Treyarch and Activision shared some new details on the Zombies mode included in Call of Duty: Black Ops Cold War this week to confirm some important details like which perks we’ll see in the game mode. Zombies veterans will be happy to see some familiar names returning, but a new twist on the perks is being added as well where players will be able to upgrade them to make them even stronger than ever before.
A total of six different perks will be in Black Ops Cold War’s Zombies mode when the game launches on November 13th. Those six perks are Jugger-Nog, Quick Revive, Speed Cola, Stamin-Up, Deadshot Daiquiri, and Elemental Pop.
The names should look mostly familiar to those who’ve frequented past Zombies modes, but Treyarch shared the specifics on them just in case to show exactly what they’ll do right down to the percentages.
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. Tier 1 Leader Powers UNSC Raid I – Passive. My Halo Game Tier List. By Fred-104-Centurion Watch. Halo Wars 2 = I actually loved RTS games like Age of Mythology when I was younger, so playing Halo Wars 2 made me like it even more. Halo Wars 1 = Good game, that's all I have to say, even though I haven't even played it. From Atriox to Yap Yap, we rank every leader in Halo Wars 2 for 2020. The balance changed a bit in this past year, especially when trying to turtle as UNSC.
- Ode to Heroes is a new idle game. Their developers have a lot of experience in making fake games, what Idle Heroes is worth. Here the developers have combined their experience, added a little bit of AFK Arena, Chinese atmosphere, incredible graphics and cute music and got the masterpiece.
- I've been summoned. Here's a general tier list for Blitz. Note, this is 1v1 exclusively. Things are different in 2v2 and that has a slightly different tier list. Anyways; SS - Shipmaster S - Colony, Kinsano A - Cutter, The Arbiter, Atriox B - Johnson, Voridus, Jerome, YapYap C - Anders, Pavium, Decimus D - Isabel, Forge, Serina.
Call of Duty: Black Ops Cold War Zombies Perks
- Jugger-Nog: Increase maximum health by 50.
- Quick Revive: Reduce the time it takes to regen to full health by 50%. Reduce the time it takes to revive an ally by 50%.
- Speed Cola: Increase reload speed by 15%.
- Stamin-Up: Increase run and sprint speed.
- Deadshot Daiquiri: Aiming down sights moves to enemy critical location. Remove scope sway.
- Elemental Pop: Every bullet has a small chance to apply a random base Ammo Mod effect.
By collecting a new resource called “Raw Aetherium Crystals,” players can upgrade those perks to obtain permanent, powerful effects. You’ll get those Raw Aetherium Crystals by reaching “milestone rounds” or escaping alive since that’s a new mechanic in Black Ops Cold War’s Zombies mode as well.
We don’t yet know what the different tiers for all the perks look like, but we at least know what the Elemental Pop upgrades will be.
0commentsElemental Pop Tier Upgrades
- Tier I - Equipment damage also has a small chance to apply a random base Ammo Mod effect.
- Tier II - Reduce Ammo Mod cooldowns by 20%.
- Tier III - When a random Ammo Mod is applied, it uses your current Skill Tier instead of the base.
More perks will be added post-launch, Treyarch added.
Lagu mp3 barat gratis. Everyone will have access to the core Zombies experience with all these changes included when the game launches next month, but there is one mode that’s limited to the PlayStation 4. It’s called “Zombies Onslaught,” and it puts a new twist on the Zombies mode that’ll come to the Xbox One and PC platforms in November 2021.
It’s no secret that leaders play a very important role in Halo Wars 2‘s epic battles. Leaders are diverse, well balanced and varied in approach, structure and resources, so while it’s easy to familiarise and get used to a specific leader fairly quickly, knowing which one to use and why is integral to your success.
As you play through a match, you’ll earn leadership points, and these points will help you gain lucrative upgrades for each leader’s Powers.
In this guide, we’ll take you through each leader, and what their leadership powers offer and cost.
Cutter
Unique Units
Jerome-092 (Hero), ODSTs
Tier 1 Leader Powers
UNSC Raid I
- Description: Units capture at a faster rate, while infantry units move faster.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown:
UNSC Raid II
Tier List League Of Legends
- Description: Jackrabbits can capture points, while UNSC Raids gain a movement-speed bonus.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Lotus Mine I
- Description: Cloaked mines dropped.
