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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!

The post Halo Wars 2 Leaders Guide – Leader Powers, UNSC Leaders, Banished Leaders, Tips and Strategies appeared first on SegmentNext.

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!

The post Halo Wars 2 Guide – Combat, Game Modes, Best Leaders, Tips and Strategies appeared first on SegmentNext.

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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