Sangheili/Gameplay: Difference between revisions
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{{Center|''Were you looking for the article on the [[Sangheili]] species?''}} | {{Center|''Were you looking for the article on the [[Sangheili]] species?''}} | ||
[[File:Elite Comparisons2.jpg|thumb|250px|Different incarnations of the Sangheilis as they appear in the main ''Halo'' games.]] | [[File:Elite Comparisons2.jpg|thumb|250px|Different incarnations of the Sangheilis as they appear in the main ''Halo'' games.]] | ||
The '''[[Sangheili]]''' serve as enemies in most of the ''Halo'' games, and as allies in ''[[Halo 3]]''. The Sangheili are depicted as very formidable warriors, displaying superb fighting proficiency and tactical mindset to effectively overwhelm their foes. Depending on the rank and role of the player, Sangheili warriors can serve as the most challenging opponents encountered in the games, by being able to quickly defeat the player to impede their objectives. Conversely, they can act as very reliable allies, arguably | The '''[[Sangheili]]''' serve as enemies in most of the ''Halo'' games, and as allies in ''[[Halo 3]]''. The Sangheili are depicted as very formidable warriors, displaying superb fighting proficiency and tactical mindset to effectively overwhelm their foes. Depending on the rank and role of the player, Sangheili warriors can serve as the most challenging opponents encountered in the games, by being able to quickly defeat the player to impede their objectives. 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 a Sangheili== | ==Facing a Sangheili== | ||
Sangheili warriors are | The Sangheili warriors are considered to be the most skilled and capable species within the Covenant military caste. Therefore, the player should treat them as first priority targets. As they often lead lesser Covenant races such as the [[Unggoy]] and [[Kig-Yar]], if not neutralized right away, a Sangheili can potentially lead their troops to effectively overwhelm the player. Only if a Sangheili is killed will command break down on the lesser Covenant forces; without their leader, they will flee in terror. | ||
The [[Sangheili harness|harnesses worn by the Sangheili]] generally consist of a [[Sangheili personal energy shield|rechargeable energy shield]], similar to the ones used in the [[MJOLNIR Powered Assault Armor]] worn by [[Spartan|Spartans]]. Combined with their tremendous body structure, the Sangheili are very resilient in battle. Most UNSC ballistic weaponry renders ineffective to quickly deplete their shielding. The player must therefore, rely on Covenant based [[plasma]] weaponry to quickly disable their shields and render them vulnerable. Should their shields go down, a Sangheili will generally take cover until their shields recharge, before re-engaging combat. The player must quickly take them down before giving them an opportunity to recover. | |||
The Sangheili's ranking structure is primarily determined by the color of the harness they wear. In order to distinguish one rank from the other, the player must having a general understanding of the color scheme. As higher ranking Sangheili display better fighting prowess and wield more powerful equipment, it is crucial to prioritize on defeating them first as they pose a greater threat than their lower ranking subordinates. | |||
The Sangheili are very relentless warriors. They will ensure to defeat their opponents at all costs, even if it means they too, shall fall. For this reason, the player must always engage such adversaries with extreme discretion. If for instance, a Sangheili gets stuck with a Plasma Grenade, the warrior will quickly charge as a final desperate means to take the player out from the explosion. | |||
==Combat compatibility== | ==Combat compatibility== | ||
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The Sangheili are proficient combatants. While most of them prefer using [[Energy Sword]]s, {{Pattern|Okarda'phaa|plasma rifle}}s, [[Type-51 Carbine]]s, and [[Needler]]s, their strength and versatility allow them to utilize ''both'' UNSC and Covenant weaponry in the battlefield. | The Sangheili are proficient combatants. While most of them prefer using [[Energy Sword]]s, {{Pattern|Okarda'phaa|plasma rifle}}s, [[Type-51 Carbine]]s, and [[Needler]]s, their strength and versatility allow them to utilize ''both'' UNSC and Covenant weaponry in the battlefield. | ||
Sangheili can hold heavy weaponry such as the [[Rocket Launcher]] with one hand, unlike normal Marines or even [[SPARTAN-II program|SPARTAN IIs]]. Their marksmanship is not to be underestimated, as they can quickly gun down opponents from afar. In close quarters, the Sangheili will often rely on melee combat, given the opportunity. They can use whatever weapon they have to bludgeon their opponents with great effect. | Sangheili can hold heavy weaponry such as the [[Rocket Launcher]] with one hand, unlike normal Marines or even [[SPARTAN-II program|SPARTAN IIs]]. Their marksmanship is not to be underestimated, as they can quickly gun down opponents from afar. In close quarters, the Sangheili will often rely on melee combat, given the opportunity. They can use whatever weapon they have to bludgeon their opponents with great effect. A Sangheili armed with an Energy Sword is capable of gaining a quick kill on most of their opponents. | ||