- Population Cost: N/A
- Supply Cost: 25
- Energy Cost: 100
- Cooldown: 105 seconds
Tier 2 Leader Powers
Battle Hardened I
- Description: Units gain veterancy at a faster rate.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Battle Hardened II
- Description: Units gain veterancy at a faster rate.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Restoration Drones I
- Description: Units and buildings within area are healed.
- Population Cost: N/A
- Supply Cost: 200
- Energy Cost: 50
- Cooldown: 210 seconds
Restoration Drones II
- Description: Increases power of Restoration drones
- Population Cost: N/A
- Supply Cost: 300
- Energy Cost: 70
- Cooldown: 210 seconds
Restoration Drones III
- Description: Increases power of Restoration drones
- Population Cost: N/A
- Supply Cost: 400
- Energy Cost: 100
- Cooldown: 210 seconds
Tier 3 Leader Powers
Archer Missiles I
- Description: Fires staggered pairs of missiles in a lane. Damages all unit types and buildings.
- Population Cost: N/A
- Supply Cost: 175
- Energy Cost: 175
- Cooldown: 195 seconds
Archer Missiles II
- Description: Increases damage and lane length of Archer Missiles.
- Population Cost: N/A
- Supply Cost: 300
- Energy Cost: 300
- Cooldown: 195 seconds
Archer Missiles III
- Description: Further increases damage and lane length of Archer Missiles, and ignites drop area.
- Population Cost: N/A
- Supply Cost: 450
- Energy Cost: 450
- Cooldown: 195 seconds
ODST Drop
- Description: Drops an ODST squad into battle.
- Population Cost: 12
- Supply Cost: 600
- Energy Cost: N/A
- Cooldown: 180 seconds
Tier 4 Leader Powers
Turret Drop I
- Description:Drops a temporary Turret into battle.
- Population Cost: N/A
- Supply Cost: 250
- Energy Cost: N/A
- Cooldown: 180 Seconds
Turret Drop II
- Description: Increases Turret damage and duration of Turret Drop
- Population Cost: N/A
- Supply Cost: 400
- Energy Cost: N/A
- Cooldown: 180 seconds
Cyclops Drop
- Description: Drops a veteran Cyclops into battle.
- Population Cost: 4
- Supply Cost: 145
- Energy Cost: 180
- Cooldown: 135 seconds
Tier 5 Leader Powers
ODST Assault Group
- Description: Drops a collection of veteran units
- Population Cost: 27
- Supply Cost: 1650
- Energy Cost: 625
- Cooldown: 330 seconds
Close Air Support
- Description: Calls in four Pelican Gunships.
- Population Cost: N/A
- Supply Cost: 1500
- Energy Cost: N/A
- Cooldown: 330 seconds
Isabel
Unique Units
Alice-130 Hero
Tier 1 Leader Powers
Heavy Metal I
- Description: Targets own units.Affected units gain a defensive boost.Slows targeted units while active.
- Population Cost: N/A
- Supply Cost: 200
- Energy Cost: 50
- Cooldown: 180 seconds
Heavy Metal II
- Description: Increases Heavy Metal’s target size, defense boost, and duration.
- Population Cost: N/A
- Supply Cost: 400
- Energy Cost: 100
- Cooldown: 180 seconds
Holographic Decoy I
- Description: Targets own units.Creates decoys of affected units.Decoys can be used to scout and trick enemy Turrets and units.
- Population Cost: N/A
- Supply Cost: 450
- Energy Cost: N/A
- Cooldown: 150 seconds
Holographic Decoy II
- Description: Increases number of decoys that can be produced.Decoys last longer.
- Population Cost: N/A
- Supply Cost: 650
- Energy Cost: N/A
- Cooldown: 150 seconds
Tier 2 Leader Powers
Turret Drop I
- Description: Drops a temporary Turret into battle.
- Population Cost: N/A
- Supply Cost: 250
- Energy Cost: N/A
- Cooldown: 180 seconds
Restoration Drones I
- Description: Heals all buildings and units within a targeted area.
- Population Cost: N/A
- Supply Cost: 200
- Energy Cost: 50
- Cooldown: 210 seconds
Restoration Drones II
- Description: Increases area, healing amount, and duration of Restoration Drones.
