Atriox/Gameplay

From Halopedia, the Halo wiki

< Atriox
Revision as of 22:42, March 1, 2017 by Sith Venator (talk | contribs) (Created page with "==''Halo Wars 2''== {{Quote|Atriox focuses on a cunning and defensive style, supported by heavy cover and invulnerability powers.|In-game description of Atriox.<ref name="HW2"...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

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 even after they are killed.
      • Population Cost: N/A
      • Supply Cost: 250
      • Power Cost: 20
      • Cooldown: 120 seconds
  • Tier 3 Leader Powers
    • Atriox’s Bulwark I: Creates a healing area.Grants brief invulnerability.
      • Population Cost: N/A
      • Supply Cost: 175
      • Power Cost: 40
      • Cooldown: 180 seconds
    • Atriox’s Bulwark II: Increases area, healing amount, and duration of Atriox’s Bulwark.
      • Population Cost: N/A
      • Supply Cost: 250
      • Power Cost: 70
      • Cooldown: 180 seconds
    • Atriox’s Bulwark III: Further increases area, healing amount, and duration of Atriox’s Bulwark.
      • Population Cost: N/A
      • Supply Cost: 325
      • Power Cost: 90
      • Cooldown: 180 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: 150
      • Power Cost: 150
      • Cooldown: 195 seconds
    • Glassing Beam II: Increases Glassing Beam size and damage.
      • Population Cost: N/A
      • Supply Cost: 250
      • Power Cost: 250
      • Cooldown: 195 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 temporary invulnerability to all your deployed units.
      • Population Cost: N/A
      • Supply Cost: 1,600
      • Power Cost: 500
      • Cooldown: 330 seconds
    • Eradication: Unleashes eight converging glassing beams.
      • Population Cost: N/A
      • Supply Cost: 800
      • Power Cost: 800
      • Cooldown: 330 seconds

Sources