Aside from their reliance on personal weaponry, the Sangheili can skillfully pilot Covenant vehicles such as [[Karo'etba-pattern Ghost|''Karo'etba''-pattern Ghosts]], [[Type-26 Ground Support Aircraft|Banshee]]s, and [[Zurdo-pattern Wraith|''Zurdo''-pattern Wraith tank]]s. However, they are also adept in operating UNSC vehicles, such as the [[M12 Warthog|Warthog]] and the [[M808B Scorpion|Scorpion]]. | Aside from their reliance on personal weaponry, the Sangheili can skillfully pilot Covenant vehicles such as [[Karo'etba-pattern Ghost|''Karo'etba''-pattern Ghosts]], [[Type-26 Ground Support Aircraft|Type-26 Banshee]]s, [[Wuzum-pattern Spectre|''Wuzum''-pattern Spectres]], [[Ruwaa-pattern Shadow|''Ruwaa''-pattern Shadows]], and [[Zurdo-pattern Wraith|''Zurdo''-pattern Wraith tank]]s. However, they are also adept in operating UNSC vehicles, such as the [[M12 Warthog|Warthog]] and the [[M808B Scorpion|Scorpion]]. | ||
Like SPARTAN-IIs, the Sangheili are capable of boarding | Like SPARTAN-IIs, the Sangheili are capable of boarding enemy controlled vehicles. On certain occasions, they will operate [[M41 Vulcan|Light Anti-Aircraft Gun]]s or [[M68|Gauss Cannons]] mounted on Warthogs to use against their human adversaries. | ||
==Combat== | ==Combat== | ||
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|- | |- | ||
|{{Pattern|Anskum|plasma grenade}} | |{{Pattern|Anskum|plasma grenade}} | ||
| | |Like the Fragmentation Grenade, they will easily dodge out of the way if thrown right at them. It generally works best to stick a Plasma Grenade at them if they are unaware of your presence. Beware against higher-ranking Sangheilis or on higher difficulty levels as most Sangheilis, 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 Sangheili 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]] | |[[Brute Shot]] | ||
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|- | |- | ||
|[[Energy Sword]] | |[[Energy Sword]] | ||
|This weapon is effective at close quarters, and is fatal in one hit for lower ranking Sangheilis. Two lunges are required to slay | |This weapon is effective at close quarters, and is fatal in one hit for lower ranking Sangheilis. Two lunges are required to slay a Sangheili Ultra, 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; Sangheilis in ''Halo 2'' can kill you in a single melee, so you'll have to kill them quickly. | ||
|} | |} | ||
==Rank-specific strategies== | ==Rank-specific strategies== | ||
===Zealots=== | ===Zealots=== | ||
[[Sangheili Zealot|Zealots]] are significantly more challenging to fight than other Sangheilis. In ''[[Halo: Combat Evolved]]'', Zealots are known to wield [[Energy Sword]]s and {{Pattern|Okarda'phaa|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 | [[Sangheili Zealot|Zealots]] are significantly more challenging to fight than other Sangheilis. In ''[[Halo: Combat Evolved]]'', Zealots are known to wield [[Energy Sword]]s and {{Pattern|Okarda'phaa|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 Sangheili Major (in ''Halo: Combat Evolved'', they can survive a rocket on [[Easy]]). They are more agile than regular Sangheilis 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 {{Pattern|Anskum|plasma grenade}} (otherwise they will attempt to evade or sidestep it during their pursuit) | The best way to deal with a Zealot is to either stick them with a {{Pattern|Anskum|plasma grenade}} (otherwise they will attempt to evade or sidestep it during their pursuit), to attack it from long range, or use the "[[noob combo]]," 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> | ||
In ''Halo 2'', it is possible to side step and assassinate a Zealot, or any sword wielding Sangheili. 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'', it is possible to side step and assassinate a Zealot, or any sword wielding Sangheili. 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. |
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The Sangheili serve as enemies in most of the Halo games, and as allies in Halo 3. The Sangheili are depicted as very formidable warriors, displaying superb fighting proficiency and tactical mindset to effectively overwhelm their foes. Depending on the rank and role of the player, Sangheili warriors can serve as the most challenging opponents encountered in the games, by being able to quickly defeat the player to impede their objectives. 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.
