Voridus/Gameplay: Difference between revisions
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< Voridus
m (→''Halo Wars 2'': Link cleanup, replaced: Marauder → Eklon'Dal Workshop Marauder) |
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==''Halo Wars 2''== | ==''Halo Wars 2''== | ||
{{Quote|Voridus focuses on aggressive rush tactics and uses his unique incendiary gel weapons to create damaging pools of toxic liquid.|In-game description of Voridus.<ref name="HW2">'''[[Halo Wars 2]]'''</ref>}} | {{Quote|Voridus focuses on aggressive rush tactics and uses his unique incendiary gel weapons to create damaging pools of toxic liquid.|In-game description of Voridus.<ref name="HW2">'''[[Halo Wars 2]]'''</ref>}} | ||
*'''Unique Units''': [[Jiralhanae Grenadier]] {{C|Replaces [[Suicide Unggoy]]}}, [[Huragok|Infused Huragok]] {{C|Replaces Huragok}}, [[ | *'''Unique Units''': [[Jiralhanae Grenadier]] {{C|Replaces [[Suicide Unggoy]]}}, [[Huragok|Infused Huragok]] {{C|Replaces Huragok}}, [[Volatile Scarab]] {{C|Replaces Scarab}}, and [[Voridus]] {{C|Hero unit}} | ||
*'''Tier 1 Leader Powers''' | *'''Tier 1 Leader Powers''' | ||
**'''Infused Mine I''': Activate to deploy a mine that leaves a large, long lasting pool of [[infusion]] upon detonation. Infusion pools slow and damage enemy ground units. | **'''Infused Mine I''': Activate to deploy a mine that leaves a large, long lasting pool of [[infusion]] upon detonation. Infusion pools slow and damage enemy ground units. | ||
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***Cooldown: 228 seconds | ***Cooldown: 228 seconds | ||
**'''Infusion Tech I''': Infusion pools have increased damage. Brute Grenadiers and Infused Engineers are cheaper. | **'''Infusion Tech I''': Infusion pools have increased damage. Brute Grenadiers and Infused Engineers are cheaper. | ||
**'''Infusion Tech II''': Increases infusion damage. [[ | **'''Infusion Tech II''': Increases infusion damage. [[Eklon'Dal Workshop Wraith]] Scorch and [[Gydrozka Workshop Blisterback]] rounds spawn infusion. | ||
*'''Tier 4 Leader Powers''' | *'''Tier 4 Leader Powers''' | ||
**'''[[Teleport]] I''': Teleports own units to any location within range. | **'''[[Teleport]] I''': Teleports own units to any location within range. |
Latest revision as of 16:21, October 12, 2022
Halo Wars 2[edit]
- "Voridus focuses on aggressive rush tactics and uses his unique incendiary gel weapons to create damaging pools of toxic liquid."
- — In-game description of Voridus.[1]
- Unique Units: Jiralhanae Grenadier (Replaces Suicide Unggoy), Infused Huragok (Replaces Huragok), Volatile Scarab (Replaces Scarab), and Voridus (Hero unit)
- Tier 1 Leader Powers
- Infused Mine I: Activate to deploy a mine that leaves a large, long lasting pool of infusion upon detonation. Infusion pools slow and damage enemy ground units.
- Population Cost: N/A
- Supply Cost: 85
- Power Cost: 85
- Cooldown: 105 seconds
- Infused Mine II: Increases the damage from detonation and increases the duration of the infusion pool.
- Population Cost: N/A
- Supply Cost: 100
- Power Cost: 100
- Cooldown: 105 seconds
- Combat Spoils I: Units now scavenge resources from enemy structures they damage.
- Combat Spoils II: Increases the number of resources scavenged from enemy structures.
- Infused Mine I: Activate to deploy a mine that leaves a large, long lasting pool of infusion upon detonation. Infusion pools slow and damage enemy ground units.
- Tier 2 Leader Powers
- Grenadier Drop: Activate to drop a veteran Brute Grenadier into battle. Creates an infusion pool upon landing, which slows and damages enemy ground units.
