Atriox/Gameplay: Difference between revisions
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===Strategy=== | ===Strategy=== | ||
====General==== | |||
*'''Countermeasures''' allows the de-capture Power Node captured by Atriox more longer than other leaders, except for Leaders that possesses a Leader Power to speeds it up (Such as Captain Cutter's '''UNSC Raid''' or Let 'Volir's '''Banished Raid''') | *'''Countermeasures''' allows the de-capture Power Node captured by Atriox more longer than other leaders, except for Leaders that possesses a Leader Power to speeds it up (Such as Captain Cutter's '''UNSC Raid''' or Let 'Volir's '''Banished Raid''') | ||
*Time the leader power correctly, as '''Unbreakable''' and '''Atriox's Bulwark''' combination can be proven very lethal against all units. | *Time the leader power correctly, as '''Unbreakable''' and '''Atriox's Bulwark''' combination can be proven very lethal against all units. | ||
**Note that Isabel's '''Ghost In the Machine''' can nullify this combination, as she can snatch all of your armored units inside Bulwark's area. | **Note that Isabel's '''Ghost In the Machine''' can nullify this combination, as she can snatch all of your armored units inside Bulwark's area. | ||
*'''Dying Breath''' is a very useful Leader Power as your units can draw the aggro from the enemy unit as much as you could without worrying about your other units for 4 seconds. As long as the dying unit keeps drawing fire, it can give the player a good chance to obliterate the attackers with less opposition. | *'''Dying Breath''' is a very useful Leader Power as your units can draw the aggro from the enemy unit as much as you could without worrying about your other units for 4 seconds. As long as the dying unit keeps drawing fire, it can give the player a good chance to obliterate the attackers with less opposition. | ||
*While in description Atriox's main leader power serve for defensive purposes, some player may prefer Atriox to take an offensive role due to its privilege of having more invulnerable leader powers than other Banished Leaders. | |||
====Allies==== | |||
*Have a player using Atriox to seize the Power or Control Node. It's '''Countermeasures''' can be useful to bid time. | |||
*Atriox can utilize his leader power to act as a spearhead to begin the firefight, practically with '''Unbreakable''' and '''Dying Breath''' Leader Power. | |||
**Any units that were dying under '''Dying Breath''' will be instantly killed albeit it's healed by your allies' healing units or leader power. | |||
*'''Eradication''' will be very useful if you place it right in the middle of the enemy group. | |||
====Enemies==== | |||
*Strong armor was required to fight him head on. | |||
**Jerome's Mastodon with maximum upgrade and '''Spartan Morale''' and '''Restoration Drones''' can resist '''Eradication'''. | |||
*Pull out as soon as one of the units is affected by '''Dying Breath''' as shifting aggro will be very difficult during firefight. | |||
==Sources== | ==Sources== | ||
{{Ref/Sources}} | {{Ref/Sources}} | ||
[[Category:Gameplay guides]] | [[Category:Gameplay guides]] |
Revision as of 19:33, November 27, 2021
Skirmish/Multiplayer
- "Atriox focuses on a cunning and defensive style, supported by heavy cover and invulnerability powers."
- — In-game description of Atriox.[1]
- Unique Units: Atriox's Chosen
- Privileges: Able to use more abilities related to invulnerability than the others.
- Tier 1 Leader Powers
- Countermeasures: Drops Plasma mines around newly captured Control Towers and Power Nodes. Also allows Jiralhanae Jumpers to drop TR/9 trip mines when they use their jump packs.
- Fortifications I: Reduces costs and build times for the Stronghold upgrade, the Fortify upgrade, and Turret upgrades.
- Fortifications II: Improves all benefits provided by Fortifications.
- Tier 2 Leader Powers
- Plasma Mines I: Drops a line of cloaked mines.
- Population Cost: N/A
- Supply Cost: 25
- Power Cost: 100
- Cooldown: 105 seconds
- Plasma Mines II: Increases number of mines dropped.
- Population Cost: N/A
- Supply Cost: 50
- Power Cost: 200
- Cooldown: 105 seconds
- Dying Breath: Targets own units to keep on fighting for 4 seconds after they are killed.
- Population Cost: N/A
- Supply Cost: 300
- Power Cost: 80
- Cooldown: 180 seconds
- Plasma Mines I: Drops a line of cloaked mines.
- Tier 3 Leader Powers
- Atriox’s Bulwark I: Creates a healing area. Grants invulnerability for 1.5 seconds.