Facing a Sangheili[edit]
The Sangheili warriors are considered to be the most skilled and capable species within the Covenant military caste. Therefore, the player should treat them as first priority targets. As they often lead lesser Covenant races such as the Unggoy and Kig-Yar, if not neutralized right away, a Sangheili can potentially lead their troops to effectively overwhelm the player. Only if a Sangheili is killed will command break down on the lesser Covenant forces; without their leader, they will flee in terror.
The harnesses worn by the Sangheili generally consist of a rechargeable energy shield, similar to the ones used in the MJOLNIR Powered Assault Armor worn by Spartans. Combined with their tremendous body structure, the Sangheili are very resilient in battle. Most UNSC ballistic weaponry renders ineffective to quickly deplete their shielding. The player must therefore, rely on Covenant based plasma weaponry to quickly disable their shields and render them vulnerable. Should their shields go down, a Sangheili will generally take cover until their shields recharge, before re-engaging combat. The player must quickly take them down before giving them an opportunity to recover.
The Sangheili's ranking structure is primarily determined by the color of the harness they wear. In order to distinguish one rank from the other, the player must having a general understanding of the color scheme. As higher ranking Sangheili display better fighting prowess and wield more powerful equipment, it is crucial to prioritize on defeating them first as they pose a greater threat than their lower ranking subordinates.
The Sangheili are very relentless warriors. They will ensure to defeat their opponents at all costs, even if it means they too, shall fall. For this reason, the player must always engage such adversaries with extreme discretion. If for instance, a Sangheili gets stuck with a Plasma Grenade, the warrior will quickly charge as a final desperate means to take the player out from the explosion.
Combat compatibility[edit]
The Sangheili are proficient combatants. While most of them prefer using Energy Swords, Okarda'phaa-pattern plasma rifles, Type-51 Carbines, and Needlers, their strength and versatility allow them to utilize both UNSC and Covenant weaponry in the battlefield.
Sangheili can hold heavy weaponry such as the Rocket Launcher with one hand, unlike normal Marines or even SPARTAN IIs. Their marksmanship is not to be underestimated, as they can quickly gun down opponents from afar. In close quarters, the Sangheili will often rely on melee combat, given the opportunity. They can use whatever weapon they have to bludgeon their opponents with great effect. A Sangheili armed with an Energy Sword is capable of gaining a quick kill on most of their opponents.
Aside from their reliance on personal weaponry, the Sangheili can skillfully pilot Covenant vehicles such as Karo'etba-pattern Ghosts, Type-26 Banshees, Wuzum-pattern Spectres, Ruwaa-pattern Shadows, and Zurdo-pattern Wraith tanks. However, they are also adept in operating UNSC vehicles, such as the Warthog and the Scorpion.
Like SPARTAN-IIs, the Sangheili are capable of boarding enemy controlled vehicles. On certain occasions, they will operate Light Anti-Aircraft Guns or Gauss Cannons mounted on Warthogs to use against their human adversaries.
