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Halo Wars 2 Structures Guide – Bases, Minibases, Defensive Structures, Economy Structures

25 Feb

Halo Wars 2 Structures Guide to help you learn everything you need to know about different types of structures in the game.

Building Halo Wars 2 Structures as easy as it can be. All you need to have is a suitable construction site and required resources. However, since there are plenty of different structures; the order in which you construct them can play a huge impact on the outcome of the game.

In addition to this, you can also recycle structures in order to salvage resources and clear up some space.

For more help on Halo Wars 2, read out our Units Guide, Best Blitz Decks Guide, and Skulls Locations Guide.

Halo Wars 2 Structures Guide

In our Halo Wars 2 Structures Guide, we’ve detailed everything you need to know about different structures in Halo Wars 2.

Halo Wars 2 Structures

Halo Wars 2 UNSC Bases

Marines
Flexible ground troops. Quick capture unit.

Jackrabbit
Very fast-moving. Can de-capture.

Protector Sentinel
Sentinel detonation. Sentinel beam. Requires Protector Sentinel Leader Power. It’s only available for Anders.

Halo Wars 2 UNSC Bases Research

Grenade Throw
Can throw grenades. Small area attack. Cannot target air.

Combat Tech
Can repair vehicles, buildings, and air units. Can wield rocket launcher. Requires Grenade Throw.

Mini-Frag Launcher
Weaponizes Jackrabbit.

Support Drone
Equips drone. Increases line of sight. Detects cloaked units. Heals Jackrabbit. Requires Mini-Frag Launcher.

Drone Escort
Increases damage. Increases health. Unlocks Lockdown Bolt active ability. Requires Protector Sentinel Leader Power. It’s only available to Anders.

Defense Grid
Increases speed. Detonates on destruction. Requires Drone Escort. Requires Protector Sentinel Leader Power. It’s only available to Anders.

Firebase

Its primary role is Core Infantry and Scout Creation. You can produce Marines, Jackrabbit, and Protector Sentinel.

Firebase Construction
Produces vehicles and infantry. Three building slots. No Turret sites.

Level 1 Combat Station

Its’s primary role is Core Infantry and Scout Creation. You can produce Marines, Jackrabbit, and Protector Sentinel.

Combat Station
Upgraded from Firebase. Produces vehicles and infantry. Supports four Turret emplacements.

Level 2 Command Center

Its primary role is Core Infantry and Scout Creation. You can produce Marines, Jackrabbit, and Protector Sentinel.

Command Center
Upgraded from Combat Station. Produces vehicles and infantry. Unlocks Tech Level 2.

Level 3 Headquarters

Its primary role is Core Infantry and Scout Creation. You can produce Marines, Jackrabbit, and Protector Sentinel.

Headquarters
Upgraded from Command Center. Produces vehicles and infantry. Unlocks Tech Level 3. Top base structure.

Halo Wars 2 Banished Bases

Grunts
Cheap and expendable. Low POP count. Quick capture unit.

Chopper
Fast-moving. Can ram enemies.

Ghost
Shipmaster only. Very fast-moving. Can ram enemies. Replaces the Chopper.

Halo Wars 2 Banished Bases Research

Shrapnel Mines
Deploys mines that damage and slow enemies.

Pack Brother
Additional Brute and Grunt join the squad. Requires Shrapnel Mines.

Shrapnel Rounds
Adds explosive rounds. Detects cloaked units.

Vehicle Shielding
Shipmaster only. Gains a shield. Detects cloaked units.

Outpost

Its role is Core Infantry and Scout Creation. You can produce Grunts, Choppers, and Ghosts.

Outpost
Forward base. Three building slots. No Turret sites.

Level 1 Stronghold

Its role is Core Infantry and Scout Creation. You can produce Grunts, Choppers, and Ghosts.

Stronghold
Upgraded from Outpost. Produces vehicles and infantry. Supports four Turret emplacements.

Level 2 Citadel

Its role is Core Infantry and Scout Creation. You can produce Grunts, Choppers, and Ghosts.

Citadel
Upgraded from Stronghold. Produces vehicles and infantry. Unlocks Tech Level 2.

Level 3 Fortress

Its role is Core Infantry and Scout Creation. You can produce Grunts, Choppers, and Ghosts.

Fortress
Upgraded from Citadel. Produces vehicles and infantry. Unlocks Tech Level 3. Top base structure.

Halo Wars 2 Minibases

Halo Wars 2 UNSC Minibases

One-Slot Minibase
This expansion is used to produce Marines, Jackrabbits, and Protector Sentinels as Anders only.

One-Slot Minibase
Builds core units. One slot for building.

Two-Slot Minibase
This expansion is used to produce Marines, Jackrabbits, and Protector Sentinels as Anders only.

Two-Slot Minibase
Builds core units. Two slots for buildings.

Halo Wars 2 Banished Minibases

One-Slot Minibase
This expansion is used to produce Grunts, Choppers, and Ghosts as Shipmaster only.

One-Slot Minibase
Builds core units. One slot for building.

Two-Slot Minibase
This expansion is used to produce Grunts, Choppers, and Ghosts as Shipmaster only.

Two-Slot Minibase
Builds core units. Two slots for buildings.

Halo Wars 2 Economy Structures

Halo Wars 2 UNSC Economy Structures

Supply Pad
Its role is Supply Generation and it provides 2. 7 supply per second.

Supply Pad
Produces 2.7 Supply per second. Can be upgraded to Heavy Supply Pad.

Heavy Supply Pad
Its role is Supply Generation and it provides 4.3 supply per second.

Heavy Supply Pad
Produces 4.3 Supply per second. Cannot be upgraded.

Generator
Its purpose is power generation and it produces 3 power per second.

Generator
Produces three Power per second. Can be upgraded to Advanced Generator.

Advanced Generator
Its purpose is power generation and it produces 6 power per second.

Advanced Generator
Produces six Power per second. Cannot be upgraded.

Halo Wars 2 Banished Economy Structures

Harvester
Its role is Supply Generation and it provides 2.7 supply per second.

Harvester
Produces 2.7 Supply per second. Can be upgraded to Augmented Harvester.

Augmented Harvester
Its role is Supply Generation and it provides 4.3 supply per second.

Augmented Harvester
Produces 4.3 Supply per second. Cannot be upgraded.

Power Extractor
Its purpose is power generation and it produces 3 power per second.

Power Extractor
Produces three Power per second. Can be upgraded to Augmented Extractor.

Augmented Extractor
Its purpose is power generation and it produces 6 power per second.

Augmented Extractor
Produces six Power per second. Cannot be upgraded.

Halo Wars 2 Advanced Unit Structure

Halo Wars 2 UNSC Advanced Unit Structure

Barracks
Its purpose is advanced infantry creation and it produces Hellbringers, Snipers, and Cyclopes. Below you can find all available units and research:

Hellbringers
Effective against infantry. Strong rush unit. Good against buildings. Cannot attack air.

Sniper
Very long range. Detects cloaked units.

Cyclops
Fast-moving. Heavy armor. Cannot attack air.

Available Research

Infantry Upgrade I
10% damage boost. 10% health boost.

Infantry Upgrade II
20% damage boost. 20% health boost. Requires Infantry Upgrade I.

Infantry Upgrade III
30% damage boost. 30% health boost. Requires Infantry Upgrade II.

Dispersion Nozzles
Sets ground on fire.

Active Camo
Conceals unit from enemy units without detection abilities.

Stanchion Sniper System
Increases damage. Requires Active Camo.

Shock Rounds
Shots slow vehicles. Increases damage.

Armory

Its purpose is Hero and Super Unit creation. Below you can find all available units and research:

Jerome-092
Cutter only. Ranged Hero. Ground Pound area attack. Limited to one active Hero.

Alice-130
Isabel only. Ranged Hero. Ground Pound area attack. Limited to one active Hero.

Douglas-042
Anders only. Ranged Hero. Ground Pound area attack. Limited to one active Hero.

Condor Gunship
Targets multiple units. Devastating attack. Very heavy armor.

Available Research

Fortify Base Upgrade I
15% building health boost. 15% Turret health boost. 15% Turret damage boost.

Fortify Base Upgrade II
30% building health boost. 30% Turret health boost. 30% Turret damage boost. Requires Fortify Base Upgrade I.

Fortify Base Upgrade III
45% building health boost. 45% Turret health boost. 45% Turret damage boost. Requires Fortify Base Upgrade II.

Advanced Logistics I
Increases unit build speed by 15%.

Advanced Logistics II
Increases unit build speed by 30%. Requires Advanced Logistics I.

Advanced Logistics III
Increases unit build speed by 45%. Requires Advanced Logistics II.

Reinforcements I
Increases maximum Population by 20.

Reinforcements II
Increases maximum Population by an additional 20. Requires Reinforcements I.

Hijack
Hijacks vehicles. Health boost. Damage boost.

Spartan Laser
Cutter only. Equips a Spartan laser. Health boost. Damage boost. Requires Hijack.

Heavy Machine Gun
Isabel only. Equips a machine gun. Health boost. Damage boost. Requires Hijack.

Rocket Launcher
Anders only. Equips a rocket launcher. Health boost. Damage boost. Requires Hijack.

Neural Implant
Increases Hijack speed. Health boost. Damage boost. Requires Spartan-specific weapon upgrade.

Garage

Its purpose is Advanced Vehicle Creation and it can produce Warthog, Wolverine, Kodiak, and Scorpion. Below you can find all available units and research:

Warthog
Fast-moving. Can ram enemies. Good all-around vehicle.

Wolverine
Detects cloaked units. Mid-range missiles. Light armor.

Kodiak
Fires when deployed. Very long range. Strong against infantry.

Scorpion
Heavy armor. Powerful attack.

Available Research

Vehicle Upgrade I
10% damage boost. 10% health boost.

Vehicle Upgrade II
20% damage boost. 20% health boost. Requires Vehicle Upgrade I.

Vehicle Upgrade III
30% damage boost. 30% health boost. Requires Vehicle Upgrade II.

Gauss Cannon
Damage boost. Range boost.

Canister Shell
Area attack. Strong against infantry. Ground attack only.

Airpad

Its purpose is Air Unit Creation and it can produce Hornet, Nightingale, and Vulture. Below you can find all available units and research:

Hornet
Fast-moving. Medium range.

Nightingale
Repairs and heals. Defensive smoke. Detects cloaked units.

Vulture
Can launch devastating Phoenix missile.

Available Research

Air Upgrade I
10% damage boost. 10% health boost.

Air Upgrade II
20% damage boost. 20% health boost. Requires Air Upgrade I.

