Halo Wars 2 Leaders: All units and powers Halo Wars 2 Leaders: All units and powers
In this guide, we'll take you through each leader, and what their leadership powers offer and cost. Halo Wars 2 Leaders: All units and powers

It’s no secret that leaders play a very important role in Halo Wars 2‘s epic battles. Leaders are diverse, well balanced and varied in approach, structure and resources, so while it’s easy to familiarise and get used to a specific leader fairly quickly, knowing which one to use and why is integral to your success.

As you play through a match, you’ll earn leadership points, and these points will help you gain lucrative upgrades for each leader’s Powers.

In this guide, we’ll take you through each leader, and what their leadership powers offer and cost.

Cutter

halo wars 2 cutter

Unique Units

Jerome-092 (Hero), ODSTs

Tier 1 Leader Powers
UNSC Raid I

  • Description: Units capture at a faster rate, while infantry units move faster.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown:

UNSC Raid II

  • Description: Jackrabbits can capture points, while UNSC Raids gain a movement-speed bonus.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Lotus Mine I

  • Description: Cloaked mines dropped.
  • Population Cost: N/A
  • Supply Cost: 25
  • Energy Cost: 100
  • Cooldown: 105 seconds

 

Tier 2 Leader Powers

Battle Hardened I

  • Description: Units gain veterancy at a faster rate.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Battle Hardened II

  • Description: Units gain veterancy at a faster rate.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Restoration Drones I

  • Description: Units and buildings within area are healed.
  • Population Cost: N/A
  • Supply Cost: 200
  • Energy Cost: 50
  • Cooldown: 210 seconds

Restoration Drones II

  • Description: Increases power of Restoration drones
  • Population Cost: N/A
  • Supply Cost: 300
  • Energy Cost: 70
  • Cooldown: 210 seconds

Restoration Drones III

  • Description: Increases power of Restoration drones
  • Population Cost: N/A
  • Supply Cost: 400
  • Energy Cost: 100
  • Cooldown: 210 seconds

 

Tier 3 Leader Powers

Archer Missiles I

  • Description: Fires staggered pairs of missiles in a lane. Damages all unit types and buildings.
  • Population Cost: N/A
  • Supply Cost: 175
  • Energy Cost: 175
  • Cooldown: 195 seconds

Archer Missiles II

  • Description: Increases damage and lane length of Archer Missiles.
  • Population Cost: N/A
  • Supply Cost: 300
  • Energy Cost: 300
  • Cooldown: 195 seconds

Archer Missiles III

  • Description: Further increases damage and lane length of Archer Missiles, and ignites drop area.
  • Population Cost: N/A
  • Supply Cost: 450
  • Energy Cost: 450
  • Cooldown: 195 seconds

ODST Drop

  • Description: Drops an ODST squad into battle.
  • Population Cost: 12
  • Supply Cost: 600
  • Energy Cost: N/A
  • Cooldown: 180 seconds

 

Tier 4 Leader Powers

Turret Drop I

  • Description:Drops a temporary Turret into battle.
  • Population Cost: N/A
  • Supply Cost: 250
  • Energy Cost: N/A
  • Cooldown: 180 Seconds

Turret Drop II

  • Description: Increases Turret damage and duration of Turret Drop
  • Population Cost: N/A
  • Supply Cost: 400
  • Energy Cost: N/A
  • Cooldown: 180 seconds

Cyclops Drop

  • Description: Drops a veteran Cyclops into battle.
  • Population Cost: 4
  • Supply Cost: 145
  • Energy Cost: 180
  • Cooldown: 135 seconds


Tier 5 Leader Powers

ODST Assault Group

  • Description: Drops a collection of veteran units
  • Population Cost: 27
  • Supply Cost: 1650
  • Energy Cost: 625
  • Cooldown: 330 seconds

Close Air Support

  • Description: Calls in four Pelican Gunships.
  • Population Cost: N/A
  • Supply Cost: 1500
  • Energy Cost: N/A
  • Cooldown: 330 seconds

 

Isabel

halo wars 2 isabel

Unique Units

Alice-130 Hero

 

Tier 1 Leader Powers

Heavy Metal I

  • Description: Targets own units.Affected units gain a defensive boost.Slows targeted units while active.
  • Population Cost: N/A
  • Supply Cost: 200
  • Energy Cost: 50
  • Cooldown: 180 seconds

