoy|Grunt]] drivers and keep their distance.
 
===''Halo: Spartan Assault''===
*Élites now wear armor from ''Halo: Reach''.
*Élite ranks include [[Field Master]], [[Elite Major (gameplay)|Major]], [[Sangheili Minor|Minor]], [[Stealth Sangheili|Stealth]], and [[Sangheili Zealot|Zealot]].
*They usually only take cover if their shields are down.
*They usually only take cover if their shields are down.
*Elites look similar to their ''Reach'' incarnations, anatomically.
*Élites look similar to their ''Reach'' incarnations, anatomically.


==Sources==
==Sources==
<references/>
{{Ref/Sources}}
 
[[Category:Gameplay guides]]
[[Category:Gameplay guides]]

Latest revision as of 08:12, January 24, 2025

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Different incarnations of the Élites as they appear in the main Halo games.

Élites serve as enemies in most of the Halo games, and as allies in Halo 3. Depending on the rank and role of the player, Élite warriors can serve as the most consistently challenging opponents encountered in the games, wielding varied weapons and using their resilience and speed to outmaneuver and overwhelm the player. Conversely, they can act as very reliable allies, arguably more so than the Marines, as the additional energy shielding in their armor and increased physical capabilities can grant them additional benefits that a normal human soldier otherwise lacks.

Gameplay[edit]

A Zealot directs a Major in combat.

Nearly all Élites across all games are equipped with rechargable energy shields, allowing them to mitigate the damage of kinetic weapons. As their shields become stronger both with rank and with difficulty settings, it is imperative to carry a balanced arsenal whenever one expects Élites in a level, so that plasma weapons can be used on shields, and Kinetic weapons can be used on their bodies. The Noob Combo is particularly effective at this. Explosive weapons can be effective in stripping an Élite's shields, or even outright kill them in some cases, but Élites are very agile, and will likely dodge roll out of the way of explosives. However, this behavior can be exploited by predicting where an Élite will dodge. While using a sticky grenade can be an effective way to slay an Élite, if this is done from too close by, the alien can try to charge the player, seeking to engulf them both in the blast.

On the offensive side, Élites can be encountered wielding nearly all the basic weapons available to their faction, depending on the game they are in. They are deadly warriors that can effectively use their weapons both at long and short ranges, firing in long, precise bursts and throwing Plasma Grenades over long arches. When an Élite is close by, it will try to strike the player in melee. Depending on the games, the rank, and the difficulty settings, these attacks may kill even a fully healthy and shielded player. Whenever a player stays close to an Élite for too long, or when its shields are depleted, it may decide to charge at them. A charging Élite will stop at nothing until it has delivered at least one melee attack, at which point it will return to its normal combat routines. Like with dodges though, an Élite will be exposed if its melee attack is dodged, and sometimes the player can even use their momentum to circle around them and strike their back. Élites are also the main vehicle drivers in the games they appear as enemies. They are just as aggressive and evasive when piloting a vehicle, and their energy shielding is extended to their rides, as is the player's. Élites on foot will also try to board the player's vehicle (starting with Halo 2) so one should be careful of moving slowly while close to them.

Élites are employed as leader units in all the games they appear in. Most of the times a group of enemies is encountered, there will be at least one Élite at their lead. This makes them priority targets, but depending on how an encounter is structured, it may be beneficial to take down an Élite's troops before taking him on. Taking down all the Élites in a group will also cause the morale of their troops to break, especially causing Grunts to break rank and flee temporarily. The death of a high ranking Élite can also prompt its lower ranked fellows to charge at the player. Élite ranks can be distinguished by the coloration and shape of their armor. In general, the ranking goes blue->red->white->gold, with some games having different intermediate colors or specialist ranks with different colors.

Elite Honor Guards fight against Brutes.

Specific strategies[edit]

Sword Wielders[edit]

In all games, some of the most fearsome Élites are the ones that wield Energy Swords. Zealots, Ultras and equivalent ranks can be encountered with these weapons, and either holding them outright, or pulling them out as they charge at the player. In most games, a single strike from one of these foes is enough to kill the player on any difficulty, and swordsmen continue their melee attack by slashing both at their front and back. While dangerous for the player, these foes spell certain doom for Marines, who are not reactive or agile enough to dodge or run away from them. Still, a gutsy player can apply the same tactics as normal Élite melee attacks, dodging at the last minute or interrupting with their own, quicker melee attacks. Still, detecting and taking down the charging Élite before it reaches melee range is a preferable solution.