- Population Cost: N/A
- Supply Cost: 300
- Energy Cost: 75
- Cooldown: 210 seconds
Restoration Drones III
- Description: Further increases area, healing amount, and duration of Restoration Drones.
- Population Cost: N/A
- Supply Cost: 400
- Energy Cost: 100
- Cooldown: 210 seconds
Tier 3 Leader Powers
MAC Blast I
- Description: Fires a large kinetic slug at the battlefield.Damages all unit types and buildings.
- Population Cost: N/A
- Supply Cost: 150
- Energy Cost: 150
- Cooldown: 195 seconds
MAC Blast II
- Description: Increases MAC Blast impact size and damage.
- Population Cost: N/A
- Supply Cost: 250
- Energy Cost: 250
- Cooldown: 195 seconds
MAC Blast II
- Description: Further increases MAC Blast impact size and damage.
- Population Cost: N/A
- Supply Cost: 350
- Energy Cost: 350
- Cooldown: 195 seconds
Accelerated Assembly I
- Description: Reduces costs and build times for vehicle production.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Accelerated Assembly II
- Description: Further reduces costs and build times for vehicle production.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Tier 4 Leader Powers
Lotus Mine I
Halo Wars 2 Tier List Season 14
- Description: Drops a line of cloaked mines.Once armed, mines explode on contact.
- Population Cost: N/A
- Supply Cost: 25
- Energy Cost: 100
- Cooldown: 105 seconds
Lotus Mine II
- Description: Increases damage and explosion size of Lotus Mines
- Population Cost: N/A
- Supply Cost: 50
- Energy Cost: 200
- Cooldown: 105 seconds
The Best Offense
- Description: Scorpions and Nightingales gain shields and increased health
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Tier 5 Leader Powers
Combat Salvage
- Description: Causes next eight non-infantry units to respawn at home base.
- Population Cost: N/A
- Supply Cost: 1000
- Energy Cost: 500
- Cooldown: 330 seconds
Ghost In The Machine
- Description: Temporarily takes control of enemy vehicles and aircraft.
- Population Cost: N/A
- Supply Cost: 1200
- Energy Cost: 300
- Cooldown: 330 seconds
Anders
Unique Units
JDouglas-042 (Hero), Protector Sentinel, Retriever Sentinel
Tier 1 Leader Powers
R&D I
- Description: Reduces costs and build times for global infantry, vehicle, and aircraft upgrades.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
R&D II
- Description: Further improves all currently provided bonuses.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
R&D III
- Description: Further improves all currently provided bonuses.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Restoration Drones I
- Description: Heals all buildings and units within a targeted area.
- Population Cost: N/A
- Supply Cost: 200
- Energy Cost: 50
- Cooldown: 210 seconds
Restoration Drones II
- Description: Increases area, healing amount, and duration of Restoration Drones.
- Population Cost: N/A
- Supply Cost: 300
- Energy Cost: 75
- Cooldown: 210 seconds
Restoration Drones III
- Description: Further increases area, healing amount, and duration of Restoration Drones.
- Population Cost: N/A
- Supply Cost: 400
- Energy Cost: 100
- Cooldown: 210 seconds
Tier 2 Leader Powers
Turret Drop I
- Description: Drops a temporary Turret into battle.
- Population Cost: N/A
- Supply Cost: 250
- Energy Cost: N/A
- Cooldown: 180 seconds
Protector Sentinel
- Description: Unlocks the Protector Sentinel for purchase at base.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Tier 3 Leader Powers
Ark Defense I
- Description: Calls in six Aggressor Sentinels.The Sentinels temporarily guard a set area.
- Population Cost: N/A
- Supply Cost: 150
- Energy Cost: 150
- Cooldown: 165 seconds
Ark Defense II
- Description: Increases Ark Defense duration and area.Adds two more (eight total) Aggressor Sentinels.
- Population Cost: N/A
- Supply Cost: 250
- Energy Cost: 250
- Cooldown: 165 seconds
Ark Defense III
- Description: Further increases Ark Defense duration and area.
- Population Cost: N/A
- Supply Cost: 350
- Energy Cost: 350
- Cooldown: 165 seconds
Lotus Mine I
- Description: Drops a line of cloaked mines.Once armed, mines explode on contact. Does not damage air units.