Air Upgrade III
30% damage boost. 30% health boost. Requires Air Upgrade II.

Wingmen
Adds Marines with rocket launchers. Increases health.

Halo Wars 2 Defensive Structures

Halo Wars 2 UNSC Defensive Structures

Turret
Its role is Automated Base Defense which can be converted into Anti-Infantry, Anti-Vehicle, or Anti-Air Turret.

Anti-Infantry Turret
Its role is Automated Anti-Infantry which can also be converted into Anti-Vehicle or Anti-Air Turret.

Anti-Vehicle Turret
Its role is Automated Anti-Vehicle which can be converted into Anti-Infantry or Anti-Air Turret.

Anti-Air Turret
Its role is Automated Anti-Air which can be converted into Anti-Infantry or Anti-Vehicle Turret.

Watchtower
Its role is surveillance which can detect cloaked units.

Siege Turret
Its role is Automated Base Defense which has high damage at long range, but falls at close range.

Halo Wars 2 Banished Defensive Structures

Turret
Its role is Automated Base Defense which can be upgraded with anti-vehicle, anti-air, and anti-infantry weapons.

Sensor Tower
Its role is surveillance which increases the line of sight and detects cloaked units.

Shield Generator
Its role is Passive Base Defense which generates a shield for your base.

Cloaked Generator
It allows you to cloak nearby units and base structures.

This is all we’ve on our Halo Wars 2 Structures Guide. If there’s anything else you’d like to add, let us know in the comments section below!

The post Halo Wars 2 Structures Guide – Bases, Minibases, Defensive Structures, Economy Structures appeared first on SegmentNext.

Halo Wars 2 Units Guide – Infantry, Vehicles, Air Units, Tips and Strategies

22 Feb

Halo Wars 2 Units Guide to help you learn everything you need to know about Infantry Units, Ground Units, and Air Units along with tips to use them better.

Assembling a strong army requires you to do some planning. All the Halo Wars 2 Units in the game have their unique strengths and weaknesses. As a general rule of thumb, Infantry Units are good for controlling Capture Points and are strong against Air Units.

Air Units, on the other hand, are strong against Ground Vehicles and are good for healing and repairing. Lastly, Ground Units easily counter Infantry Units and are good for scouting.

For more help on Halo Wars 2, read out our Best Leaders Guide, Phoenix Logs Locations Guide, and Blitz Guide.

Halo Wars 2 Units Guide

Keeping these things in mind, you should always aim at building an army having a variety of units which is well-rounded. If you simply focus on building an army having all the counter-units, you’ll get annihilated in a couple of minutes.

In our Halo Wars 2 Units Guide, we’ve detailed everything you need to learn about Infantry Units, Ground Units, Air Units, Super Units, and Ultimate Units.

Halo Wars 2 Units – Infantry Units

When it comes to Infantry Units in Halo Wars 2, these are probably the best and the only units at your disposal for capturing Control Points and Resource Nodes. Moreover, these units counter Air Units but fall short when it comes to dealing with Ground Vehicles.

If you wish to have a good standing army, you need to have a mix of Infantry Units, Ground Vehicles, and Air Units.

UNSC Infantry Units

UNSC Infantry Units Global Upgrades
Infantry Upgrade I
10% damage boost. 10% health boost. It requires Tech Level 1 and 400 Power.

Infantry Upgrade II
20% damage boost. 20% health boost. Requires Infantry Upgrade I. It requires Tech Level 2 and 600 Power.

Infantry Upgrade III
30% damage boost. 30% health boost. Requires Infantry Upgrade II. It requires Tech Level 3 and 800 Power.

Marines
These are flexible ground troops with quick capture capabilities. Here is the available research for the units:

Grenade Throw
Can throw grenades. Small area attack. Cannot target air.

Combat Tech
Can repair vehicles, buildings, and air units. Wields rocket launcher. Requires Grenade Throw.

Hellbringers
This Anti-Infantry Unit is accessed via Barracks. They’re strong rushers and are good against buildings but can’t attack air units. Here is the available research for the units:

Dispersion Nozzles
Sets ground on fire.

Sniper
This Anti-Infantry Unit is accessed via Barracks. They’ve extremely long range and can also detect cloaked units. Here is the available research for the units:

Active Camo
Conceals unit from enemy units without detection abilities.

Stanchion Sniper System
Increases damage. Requires Active Camo.

Cyclops
This Anti-Vehicle Unit is accessed via Barracks. They’re extremely mobile and heavily armored but can’t attack air units. Here is the available research for the units:

Shock Rounds
Shots slow vehicles. Increases damage.

ODSTs
This Elite Infantry Unit is accessed via Cutter’s ODST Drop and ODST Assault Group Leader Powers. They can be dropped directly into battle and can use the Demolition Charge ability. Here is the available research for the units:

ODST Drop
Activate to drop an ODST squad into battle.

ODST Assault Group
Activate to get an orbital drop of veteran units: two Cyclops, two ODST squads, one Scorpion, one Wolverine.

Banished Infantry Units

Banished Infantry Units Global Upgrades
Infantry Upgrade I
10% damage boost. 10% health boost.

Infantry Upgrade II
20% damage boost. 20% health boost. Requires Infantry Upgrade I.

Infantry Upgrade III
30% damage boost. 30% health boost. Requires Infantry Upgrade II.

Grunts
This Core Infantry Unit is accessed via Banished Bases and Minibases. They’re quick capture units and are extremely affordable with low population count. Here is the available research for the units:

Shrapnel Mines
Grunt squads deploy mines that damage and slow enemies.

Pack Brother
Additional Brute and Grunt join the squad. Requires Shrapnel Mines.

Jump Pack Brutes
This Anti-Building Unit is accessed via Raid Camp. They rely on melee combat and have short-ranged jump but can’t attack air units. Here is the available research for the units:

Dark Skies
Adds one Brute to pack.

Suicide Grunts
This Anti-Infantry Unit is accessed via Raid Camp. They’re for one-time use only and are devastating in numbers but can’t attack air units. Here is the available research for the units:

New Recruits
Increases squad size.

Elite Rangers
This Anti-Infantry Unit is accessed via Raid Camp. They’ve mid-to-long range and can detect cloaked enemy units.

Hunters
This Anti-Vehicle Unit is accessed via Raid Camp. They’re heavily armored which is why they’re sluggish. Moreover, they can’t attack air units. Here is the available research for the units:

Beam Cannon
Increases damage. Does damage along trajectory.

Halo Wars 2 Units – Vehicles

Vehicles in Halo Wars 2 are incredible against Infantry Units in the game. However, these units fall behind when it comes to dealing with Air Units.

In Halo Wars 2, there are a number of Ground Vehicles which ranged from being fast-moving to being heavily armored, depending on your needs and the game’s condition.

UNSC Vehicles

UNSC Vehicles Global Upgrades
Vehicle Upgrade I
10% damage boost. 10% health boost.

Vehicle Upgrade II
20% damage boost. 20% health boost. Requires Vehicle Upgrade I.

Vehicle Upgrade III
30% damage boost. 30% health boost. Requires Vehicle Upgrade II.

Jackrabbit
This scout unit is accessed via UNSC Bases and Minibases. They’re fast moving and can de-capture. Here is the available research for these units:

Mini-Frag Launcher
Weaponizes Jackrabbit.

Support Drone
Equips drone. Increases line of sight. Detects cloaked units. Drone heals Jackrabbit. Requires Mini-Frag Launcher.

Warthog
This Core Vehicle is accessed via Garage. They’re fast moving and have the ability to ram enemies. Here is the available research for these units:

Gauss Cannon
Damage boost. Range boost.

Wolverine
This Anti-Air Unit is accessed via Garage. They can detect cloaked units, has light armor, and also has mid-range missiles. These units don’t have any unit-specific research.

Kodiak
This Artillery Unit is accessed via Garage. They’re incredibly strong against Infantry Units, have pretty long range, and can fire missiles. These units don’t have any unit-specific research.

Scorpion
This Heavy Tank Unit is accessed via Garage. They’re heavily armored and have powerful attacks. Here is the available research for these units:

Canister Shell
Area attack. Strong against infantry. Ground attack only.

Banished Vehicles

Banished Vehicles Global Upgrades
Vehicle Upgrade I
10% damage boost. 10% health boost.

Vehicle Upgrade II
20% damage boost. 20% health boost. Requires Vehicle Upgrade I.

Vehicle Upgrade III
30% damage boost. 30% health boost. Requires Vehicle Upgrade II.

Chopper
This Scout Unit is accessed via Banished Bases and Minibases. They’re extremely mobile and ram enemy units. Here is the available research for these units:

Shrapnel Rounds
Adds explosive rounds. Detects cloaked units.

Ghost
This Scout Unit is accessed via Banished Bases and Minibases. They’re fast moving units which are only available for Shipmaster and have the ability to ram enemy units. Here is the available research for these units:

Vehicle Shielding
Ghost gains a Shield. Detects cloaked units.

Marauder
This Core Vehicle Unit is accessed via Foundry. They are heavily armored and can shot down weaker enemy units. Here is the available research for these units:

Thick Hide
Greatly increases armor.

Reaver
This Anti-Air Unit is accessed via Foundry. Although they’re weak against vehicles, they can easily detect cloaked enemy units. This unit doesn’t have any unit-specific research.

Locust
This Anti-Building Unit is accessed via Foundry. Despite having low armor, they’ve incredibly long range and can hold their own. This unit doesn’t have any unit-specific research.

Wraith
This Heavy Tank Unit is accessed via Foundry. They’ve increased amount of damage and fairly decent range. Here is the available research for these units:

Scorch Mortar
Shots continue to cause damage after impact.

Halo Wars 2 Units – Air Units

There are plenty of air units available in Halo Wars 2. However, not every unit is meant to be engaged in combat. There are some air units which are designed to heal and repair other units in your army.

UNSC Air Units

UNSC Air Units Global Upgrades
Air Upgrade I
10% damage boost. 10% health boost.

Air Upgrade II
20% damage boost. 20% health boost. Requires Air Upgrade I.

Air Upgrade III
30% damage boost. 30% health boost. Requires Air Upgrade II.

Protector Sentinel
This Core Air Unit is accessed via UNSC Bases and Minibases. Do note that it’s only available to Anders, is pretty mobile, and needs Protector Sentinel Leader Power. Here is the available research at this unit’s disposal:

Drone Escort
Increases damage. Increases health. Unlocks Lockdown Bolt active ability.

Defense Grid
Increases speed. Detonates on destruction. Requires Drone Escort.