Zealots (CE and 2)[edit]

In Halo CE, Zealots have a different behavior than other Élites. They will never rage, and instead move very quickly, seamlessly alternating weapon fire and melee attacks with little delay. Conversely, in Halo 2, Zealots are only encountered in an enraged status wielding an Energy Sword, and will relentlessly run at the player, although their shields are only as powerful as a Major.

Stealth Élites[edit]

Élites are the primary employers of Active camouflage. This ability is usually limited to specific ranks, being the Stealth, Spec Ops or Zealot. These enemies are fully concealed from sight, only noticeable due to a shimmering silhouette. They will usually lay in wait or maneuver around their allies in order to catch the player by surprise. While their invisiblity makes them tricky foes, Invisible Élites usually only wield the most basic weapons or the Energy sword, limiting their effective range. The invisibility does not mask their vocalizations nor hide them from Motion trackers. In addition, their shields tend to be low or null, and as such they must rely on their stealth to avoid defeat.

Members of NOBLE Team (Carter-A259, Catherine-B320, Jorge-052 and SPARTAN-B312) fighting a Sangheili Ultra near the Sabre Program Launch/Research Range at Farkas Lake. From Halo: Reach campaign level Long Night of Solace.
An Ultra leads its troops against Noble Team.

Halo: Reach[edit]

Élites in Halo: Reach received as significant boost in the variety of their animations and behaviors. On top of having numerous, fast melee attacks that can even cover their backs, their ranks increase their health and shielding constantly. The gold-clad Sangheili Generals can often be encountered with Fuel Rod Guns, Plasma Launchers and even Plasma cannons, and high-ranking Élites can choose to throw grenades using a quicker animation, mixing the explosives within bursts from their weapons. Élites will also use Armor Lock to save themselves from explosions and splatters. The returned Rangers use their Jetpacks to leap between elevations, and while their shields aren't better than a Major's, they can be more often encountered with specialist weapons like the Needle Rifle and Focus Rifle. Élites in this game can be Assassinated. Most of these considerations can also be applied to Halo 4 and Halo 5.

Halo Infinite[edit]

In Halo Infinite, low ranking Élites are near always encountered wielding the Pulse Carbine, but will scavenge the battlefield for better weapons. The higher ranking Élites instead already wield powerful weapons, and when their sizeable shielding is depleted, they will engage Active camouflage in addition to pulling out an Energy sword, which they will alternate with their primary firearm to maintain the pressure at all ranges. Conversely, Energy swords are less lethal against the player, although Élites will attack faster and even leap at the player from a distance. While in patrol or at rest, Élites do not have their shields turned on. They will activate them very quickly as soon as they sense danger.

Allied Élites[edit]

Encountered in Halo 2 and Halo 3, Élites can be a significant improvement over Marines, especially in the former, as the latter simplified their AI. Due to sharing all of the player's animations, Élites can be armed with weapons Marines cannot use, like the Energy Sword or Brute Shot. The resilience granted by their shields can be a significant boon, although they shouldn't be relied upon too closely.

Changes[edit]

Due to the constant upgrading of the Halo series from the Macintosh to the Xbox to the Xbox 360 below shows a list of changes to the Élite species from each Halo game.

Halo E3 2000 Trailer to Halo: Combat Evolved[edit]

  • Élite ranks include Minor, Major, Zealot and Spec Ops
  • The more conventional jaw in the trailer was separated into two mandibles.
  • They have wider waists.
  • Their legs are less bulky.
  • Their eyes have been moved more to the sides of their heads.
  • Their shield gauntlets have been replaced with personal energy shields.
Covenant separatist forces led by Arbiter Thel 'Vadam fight alongside John-117 against Jiralhanae forces inside a barrier tower during the Battle of Installation 00.
Master Chief fights alongside several Élites

Changes from Halo: Combat Evolved to Halo 2[edit]

