Halo Wars 2

"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
  • 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: 250
      • Power Cost: 20
      • 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: 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
    • Teleport I: Teleports own units to any location within range.
      • Population Cost: N/A
      • Supply Cost: N/A
      • Power Cost: 250
      • Cooldown: 165 seconds
  • Tier 5 Leader Powers
    • Unbreakable: Grants invulnerability to all your deployed units for 7 seconds.
      • Population Cost: N/A
      • Supply Cost: 2,000
      • Power Cost: 1,000
      • Cooldown: 330 seconds
    • Eradication: Unleashes eight converging glassing beams.
      • Population Cost: N/A
      • Supply Cost: 1,000
      • Power Cost: 1,000
      • Cooldown: 360 seconds

Sources