Heavy Metal II

  • Description: Increases Heavy Metal’s target size, defense boost, and duration.
  • Population Cost: N/A
  • Supply Cost: 400
  • Energy Cost: 100
  • Cooldown: 180 seconds

Holographic Decoy I

  • Description: Targets own units.Creates decoys of affected units.Decoys can be used to scout and trick enemy Turrets and units.
  • Population Cost: N/A
  • Supply Cost: 450
  • Energy Cost: N/A
  • Cooldown: 150 seconds

Holographic Decoy II

  • Description: Increases number of decoys that can be produced.Decoys last longer.
  • Population Cost: N/A
  • Supply Cost: 650
  • Energy Cost: N/A
  • Cooldown: 150 seconds


Tier 2 Leader Powers

Turret Drop I

  • Description: Drops a temporary Turret into battle.
  • Population Cost: N/A
  • Supply Cost: 250
  • Energy Cost: N/A
  • Cooldown: 180 seconds

Restoration Drones I

  • Description: Heals all buildings and units within a targeted area.
  • Population Cost: N/A
  • Supply Cost: 200
  • Energy Cost: 50
  • Cooldown:  210 seconds

Restoration Drones II

  • Description: Increases area, healing amount, and duration of Restoration Drones.
  • Population Cost: N/A
  • Supply Cost: 300
  • Energy Cost: 75
  • Cooldown:  210 seconds

Restoration Drones III

  • Description: Further increases area, healing amount, and duration of Restoration Drones.
  • Population Cost: N/A
  • Supply Cost: 400
  • Energy Cost: 100
  • Cooldown:  210 seconds

 

Tier 3 Leader Powers

MAC Blast I

  • Description: Fires a large kinetic slug at the battlefield.Damages all unit types and buildings.
  • Population Cost: N/A
  • Supply Cost: 150
  • Energy Cost: 150
  • Cooldown: 195 seconds

MAC Blast II

  • Description: Increases MAC Blast impact size and damage.
  • Population Cost: N/A
  • Supply Cost: 250
  • Energy Cost: 250
  • Cooldown: 195 seconds

MAC Blast II

  • Description: Further increases MAC Blast impact size and damage.
  • Population Cost: N/A
  • Supply Cost: 350
  • Energy Cost: 350
  • Cooldown: 195 seconds

Accelerated Assembly I

  • Description: Reduces costs and build times for vehicle production.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Accelerated Assembly II

  • Description: Further reduces costs and build times for vehicle production.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

 

Tier 4 Leader Powers

Lotus Mine I

  • Description: Drops a line of cloaked mines.Once armed, mines explode on contact.
  • Population Cost: N/A
  • Supply Cost: 25
  • Energy Cost: 100
  • Cooldown: 105 seconds

Lotus Mine II

  • Description: Increases damage and explosion size of Lotus Mines
  • Population Cost: N/A
  • Supply Cost: 50
  • Energy Cost: 200
  • Cooldown: 105 seconds

The Best Offense

  • Description: Scorpions and Nightingales gain shields and increased health
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

 

Tier 5 Leader Powers

Combat Salvage

  • Description: Causes next eight non-infantry units to respawn at home base.
  • Population Cost: N/A
  • Supply Cost: 1000
  • Energy Cost: 500
  • Cooldown: 330 seconds

Ghost In The Machine

  • Description: Temporarily takes control of enemy vehicles and aircraft.
  • Population Cost: N/A
  • Supply Cost: 1200
  • Energy Cost: 300
  • Cooldown: 330 seconds

 

Anders

Unique Units

JDouglas-042 (Hero), Protector Sentinel, Retriever Sentinel

 

Tier 1 Leader Powers

R&D I

  • Description: Reduces costs and build times for global infantry, vehicle, and aircraft upgrades.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

R&D II

  • Description: Further improves all currently provided bonuses.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

R&D III

  • Description: Further improves all currently provided bonuses.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Restoration Drones I

  • Description: Heals all buildings and units within a targeted area.
  • Population Cost: N/A
  • Supply Cost: 200
  • Energy Cost: 50
  • Cooldown: 210 seconds
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Restoration Drones II

  • Description: Increases area, healing amount, and duration of Restoration Drones.
  • Population Cost: N/A
  • Supply Cost: 300
  • Energy Cost: 75
  • Cooldown: 210 seconds