Hornet
This Core Air Unit is accessed via Airpad. The unit is incredibly fast-paced and boasts medium range. Here is the available research at this unit’s disposal:

Wingmen
Adds Marines with rocket launchers. Increases health.

Nightingale
This Support Unit is accessed via Airpad. The unit has a defensive smoke ability which you can use while repairing and healing. Moreover, the unit can also detect cloaked units. This unit doesn’t have any unit-specific research.

Vulture
This Heavy Air Unit is accessed via Airpad. It’s basically a heavily armored gunship which is effectively against most of its targets, thanks to its Phoenix Missiles ability. This unit doesn’t have any unit-specific research.

Banished Air Units

Banished Air Units Global Upgrades
Air Upgrade I
10% damage boost. 10% health boost.

Air Upgrade II
20% damage boost. 20% health boost. Requires Air Upgrade I.

Air Upgrade III
30% damage boost. 30% health boost. Requires Air Upgrade II.

Engineer
This Support Unit is accessed via Apex. The non-combatant unit can effectively heal and repair, not to mention its ability to detect cloaked units. Moreover, it can also deploy an Energy Shield to sustain itself. This unit doesn’t have any unit-specific research.

Banshee
This Core Air Unit is accessed via Apex. It’s a fast moving unit which you should upgrade as soon as possible because of its effectiveness against other Air Units. Here is the available research at this unit’s disposal:

Plasma Torpedo
Increases the Banshee’s effectiveness against air units.

Shroud
This Support Unit is accessed via Apex. The unit is basically non-combatant with cloaking ability at its disposal. This unit doesn’t have any unit-specific research.

Blisterback
This Artillery Unit is accessed via Apex. The unit is heavily armored and can be deployed to become artillery unit on the ground. This unit doesn’t have any unit-specific research.

Halo Wars 2 Units – Hero Units

These leader-specific powerful units are unique in the sense that they don’t count towards your overall population. However, it’s important to note that you can’t have more than one active Hero Unit in your army at any given time.

Every Hero Unit in the game is equipped with an Energy Shield which makes them extremely formidable in the heat of the battle.

UNSC Hero Units

Jerome-092
This Hero Unit is accessed via Armory. The ranged hero is only available to Cutter. Its Ground Pound ability deals a massive amount of damage to all nearby enemy units. Here is the available research at this unit’s disposal:

Hijack
Hijacks vehicles. Health boost. Damage boost.

Spartan Laser
Equips a Spartan laser. Health boost. Damage boost. Requires Hijack.

Neural Implant
Increases Hijack speed. Health boost. Damage boost. Requires Spartan Laser.

Alice-130
This Hero Unit is accessed via the Armory. The ranged hero is only available to Isabel. This unit has a massive Ground Pound attack which packs a punch. Here is the available research at this unit’s disposal:

Hijack
Hijacks vehicles. Health boost. Damage boost.

Heavy Machine Gun
Equips a machine gun. Health boost. Damage boost. Requires Hijack.

Neural Implant
Increases Hijack speed. Health boost. Damage boost. Requires Heavy Machine Gun.

Douglas-042
This Hero Unit is accessed via Armory. The ranged unit is only available to Anders and has a Ground Pound attack which deals a massive amount of damage to all nearby enemy units. Here is the available research at this unit’s disposal:

Hijack
Hijacks vehicles. Health boost. Damage boost.

Rocket Launcher
Equips a rocket launcher. Health boost. Damage boost. Requires Hijack.

Neural Implant
Increases Hijack speed. Health boost. Damage boost. Requires Rocket Launcher.

Banished Hero Units

Atriox’s Chosen
This Hero Unit is accessed via War Council. The ranged hero is only available to Atriox and packs spiked ammo. Here is the available research at this unit’s disposal:

Plasma Rounds
Increases damage. Adds area of effect.

Scorch Rounds
Increases damage. Damage over time. Requires Plasma Rounds.

Rifled Barrel
Increases damage. Greatly increases range. Requires Scorch Rounds.

Warlord
This Hero Unit is accessed via War Council. The melee unit is only available to Decimus. It has a powerful AOE attacks but can’t attack air units. Here is the available research at this unit’s disposal:

Hammer Pull
Equips Warlord’s Hammer with a gravity beam to drag targets closer.

Hammer Stun
Warlord’s Hammer stuns and deals area-of-effect damage. Requires Hammer Pull.

Siphon
Warlord gains health with each attack. Requires Hammer Stun.

Honor Guard
This Hero Unit is accessed via War Council. His melee hero is only available to Shipmaster. The unit has the ability to cloak and deals an incredible amount of damage but can’t attack the air units. Here is the available research at this unit’s disposal:

Mercenary Rage
Increases movement speed. Increases attack. Increases health and shield.

Mercenary Wrath
Increases damage. Increases health and shield. Requires Mercenary Rage.

Unseen Blade
Permanent cloaking. Increases damage. Increases health and shield. Requires Mercenary Wrath.

Halo Wars 2 Units – Super Units

These are extremely powerful units which are expensive to produce and require a lot of time to produce. Due to these reasons, you’re better off producing these units in the later stages of the game.

UNSC Super Units

Condor Gunship
This Super Unit is accessed via Armory. It can target multiple enemy units at the same time and is heavily armored. This unit doesn’t have any unit-specific research at its disposal.

Banished Super Units

Scarab
This Super Unit is accessed via War Council. It’s heavily armored and deals a massive amount of damage. Moreover, you should be able to traverse all terrain using this unit. This unit doesn’t have any unit-specific research at its disposal.

Halo Wars 2 Units – Ultimate Units

Halo Wars 2 Ultimate Units can only be summoned using Tier-5 Leader Powers. These units don’t benefit from unit-specific research and global upgrades.

UNSC Ultimate Units

Retriever Sentinel
This Ultimate Unit is accessed via Anders’ Retriever Sentinel Tier-5 Leader Power. The unit has a large AOE attack at its disposal and is heavily armored. However, do note that you can only have one active Retriever Sentinel at any given time. This unit doesn’t have any unit-specific research at its disposal.

Banished Ultimate Units

Decimus
This Ultimate Unit is accessed via Decimus’ Own Decimus Drop Tier-5 Leader Power. The unit is shielded and heavily armored and has a high-damage cleansing beam. However, do note that the unit is limited to only one active Decimus. This unit doesn’t have any unit-specific research at its disposal.

This is all we’ve on our Halo Wars 2 Units Guide. If there’s anything else you’d like to add, let us know in the comments section below!

The post Halo Wars 2 Units Guide – Infantry, Vehicles, Air Units, Tips and Strategies appeared first on SegmentNext.

Halo Wars 2 Firefight Guide – Energy Collection, Objective, Tips and Strategies

21 Feb

Halo Wars 2 Firefight Mode Guide to help you learn everything you need to know about playing the Blitz’s sub-mode in Halo Wars 2.

Halo Wars 2 Firefight is a sub-mode of Blitz which essentially utilizes the same mechanics as of Blitz but with a twist.

Firefight in Halo Wars 2 is a prolonged battle against waves of AI-controlled enemies. In this guide, we’ve detailed everything you need to know about playing Firefight in Halo Wars 2.

For more help on Halo Wars 2, read out our Leaders Guide, Combat Guide, and Best Blitz Decks Guide.

Halo Wars 2 Firefight Mode Guide

In our Halo Wars 2 Firefight Mode Guide, we’ve detailed everything you need to know about playing the Firefight in the game.

Halo Wars 2 Firefight Mode Objective

Unlike Blitz, there’s no final objective of Firefight. In this game mode, you go against waves of increasingly difficult enemies. You can set up your own objectives but the game mode doesn’t force any.

While playing the game mode, you should always keep a close eye out on the bar located on the top-right corner of the screen. This bar shows how close you’re to losing the game.

The bar continues to fill up if your enemies begin to capture more Control Zones than you do. You can easily prevent it from happening by capturing more Control Zones than your opponents.

In addition to preventing the bar from filling up, capturing more Control Zones than your opponents also increases your total score which can be considered as one of the goals of Halo Wars 2 Firefight Mode.

Aside from capturing Control Zones, the score also increases by scoring kills and extending your killstreak. In order to extend your killstreak, you need to kill the next enemy within 3 seconds of the previous kill.

Halo Wars 2 Firefight Mode Energy Collection

Unlike Blitz, there is no concept of receiving Energy over time in Halo Wars 2 Firefight. You start the game mode with 200 Energy and the rest is collected from the Supply Drops.

In order to acquire Energy, you must destroy an Energy Crate and receive Energy from the Energy Cells.

One Energy Crate contains three Energy Cells which yield 120 units of Energy combined. These 120 units of Energy are then distributed evenly among all the available players.

There can only be five Energy Crates available on the map at any given time. If you fail to pick them up, no other Energy Crates will spawn.

Halo Wars 2 Firefight Mode Waves

As mentioned earlier, the game mode pits players against enemies waves having increasing difficulty. You have a fixed time limit to eliminate a wave. In case you fail to do so, the enemies from the next wave will join the pre-existing enemies.

Every fifth wave, you get a special round with enemies led by Hero Units with 90 seconds to eliminate them as opposed to 60 seconds of normal waves.

Halo Wars 2 Firefight Mode Proving Grounds

In Proving Grounds, there are two color-code bases – one for each team. Your base not only provides increased healing to all friendly units but also prevents Deployment Fatigue.

There are three Control Zones in Proving Grounds which work a little differently. First of all, you only need to send one unit in order to immediately contest/capture a Control Zone. However, in order to capture a contested Control Zone, you need to eliminate all available threats in the Control Zone.

Finally, there are 8 sites at which Energy Crates appear. The timing at which these Energy Crates appear to differ for Blitz and Firefight but these Energy Crates never appear outside these sites.

Halo Wars 2 Firefight Mode Tips and Strategies

In this section, I’ve listed down some tips and strategies to help you reach the high-level waves:

  • Try to play defensively and focus on map control
  • Always try to reserve some Energy for emergency situations
  • Don’t let the AI capture more than one Control Zone at any given time
  • Invest in artillery units and place them on high grounds to gain an advantage
  • Try to combine a couple of waves before using a powerful power to reserve energy
  • Always remember that enemies can also collect Energy Cells from broken Energy Crates
  • Fallen units replenish a little Energy which sometimes is all you need to use a powerful power

This is all we’ve on our Halo Wars 2 Firefight Mode Guide. If there’s anything else you’d like to add, let us know in the comments section below!

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Halo Wars 2 Skulls Locations ‘Collecting A Dream Guide

21 Feb

Halo Wars 2 Skulls Locations Guide to help you find all the Skulls and unlocking ‘Collecting A Dream’ Achievement.