Combat[edit]
Despite their advantages, Sangheilis also have some vulnerabilities:
M6D Pistol | The M6D Pistol has high damage per hit, high accuracy, and thus is very effective against Sangheilis. 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 Sangheili's 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 Sangheilis' 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, having depleted the Sangheili's shielding and then slam the Sangheili with your melee. As one of the fastest melees, the Assault rifle's first melee will stun the Sangheili, whilst the second will kill it. |
M6C Magnum | It can be effective if dual wielded. It can be rapid fired in Halo 2. It's best to dual wield with a Plasma weapon, such as the Okarda'phaa-pattern plasma rifle to take down their shields, then aim for the Sangheili'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 Sangheilis. However, if the Noob Combo is used, any Sangheili can be killed in a matter of seconds. 3-4 head shots will usually bring down an Sangheili's Energy Shield entirely after which, only 1 head shot will kill. In addition, the zoom allows you to kill the Sangheili 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 Sangheilis can absorb enough damage to kill you first. |
Shotgun | Instant kill weapon at close range, except against higher Sangheilis such as Ultras and Councilors. 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 Sangheili's Shielding on lower difficulty settings, but one head shot will neutralize one instantly, except Zealots, Councilors, and SpecOps Sangheilis (On Legendary, a Major can also take 2 headshots). It would take about 4 body-shots to kill a Minor 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 | Sangheilis 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 Sangheilis. However, grenade spamming is effective when faced with large groups of enemies. |
Pek-pattern plasma cannon or Shade | Very useful, though few and far between. Basically a 3 second way to break an Sangheili'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 Sangheilis 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 Sangheili 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 Sangheili very quickly, especially on Legendary, is to charge it up, fire at the target Sangheili, 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. |
Okarda'phaa-pattern plasma rifle or Kewu R'shi'k-pattern plasma rifle | Very effective if you have good aim. If not, the overheat can leave you vulnerable to a charging and angry Sangheili. Try to use cover once the gun has overheated, as only a few shots from it are then required to kill an Sangheili 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 Sangheili 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. |
Anskum-pattern plasma grenade | Like the Fragmentation Grenade, they will easily dodge out of the way if thrown right at them. It generally works best to stick a Plasma Grenade at them if they are unaware of your presence. Beware against higher-ranking Sangheilis or on higher difficulty levels as most Sangheilis, 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 Sangheili 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 Sangheili 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 Sangheilis on Heroic. |
Energy Sword | This weapon is effective at close quarters, and is fatal in one hit for lower ranking Sangheilis. Two lunges are required to slay a Sangheili Ultra, 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; Sangheilis in Halo 2 can kill you in a single melee, so you'll have to kill them quickly. |
Rank-specific strategies[edit]
Zealots[edit]
Zealots are significantly more challenging to fight than other Sangheilis. In Halo: Combat Evolved, Zealots are known to wield Energy Swords and Okarda'phaa-pattern plasma rifles. 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 Sangheili Major (in Halo: Combat Evolved, they can survive a rocket on Easy). They are more agile than regular Sangheilis 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 Anskum-pattern plasma grenade (otherwise they will attempt to evade or sidestep it during their pursuit), to attack it from long range, or use the "noob combo," 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.[1]
In Halo 2, it is possible to side step and assassinate a Zealot, or any sword wielding Sangheili. 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 7 rounds will kill most enemies and the weapon's large magazine.
In Halo 2, they do not use Overshields and their shields are as strong as those of a Major Sangheili and Special Operations Sangheili, 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 Sangheili 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 Sangheilis. It is also more risky however. Their armor without 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 Magnums 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 Sangheili variant that will spawn when scripted to, independent of difficulty setting.
Ultras[edit]
Ultras are among the toughest variants of Sangheilis. 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[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 Sangheili species from each Halo game.
Halo E3 2000 Trailer to Halo: Combat Evolved[edit]
- 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.
Changes from Halo: Combat Evolved to Halo 2[edit]
- Sangheili are available to play as in multiplayer.
- Sangheili are hunched over more to facilitate multiplayer use.
- First Sangheili allies encountered.
- The Sangheilis speak English instead of their native tongue.
- Zealot Sangheili ranked enemies are now only encountered on Legendary difficulty, rather than all difficulties. They no longer possess Overshields (having shielding equal to that of a red Sangheili Major), and are armed exclusively with Energy Swords.
- The Arbiter rank is introduced.
- 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.
- Their melee attacks do more damage, and can kill in one hit on the Normal difficulty or above in the campaign.
- Sangheilis 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.
- Gain an animation to appear startled upon seeing the Master Chief.
- Mandibles and facial features are more defined.
- Gain the ability to hijack vehicles.
- Sangheilis 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.
- Sangheilis can now be seen dual-wielding weapons.
- Sangheilis now have secondary colors in both campaign and multiplayer.
- Regulars now wield Energy Swords as well, instead of just the Zealots.
- Sangheilis 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 Sangheili classes, the majority of Sangheili classes now having the same level of shield strength (Sangheili Majors, Spec Ops Sangheilis, Honor Guard Sangheilis, and Zealots all possess identical levels of shielding). The exceptions are Stealth Sangheilis, Sangheili Minors and Ranger Sangheilis, Sangheili Ultras and Councilor Sangheilis.
- Sangheilis are somewhat more vulnerable without their shielding, and most Sangheili 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 Sangheilis had more than twice as much health as a Grunt or Jackal even without their shields). The exceptions are the Stealth Sangheilis (who have about twice as much health as standard Sangheili classes) and the Ultra Sangheilis (who have about 3 times as much health as a standard Sangheili).