Restoration Drones III

  • Description: Further increases area, healing amount, and duration of Restoration Drones.
  • Population Cost: N/A
  • Supply Cost: 400
  • Energy Cost: 100
  • Cooldown: 210 seconds

 

Tier 2 Leader Powers

Turret Drop I

  • Description: Drops a temporary Turret into battle.
  • Population Cost: N/A
  • Supply Cost: 250
  • Energy Cost: N/A
  • Cooldown: 180 seconds

Protector Sentinel

  • Description: Unlocks the Protector Sentinel for purchase at base.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE


Tier 3 Leader Powers

Ark Defense I

  • Description: Calls in six Aggressor Sentinels.The Sentinels temporarily guard a set area.
  • Population Cost: N/A
  • Supply Cost: 150
  • Energy Cost: 150
  • Cooldown: 165 seconds

Ark Defense II

  • Description: Increases Ark Defense duration and area.Adds two more (eight total) Aggressor Sentinels.
  • Population Cost: N/A
  • Supply Cost: 250
  • Energy Cost: 250
  • Cooldown: 165 seconds

Ark Defense III

  • Description: Further increases Ark Defense duration and area.
  • Population Cost: N/A
  • Supply Cost: 350
  • Energy Cost: 350
  • Cooldown: 165 seconds

Lotus Mine I

  • Description: Drops a line of cloaked mines.Once armed, mines explode on contact. Does not damage air units.
  • Population Cost: N/A
  • Supply Cost: 25
  • Energy Cost: 100
  • Cooldown: 105 seconds

Lotus Mine II

  • Description: Increases damage and explosion size of Lotus Mines.
  • Population Cost: N/A
  • Supply Cost: 50
  • Energy Cost: 200
  • Cooldown: 105 seconds

 

Tier 4 Leader Powers

Sentinel Beacon

  • Description: Kodiak and Siege Turret attacks summon friendly Aggressor Sentinels.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Sentinel Synergy

  • Description: Adds more Sentinels to Sentinel Beacon and Ark Defense.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

 

Tier 5 Leader Powers

Sentinel Network

  • Description: Calls in three waves of Protector Sentinels.
  • Population Cost: N/A
  • Supply Cost: 900
  • Energy Cost: 900
  • Cooldown: N/A

Retriever Sentinel

  • Description: Summons a powerful controllable Retriever Sentinel.
  • Population Cost: 24
  • Supply Cost: 1400
  • Energy Cost: 1400
  • Cooldown: N/A

 

Forge

Unique Units

Forge’s Warthog (Hero), Grizzly

 

Tier 1 Leader Powers

Rolling Economy I

  • Description: Reduces costs and build times for Supply Pads, Generators, and their upgrades.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Rolling Economy II

  • Description: Improves all Rolling Economy bonuses.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Heavy Metal I

  • Description: Targets own units.Affected units gain a defensive boost.
  • Population Cost: N/A
  • Supply Cost: 200
  • Energy Cost: 50
  • Cooldown: 180 seconds

Heavy Metal II

  • Description: Increases Heavy Metal’s target size, defense boost, and duration.
  • Population Cost: N/A
  • Supply Cost: 400
  • Energy Cost: 100
  • Cooldown: 180 seconds

Heavy Metal III

  • Description: Further increases Heavy Metal’s target size, defence boost, and duration.
  • Population Cost: N/A
  • Supply Cost: 600
  • Energy Cost: 150
  • Cooldown: 180 seconds

 

Tier 2 Leader Powers

Accelerated Assembly I

  • Description: Reduces costs and build times for vehicle production.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Accelerated Assembly II

  • Description: Further reduces costs and build times for vehicle production.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Pelican Transport

  • Description: Transports own units anywhere in range.
  • Population Cost: N/A
  • Supply Cost: N/A
  • Energy Cost: 200
  • Cooldown: 150 seconds

 

Tier 3 Leader Powers

Scatter Bomb I

  • Description: Drops a scattered salvo of bombs.
  • Population Cost: N/A
  • Supply Cost: 175
  • Energy Cost: 175
  • Cooldown: 195 seconds

Scatter Bomb II

  • Description: Increases damage and number of bombs fired by Scatter Bomb
  • Population Cost: N/A
  • Supply Cost: 300
  • Energy Cost: 300
  • Cooldown: 195 seconds

Restoration Drones I

  • Description: Heals all buildings and units within a targeted area.
  • Population Cost: N/A
  • Supply Cost: 200
  • Energy Cost: 50
  • Cooldown: 210 seconds