- Population Cost: N/A
- Supply Cost: 25
- Energy Cost: 100
- Cooldown: 105 seconds
Lotus Mine II
- Description: Increases damage and explosion size of Lotus Mines.
- Population Cost: N/A
- Supply Cost: 50
- Energy Cost: 200
- Cooldown: 105 seconds
Tier 4 Leader Powers
Sentinel Beacon
- Description: Kodiak and Siege Turret attacks summon friendly Aggressor Sentinels.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Sentinel Synergy
- Description: Adds more Sentinels to Sentinel Beacon and Ark Defense.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Tier 5 Leader Powers
Sentinel Network
- Description: Calls in three waves of Protector Sentinels.
- Population Cost: N/A
- Supply Cost: 900
- Energy Cost: 900
- Cooldown: N/A
Retriever Sentinel
- Description: Summons a powerful controllable Retriever Sentinel.
- Population Cost: 24
- Supply Cost: 1400
- Energy Cost: 1400
- Cooldown: N/A
Forge
Unique Units
Forge’s Warthog (Hero), Grizzly
Tier 1 Leader Powers
Rolling Economy I
- Description: Reduces costs and build times for Supply Pads, Generators, and their upgrades.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Rolling Economy II
- Description: Improves all Rolling Economy bonuses.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Heavy Metal I
- Description: Targets own units.Affected units gain a defensive boost.
- Population Cost: N/A
- Supply Cost: 200
- Energy Cost: 50
- Cooldown: 180 seconds
Heavy Metal II
- Description: Increases Heavy Metal’s target size, defense boost, and duration.
- Population Cost: N/A
- Supply Cost: 400
- Energy Cost: 100
- Cooldown: 180 seconds
Heavy Metal III
- Description: Further increases Heavy Metal’s target size, defence boost, and duration.
- Population Cost: N/A
- Supply Cost: 600
- Energy Cost: 150
- Cooldown: 180 seconds
Tier 2 Leader Powers
Accelerated Assembly I
- Description: Reduces costs and build times for vehicle production.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Accelerated Assembly II
- Description: Further reduces costs and build times for vehicle production.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Pelican Transport
- Description: Transports own units anywhere in range.
- Population Cost: N/A
- Supply Cost: N/A
- Energy Cost: 200
- Cooldown: 150 seconds
Tier 3 Leader Powers
Scatter Bomb I
- Description: Drops a scattered salvo of bombs.
- Population Cost: N/A
- Supply Cost: 175
- Energy Cost: 175
- Cooldown: 195 seconds
Scatter Bomb II
- Description: Increases damage and number of bombs fired by Scatter Bomb
- Population Cost: N/A
- Supply Cost: 300
- Energy Cost: 300
- Cooldown: 195 seconds
Restoration Drones I
- Description: Heals all buildings and units within a targeted area.
- Population Cost: N/A
- Supply Cost: 200
- Energy Cost: 50
- Cooldown: 210 seconds
Restoration Drones II
- Description: Increases area, healing amount, and duration of Restoration Drones.
- Population Cost: N/A
- Supply Cost: 200
- Energy Cost: 50
- Cooldown: 210 sconds
Restoration Drones III
- Description: Increases area, healing amount, and duration of Restoration Drones.
- Population Cost: N/A
- Supply Cost: 400
- Energy Cost: 100
- Cooldown: 210 seconds
Tier 4 Leader Powers
Vehicle Drop I
- Description: Deploys a veteran Kodiak.
- Population Cost: 6
- Supply Cost: 625
- Energy Cost: N/A
- Cooldown: 180 seconds
Vehicle Drop II
- Description: Adds a veteran Warthog to Vehicle Drop.
- Population Cost: 10
- Supply Cost: 925
- Energy Cost: N/A
- Cooldown: 180 seconds
Lotus Mine I
- Description: Drops a line of cloaked mines.
- Population Cost: N/A
- Supply Cost: 25
- Energy Cost: 100
- Cooldown: 105 seconds
Tier 5 Leader Powers
Combat Salvage
- Description: Causes the next eight non-infantry units to respawn at home base.
- Population Cost: N/A
- Supply Cost: 1000
- Energy Cost: 500
- Cooldown: 330 seconds
Grizzly Battalion
- Description: Pelican Gunship drops off three veteran Grizzlies.
