Let 'Volir/Gameplay
From Halopedia, the Halo wiki
Halo Wars 2
- "The Shipmaster favors stealth, teleportation tactics, and rapid assaults against his foes."
- — In-game description of Let 'Volir.[1]
- Unique Units: Sangheili Honor Guardsman and Type-32 Ghost
- Tier 1 Leader Powers
- Banished Raid I: Increases capture speed for all units. Increases infantry line of sight.
- Banished Raid II: Allows Ghosts to capture points. Increases vehicle line of sight.
- Banished Raid III: Increases movement speed for Ghosts, Type-26 Wraiths, and Marauders.
- Teleport I: Teleports own units to any location within range.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: 200
- Cooldown: 165 seconds
- Teleport II: Increases range of Teleport. Increases number of units that can be teleported.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: 350
- Cooldown: 165 seconds
- Tier 2 Leader Powers
- Scout Mine I: Drops a cloaked Plasma mine. Mine provides vision within a small area and explodes on contact.
- Population Cost: N/A
- Supply Cost: 25
- Power Cost: 100
- Cooldown: 105 seconds
- Scout Mine II: Increases mine damage and vision range.
- Population Cost: N/A
- Supply Cost: 50
- Power Cost: 200
- Cooldown: 105 seconds
- Extraction I: Teleports own units to main base. Units heal upon arrival.
- Population Cost: N/A
- Supply Cost: 200
- Power Cost: 50
- Cooldown: 210 seconds
- Extraction II: Increases number of units that can be teleported.
- Population Cost: N/A
- Supply Cost: 300
- Power Cost: 75
- Cooldown: 210 seconds
- Scout Mine I: Drops a cloaked Plasma mine. Mine provides vision within a small area and explodes on contact.
- Tier 3 Leader Powers
- Glassing Beam I: Fires a controllable plasma beam.
- Population Cost: N/A
- Supply Cost: 400
- Power Cost: 250
- Cooldown: 228 seconds
- Glassing Beam II: Increases Glassing Beam size and damage.
- Population Cost: N/A
- Supply Cost: 500
- Power Cost: 385
- Cooldown: 228 seconds
- Glassing Beam III: Further increases Glassing Beam size and damage.
- Population Cost: N/A
- Supply Cost: 600
- Power Cost: 500
- Cooldown: 228 seconds
- Advanced Cloaking I: Reduces costs for Cloaking Generator and Shrouds. Marauders gain active camouflage ability.
- Advanced Cloaking II: Increases duration of all cloaking abilities. Increases size of Shroud’s cloaking field
- Glassing Beam I: Fires a controllable plasma beam.
- Tier 4 Leader Powers
- Spirit Support: Deploys one squad of Sangheili Rangers, one Mgalekgolo pair, and two Huragok. Spirit provides prolonged cover fire.
- Population Cost: 14
- Supply Cost: 850
- Power Cost: 375
- Cooldown: 180 seconds
- Displacement: Teleports enemy units. Does not require line of sight.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: 500
- Cooldown: 480 seconds
- Spirit Support: Deploys one squad of Sangheili Rangers, one Mgalekgolo pair, and two Huragok. Spirit provides prolonged cover fire.
- Tier 5 Leader Powers
- Mass Cloaking: Cloaks all own deployed units. While cloaked, units gain a speed boost and a small siphon effect.
- Population Cost: N/A
- Supply Cost: 1,000
- Power Cost: 250
- Cooldown: 264 seconds
- Tactical Gateway: Places two connected teleportation nodes.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: 800
- Cooldown: 300 seconds
- Mass Cloaking: Cloaks all own deployed units. While cloaked, units gain a speed boost and a small siphon effect.