Restoration Drones II

  • Description: Increases area, healing amount, and duration of Restoration Drones.
  • Population Cost: N/A
  • Supply Cost: 200
  • Energy Cost: 50
  • Cooldown: 210 sconds

Restoration Drones III

  • Description: Increases area, healing amount, and duration of Restoration Drones.
  • Population Cost: N/A
  • Supply Cost: 400
  • Energy Cost: 100
  • Cooldown: 210 seconds


Tier 4 Leader Powers

Vehicle Drop I

  • Description: Deploys a veteran Kodiak.
  • Population Cost: 6
  • Supply Cost: 625
  • Energy Cost: N/A
  • Cooldown: 180 seconds

Vehicle Drop II

  • Description: Adds a veteran Warthog to Vehicle Drop.
  • Population Cost: 10
  • Supply Cost: 925
  • Energy Cost: N/A
  • Cooldown: 180 seconds

Lotus Mine I

  • Description: Drops a line of cloaked mines.
  • Population Cost: N/A
  • Supply Cost: 25
  • Energy Cost: 100
  • Cooldown: 105 seconds

 

Tier 5 Leader Powers

Combat Salvage

  • Description: Causes the next eight non-infantry units to respawn at home base.
  • Population Cost: N/A
  • Supply Cost: 1000
  • Energy Cost: 500
  • Cooldown: 330 seconds

Grizzly Battalion

  • Description: Pelican Gunship drops off three veteran Grizzlies.
  • Population Cost: 33
  • Supply Cost: 2000
  • Energy Cost: 400
  • Cooldown: 330 seconds

 

Atriox

atriox halo wars 2

Unique Units

Atriox’s Chosen (Hero)

 

Tier 1 Leader Powers

Countermeasures

  • Description: Drops mines around newly captured points.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Fortifications I

  • Description: Reduces costs and build times for the Stronghold upgrade, the Fortify upgrade, and Turret upgrades.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Fortifications II

  • Description: Improves all benefits provided by Fortifications.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

 

Tier 2 Leader Powers

Plasma Mines I

  • Description: Drops a line of cloaked mines.
  • Population Cost: N/A
  • Supply Cost: 25
  • Energy Cost: 100
  • Cooldown: 105 seconds

Plasma Mines II

  • Description: Increases number of mines dropped.
  • Population Cost: N/A
  • Supply Cost: 50
  • Energy Cost: 200
  • Cooldown: 105 seconds

Dying Breath

  • Description: Targets own units.
  • Population Cost: N/A
  • Supply Cost: 250
  • Energy Cost: 20
  • Cooldown: 120 seconds

 

Tier 3 Leader Powers

Atriox’s Bulwark I

  • Description: Creates a healing area.Grants brief invulnerability.
  • Population Cost: N/A
  • Supply Cost: 175
  • Energy Cost: 40
  • Cooldown: 180 seconds

Atriox’s Bulwark II

  • Description: Increases area, healing amount, and duration of Atriox’s Bulwark.
  • Population Cost: N/A
  • Supply Cost: 250
  • Energy Cost: 70
  • Cooldown: 180 seconds

Atriox’s Bulwark III

  • Description: Further increases area, healing amount, and duration of Atriox’s Bulwark.
  • Population Cost: N/A
  • Supply Cost: 325
  • Energy Cost: 90
  • Cooldown: 180 seconds

Spirit Assault I

  • Description: Drops off two Suicide Grunts.
  • Population Cost: 4
  • Supply Cost: 240
  • Energy Cost: 60
  • Cooldown: 165 seconds

Spirit Assault II

  • Description: Drops off two upgraded veteran Suicide Grunts and one veteran Jump Pack Brute.
  • Population Cost: 7
  • Supply Cost: 375
  • Energy Cost: 140
  • Cooldown: 165 seconds

Spirit Assault III

  • Description: Drops off two upgraded veteran Suicide Grunts and two veteran Jump Pack Brutes.
  • Population Cost: 10
  • Supply Cost: 520
  • Energy Cost: 220
  • Cooldown 165 seconds

 

Tier 4 Leader Powers

Glassing Beam I

  • Description: Fires a controllable plasma beam.
  • Population Cost: N/A
  • Supply Cost: 150
  • Energy Cost: 150
  • Cooldown: 195 seconds
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Glassing Beam II

