Atriox/Gameplay: Difference between revisions

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*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.
==Sources==
==Sources==
{{Ref/Sources}}
{{Ref/Sources}}
[[Category:Gameplay guides]]
[[Category:Gameplay guides]]

Revision as of 09:01, June 14, 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
  • 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
  • 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
  • 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

Blitz

Starting Army:

  • Bulletproof
    • 2 Grunt Squads
    • 1 Elite Rangers
    • 1 Ironclad Wraith
  • Warlord
    • 1 Marauder
    • 1 Chopper
    • 2 Banshee

Strategy

  • 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.

Sources