Halo Wars 2 guide will help you get your hands on skulls. Halo Wars 2 sees the return of collectible items called skulls that are spread across different levels. The skulls are used to unlock special effects that will help you in battle.

For more help on Halo Wars 2, read out our Leaders Guide, Combat Guide, and the Best Blitz Deck Building Guide.

Halo Wars 2 Skulls Locations Guide

In the main campaign, there are 15 skulls hidden on different levels. You can use these skulls to for positive and negative traits to each battle. Skulls have costs so keep track of each one.

Halo Wars 2 Skulls Locations

Paintball
Effect: Marine grenades and Grunt mines splatter paint

Play missions “Ascension” and destroy the main base.

Grunt Birthday Party
Effect: Grunts will explore into pieces

Complete Mission “A New Enemy” in the main campaign. Get your hands on all of the Power Nodes.

Bountiful Harvest
Effect: Supply pads supplies arrive 25% faster.

Don’t let any rescued prisoners die in “One Three Zero.”

Pain Train
Effect: All player units train 50% faster. You final score will decrease though.

There is a hidden Banished base in the “Ascension” mission. Go to the Island and destroy the base to get this skull.

Pestilence
Effect: Play units slowly lose HP after creation but final score will increase.

Release all prisoners in  Lights Out to get this skull.

Emperor
Effect: All player Powers recharge twice as fast.

There is a northern expansion to The Banished base in the “The Cartographer,” destroy it to earn the skull.

Total Annihilation
Effect: Spartan Slams damage increase but final score will decrease.

Don’t let the Spartan get down and complete the mission “From the Deep.”

Firestarter
Effect: Grunts and Marines will explode when they die, causing damage to nearby enemies. Final score will decrease.

Keep Particle Cannon’s health above 50% at all times during “Hold the Line.”

Sickness
Effect: 50% less HP for play units but final score will increase.

Protect all of your barricades alive in “Hold the Line.”

Wuv Woo
Effect: Scarab and Locust beam weapons will shoot rainbows.

The Scarab needs to survives the entire “The Foundry” mission.

Things That Make You Go Boom
Effect: Hero units cause a nuclear explosion upon death. Final score will decrease.

Kill all three of the Brute Warlords during “Under the Dark.”

After Party
Effect: Player will earn a tank or infantry unit after his Firebase is destroyed.

Rescue Bravo Base in The Halo to get this one.

Sugar Cookies
Effect: Player units will have 50% more HP. Final score will decrease.

Don’t let the Scarab HP drop below  25% during “The Foundry” mission.

Shadow
Effect: Infantry units are cloaked at the start.

Kill Brute Warlords and their reinforcements in “The Last Stand” mission.

Nightmare
Effect: There won’t be any  checkpoints or saves on all difficulty levels. Final score will increase.

Make sure Control Room Shield in “Last Stand” takes less 20% damage throughout the mission.

This is all we’ve on our Halo Wars 2 Skulls Locations Guide. If there is anything else you would like to add, let us know in the comments section below!

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Halo Wars 2 Phoenix Logs Locations Guide – Where to Find All Phoenix Logs

21 Feb

Halo Wars 2 Phoenix Logs Locations Guide to help you find all twenty-four Phoenix Logs in Halo Wars 2 campaign mode.

Phoenix Logs in Halo Wars 2 are basically text entries which are added to Campaign Logs section of the game. In case you’re looking forward to learning more about the events of Halo Wars 2 and its world, you should try and find all 24 of Halo Wars 2 Phoenix Logs.

Finding these Phoenix Logs isn’t terribly difficult and you should be able to find most of them during your casual run through the campaign. However, there are some which are hidden pretty well.

For more help on Halo Wars 2, read out our Blitz Guide, Beginner’s Guide, and Leaders Guide.

Halo Wars 2 Phoenix Logs Locations Guide

In our Halo Wars 2 Phoenix Logs Locations Guide, we’ve detailed the locations of all 24 Phoenix Logs in the campaign section of Halo Wars 2.

Halo Wars 2 Phoenix Logs Locations

Halo Wars 2 Phoenix Log – The Healing of Old Wounds I
Mission: The Signal

This one is found on the road leading to Lightbridge.

Halo Wars 2 Phoenix Log – The Healing of Old Wounds II
Mission: The Signal

This one is found on the road leading to Lightbridge.

Halo Wars 2 Phoenix Log – The Healing of Old Wounds III
Mission: The Signal

This one is found on the road leading to Lightbridge.

Halo Wars 2 Phoenix Log – A New Bridge to Cross I
Mission: The Signal

This one is found on the road leading to Lightbridge.

Halo Wars 2 Phoenix Log – A New Bridge to Cross II
Mission: The Signal

This Phoenix Log is found on the road near the Pelican crash site.

Halo Wars 2 Phoenix Log – A New Bridge to Cross III
Mission: The Signal

This one is found on the road right next to the portal following the teleport from the upper platform.

Halo Wars 2 Phoenix Log – Rise of Atriox I
Mission: A New Enemy

This one is located near the waterfall following the initial encounter at the Banished Camp.

Halo Wars 2 Phoenix Log – The Graveyard
Mission: A New Enemy

You need to head over to the front of the main Banished Base in order to find this Phoenix Log.

Halo Wars 2 Phoenix Log – The Turn of the Screw
Mission: Ascension

You need to head over to the far east side until you get to a metal walkway which has the Phoenix Log you seek.

Halo Wars 2 Phoenix Log – Rise of Atriox II
Mission: Ascension

This one is located on a side path a little before you get to the Lightbridge.

Halo Wars 2 Phoenix Log – Alice-130 Report #1
Mission: One Three Zero

You should be able to come across a forest glade between a couple of prison camps. This is the area where this Phoenix Log is.

Halo Wars 2 Phoenix Log – The Blinded
Mission: The Cartographer

You need to get to the area on the far west side and find it behind the first conduit that you disable.

Halo Wars 2 Phoenix Log – The Telegony
Mission: The Cartographer

In order to collect this Phoenix Log, you must destroy the eastern Banished Minibase Site on the back of the upper platform.

Halo Wars 2 Phoenix Log – A Split Heart Is Easily Conquered
Mission: Lights Out

In order to collect this Phoenix Log, you must destroy the western Banished Minibase Site.

Halo Wars 2 Phoenix Log – Rise of Atriox III
Mission: Lights Out

This Phoenix Log is located inside the prison camp.

Halo Wars 2 Phoenix Log – A Warning
Mission: From the Deep

You need to proceed towards the eastern shore and look for the Phoenix Log near a stone arch.

Halo Wars 2 Phoenix Log – Chrysalis
Mission: Hold the Line

This Phoenix Log can be found on a cliff overlooking the eastern entryway.

Halo Wars 2 Phoenix Log – Rise of Atriox IV
Mission: Hold the Line

You need to head over to the Particle Cannon Base and find the Phoenix Log on a walkway leading away from the base.

Halo Wars 2 Phoenix Log – A Small Sacrifice
Mission: Under the Dark

This Phoenix Log is located right next to the first Brute Warlord in the first-half of the map.

Halo Wars 2 Phoenix Log – Rise of Atriox V
Mission: Under the Dark

In order to collect this Phoenix Log, you need to eliminate the third Brute Warlord near the red shield entrance.

Halo Wars 2 Phoenix Log – Enduring Conviction Battle Reports
Mission: The Foundry

You need to look for this Phoenix Log right next to the Scarab Repair Pit. The area is located near some debris.

Halo Wars 2 Phoenix Log – The Snake That Eats the Tail
Mission: The Foundry

In order to find this Phoenix Log, you need to destroy the Banished Base located in the south basin.

Halo Wars 2 Phoenix Log – Rise of Atriox VI
Mission: The Halo

The second to last Phoenix Log can be found on the southern side of the UNSC’s main base near a couple of Power Silos.

Halo Wars 2 Phoenix Log – Beyond the Edge
Mission: Last Stand

The final Phoenix Log in Halo Wars 2 can be acquired after eliminating the Brute Warlord found in southeast edge of the area.

This is all we’ve on our Halo Wars 2 Phoenix Logs Locations Guide. If there’s anything else you would like to add, let us know in the comments section below!

The post Halo Wars 2 Phoenix Logs Locations Guide – Where to Find All Phoenix Logs appeared first on SegmentNext.

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Halo Wars 2 Blitz Guide – Managing Units, Energy Management, Best Cards, Tips and Strategies

20 Feb

Halo Wars 2 Blitz Guide to help you learn everything you need to know about Blitz, managing units, Energy management, and tips.

In Halo Wars 2 Blitz, there is no concept of base-building, unit training, researching, etc. This card-based game mode focuses on simple resource management and enhanced army development.

The game mode features both public and private match types in 1-vs-1 and 3-vs-3 skirmishes.

For more help on Halo Wars 2, read out our Best Blitz Deck Builds Guide, Halo Wars 2 Beginner’s Guide, and Best Leaders Guide.

Halo Wars 2 Blitz Guide

In our Halo Wars 2 Blitz Guide, we’ve detailed everything you need to know about playing this game mode.

Halo Wars 2 Blitz Objective

The objective of Halo Wars 2 Blitz is to score more points than your opponents in 12 minutes.

It’s done by holding one or more Control Zones. You can hold all three Control Zones to force a Total Domination bonus which increases the number of points accumulated.

The team who manages to hit 200 points before the opponent or has the most points at 12-minute mark wins the game.

Halo Wars 2 Blitz Energy

Every Halo Wars 2 Blitz match begins with 50 Energy which continues to accumulate over the course of the game.

In addition to this Energy, you can collect Energy Cells from Supply Drops that increases the amount of Energy every player on your team receive with each tick.

It’s a good idea to learn about the time at which Energy Crates spawn on the map.

2 Energy Crates spawn on the map 10 seconds after a match begins. Another one spawns at the 50-second mark and a single Supply Drop appears every two minutes after the 50-second spawn.

However, if you fail to collect the existing Energy Crates, the additional crates won’t spawn.

Halo Wars 2 Blitz Cards

In Blitz, your card hand consists of 4 Blitz cards drawn from a 12-card deck.

Each card in the hand has a specific Energy cost which is automatically deducted from your Energy reservoir after which the specified unit/power is summoned on the map.

The played card is then moved to the bottom of the deck and a new card is added to your hand.

If you don’t like a card in your hand, you can change it to get another card from your deck for 5 Energy irrespective of the card’s cost, rarity, or unit/power. It’s a good idea to always summon units to your Home Base.