  • Description: Increases Glassing Beam size and damage.
  • Population Cost: N/A
  • Supply Cost: 250
  • Energy Cost: 250
  • Cooldown: 195 seconds

Teleport I

  • Description: Teleports own units to any location within range.
  • Population Cost: N/A
  • Supply Cost: N/A
  • Energy Cost: 250
  • Cooldown: 165 seconds


Tier 5 Leader Powers

Unbreakable

  • Description: Grants temporary invulnerability to all your deployed units.
  • Population Cost: N/A
  • Supply Cost: 1600
  • Energy Cost: 500
  • Cooldown: 333 seconds

Eradication

  • Description: Unleashes eight converging plasma beams.
  • Population Cost: N/A
  • Supply Cost: 800
  • Energy Cost: 800
  • Cooldown: 300 seconds

 

Decimus

Unique Units

Atriox’s Chosen (Hero)

 

Tier 1 Leader Powers

Killing Frenzy

  • Description: All units gain damage boosts when they kill enemies.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Vortex Lightning I

  • Description: Fires a controllable vortex that stuns enemies and lowers their defense.
  • Population Cost: N/A
  • Supply Cost: 50
  • Energy Cost: 150
  • Cooldown: 165 seconds

Vortex Lightning II

  • Description: Increases Vortex Lightning size, debuff duration, and strength.
  • Population Cost: N/A
  • Supply Cost: 75
  • Energy Cost: 200
  • Cooldown: 165 seconds

 

Tier 2 Leader Powers

Siphon I

  • Description: Targets own units.
  • Population Cost: N/A
  • Supply Cost: 150
  • Energy Cost: 30
  • Cooldown: 195 seconds

Siphon II

  • Description: Increases Siphon target size, duration, and healing amount.
  • Population Cost: N/A
  • Supply Cost: 200
  • Energy Cost: 60
  • Cooldown: 195 seconds

Siphon III

  • Description: Further increases Siphon target size, duration, and healing amount.
  • Population Cost: N/A
  • Supply Cost: 250
  • Energy Cost: 90
  • Cooldown: 195 seconds

Fury I

  • Description: Targets own units. Boosts damage and speed of affected units.
  • Population Cost: Drains unit health for duration of effect. Requires no resources.
  • Supply Cost: Drains unit health for duration of effect. Requires no resources.
  • Energy Cost: Drains unit health for duration of effect. Requires no resources.
  • Cooldown: 120 seconds

Fury II

  • Description: Increases selection area of effect, unit damage, and movement speed.
  • Population Cost: Drains unit health for duration of effect. Requires no resources.
  • Supply Cost: Drains unit health for duration of effect. Requires no resources.
  • Energy Cost: Drains unit health for duration of effect. Requires no resources.
  • Cooldown: 120 seconds

Fury III

  • Description: Further increases area of effect, unit damage, and movement speed.
  • Population Cost: Drains unit health for duration of effect. Requires no resources.
  • Supply Cost: Drains unit health for duration of effect. Requires no resources.
  • Energy Cost: Drains unit health for duration of effect. Requires no resources.
  • Cooldown: 120 seconds


Tier 3 Leader Powers

Glassing Beam I

  • Description: Fires a controllable plasma beam. Damages all unit types and buildings.
  • Population Cost: N/A
  • Supply Cost: 150
  • Energy Cost: 150
  • Cooldown: 195 seconds

Glassing Beam II

  • Description: Increases Glassing Beam size and damage.
  • Population Cost: N/A
  • Supply Cost: 250
  • Energy Cost: 250
  • Cooldown: 195 seconds

Glassing Beam III

  • Description: Further increases Glassing Beam size and damage.
  • Population Cost: N/A
  • Supply Cost: 350
  • Energy Cost: 350
  • Cooldown: 195 seconds

Spirit Assault I

  • Description: Drops off two upgraded veteran Suicide Grunts.
  • Population Cost: 4
  • Supply Cost: 240
  • Energy Cost: 60
  • Cooldown: 165 seconds

Spirit Assault II

  • Description: Drops off two upgraded veteran Suicide Grunts and one veteran Jump Pack Brute.
  • Population Cost: 7
  • Supply Cost: 375
  • Energy Cost: 140
  • Cooldown: 165 seconds

 