- Population Cost: N/A
- Supply Cost: 350
- Power Cost: 125
- Cooldown: 200 seconds
- Atriox’s Bulwark II: Increases area, healing amount, and duration of Atriox’s Bulwark. Grants invulnerability for 2.0 seconds.
- Population Cost: N/A
- Supply Cost: 450
- Power Cost: 175
- Cooldown: 200 seconds
- Atriox’s Bulwark III: Further increases area, healing amount, and duration of Atriox’s Bulwark. Grants invulnerability for 2.5 seconds.
- Population Cost: N/A
- Supply Cost: 550
- Power Cost: 225
- Cooldown: 200 seconds
- Spirit Assault I: Drops off two Suicide Unggoy squads.
- Population Cost: 4
- Supply Cost: 240
- Power Cost: 60
- Cooldown: 165 seconds
- Spirit Assault II: Drops off two upgraded veteran Suicide Grunt squads and one veteran Jump Pack Brute squad.
- Population Cost: 7
- Supply Cost: 375
- Power Cost: 140
- Cooldown: 165 seconds
- Spirit Assault III: Drops off two upgraded veteran Suicide Grunt squads and two veteran Jump Pack Brute squads.
- Population Cost: 10
- Supply Cost: 520
- Power Cost: 220
- Cooldown: 165 seconds
- Atriox’s Bulwark I: Creates a healing area. Grants invulnerability for 1.5 seconds.
- Tier 4 Leader Powers
- Glassing Beam I: Fires a controllable plasma beam.
- Population Cost: N/A
- Supply Cost: 350
- Power Cost: 150
- Cooldown: 228 seconds
- Glassing Beam II: Increases Glassing Beam size and damage.
- Population Cost: N/A
- Supply Cost: 450
- Power Cost: 250
- Cooldown: 228 seconds
- Glassing Beam III: Further increases Glassing Beam size and damage.
- Population Cost: N/A
- Supply Cost: 550
- Power Cost: 350
- Cooldown: 228 seconds
- Teleport I: Teleports own units to any location within range.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: 200
- Cooldown: 165 seconds
- Glassing Beam I: Fires a controllable plasma beam.
- Tier 5 Leader Powers
- Unbreakable: Grants invulnerability to all your deployed units for 7 seconds.
- Population Cost: N/A
- Supply Cost: 1,200
- Power Cost: 800
- Cooldown: 330 seconds
- Eradication: Unleashes eight converging glassing beams.
- Population Cost: N/A
- Supply Cost: 1,000
- Power Cost: 1,000
- Cooldown: 360 seconds
- Unbreakable: Grants invulnerability to all your deployed units for 7 seconds.
Blitz
Starting Army:
- Bulletproof
- 2 Grunt Squads
- 1 Elite Rangers
- 1 Ironclad Wraith
- Warlord
- 1 Marauder
- 1 Chopper
- 2 Banshee
Strategy
General
- Countermeasures allows the de-capture Power Node captured by Atriox more longer than other leaders, except for Leaders that possesses a Leader Power to speeds it up (Such as Captain Cutter's UNSC Raid or Let 'Volir's Banished Raid)
- Time the leader power correctly, as Unbreakable and Atriox's Bulwark combination can be proven very lethal against all units.
- Note that Isabel's Ghost In the Machine can nullify this combination, as she can snatch all of your armored units inside Bulwark's area.
- Dying Breath is a very useful Leader Power as your units can draw the aggro from the enemy unit as much as you could without worrying about your other units for 4 seconds. As long as the dying unit keeps drawing fire, it can give the player a good chance to obliterate the attackers with less opposition.
- While in description Atriox's main leader power serve for defensive purposes, some player may prefer Atriox to take an offensive role due to its privilege of having more invulnerable leader powers than other Banished Leaders.
Allies
- Have a player using Atriox to seize the Power or Control Node. It's Countermeasures can be useful to bid time.
- Atriox can utilize his leader power to act as a spearhead to begin the firefight, practically with Unbreakable and Dying Breath Leader Power.
- Any units that were dying under Dying Breath will be instantly killed albeit it's healed by your allies' healing units or leader power.
- Eradication will be very useful if you place it right in the middle of the enemy group.
Enemies
- Strong armor was required to fight him head on.
- Jerome's Mastodon with maximum upgrade and Spartan Morale and Restoration Drones can resist Eradication.
- Pull out as soon as one of the units is affected by Dying Breath as shifting aggro will be very difficult during firefight.