If you summon a card directly to the battlefield, it might suffer from Deployment Fatigue.

Deployment Fatigue basically halves a unit’s health and damage for 8 seconds. If a unit manages to avoid taking damage for 8 seconds, it replenishes all its health and damage.

Your job should always be to capture as many Control Zones as possible.

Halo Wars 2 Blitz Units

In Halo Wars 2 Blitz, each player has a Population Limit of 30 active units with 1 active unit counted as 1 member.

However, in Blitz, controlling the unit is similar to controlling them in other game modes. In this game mode, managing your units is an integral part of succeeding in it. Gathering Energy is difficult and played card can take a while to appear in your hand again.

Lastly, units in Blitz don’t gain Veterancy, but there are some cards with built-in Veterancy and Passive Abilities.

This is all we’ve on our Halo Wars 2 Blitz Guide. If there is anything else you’d like to add, let us know in the comments section below!

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Halo Wars 2 Beginner’s Guide – Units, Leader Powers, Game Phases, Tips and Tactics

20 Feb

Halo Wars 2 Beginner’s Guide to help you learn everything you need to know about working of units and tips and tactics to snowball to victory.

There are quite a lot of things which you should be familiar with if you wish to succeed in Halo Wars 2. Having a good understanding of how different units work, how to set up your base, how to scout, and how to use Leaders to your advantage can turn the odds in your favor.

For more help on Halo Wars 2, read out our Leaders Guide, Combat Guide, and the Best Blitz Deck Building Guide.

Halo Wars 2 Beginner’s Guide

In our Halo Wars 2 Beginner’s Guide, we’ve detailed everything you need to know about the game’s combat system, game phases, and tips & strategies.

Basic Combat Mechanics

Similar to other popular RTS-games out there; infantry units counter air units, air units counter ground vehicles, and ground vehicles counter infantry units. This is a golden rule which you need to keep in mind if you wish to succeed in battle.

However, there are counter units which target a specific type of unit. For instance, the Banished Reaver tends to deal a massive amount of damage to air units despite being a ground vehicle.

It’s important to note that the air units can still destroy the Banished Reaver if left alone. Keeping this in mind, you should try to mix the said units with other units to prolong their survivability. There’s one more thing in this regard.

Halo Wars 2 counter-units are ineffective against all the units they don’t counter which is why it’s a bad idea to build a squad solely based on counter-units; especially against a well-rounded squad.

Halo Wars 2 Beginner’s Guide – Understanding Unit Abilities

Units in Halo Wars 2 can acquire abilities through research. When used at an appropriate time, these abilities can quickly turn the tables in a battle, thanks to their powerful effects.

These abilities don’t require additional resources, but each one of these has a specific cooldown period which appears on top of a unit. In addition to these unit-specific abilities, you can also research global upgrades for all units.

These upgrades are passive in nature and affect all the deployed and to-be-deployed units on the field.

Halo Wars 2 Beginner’s Guide – Leader Points and Leader Powers

Leader Powers are acquired by spending Leader Points. Every player starts with 1 Leader Point in the game – with the sole exception of Strongholds. Leader Points are acquired by completing objectives, destroying units, collecting resources, etc.

It’s a good idea to get these Leader Powers early in the game because these can quickly turn the odds in your favor, even if you’re outmatched on the field. There are 5 tiers of Leader Powers which vary from Leader to Leader.

Within these 5 tiers, you’ve both Active Leader Powers and Passive Leader Powers. As mentioned earlier, Active Leader Powers require additional resources while Passive Leader Powers don’t require additional resources and affect all units.

You can check out our Halo Wars 2 Leaders Guide for more information on these Leader Powers and how to use them effectively.

Halo Wars 2 Beginner’s Guide – Buying Upgrades

It’s important to remember that resources do you no good if you don’t spend them. Therefore, you should frequently head back to your base to find air, infantry, and vehicular upgrades.

In addition to this, you also need to visit Armory in order to increase your population cap, better production time, and improve your structures. You should also consider buying upgrades for individual units and increase your Tech Level upto 3.

Halo Wars 2 Beginner’s Guide – Damage and Healing

One of the most important thing that you need to note is that a unit’s DPS doesn’t depend on its health. Therefore, it’s a good idea to keep a unit engaged in the battle for as long as possible.

It goes without saying that training/building new structures/units is always costlier as compared to repairing/replenishing them which is what you need to do. Therefore, it’s a good idea to always keep an eye out on the HP of units which are engaged in battle.

Whenever you see one getting its HP dropped in the red zone, pull it back immediately behind healthy units and heal it up before sending it in front again. For this purpose, the Nightingale Support Craft fastens the healing of all UNSC units and Engineers do the same for the Banished.

These are some of the things related to damage and healing which should come in handy.

Halo Wars 2 Beginner’s Guide – Tips and Tactics for Game Phases

Halo Wars 2 Early Game Tips and Tactics
Here are some Halo Wars 2 Tips and Tactics which should help you in the early game:

  • Always try to rush one Supply Pad and one Generator
  • Always try to drop Turrets in all available slots at the earliest
  • Always keep an eye on your scouts as they can die very quickly
  • You need to start exploring the surrounding areas to find Supply/Power
  • If you’ve some Marines, deploy them into Garrisons to avoid an early rush in
  • After establishing defense, send a few cheap scouts to gather resources and enemy bases
  • While exploring, make sure to do so in every direction to come across Phoenix Logs and other resources

Halo Wars 2 Mid Game Tips and Tactics
Here are some Halo Wars 2 Tips and Tactics which should help you in the mid-game:

  • Look for hidden resources and goodies on the map
  • Research any available upgrades as soon as possible
  • Immediately start working on your optional and bonus objectives
  • Scout the enemy base and plan your attack or at least form a defense
  • Always try to upgrade to Heavy Supply Pads and Advanced Generators
  • Deploy a small squad to an expansion area you’ve found and drop Turrets in all slots

Halo Wars 2 End Game Tips and Tactics
Here are some Halo Wars 2 Tips and Tactics which should help you in the end game:

  • Upgrades your Turrets
  • Try to focus on objectives one by one
  • Try to get Nightingales for maximum healing of your units
  • Use your amassed army to tackle each objective separately
  • Try to continuously replace your lost forces and set up rally points
  • Always try to complete any remaining objectives before completing a match

This is all we’ve on our Halo Wars 2 Beginner’s Guide. If there’s anything else you’d like to add, let us know in the comments below!

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Halo Wars 2 Leaders Guide – Leader Powers, UNSC Leaders, Banished Leaders, Tips and Strategies

17 Feb

Halo Wars 2 Leaders Guide to help you learn all about all the leaders in Halo Wars 2, their Leader Powers, and how to play them in the game.

Your strategies in the game should largely depend on your choice of Halo Wars 2 Leaders. Leaders in the game come with unique set of Leader Powers which, sometimes, focus on a specific type of playstyle or strategy.

Leader Powers in the game are of high significance and can turn the odds in your favor, provided that you use them at appropriate time. These Leader Powers in Halo Wars 2 are acquired using Leader Points which are earned by completing objectives, destroying enemy units, construction, research, etc.

For more help on Halo Wars 2, read out our Multiplayer Guide, Beginner’s Guide, and Blitz Best Decks Guide.

Halo Wars 2 Leaders Guide

These Leader Powers are categorized into Active Leader Powers and Passive Leaders Powers. Active Leader Powers require additional resources and should be used with care.

In our Halo Wars 2 Leaders Guide, we’ve detailed everything you need to know about all the leaders in the game, their Leader Powers, and how to play them.

Halo Wars 2 UNSC Leaders

Halo Wars 2 Leader – Captain James Cutter

This Halo Wars 2 Leader excels at pressuring the map and restricts the opposition from expanding. The Raid Leader Power is helpful in the Multiplayer Modes, but is extremely useful in Domination.

Tier 1 Leader Powers
UNSC Raid I – Passive
Increases capture speeds for all units. Increases movement speed for infantry units.

UNSC Raid II – Passive
Allows Jackrabbits to capture points. Improves UNSC Raid movement-speed bonus.

Lotus Mine I
Drops a line of cloaked mines. Once armed, mines explode on contact. Does not damage air units. It has a cooldown of 105s.

Tier 2 Leader Powers
Battle Hardened I – Passive
All units gain veterancy faster.

Battle Hardened II – Passive
All units gain veterancy even faster.

Restoration Drones I
Heals all buildings and units within a targeted area. It has a cooldown of 210s.

Restoration Drones II
Increases area, healing amount, and duration of Restoration Drones. It has a cooldown of 210s.

Restoration Drones III
Further increases area, healing amount, and duration of Restoration Drones. It has a cooldown of 210s.

Tier 3 Leader Powers
Archer Missiles I
Fires staggered pairs of missiles in a lane. Damages all unit types and buildings. It has a cooldown of 195s.

Archer Missiles II
Increases damage and lane length of Archer Missiles. It has a cooldown of 195s.

Archer Missiles III
Further increases damage and lane length of Archer Missiles, and ignites drop area. It has a cooldown of 195s.

ODST Drop
Drops an ODST squad into battle. It has a cooldown of 180s.

Tier 4 Leader Powers
Turret Drop I
Drops a temporary Turret into battle. It has a cooldown of 180s.

Turret Drop II
Increases Turret damage and duration of Turret Drop. It has a cooldown of 180s.

Cyclops Drop
Drops a veteran Cyclops into battle. It has a cooldown of 135s.

Tier 5 Leader Powers
ODST Assault Group
Drops a collection of veteran units: two Cyclops, two ODST squads, one Scorpion, one Wolverine. It has a cooldown of 330s.

Close Air Support
Calls in four Pelican Gunships. The Pelicans temporarily guard a set area. It has a cooldown of 330s.

Halo Wars 2 Leader – Isabel

Isabel’s Leader Powers can be used both offensively and defensively. Once you’ve a good enough army, try to invest your resources in expansion and research.

You should try and prolong the game in order to get your hands on Accelerated Assembly. Until then, try to boost your economy and construct production buildings as well as research upgrades. Once you’ve your hands on Accelerated Assembly, charge in with your ground force and you should be good to go.

You should also consider saving your Combat Salvage to deal with direct-damage Leader Powers. I recommend saving it for your best vehicles and aircrafts whenever you sense they are danger.

Tier 1 Leader Powers
Heavy Metal I
Targets own units. Affected units gain a defensive boost. Slows targeted units while active. It has a cooldown of 180s.

Heavy Metal II
Increases Heavy Metal’s target size, defense boost, and duration. It has a cooldown of 180s.

