Colony/Gameplay
From Halopedia, the Halo wiki
< Colony
Halo Wars 2
- "A colony of Lekgolo with a focus on tough frontline units and healing."
- — In-game description of "Colony".[1]
- Unique Units: Goliath, (Replace Jiralhanae Jumpers) Mgalekgolo Captain, (Hero unit) Skitterer
- Tier 1 Leader Powers
- Skitterer: Unlocks Skitterers for purchase at the Outpost
- Living Barrier I: Drops down a wall of Lekgolo filled caltrops to halt enemy ground units.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: N/A
- Cooldown: 90 seconds
- Living Barrier II: Increases length, strength, and duration including energy shielding.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: N/A
- Cooldown: 90 seconds
- Tier 2 Leader Powers
- Vehicle Symbiotes I: Selected vehicles and structures are permenantly given increases to range and armor. Does not stack.
- Population Cost: N/A
- Supply Cost: 60
- Power Cost: 30
- Cooldown: 180 seconds
- Vehicle Symbiotes II: Further increases the AOE, allowing the player to affect more vehicles and buildings.
- Population Cost: N/A
- Supply Cost: 120
- Power Cost: 60
- Cooldown: 180 seconds
- Vehicle Symbiotes III: Even further increases the AOE, allowing the player to affect more vehicles and buildings.
- Population Cost: N/A
- Supply Cost: 200
- Power Cost: 100
- Cooldown: 180 seconds
- Engineer Swarm I: Temporarily calls in Huragok to heal units in an area.
- Population Cost: N/A
- Supply Cost: 350
- Power Cost: 125
- Cooldown: 180 seconds
- Engineer Swarm II: Calls in additional Engineers and increases their duration and target area.
- Population Cost: N/A
- Supply Cost: 450
- Power Cost: 175
- Cooldown: 180 seconds
- Engineer Swarm III: Calls in even more Engineers and increases their duration and target area.
- Population Cost: N/A
- Supply Cost: 550
- Power Cost: 225
- Cooldown: 180 seconds
- Vehicle Symbiotes I: Selected vehicles and structures are permenantly given increases to range and armor. Does not stack.
- Tier 3 Leader Powers
- Hunter's Brand I: Fires three Glassing beams that converge on an area.
- Population Cost: N/A
- Supply Cost: 280
- Power Cost: 125
- Cooldown: 228 seconds
- Hunter's Bran II: Increases damage, size of the beams, and the target area.
- Population Cost: N/A
- Supply Cost: 450
- Power Cost: 385
- Cooldown: 228 seconds
- Hunter's Brand III: Further increases damage, size of the beams, and the target area.
- Population Cost: N/A
- Supply Cost: 500
- Power Cost: 415
- Cooldown: 228 seconds
- Colony Drop: Has a Type-25 Spirit drop off two veteran Goliaths into battle.
- Population Cost: 10
- Supply Cost: 400
- Power Cost: 175
- Cooldown: 203 Seconds
- Hunter's Brand I: Fires three Glassing beams that converge on an area.
- Tier 4 Leader Powers
- Battle Hardened I: Units gain veterancy at a faster rate.
- 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
- Tier 5 Leader Powers
- Devastating Host: Calls in Spirits to deploy two veteran Mgalekgolo pairs, two veteran Banished Wraiths, one veteran Banished Locust, and one veteran Reaver. Buffs units in the landing zone with Vehicle Symbiote.
- Population Cost: 31
- Supply Cost: 1,850
- Power Cost: 750
- Cooldown: 360 seconds
- Combat Repair: Units and buildings are slowly but constantly healed, even during combat.
- Devastating Host: Calls in Spirits to deploy two veteran Mgalekgolo pairs, two veteran Banished Wraiths, one veteran Banished Locust, and one veteran Reaver. Buffs units in the landing zone with Vehicle Symbiote.