Phoenix Logs/Leaders/Yapyap THE DESTROYER: Difference between revisions

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:damage the enemy and leave behind a lingering aura that makes Grunt units
:damage the enemy and leave behind a lingering aura that makes Grunt units
:more effective.
:more effective.
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[[Category:Phoenix Logs]]
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Revision as of 22:21, February 26, 2019


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The following is a verbatim transcription of an official document for archival reasons. As the original content is transcribed word-for-word, any possible discrepancies and/or errors are included.
Enough Talk!
Once in a thousand generations comes a Grunt with the combined wisdom of
Ang'napnap the Enlightened, the charisma of Awlphhum Who Became
Tolerable, and a strategic acumen unmatched since Yayep the Archdeacon of
Indolence. That time has not yet come, but Yapyap THE DESTROYER (he likes
to shout that last part) does embody the mythic skills of one, maybe two, of
these legendary heroes. He leads his brave (if not so bright) warriors from atop
his Throne of Woe, having abandoned the Banished to locate the fabled Golden
Methane Hydrate Mines of Sabator hidden somewhere on the Ark (and why
would that Kig-Yar fortune-teller lie?) and secure a position as the Halo Wars 2
main character.
Yapyap THE DESTROYER is more of an idea Grunt, and has better things to do
than come down to the battlefield personally [his managerial expertise would be
wasted on the front lines]. With style and panache he leads the Grunts to
glorious victory or not—so—total defeat from his secret lair, throwing good
Grunts after bad with Grunts from Above troop deployment and Shade Drop,
while also playing the long game with defensive abilities such as the Surprise
Party and Gruntdome deployable shield tower. And if Yapyap THE DESTROYER
runs low on bodies, he can always put on a thrilling display of tactical cowardice
with the Please Don't Shoot Me ability, which puts a temporary armistice in
place. While the rebellious Grunts don't have much of a long-term strategy. they
can avoid a loss simply by denying the enemy a win, with abilities such as Guilt
Trip ensuring combat losses don't embolden the enemy and the Get Back Out
There advanced ability which returns injured Grunts back to the nearest HQ.
When the combat music starts late in the Blitz match he can also send out
invitations for the Methane Party, which drops gas—filled explosive barrels that
damage the enemy and leave behind a lingering aura that makes Grunt units
more effective.