Holographic Decoy I
Targets own units. Creates decoys of affected units. Decoys can be used to scout and trick enemy Turrets and units. It has a cooldown of 150s.

Holographic Decoy II
Increases number of decoys that can be produced. Decoys last longer. It has a cooldown of 150s.

Tier 2 Leader Powers
Turret Drop I
Drops a temporary Turret into battle. It has a cooldown of 180s.

Restoration Drones I
Heals all buildings and units within a targeted area. It has a cooldown of 210s.

Restoration Drones II
Increases area, healing amount, and duration of Restoration Drones. It has a cooldown of 210s.

Restoration Drones III
Further increases area, healing amount, and duration of Restoration Drones. It has a cooldown of 210s.

Tier 3 Leader Powers
MAC Blast I
Fires a large kinetic slug at the battlefield. Damages all unit types and buildings. It has a cooldown of 195s.

MAC Blast II
Increases MAC Blast impact size and damage. It has a cooldown of 195s.

MAC Blast III
Further increases MAC Blast impact size and damage. It has a cooldown of 195s.

Accelerated Assembly I – Passive
Reduces costs and build times for vehicle production.

Accelerated Assembly II – Passive
Further reduces costs and build times for vehicle production.

Tier 4 Leader Powers
Lotus Mine I
Drops a line of cloaked mines. Once armed, mines explode on contact. Does not damage air units. It has a cooldown of 105s.

Lotus Mine II
Increases damage and explosion size of Lotus Mines. It has a cooldown of 105s.

The Best Offense – Passive
Scorpions and Nightingales gain shields and increased health. Increases Scorpion canister shot size.

Tier 5 Leader Powers
Combat Salvage
Causes the next eight non-infantry units to respawn at home base. Units must die within the Power’s set time frame. It has a cooldown of 330s.

Ghost in the Machine
Temporarily takes control of enemy vehicles and aircraft. It has a cooldown of 330s.

Halo Wars 2 Leaders – Professor Ellen Anders

As Anders, you need to focus on building your economy and research during the early game. Try to scout so that you don’t go overboard with counter-units and have an array of inexpensive units.

You need to research in order to unlock the true potential of your army. As the game progresses, switch to building more units go aggressive. As long as you play to your strengths, you should be good to go.

Tier 1 Leader Powers
R&D I – Passive
Reduces costs and build times for global infantry, vehicle, and aircraft upgrades. Turrets gain shields.

R&D II – Passive
Further improves all currently provided bonuses. Turrets gain improved shields.

R&D III – Passive
Further improves all currently provided bonuses. Turrets gain further improved shields.

Restoration Drones I
Heals all buildings and units within a targeted area. It has a cooldown of 210s.

Restoration Drones II
Increases area, healing amount, and duration of Restoration Drones. It has a cooldown of 210s.

Restoration Drones III
Further increases area, healing amount, and duration of Restoration Drones. It has a cooldown of 210s.

Tier 2 Leader Powers
Turret Drop I
Drops a temporary Turret into battle. It has a cooldown of 180s.

Protector Sentinel – Passive
Unlocks the Protector Sentinel for purchase at base.

Tier 3 Leader Powers
Ark Defense I
Calls in six Aggressor Sentinels. The Sentinels temporarily guard a set area. It has a cooldown of 165s.

Ark Defense II
Increases Ark Defense duration and area. Adds two more (eight total) Aggressor Sentinels. It has a cooldown of 165s.

Ark Defense III
Further increases Ark Defense duration and area. Adds another two (10 total) Aggressor Sentinels. It has a cooldown of 165s.

Lotus Mine I
Drops a line of cloaked mines. Once armed, mines explode on contact. Does not damage air units. It has a cooldown of 105s.

Lotus Mine II
Increases damage and explosion size of Lotus Mines. It has a cooldown of 105s.

Tier 4 Leader Powers
Sentinel Beacon – Passive
Kodiak and Siege Turret attacks summon friendly Aggressor Sentinels.

Sentinel Synergy – Passive
Adds more Sentinels to Sentinel Beacon and Ark Defense. Upgrades all Protector Sentinels with a small shield, increased health, and greater damage.

Tier 5 Leader Powers
Sentinel Network
Calls in three waves of Protector Sentinels. The Sentinels sweep out across the map wave by wave.

Retriever Sentinel
Summons a powerful controllable Retriever Sentinel.

Halo Wars 2 Leaders – Sergeant John Forge

As Forge, your primary focus needs to be on vehicles with Grizzly being one of the best vehicles available in the game. However, it goes without saying that the opposing players will expect you to build an array of vehicles.

Moreover, it takes quite some time to reach the stage where you can have an impressive display of tanks at your disposal. Keeping this in mind, you should consider building vehicles, but try to mix things up so that you don’t get wiped away.

You should also consider investing in the Rolling Economy Power which should allow you manage your economy in a much better way.

Tier 1 Leader Powers
Rolling Economy I
Reduces costs and build times for Supply Pads, Generators, and their upgrades.

Rolling Economy II
Improves all Rolling Economy bonuses.

Heavy Metal I
Targets own units. Affected units gain a defensive boost. Slows targeted units while active. It has a cooldown of 180s.

Heavy Metal II
Increases Heavy Metal’s target size, defense boost, and duration. It has a cooldown of 180s.

Heavy Metal III
Further increases Heavy Metal’s target size, defense boost, and duration. It has a cooldown of 180s.

Tier 2 Leader Powers
Accelerated Assembly I – Passive
Reduces costs and build times for vehicle production.

Accelerated Assembly II – Passive
Further reduces costs and build times for vehicle production.

Pelican Transport
Transports own units anywhere in range. It has a cooldown of 150s.

Tier 3 Leader Powers
Scatter Bomb I
Drops a scattered salvo of bombs. Damages all unit types and buildings. It has a cooldown of 195s.

Scatter Bomb II
Increases damage and number of bombs fired by Scatter Bomb. It has a cooldown of 195s.

Restoration Drones I
Heals all buildings and units within a targeted area. It has a cooldown of 210s.

Restoration Drones II
Increases area, healing amount, and duration of Restoration Drones. It has a cooldown of 210s.

Restoration Drones III
Further increases area, healing amount, and duration of Restoration Drones. It has a cooldown of 210s.

Tier 4 Leader Powers
Vehicle Drop I
Deploys a veteran Kodiak. It has a cooldown of 180s.

Vehicle Drop II
Adds a veteran Warthog to Vehicle Drop. Transport Pelican is upgraded to a gunship. It has a cooldown of 180s.

Lotus Mine I
Drops a line of cloaked mines. Once armed, mines explode on contact. Does not damage air units. It has a cooldown of 105s.

Tier 5 Leader Powers
Combat Salvage
Causes the next eight non-infantry units to respawn at home base. Units must die within the Power’s set time frame. It has a cooldown of 330s.

Grizzly Battalion
Pelican Gunship drops off three veteran Grizzlies. It has a cooldown of 330s.

Halo Wars 2 Banished Leaders

Halo Wars 2 Leaders – Atriox

As Atriox, it’s important to note that your Powers focus on mounting up an early defense and stalling the game. While playing as this leader, you need to make sure that you deny the opposing force an early rush in.

In order to do this, you need to make sure that you build enough defensive units in order to sustain and control important points. In addition to this, you should also consider scouting your enemies to know what they are up to.

Finally, focus on expanding and fortifying your bases and continue to produce more resources.

Tier 1 Leader Powers
Countermeasures – Passive
Drops mines around newly captured points. Slows enemy de-capture rate. Jump Pack Brutes drop trip mines when in flight.

Fortifications I – Passive
Reduces costs and build times for the Stronghold upgrade, the Fortify upgrade, and Turret upgrades. Reduces costs for base-level Turrets, shield towers, and Outposts.

Fortifications II – Passive
Improves all benefits provided by Fortifications.

Tier 2 Leader Powers
Plasma Mines I
Drops a line of cloaked mines. Once armed, mines explode on contact. Does not damage air units. It has a cooldown of 105s.

Plasma Mines II
Increases number of mines dropped. It has a cooldown of 105s.

Dying Breath
Targets own units. Affected units continue fighting after death for a set time. It has a cooldown of 120s.

Tier 3 Leader Powers
Atriox’s Bulwark I
Creates a healing area. Grants brief invulnerability. Heals units and buildings. It has a cooldown of 180s.

Atriox’s Bulwark II
Increases area, healing amount, and duration of Atriox’s Bulwark. It has a cooldown of 180s.

Atriox’s Bulwark III
Further increases area, healing amount, and duration of Atriox’s Bulwark. It has a cooldown of 180s.

Spirit Assault I
Drops off two Suicide Grunts. It has a cooldown of 165s.

Spirit Assault II
Drops off two upgraded veteran Suicide Grunts and one veteran Jump Pack Brute. It has a cooldown of 165s.

Spirit Assault III
Drops off two upgraded veteran Suicide Grunts and two veteran Jump Pack Brutes. It has a cooldown of 165s.

Tier 4 Leader Powers
Glassing Beam I
Fires a controllable plasma beam. Damages all unit types and buildings. It has a cooldown of 195s.

Glassing Beam II
Increases Glassing Beam size and damage. It has a cooldown of 195s

Teleport I
Teleports own units to any location within range. Does not require line of sight. It has a cooldown of 165s.

Tier 5 Leader Powers
Unbreakable
Grants temporary invulnerability to all your deployed units. It has a cooldown of 333s.

Eradication
Unleashes eight converging plasma beams. Once converged, a massive blast is triggered. Damages all unit types and buildings. It has a cooldown of 300s.

Halo Wars 2 Leaders – Decimus

If you like to go all in and be as aggressive as you can be, you cannot go wrong with Decimus. This leader’s Powers are all about rushing in at the earliest and encourages being aggressive.

The Killing Frenzy allows you to mount early aggression without worrying much about retaliation. Even if you have units, you should be able to go with Siphon and Fury to overcome effective defenses.

If you’re careful and go in with a plan, you should easily be able to disrupt the opposition’s plans with a small army.

Tier 1 Leader Powers
Killing Frenzy – Passive
All units gain damage boosts when they kill enemies.

Vortex Lightning I
Fires a controllable vortex that stuns enemies and lowers their defense. Stuns units for 0.5 seconds. Can hold on targets for prolonged stun and damage. It has a cooldown of 165s.

Vortex Lightning II
Increases Vortex Lightning size, debuff duration, and strength. It has a cooldown of 165s.

Tier 2 Leader Powers
Siphon I
Targets own units. Affected units gain health while in combat. It has a cooldown of 195s.

Siphon II
Increases Siphon target size, duration, and healing amount. It has a cooldown of 195s.