  • Élite ranks include Minor, Major, Ultra, Zealot, Ranger, Spec Ops, Stealth and Honor Guard and Councilor. The Arbiter also appears.
  • Élite are available to play as. The Arbiter in single player, and as a regular Élite in multiplayer.
  • Élite are hunched over more to facilitate multiplayer use.
  • Élite allies are encountered.
  • The Élites speak English instead of their native tongue.
  • Zealot Élite ranked enemies are now only encountered on Legendary difficulty, rather than all difficulties.
  • Stealth Élite now have gray colored armor, rather than light blue, and also have a Minor (gray) and Major (brown) ranking system. They can also be detected by the motion tracker when invisible. Additionally, they sport energy shields which was absent from Halo: Combat Evolved.
  • Their melee attacks do more damage, and can kill in one hit on the Normal difficulty or above in the campaign.
  • Élites fire in much longer bursts in Halo 2, firing many plasma rifle rounds per burst, compared to just 3 or 4 shots per burst in Halo: Combat Evolved.
  • Rangers and Ultras are introduced.
  • Gain an animation to appear startled upon seeing the Master Chief.
  • Mandibles and facial features are more defined.
  • Gain the ability to hijack vehicles.
  • Élites no longer have the occasional "spade" helmet and no longer wear a Forerunner symbol on their backs, in campaign. However, they can be present using the emblem feature for multiplayer.
  • Élites can now be seen dual-wielding weapons.
  • Élites now have secondary colors in both campaign and multiplayer.
  • Regulars now wield Energy Swords as well, instead of just the Zealots.
  • Élites gain an animation for when they pull out an Energy Sword that makes them roar, though they don't make the sound in Multiplayer.
  • Élites are somewhat more vulnerable without their shielding, and most Élite classes can only survive as much damage as a basic Grunt or Jackal]] after their shields are disabled (this is in contrast to Halo: CE, where Élites had more than twice as much health as a Grunt or Jackal even without their shields). The exceptions are the Stealth (who have about twice as much health as standard Élite classes at the cost of having no shields) and the Ultras (who have about 3 times as much health as a standard Élite).

Changes from Halo 2 to Halo 3[edit]

  • Élites are only encountered as allies. Élite ranks include Minor, Major and Spec Ops. The Arbiter returns as an ally and as the second player for Co-op, alongside N'tho 'Sraom and Usze 'Taham as the 3rd and 4th characters.
  • Darker skin and eyebrow ridges, although no hair on ridges. Has a shiny, "scaly", texture on the neck.
  • They have a 'bulkier' appearance.
  • Varying eye color between some individuals, mostly orange.
  • Wider variety of armors to choose from in multiplayer.
  • Instead of firing from cover or flanking, Élites now overwhelmingly charge straight at the enemy while firing, engaging in melee combat once they get close enough. This occurs regardless of the Élite's current weapon, the weaponry of the enemy, or even the type of enemy (An Élite armed with a Brute Shot or Fuel Rod Cannon will charge forward recklessly to engage a Hunter in melee). This also results in a high chance on team killing among them.
  • SpecOps Élites, even more so with the Catch skull on, toss Plasma Grenades with reckless abandon, and many players have reported to be "team stuck" by the Élites.
  • As with other Covenant races, the Élites have received minor aesthetic changes, mostly in their armor. In Halo: CE and Halo 2, the pauldrons on the armor resembled a more pronounced version of the MJOLNIR pauldrons, where as in Halo 3 the pauldrons are much thicker and appear overlapped. The "Combat" helmet also has shorter side fins, and more spikes added to the back. The "fins" on the gauntlets have also been removed, as well as the orange crystals on the arms and legs, and their leg armor flares out at the bottom instead of being tight, revealing what appears to be the heel of its foot. However, this leads to clipping, as Halo 3 largely uses old Halo 2 animations.
  • Minors]] and Majors have varied armor. This meaning that a Minor may be light blue, and another may be dark blue. Same goes for the Majors (with lighter and darker reds).
  • All Élite armor has Forerunner glyphs, as well as multiple Marks of Shame adorning the body and shoulders.
  • The roaring animation for pulling out the sword is changed so that it only appears when lunging at an opponent while crouched. The similarly neglected berserk animation for NPC Élites only appears when they spot an enemy while jumping over a toppled crate.
  • All can be seen, pulling out Energy Swords, including Minors and Majors.
  • Spec Ops can be seen wearing Assault Harnesses in Floodgate. All other Élites in Halo 3 wear the familiar standard Combat Harnesses. The corpses of dead Ultra Élites in Floodgate can be found wearing Combat and Assault armor and some of them have Rtas Vadam's face. The corpses of dead Élites seen in Halo 3: ODST can be found wearing a variety of different armor permutations.
  • When the Infection Form infects a living Élite, he will disable his energy shield features before submitting to the Flood, making a sound like a Gravity Hammer hits when the infection started and kill all nearby Infection Forms.