- Population Cost: 33
- Supply Cost: 2000
- Energy Cost: 400
- Cooldown: 330 seconds
Atriox
Unique Units
Atriox’s Chosen (Hero)
Tier 1 Leader Powers
Countermeasures
- Description: Drops mines around newly captured points.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Fortifications I
- Description: Reduces costs and build times for the Stronghold upgrade, the Fortify upgrade, and Turret upgrades.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Fortifications II
- Description: Improves all benefits provided by Fortifications.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Tier 2 Leader Powers
Plasma Mines I
- Description: Drops a line of cloaked mines.
- Population Cost: N/A
- Supply Cost: 25
- Energy Cost: 100
- Cooldown: 105 seconds
Plasma Mines II
- Description: Increases number of mines dropped.
- Population Cost: N/A
- Supply Cost: 50
- Energy Cost: 200
- Cooldown: 105 seconds
Dying Breath
- Description: Targets own units.
- Population Cost: N/A
- Supply Cost: 250
- Energy Cost: 20
- Cooldown: 120 seconds
Tier 3 Leader Powers
Atriox’s Bulwark I
- Description: Creates a healing area.Grants brief invulnerability.
- Population Cost: N/A
- Supply Cost: 175
- Energy Cost: 40
- Cooldown: 180 seconds
Atriox’s Bulwark II
- Description: Increases area, healing amount, and duration of Atriox’s Bulwark.
- Population Cost: N/A
- Supply Cost: 250
- Energy Cost: 70
- Cooldown: 180 seconds
Atriox’s Bulwark III
- Description: Further increases area, healing amount, and duration of Atriox’s Bulwark.
- Population Cost: N/A
- Supply Cost: 325
- Energy Cost: 90
- Cooldown: 180 seconds
Spirit Assault I
- Description: Drops off two Suicide Grunts.
- Population Cost: 4
- Supply Cost: 240
- Energy Cost: 60
- Cooldown: 165 seconds
Spirit Assault II
- Description: Drops off two upgraded veteran Suicide Grunts and one veteran Jump Pack Brute.
- Population Cost: 7
- Supply Cost: 375
- Energy Cost: 140
- Cooldown: 165 seconds
Spirit Assault III
- Description: Drops off two upgraded veteran Suicide Grunts and two veteran Jump Pack Brutes.
- Population Cost: 10
- Supply Cost: 520
- Energy Cost: 220
- Cooldown 165 seconds
Tier 4 Leader Powers
Glassing Beam I
- Description: Fires a controllable plasma beam.
- Population Cost: N/A
- Supply Cost: 150
- Energy Cost: 150
- Cooldown: 195 seconds
Glassing Beam II
- Description: Increases Glassing Beam size and damage.
- Population Cost: N/A
- Supply Cost: 250
- Energy Cost: 250
- Cooldown: 195 seconds
Teleport I
- Description: Teleports own units to any location within range.
- Population Cost: N/A
- Supply Cost: N/A
- Energy Cost: 250
- Cooldown: 165 seconds
Tier 5 Leader Powers
Unbreakable
- Description: Grants temporary invulnerability to all your deployed units.
- Population Cost: N/A
- Supply Cost: 1600
- Energy Cost: 500
- Cooldown: 333 seconds
Eradication
- Description: Unleashes eight converging plasma beams.
- Population Cost: N/A
- Supply Cost: 800
- Energy Cost: 800
- Cooldown: 300 seconds
Decimus
Unique Units
Atriox’s Chosen (Hero)
Tier 1 Leader Powers
Killing Frenzy
- Description: All units gain damage boosts when they kill enemies.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Vortex Lightning I
- Description: Fires a controllable vortex that stuns enemies and lowers their defense.
- Population Cost: N/A
- Supply Cost: 50
- Energy Cost: 150
- Cooldown: 165 seconds
Vortex Lightning II
- Description: Increases Vortex Lightning size, debuff duration, and strength.
- Population Cost: N/A
- Supply Cost: 75
- Energy Cost: 200
- Cooldown: 165 seconds
Tier 2 Leader Powers
Siphon I
- Description: Targets own units.
- Population Cost: N/A
- Supply Cost: 150
- Energy Cost: 30
- Cooldown: 195 seconds
Siphon II
- Description: Increases Siphon target size, duration, and healing amount.