Siphon III
Further increases Siphon target size, duration, and healing amount. It has a cooldown of 195s.

Fury I
Targets own units. Boosts damage and speed of affected units. Drains health while active; units cannot die from this effect. Drains unit health for duration of effect. Requires no resources. It has a cooldown of 120s.

Fury II
Increases selection area of effect, unit damage, and movement speed. Drains unit health for duration of effect. Requires no resources. It has a cooldown of 120s.

Fury III
Further increases area of effect, unit damage, and movement speed. Drains unit health for duration of effect. Requires no resources. It has a cooldown of 120s.

Tier 3 Leader Powers
Glassing Beam I
Fires a controllable plasma beam. Damages all unit types and buildings. It has a cooldown of 195s.

Glassing Beam II
Increases Glassing Beam size and damage. It has a cooldown of 195s.

Glassing Beam III
Further increases Glassing Beam size and damage. It has a cooldown of 195s.

Spirit Assault I
Drops off two upgraded veteran Suicide Grunts. It has a cooldown of 165s.

Spirit Assault II
Drops off two upgraded veteran Suicide Grunts and one veteran Jump Pack Brute. It has a cooldown of 165s.

Tier 4 Leader Powers
Teleport I
Teleports own units to any location within range. Does not require line of sight. It has a cooldown of 165s.

Boundless Siphon – Passive
All units gain a permanent minor health siphon when they damage enemy units. Effect stacks with Life Leech.

Tier 5 Leader Powers
Decimus Drop
Drops Decimus into battle. Only one Decimus (per player) can be in use. It has a cooldown of 330s.

Boundless Fury – Passive
All units gain a permanent increase to speed and damage.

Halo Wars 2 Leaders – Shipmaster

Powers at Shipmaster’s disposal primary encourage stealth and mobility. As Shipmaster, you should go for disrupting your enemy’s production and whatever they are planning on doing.

Since you’re particularly good at setting up ambushes and scouting your enemies better than anyone else, you should do this and try to catch your enemies off-guard.

It goes without saying that Ghosts are more efficient and cheaper than other scout units which should give you a massive advantage when it comes to resource collection and gathering intel early in the game. Moreover, you always need to consider keeping your scouts out in the field for maximum duration of time.

In order to ensure this, always flee whenever you come across a formidable enemy out there.

Tier 1 Leader Powers
Banished Raid I – Passive
Increases capture speed for all units. Increases infantry line of sight.

Banished Raid II – Passive
Allows Ghosts to capture points. Increases vehicle line of sight.

Banished Raid III – Passive
Increases movement speed for Ghosts, Wraiths, Choppers, and Marauders.

Teleport I
Teleports own units within a set range. Does not require line of sight. It has a cooldown of 165s.

Teleport II
Increases range of Teleport. Increases number of units that can be teleported. It has a cooldown of 165s.

Tier 2 Leader Powers
Scout Mine I
Drops a cloaked Scout Mine. Mine provides vision within a small area and explodes on contact. It has a cooldown of 105s.

Scout Mine II
Increases mine damage and vision range. It has a cooldown of 105s.

Extraction I
Teleports own units to main base. Units heal upon arrival. It has a cooldown of 210s.

Extraction II
Increases number of units that can be teleported (via enabled toggling between larger/smaller selection radius). Increases healing amount. It has a cooldown of 210s.

Tier 3 Leader Powers
Glassing Beam I
Fires a controllable plasma beam. Damages all unit types and buildings. It has a cooldown of 195s.

Glassing Beam II
Increases Glassing Beam size and damage. It has a cooldown of 195s.

Advanced Cloaking I – Passive
Reduces costs for Cloaking Generator and Shroud production. Marauder gains cloaking.

Advanced Cloaking II – Passive
Increases duration of all cloaking abilities. Increases size of Shroud’s cloaking field.

Tier 4 Leader Powers
Spirit Support
Deploys one Elite Ranger, one Hunter, and two Engineers. Spirit provides prolonged cover fire. It has a cooldown of 180s.

Displacement
Teleports enemy units. Does not require line of sight. It has a cooldown of 240s.

Tier 5 Leader Powers
Mass Cloaking
Cloaks all own deployed units. While cloaked, units gain a speed boost and a small siphon effect. It has a cooldown of 240s.

Tactical Gateway
Places two connected teleportation nodes. Can be used by all players. It has a cooldown of 270s.

This is all we’ve on our Halo Wars 2 Leaders Guide. If there is anything else you would like to add, let us know in the comments section below!

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Halo Wars 2 Guide – Combat, Game Modes, Best Leaders, Tips and Strategies

17 Feb

Halo Wars 2 Guide to help you learn everything you need to know about the game’s combat, game modes, and different strategies to win.

There is a lot to take in when it comes to Halo Wars 2 and being good at it, especially if you are new to RTS games. Having a firm understanding of how different units work in the game, countering opposing units, and how to snowball to victory are some of the things which separate good players from the average ones.

Whether you’re a hardcore RTS players or new to the genre, this Halo Wars 2 Guide should help you learn new things or refresh concepts which might have eluded you.

For more help on Halo Wars 2, read out our Leaders Guide, Best Blitz Decks Guide, and Beginner’s Guide.

Halo Wars 2 Guide

In our Halo Wars 2 Guide, we’ve detailed everything you need to know about the game’s combat, victory conditions, units, and some tips and strategies.

Halo Wars 2 Guide – Understanding Combat

In Halo Wars 2, it’s important to note that the Infantry Units beat Air Units, Air Units beat Ground Vehicles, and Ground Vehicles beat Infantry Units. This is something you need to keep in mind if you wish to succeed in the battle.

Understanding Halo Wars 2 Counter-Units
Counter-Units i.e. the Banished Reaver, etc. tend to deal a massive amount of damage to Air Units despite being Ground Vehicles. However, in order to prolong their survivability, you need to consider mixing them up with other units since Air Units can take them out if left alone.

It goes without saying that Halo Wars 2 Counter-Units are ineffective against all the units they don’t counter. Due to this, you should never consider building a squad solely based on Counter-Units; especially against a well-rounded squad.

Halo Wars 2 Guide – Determining the Effectiveness of Units

There’s a color-coded system which allows you to determine a unit’s strengths and weaknesses against other units. Moreover, it also determines a unit’s effectiveness against buildings.

It’s a good idea to learn about these colors and choose battles which you know you can easily win. You can find an overview of these colors below:

Green
A green indicator means that a specific unit should easily win against the opposing unit. However, this isn’t the case 100% of the times since the color system doesn’t include special abilities at a unit’s disposal.

Yellow
A yellow indicator means that you should avoid engaging the opposing unit – if possible! If you, however, decide to engage, try to use all your abilities and micro-manage things to increase your efficiency.

Red
A red indicator means that you should avoid fighting the opposing units at all costs.

Grey
A gray indicator means that your units are incapable of engaging the opposing units. For example, there are units which can only heal and boost ally units and can’t fight.

Do note that upgrading units can change the effectiveness of a unit without altering the cost. However, this doesn’t hold true for units including Global Infantry, Air Units, and Vehicle Upgrades.

Halo Wars 2 Guide – Increasing Unit Veterancy

You increase a unit’s veterancy if you kill the enemy units without getting destroyed in return. You should be able to see a small icon above your unit whenever you gain veterancy.

It’s important to note that destroying a more expensive unit provides more veterancy XP as compared to destroying a less expensive unit. Moreover, the veterancy XP is shared among all the units that dealt damage to the opposing unit.

Having increased veterancy allows your units to inflict increased amount of damage and have increased damage resistance. Here’s a brief summary of Veterancy Levels:

Key: Veterancy Level – Damage Infliction Acquired – Damage Resistance Acquired

  • Veterancy Level 1 – 15% – 13%
  • Veterancy Level 2 – 25% – 20%
  • Veterancy Level 3 – 35% – 26%

Upgrading Halo Wars 2 Units to Get Abilities

Halo Wars 2 units can acquire abilities through research. Unit Abilities in the game have a variety of different effects and can quickly turn the tables in a battle.

Unit Abilities don’t need additional resources, but each ability in the game has a specific cooldown which appears on top of a unit. You can also research global upgrades for all units. These upgrades are passive and affect all deployed and to-be-deployed units on the field.

Leader Points and Leader Powers

You need Leader Points in order to get Leader Powers. With the sole exception of Strongholds, you start every match with 1 Leader Point.

As you continue to battle, research, build, and collect resources; you earn more Leader Points. If used at the appropriate time, the Leader Powers can quickly turn the odds in your favor even if you’re outmatched.

There is a total of 5 tiers of Leader Powers which vary depending upon the Halo Wars 2 Leaders. Within each of these tiers, you’ve both active and passive abilities.

Active Leader Abilities require resources upon every usage while Passive Leader Abilities don’t require additional resources and affect all units as mentioned earlier.

Halo Wars 2 Game Modes

There are four basic game modes in Halo Wars 2 which can be played against AI or other human players. This section of the guide provides an overview of all available game modes in the game.

Halo Wars 2 Deathmatch
This is the standard RTS game mode which tasks you to defeat the opposing units on the map to taste victory.

Halo Wars 2 Domination
In this game mode, you either need to destroy the opposing bases or capture the Control Points on the map and reach the maximum score limit to win the game mode.

Halo Wars 2 Strongholds
In this game mode, you need to increase your population by controlling most of the Strongholds on the map. Each Stronghold in the game mode increase your population by +5 and the team with the most population at the end of timer wins the mode.

Halo Wars 2 Blitz
This is a card-based game mode which essentially plays like Halo Wars 2 Domination, but tasks players to build decks and go against other players.

Halo Wars 2 Leaders

There are six Halo Wars 2 Leaders in total, divided into Banished Leaders and UNSC Leaders. Each of the Halo Wars 2 Leaders has his/her own strengths and weaknesses.

I highly recommend choosing the leader who compliments your playstyle and what you bring to the field. You can also check out our Halo Wars 2 Leaders Guide for everything you need to learn about all the different leaders in the game.

Halo Wars 2 Tips and Strategies

When it comes to choosing an appropriate strategy, it goes without saying that rushing beats teching, turtling beats rushing, and teching beats turtling. In case you’re unfamiliar with these core concepts, I’ve provided a general overview of these tactics below:

Halo Wars 2 Rushing
This Halo Wars 2 strategy basically involves building a large army based on Infantry Units and Scout Units as early as possible. I highly recommend using the Jackrabbit and Chopper which are some of the best rushing units available in the game.

