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
  • 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
  • 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
  • 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

Sources