- Population Cost: 4
- Supply Cost: 250
- Power Cost: 20
- Cooldown: 180 seconds
- Infusion Wake I: Activate and guide a vortex which damages enemy ground units and structures, and leaves a trail of infusion pools. Infusion pools damage and slow enemy ground units.
- Population Cost: N/A
- Supply Cost: 200
- Power Cost: 125
- Cooldown: 160 seconds
- Infusion Wake II: Increases the damage and size of the vortex, and the size and damage of the infusion trail.
- Population Cost: N/A
- Supply Cost: 250
- Power Cost: 175
- Cooldown: 160 seconds
- Infusion Wake III: Further increases the damage and size of the vortex, and the size and damage of the infusion trail.
- Population Cost: N/A
- Supply Cost: 300
- Power Cost: 225
- Cooldown: 160 seconds
- Grenadier Drop: Activate to drop a veteran Brute Grenadier into battle. Creates an infusion pool upon landing, which slows and damages enemy ground units.
- Tier 3 Leader Powers
- Invigorating Frenzy I: Activate to heal and repair all units and structures within infusion zones, and briefly buff their speed and damage.
- Population Cost: N/A
- Supply Cost: 150
- Power Cost: 50
- Cooldown: 228 seconds
- Invigorating Frenzy II: Increases the buff duration and healing effect.
- Population Cost: N/A
- Supply Cost: 200
- Power Cost: 75
- Cooldown: 228 seconds
- Invigorating Frenzy III: Further increases the buff duration and healing effect.
- Population Cost: N/A
- Supply Cost: 250
- Power Cost: 100
- Cooldown: 228 seconds
- Infusion Tech I: Infusion pools have increased damage. Brute Grenadiers and Infused Engineers are cheaper.
- Infusion Tech II: Increases infusion damage. Eklon'Dal Workshop Wraith Scorch and Gydrozka Workshop Blisterback rounds spawn infusion.
- Invigorating Frenzy I: Activate to heal and repair all units and structures within infusion zones, and briefly buff their speed and damage.
- Tier 4 Leader Powers
- Teleport I: Teleports own units to any location within range.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: 200
- Cooldown: 165 seconds
- Voridus Pack Assault I: Activate to drop in a veteran Infused Engineer and a veteran Eklon'Dal Workshop Marauder via a Dextro Xur-pattern Spirit armed with infusion rounds.
- Population Cost: 7
- Supply Cost: 500
- Power Cost: 30
- Cooldown: 203 Seconds
- Voridus Pack Assault II: Adds a Blisterback and changes the Marauder to a Wraith.
- Population Cost: 18
- Supply Cost: 1,500
- Power Cost: 120
- Cooldown: 203 Seconds
- Teleport I: Teleports own units to any location within range.
- Tier 5 Leader Powers
- Maelstorm: Activate to fire a large vortex which pulls enemy units towards its center.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: 500
- Cooldown: 330 seconds
- Cataclysm: Activate to ignite all areas of infusion the player has placed, massively increasing their damage and damages structures and air units.
- Population Cost: N/A
- Supply Cost: 550
- Power Cost: 550
- Cooldown: 360 seconds
- Maelstorm: Activate to fire a large vortex which pulls enemy units towards its center.
Voridus[edit]
- Info: Melee Hero, Can deploy pools of damaging infusion gel.
- Tier: 1
- Cost: Population 0, Supplies 350, Power 275
- Voridus upgrade: Infused Hammer
- Info: Increases health and damage, Upgrades hammer attack to leave pools of infusion with each strike.
- Tier: 1
- Cost: Supplies 0, Power 350
- Voridus upgrade: Volatile Fury
- Info: Increases health and damage, Upgrades special ability to increase larger and longer lasting infusion pools.
- Tier: 2
- Cost: Supplies 0, Power 450
- Voridus upgrade: Infused Stealth
- Info: Increases health and damage, Voridus becomes passively cloaked when standing in infusion pools.
- Tier: 3
- Cost: Supplies 0, Power 600
Voridus 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. Voridus performs well against infantry, but only okay against vehicles and structures, and cannot attack aircraft. Once the Infused Hammer upgrade is purchased Voridus will perform well against vehicles and structures. In Blitz he costs 230 energy and features the Shock ability to decrease enemy units' armor.