Halo Wars[edit]

An Élite render from the Halo Wars trailer.
  • They are seen dual-wielding Energy Swords in the trailers, but only the Arbiter does so in game.
  • The structure of their combat harnesses are somewhat different from their predecessors, especially with the chest and back portions. The armor on the sides beneath the arms are curved upwards and connected to the backpack in way that pushes directly into the back of the user's neck. This part of the armor is also thicker than the rest of the suit, which combined with the upwards curve, gives the illusion of the Élite user being noticably bulkier and more hunched than they actually are.
  • The Élite's musculature is noticably more toned and visible than in the other games. This is most prominent in the musculature around the neck, which is thicker and sturdier than it is in the other games. This, combined with the unusually upwards curve of their upper-torso armor, creates an illusion of an unnatural bulk and hunch, presumably to more readily intimidate the enemy.
  • In-game the only visible difference in rank is the Arbiter and Honor Guards, as well as the Red Élites wielding Energy Staves, all others are purple and light blue.
  • Their teeth are in different positions, such as having teeth on the inside of their mandibles, as well as having teeth behind and to the center.

Changes from Halo 3 to Halo: Reach[edit]

  • Élite ranks include Minor, Officer, Ultra, General, Ranger, Spec Ops and Zealot. A single Field Marshal also appears.
  • Returning the tradition from Halo: Combat Evolved, Élites once again speak in their native language. This is part of an attempt to make the Covenant more alien and imposing.[1]
  • Élites appear more animalistic than their Halo 2 and Halo 3 counterparts. They more teeth on both their upper jaw and mandibles which seem to be sharper and longer like the Halo Wars Élites.
  • Their eyes have changed in color to a pearly white hue, do not have pupils, and have been moved from the sides of their head to the front.
  • Élites are no longer hunched over, making them appear taller and more imposing.
  • Many Élites ranks make a comeback as the Élites return as a primary enemy, the way they were in Halo: Combat Evolved and Halo 2.
  • The alternate Élite helmet from Halo: Combat Evolved and the Élite helmet in Halo Wars have returned.
  • The feet are no longer hoof-like as in previous games. Their toes have been animated to splay and squish with every step.
  • Every rank now has a different armor configuration. Minors appear similarly to their appearances in previous games, but higher ranking Élites often sport varying decorative crests allowing determination of rank at a glance.
  • Élites have different health and shielding strength for every different class, like in Halo Combat Evolved.
  • They withstand more damage than in Halo 2 and 3.
  • Élite multiplayer permutations can no longer wear pieces from different sets of armor.
  • Officers take the place of Majors, though they hold the same positions.
  • BOB Élites appear.
  • Élites can replenish all their health without medikits in multiplayer.
  • Élites are quicker and more agile.
  • Élites wield a far greater variety of weaponry than most Covenant races.
  • Élite Zealots have changed role, becoming rare high ranking enemies and sporting different colors. Their previous role has been taken up by Sangheili Generals.
A Commander in combat with a Spartan IV.

Changes from Halo: Reach to Halo 4[edit]

  • Élites are no longer playable in multiplayer.
  • Élites lack protective armor on arms.
  • Élites will occasionally use Promethean weapons in Spartan Ops.
  • Only five Élite ranks: Storm, Ranger, Zealot, Commander, and Warrior.
  • The Élite combat harness can be found in multiple colors, including blue, green, red, and white.
  • Different anatomic features, including paler skin, molar-like teeth, larger heads.
  • Storm Élites, essentially the equivalent to Minors, wield energy swords.
  • Ranger and Zealot armor has been changed.
  • Zealots have once again changed function, becoming equivalent to Stealth Élites.
  • Élites are more aggressive in gameplay, not taking cover as often.
  • Their health is lower: most of Élite classes can withstand as much damage as a Grunt or Jackal, like in Halo 2.
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Changes from Halo 5: Guardians to Halo Infinite[edit]

A Sangheili Warlord with  aMeluth'qelos-pattern energy sword activating his active camouflage on a custom Forge Firefight map Fragmentation in Halo Infinite..
A Warlord engaging his Active camouflage.
  • Élite ranks include Mercenary, Enforcer, Ultra, Warlord and Spec Ops. Élite armors are akin to the designs from Halo Reach.
  • All Élites, like Brutes and Marines, will pick up stronger weapons if they happen to find them, even during fights. As they are now Banished, they have no qualms about using human weapons, and often do.
  • Élites fight more tactically compared to Brutes, diving for cover if their shields are down and keeping their distance with ranged weapons.
  • Most vehicles are piloted by Élites (other than Brute Choppers). When driving Ghosts, Élites will be more careful than Grunt drivers and keep their distance.

Halo: Spartan Assault[edit]

  • Élites now wear armor from Halo: Reach.
  • Élite ranks include Field Master, Major, Minor, Stealth, and Zealot.
  • They usually only take cover if their shields are down.
  • Élites look similar to their Reach incarnations, anatomically.

Sources[edit]

  1. ^ Game Informer February Issue