Changes from Halo 2 to Halo 3[edit]
- 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.
- Ranger, Ultra, Zealot, Honor Guard, Councilor, and 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.
- Instead of firing from cover or flanking, Sangheilis now overwhelmingly charge straight at the enemy while firing, engaging in melee combat once they get close enough. This occurs regardless of the Sangheili's current weapon, the weaponry of the enemy, or even the type of enemy (An Sangheili 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 Sangheilis, 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 Sangheilis.
- As with other Covenant races, the Sangheilis 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 Sangheili 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 Sangheilis only appears when they spot an enemy while jumping over a toppled crate.
- Minors and Majors are seen pulling out an Energy sword as a secondary weapon, which is usually never allowed for the lower ranks.
- Spec Ops Sangheilis can be seen wearing Assault Harnesses in Floodgate. All other Sangheilis in Halo 3 wear the familiar standard Combat Harnesses. The corpses of dead Ultra Sangheilis in Floodgate can be found wearing Combat and Assault armor and some of them have Rtas Vadam's face. The corpses of dead Sangheilis seen in Halo 3: ODST can be found wearing a variety of different armor permutations.
- When the Infection Form infects any alive Sangheilis, the Sangheilis 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 Forms.
Halo Wars[edit]
- 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 Sangheili 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.
- In-game the only visible difference in rank is the Arbiter and Honor Guards, as well as the Red Sangheilis 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]
- Returning the tradition from Halo: Combat Evolved, Sangheilis once again speak in their native language. This is part of an attempt to make the Covenant more alien and imposing.[2]
- The Sangheili 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.
- They seem to appear more animalistic than their Halo 2 and Halo 3 counterparts.
- They appear to have more teeth on both their upper jaw and mandibles which seem to be sharper and longer like the Halo Wars Sangheilis.
- 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.
- Sangheilis 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.
- The alternate Sangheili helmet from Halo: Combat Evolved and the Sangheili 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 Sangheilis often sport varying decorative crests allowing determination of rank at a glance.
- Sangheilis 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.
- Sangheili multiplayer permutations can no longer wear pieces from different sets of armor.
- A sub-rank of the Sangheili Major has been revealed, Officers.
- BOB Sangheilis appear.
- Sangheilis can replenish all their health in multiplayer.
- Sangheilis are quicker and more agile.
- Sangheilis wield a far greater variety of weaponry than most Covenant races.
- Sangheili Zealots have changed role, becoming rare high ranking enemies and sporting different colors. Their previous role has been taken up by Sangheili Generals.
Changes from Halo: Reach to Halo 4[edit]
- Sangheilis are no longer playable in multiplayer.
- Sangheilis lack protective armor on arms.
- Sangheilis will occasionally use Promethean weapons in Spartan Ops.
- Only five Sangheili ranks: Storm, Ranger, Zealot, Commander, and Warrior.
- The Sangheili 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 Sangheilis, 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 Sangheilis.
- Sangheilis are more aggressive in gameplay, not taking cover as often.
- Their health is lower: most of Sangheili classes can withstand as much damage as a Grunt or Jackal, like in Halo 2.
- This section needs expansion. You can help Halopedia by expanding it.
Changes from Halo 5: Guardians to Halo Infinite[edit]
- Sangheili ranks include Mercenary, Enforcer, Ultra, Warlord and Spec Ops. Sangheili armors are akin to the designs from Halo Reach.
- All Sangheilis, 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.
- Sangheilis fight more tactically compared to Brutes, diving for cover if their shields are down and keeping their distance with ranged weapons.
- While in patrol or at rest, Sangheilis do not have their shields turned on. They will activate them very quickly as soon as they sense danger.
- Upon losing their shields and taking heavy damage, Ultras and Warlords will use active camouflage and pull out their energy sword to pursue the player. If left alive, they will recover their shield and pull out their previous weapon again, but remain cloaked.
- Most vehicles are piloted by Sangheilis (other than Brute Choppers). When driving Ghosts, Sangheilis will be more careful than Grunt drivers and keep their distance.
Halo: Spartan Assault[edit]
- Sangheilis now wear armor from Halo: Reach.
- Sangheili ranks now include Field Master, Major, Minor, Stealth, and Zealot.
- They usually only take cover if their shields are down.
- Sangheilis look similar to their Reach incarnations, anatomically.
Sources[edit]
- ^ https://www.youtube.com/watch?v=1BLukuMhIiA
- ^ Game Informer February Issue