Halo Wars 2 Turtling
This Halo Wars 2 strategy basically involves building a few defensive units and having upgrading turrets on the map. Your basic job is to slowly expand your bases and fortifying them on the go. The more map control you have, the easier it will become to score a win.

Halo Wars 2 Teching
With this strategy, you don’t really need to invest in defensive units and can freely spend your resources into researching and getting upgrades. However, do note that this strategy works really well if you have some teammates to back you up.

This is all we’ve on our Halo Wars 2 Guide on combat, multiplayer modes, and strategies. If there’s anything else you would like to add, let us know in the comment section below!

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Halo Wars 2 Best Blitz Decks Guide – Understanding Builds, Best Cards, Leaders, Deck Building

17 Feb

Halo Wars 2 Best Blitz Decks Guide to help you build the Best Blitz Decks for different playstyles and defeat your opponents.

It goes without saying that Halo Wars 2 Blitz Decks needs to vary depending upon a player’s playstyle. I mean, what works for me doesn’t necessarily have to work for everyone else as well.

Due to this, it’s a good idea to experiment with different things and see what works well for you. In this guide, we’ve listed a few different ways using which you can build a strong Halo Wars 2 Blitz Deck.

For more help on Halo Wars 2, read out our Leaders Guide, Combat Guide, and Beginner’s Guide.

Halo Wars 2 Best Blitz Decks Guide

As mentioned earlier, you don’t need to replicate the Deck Builds in the guide. I strongly recommend experimenting with things and discovering your own unique deck that compliments your playstyle.

However, if you need a general guideline to help you start, this guide can come in handy! You should also note that some of the cards mentioned in our Halo Wars 2 Best Blitz Decks Builds Guide may not be available to you.

In our Halo Wars 2 Best Blitz Decks Builds Guide, we’ve detailed everything you need to know about building the Best Blitz Decks for different playstyles.

Understanding Halo Wars 2 Cards

Before we get to building Halo Wars 2 Decks, it’s a good idea to learn a little about the cards. This section details everything you need to know about Halo Wars 2 Cards.

Observing Halo Wars 2 Cards

If you take out some time to look at a Halo Wars 2 Card, you should be able to spot the following things:

Rarity
Cards in Halo Wars 2 come in 4 different rarities i.e. Common Grey, Uncommon Green, Rare Purple, and Legendary Gold.

Card Type
The Card Type determine whether the card activates a Power or deploys a specific unit-type.

Energy Required
This denotes the amount of Energy required in order to play the card.

Title
The name of Unit/Power mentioned on the card.

Combat Effectiveness
Mentioned directly below the image, this shows the unit’s effectiveness against other units.

Card Description
As the name suggests, this details the Unit/Power provided by the card.

Leader
In Halo Wars 2, there are some Leader-specific cards which can’t be used by anyone else in the game.

Passive Abilities of Halo Wars 2 Cards

Halo Wars 2 Cards have passive abilities boasted by the said units. There are some passive abilities which are directly tied to core abilities of the cards. Moreover, there are some passive abilities which are only found in Firefight and Blitz.

This section of the guide details all the passive abilities of Halo Wars 2 cards:

Halo Wars 2 Blast
The unit explodes upon death, damaging all nearby opposing units.

Halo Wars 2 Cloak
This unit gains invisibility and the ability to roam and attack without becoming visible for 90 seconds.

Halo Wars 2 Detect
This unit gains the ability to see and detect all nearby cloaked enemy units.

Halo Wars 2 Guard
This unit guards all the nearby ally units, tanking all the damage.

Halo Wars 2 Last Stand
After falling in the battle, the unit deploys multiple infantry units to continue fighting in its stead.

Halo Wars 2 Rally
This enables the nearby ally units to deal increased damage.

Halo Wars 2 Reflect
This unit deals 50% of the damage dealt to it back to the attacker.

Halo Wars 2 Rush
This allows the unit to ignore the fatigue and head into the battle at full strength.

Halo Wars 2 Shield
The unit gets a shield that absorbs damage and regenerates when outside of combat.

Halo Wars 2 Shock
The unit taunts the nearby enemy units and reduces their armor.

Halo Wars 2 Siphon
This unit drains health from enemy units equal to the amount of damage dealt to the unit.

Halo Wars 2 Support
The unit loses the ability to attack and focuses on healing and boosting the ally units.

Level Up Halo Wars 2 Cards

In order to level up a Halo Wars 2 card, you need to have multiple duplicates of it. Each card in the game starts at Level 1 and continues to level up as you find more duplicates of the card.

Key: Card Level – Duplicates Required to Level Up – Total Number of Cards Required

  • Level 1 – 0 – 1
  • Level 2 – 2 – 3
  • Level 3 – 3 – 6
  • Level 4 – 4 – 10
  • Level 5 – 5 – 15
  • Level 6 – 5 – 20

So basically, in order to level up a Halo Wars 2 card to Level 6, you need to have 20 duplicates of the card. The reason why you should consider leveling up your cards is to gain increased stats bonuses and other boosts. At Level 7 and above, the upgraded cards gain +1% HP and damage.

Halo Wars 2 Best Blitz Decks Builds

Since each leader in the game offers different starting armies and leader-restricted cards, the Decks Builds mentioned in here are categorized on the basis of Halo Wars 2 Leaders.

Cutter

Halo Wars 2 Best Blitz Decks Builds – The All-Rounder
You need to go with Phoenix as your Starting Army and go with the following Halo Wars 2 Blitz Deck.

  • Hellbringers
  • Cyclops
  • Marines
  • Vanguard Wolverine
  • ODST Drop
  • Archer Missiles
  • Nightingale
  • Wild Hellbringers
  • Warthog
  • Stealth Kodiak
  • Trooper Hornet
  • Jerome-092

Halo Wars 2 Best Blitz Decks Builds – The Aggressive One
You need to go with Raider as your Starting Army and go with the following Halo Wars 2 Blitz Deck.

  • Marines
  • Jackrabbit
  • Cyclops
  • Wolverine
  • Nightingale
  • Wild Hellbringers
  • Hornet
  • ODST Drop
  • Kodiak
  • Double Time
  • Vulture
  • Close Air Support

Isabel

Halo Wars 2 Best Blitz Decks Builds – Blast and Destroy
You need to go with Hacker as your Starting Army and go with the following Halo Wars 2 Blitz Deck.

  • Hellbringers
  • Marines
  • Holo-Decoy
  • Wolverine
  • Shrapnel Mines
  • Nightingale
  • Reactive Cyclops
  • Sniper
  • Wild Jackrabbit
  • Hornet
  • Ghost in the Machine
  • Alice-130

Halo Wars 2 Best Blitz Decks Builds – Control the Map
You need to go with Heavy Weapons as your Starting Army and go with the following Halo Wars 2 Blitz Deck.

  • Marines
  • Jackrabbit
  • Cyclops
  • Wolverine
  • Shrapnel Mines
  • Nightingale
  • Sniper
  • Hornet
  • Armored Warthog
  • Kodiak
  • Lockdown Scorpion
  • MAC Blast

Anders

Halo Wars 2 Best Blitz Decks Builds – Energy Efficient
You need to go with Sentinel Swarm as your Starting Army and go with the following Halo Wars 2 Blitz Deck.

  • Marines
  • Jackrabbit
  • Aggressor Sentinel
  • Cyclops
  • Wolverine
  • Nightingale
  • Warthog
  • Watchtower
  • Protector Sentinel
  • Restoration Drones
  • Douglas-042
  • Condor Strike

Halo Wars 2 Best Blitz Decks Builds – The All-Powerful
You need to go with Tactician as your Starting Army and go with the following Halo Wars 2 Blitz Deck.

  • Hellbringers
  • Marines
  • Aggressor Sentinel
  • Cyclops
  • Wolverine
  • Nightingale
  • Advanced Optics
  • Watchtower
  • Protector Sentinel
  • Marines Guard
  • Ark Defense
  • Douglas-042

Atriox

Halo Wars 2 Best Blitz Decks Builds – AOE Deck
You need to go with Warlord as your Starting Army and go with the following Halo Wars 2 Blitz Deck.

  • Jump Pack Brute
  • Chopper
  • Elite Rangers
  • Scorch Mines
  • Engineer
  • Banshee
  • Shockwave
  • Marauder
  • Suicide Grunts
  • Restoration
  • Spike Turret
  • Atriox’s Chosen

Halo Wars 2 Best Blitz Decks Builds – High-Damage and AOE
You need to go with Bulletproof as your Starting Army and go with the following Halo Wars 2 Blitz Deck.

  • Jump Pack Brute
  • Chopper
  • Elite Rangers
  • Hunters
  • Engineer
  • Banshee
  • Reaver
  • Marauder
  • Wraith
  • Blisterback
  • Eradication
  • Atriox’s Chosen

Decimus

Halo Wars 2 Best Blitz Decks Builds – Powerful and Durable
You need to go with Berserker as your Starting Army and go with the following Halo Wars 2 Blitz Deck.

  • Chopper
  • Elite Rangers
  • Bloodfuel Grunts
  • Hunters
  • Engineer
  • Banshee
  • Reaver
  • Marauder Warchief
  • Blisterback
  • Siphon Pool
  • Boundless Fury
  • Warlord

Halo Wars 2 Best Blitz Decks Builds – Powerful AOEs
You need to go with Vampire as your Starting Army and go with the following Halo Wars 2 Blitz Deck.

  • Chopper
  • Elite Rangers
  • Hunters
  • Engineer
  • Banshee
  • Blast Hammer
  • Marauder
  • Suicide Grunts
  • Vortex
  • Blisterback
  • Ironclad Wraith
  • Warlord

Shipmaster

Halo Wars 2 Best Blitz Decks Builds – Onslaught
You need to go with Assassin as your Starting Army and go with the following Halo Wars 2 Blitz Deck.

  • Elite Rangers
  • Ghost
  • Hunters
  • Engineer
  • Banshee
  • Reaver
  • Teleport
  • Marauder
  • Suicide Grunts
  • Blisterback
  • Unstable Banshee
  • Spirit Assault

Halo Wars 2 Best Blitz Decks Builds – The Balanced One
You need to go with Scout as your Starting Army and go with the following Halo Wars 2 Blitz Deck.

  • Chopper
  • Elite Rangers
  • Ghost
  • Hunters
  • Engineer
  • Banshee
  • Reaver
  • Teleport
  • Cloak
  • Prowling Marauder
  • Elite Honor Guard
  • Scarab Assault

This is all we’ve on our Halo Wars 2 Best Blitz Decks Guide. If there’s anything else you’d like to add, let us know in the comments section below!

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