Tier 4 Leader Powers

Teleport I

  • Description: Teleports own units to any location within range.
  • Population Cost: N/A
  • Supply Cost: N/A
  • Energy Cost: 250
  • Cooldown: 165 seconds

Boundless Siphon

  • Description: All units gain a permanent minor health siphon when they damage enemy units.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

 

Tier 5 Leader Powers

Decimus Drop

  • Description: Drops Decimus into battle.
  • Population Cost: 10
  • Supply Cost: 1000
  • Energy Cost: 1000
  • Cooldown: 330 seconds

Boundless Fury

  • Description: All units gain a permanent increase to speed and damage.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

 

Shipmaster

Unique Units

Honor Guard (Hero), Ghost

 

Tier 1 Leader Powers

Banished Raid I

  • Description: Increases capture speed for all units. Increases infantry line of sight.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Banished Raid II

  • Description: Allows Ghosts to capture points. Increases vehicle line of sight.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Banished III

  • Description: Increases movement speed for Ghosts, Wraiths, Choppers, and Marauders.
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Teleport I

  • Description: Teleports own units within a set range. Does not require line of sight.
  • Population Cost: N/A
  • Supply Cost: N/A
  • Energy Cost: 250
  • Cooldown: 165 seconds

Teleport II

  • Description: Increases range of Teleport. Increases number of units that can be teleported.
  • Population Cost: N/A
  • Supply Cost: N/A
  • Energy Cost: 450
  • Cooldown: 165 seconds

 

Tier 2 Leader Powers

Scout Mine I

  • Description: Drops a cloaked Scout Mine. Mine provides vision within a small area and explodes on contact.
  • Population Cost: N/A
  • Supply Cost: 25
  • Energy Cost: 100
  • Cooldown: 105 seconds

Scout Mine II

  • Description: Increases mine damage and vision range.
  • Population Cost: N/A
  • Supply Cost: 50
  • Energy Cost: 200
  • Cooldown: 105 seconds

Extraction I

  • Description: Teleports own units to main base.Units heal upon arrival.
  • Population Cost: N/A
  • Supply Cost: 200
  • Energy Cost: 50
  • Cooldown: 210 seconds

Extraction II

  • Description: Increases number of units that can be teleported (via enabled toggling between larger/smaller selection radius).
  • Population Cost: N/A
  • Supply Cost: 300
  • Energy Cost: 75
  • Cooldown: 210 seconds

 

Tier 3 Leader Powers

Glassing Beam I

  • Description: Fires a controllable plasma beam. Damages all unit types and buildings.
  • Population Cost: N/A
  • Supply Cost: 150
  • Energy Cost: 150
  • Cooldown: 195 seconds

Glassing Beam II

  • Description: Increases Glassing Beam size and damage.
  • Population Cost: N/A
  • Supply Cost: 250
  • Energy Cost: 250
  • Cooldown: 195 seconds

Advanced Cloaking I

  • Description: Reduces costs for Cloaking Generator and Shroud production. Marauder gains cloaking
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

Advanced Cloaking II

  • Description: Increases duration of all cloaking abilities. Increases size of Shroud’s cloaking field
  • Population Cost: PASSIVE
  • Supply Cost: PASSIVE
  • Energy Cost: PASSIVE
  • Cooldown: PASSIVE

 

Tier 4 Leader Powers

Spirit Support

  • Description: Deploys one Elite Ranger, one Hunter, and two Engineers.Spirit provides prolonged cover fire.
  • Population Cost: 14
  • Supply Cost: 850
  • Energy Cost: 375
  • Cooldown: 180 seconds

Displacement

  • Description: Teleports enemy units. Does not require line of sight.
  • Population Cost: N/A
  • Supply Cost: N/A
  • Energy Cost: 500
  • Cooldown: 240 seconds


Tier 5 Leader Powers

Mass Cloaking

  • Description: Cloaks all own deployed units. While cloaked, units gain a speed boost and a small siphon effect.
  • Population Cost: N/A
  • Supply Cost: 1000
  • Energy Cost: 250
  • Cooldown: 240 seconds

Tactical Gateway

  • Description:Places two connected teleportation nodes.
  • Population Cost: N/A
  • Supply Cost: N/A
  • Energy Cost: 800
  • Cooldown: 270 seconds

Daniel Soul

I eat souls for breakfast and play Dark Souls for a living. Starting my second playthrough as Deprived class. I am better than you. At Dark Souls. And probably also life.

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