The Arbiter (leader)
From Halopedia, the Halo wiki
Halo Wars
Ripa 'Moramee will be automatically deployed as soon as the player finishes their first Temple. If that Arbiter is killed the player can purchase another for 400 resources, but can only have one Arbiter at a time. Ripa uses dual energy swords in battle and cannot attack aircraft unless in rage mode.
- Unique Unit: Suicide Unggoy - are able to blow enemies and themselves up with plasma grenades.
- Upgrades
- Fiendish Return - Allows the Arbiter to reflect attacks back at the enemy. Requires 400 resources and a tech level of 1.
- Vicious Blades - Increases damage inflicted by the Arbiter. Requires 600 resources and a tech level of 2.
- Ghastly Vision - Increases Fiendish Return reflection and equips the Arbiter with active camouflage. Requires 900 resources and a tech level of 3.
- Leader ability - Rage
When activated, the camera locks onto the Arbiter, whom the player controls with the left thumbstick and attacks with the right. It will use up resources every second it is in use and can be upgraded at the Temple. Rage Mode allows the Arbiter to single out enemy units, lunge at them, and deal damage on them. A fully upgraded Rage increases the player's units' damage while the Rage is still active. This also affects allies, including allied UNSC units, boosting their damage.
- Ability upgrades
- Defiant Rage - Receive additional health for casualties inflicted. Requires 300 resources and a tech level of 1.
- Spiteful Rage - Abilities cost less resources. Requires 500 resources and a tech level of 2.
- Blinding Rage - Increases the Arbiter's and nearby allied units' attack power. Requires 700 resources and a tech level of 3.
Halo Wars 2
- "The Arbiter Ripa 'Moramee utilizes special stasis fields to trap enemies and control the battlefield."
- — In-game description of the Arbiter.[1]
- Unique Units: Banished Phantom, Ripa 'Moramee (Hero unit), and Sangheili Enforcers
- Tier 1 Leader Powers
- Teleport I: Teleports own units to any location within range.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: 250
- Cooldown: 165 seconds
- Stasis Mines I: Deploys mines that stun and immobilize enemy units.
- Population Cost: N/A
- Supply Cost: 75
- Power Cost: 75
- Cooldown: 105 seconds
- Stasis Mines II: Increases stasis size
- Population Cost: N/A
- Supply Cost: 150
- Power Cost: 150
- Cooldown: 105 seconds
- Teleport I: Teleports own units to any location within range.
- Tier 2 Leader Powers
- Conduit of Rage I: Whenever the player uses a leader power nearby units and structures will be healed and gain a buff of speed and and damage. Consecutive leader powers extend the buffs.
- Conduit of Rage II: Increases the time of buffs.
- Conduit of Rage III: Further increases the time of buffs.
- Plasma Bolt I: Fires a plasma bolt at the target.
- Population Cost: N/A
- Supply Cost: 150
- Power Cost: 150
- Cooldown: 228 seconds
- Plasma Bolt II: Adds an extra manually fired shot. Increases plasma bolt size.
- Population Cost: N/A
- Supply Cost: 300
- Power Cost: 200
- Cooldown: 228 seconds
- Plasma Bolt III: Adds another manually fired shot. Further increases plasma bolt size.
- Population Cost: N/A
- Supply Cost: 450
- Power Cost: 300
- Cooldown: 228 seconds
- Tier 3 Leader Powers
- Phantom: Enables Phantoms to be purchased at Outposts.
- Elite Spirit Assault: Has a Type-25 Spirit drop off four squads of veteran Sangheili Enforcers.
- Population Cost: 16
- Supply Cost: 600
- Power Cost: 350
- Cooldown: 203 Seconds
- Tier 4 Leader Powers
- Stasis I: Allows the player to place units into temporary stasis to protect allies or neutralize enemies.
- Population Cost: N/A
- Supply Cost: 150
- Power Cost: 150
- Cooldown: 228 seconds
- Stasis II: Increases the duration and area of effect of stasis.
- Population Cost: N/A
- Supply Cost: 200
- Power Cost: 200
- Cooldown: 228 seconds
- Power Surge I: The cooldown and cost of all the player's leader powers is reduced.
- Power Surge II: Decreases the cooldown and cost of leader powers even more.
- Power Surge III: Further decreases the cooldown and cost of leader powers.
- Stasis I: Allows the player to place units into temporary stasis to protect allies or neutralize enemies.
- Tier 5 Leader Powers
- Mass Stasis: Places units within a large target area into temporary stasis to protect allies or neutralize enemies.
- Population Cost: N/A
- Supply Cost: 500
- Power Cost: 500
- Cooldown: 264 seconds
- Mass Cloaking: Cloaks all 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
- Mass Stasis: Places units within a large target area into temporary stasis to protect allies or neutralize enemies.
The Arbiter
- Info: Hero, Armed with two plasma swords, Fast moving, Rage ability causes great damage.
- Tier: 1
- Cost: Population 0, Supplies 350, Power 250
- Arbiter upgrade: Swift Fury
- Info: Increases speed, increases damage and health, Rage attacks gain health.
- Tier: 1
- Cost: Supplies 0, Power 300
- Arbiter upgrade: Conduit Incarnate
- Info: Activating special ability triggers Conduit of Rage, Reduces Rage cooldown, Increases damage and health.
- Tier: 2
- Cost: Supplies 0, Power 450
- Arbiter upgrade: Arbiter's Reprisal
- Info: When attacked, The Arbiter returns some of the damage to his attacker.
- Tier: 3
- Cost: Supplies 0, Power 600
Ripa 'Moramee is exclusive to himself and can be built at the War Council. Like other hero units the player is limited to one on the field at a time. Ripa performs well against infantry, vehicles, and structures, but only okay against aircraft. Once the Conduit Incarnate upgrade is purchased Ripa will perform well against aircraft. Ripa can only attack aircraft while using his Rage ability. Unlike his Rage ability in Halo Wars, his Rage in Halo Wars 2 does not allow to player to control him. However, it not longer costs resources to use, and instead lasts for a set time. In Blitz he costs 240 energy and features the Rush ability that eliminates spawn debuffs.