- Population Cost: N/A
- Supply Cost: 200
- Energy Cost: 60
- Cooldown: 195 seconds
Siphon III
- Description: Further increases Siphon target size, duration, and healing amount.
- Population Cost: N/A
- Supply Cost: 250
- Energy Cost: 90
- Cooldown: 195 seconds
Fury I
- Description: Targets own units. Boosts damage and speed of affected units.
- Population Cost: Drains unit health for duration of effect. Requires no resources.
- Supply Cost: Drains unit health for duration of effect. Requires no resources.
- Energy Cost: Drains unit health for duration of effect. Requires no resources.
- Cooldown: 120 seconds
Fury II
- Description: Increases selection area of effect, unit damage, and movement speed.
- Population Cost: Drains unit health for duration of effect. Requires no resources.
- Supply Cost: Drains unit health for duration of effect. Requires no resources.
- Energy Cost: Drains unit health for duration of effect. Requires no resources.
- Cooldown: 120 seconds
Fury III
- Description: Further increases area of effect, unit damage, and movement speed.
- Population Cost: Drains unit health for duration of effect. Requires no resources.
- Supply Cost: Drains unit health for duration of effect. Requires no resources.
- Energy Cost: Drains unit health for duration of effect. Requires no resources.
- Cooldown: 120 seconds
Tier 3 Leader Powers
Glassing Beam I
- Description: Fires a controllable plasma beam. Damages all unit types and buildings.
- Population Cost: N/A
- Supply Cost: 150
- Energy Cost: 150
- Cooldown: 195 seconds
Glassing Beam II
- Description: Increases Glassing Beam size and damage.
- Population Cost: N/A
- Supply Cost: 250
- Energy Cost: 250
- Cooldown: 195 seconds
Glassing Beam III
- Description: Further increases Glassing Beam size and damage.
- Population Cost: N/A
- Supply Cost: 350
- Energy Cost: 350
- Cooldown: 195 seconds
Spirit Assault I
- Description: Drops off two upgraded veteran Suicide Grunts.
- Population Cost: 4
- Supply Cost: 240
- Energy Cost: 60
- Cooldown: 165 seconds
Spirit Assault II
- Description: Drops off two upgraded veteran Suicide Grunts and one veteran Jump Pack Brute.
- Population Cost: 7
- Supply Cost: 375
- Energy Cost: 140
- Cooldown: 165 seconds
Tier 4 Leader Powers
Teleport I
- Description: Teleports own units to any location within range.
- Population Cost: N/A
- Supply Cost: N/A
- Energy Cost: 250
- Cooldown: 165 seconds
Boundless Siphon
- Description: All units gain a permanent minor health siphon when they damage enemy units.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Tier 5 Leader Powers
Decimus Drop
- Description: Drops Decimus into battle.
- Population Cost: 10
- Supply Cost: 1000
- Energy Cost: 1000
- Cooldown: 330 seconds
Boundless Fury
- Description: All units gain a permanent increase to speed and damage.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Shipmaster
Unique Units
Honor Guard (Hero), Ghost
Tier 1 Leader Powers
Banished Raid I
- Description: Increases capture speed for all units. Increases infantry line of sight.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Banished Raid II
- Description: Allows Ghosts to capture points. Increases vehicle line of sight.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Banished III
- Description: Increases movement speed for Ghosts, Wraiths, Choppers, and Marauders.
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Teleport I
- Description: Teleports own units within a set range. Does not require line of sight.
- Population Cost: N/A
- Supply Cost: N/A
- Energy Cost: 250
- Cooldown: 165 seconds
Teleport II
- Description: Increases range of Teleport. Increases number of units that can be teleported.
- Population Cost: N/A
- Supply Cost: N/A
- Energy Cost: 450
- Cooldown: 165 seconds
Tier 2 Leader Powers
Scout Mine I
- Description: Drops a cloaked Scout Mine. Mine provides vision within a small area and explodes on contact.
- Population Cost: N/A
- Supply Cost: 25
- Energy Cost: 100
- Cooldown: 105 seconds
Scout Mine II
- Description: Increases mine damage and vision range.
- Population Cost: N/A
- Supply Cost: 50
- Energy Cost: 200
- Cooldown: 105 seconds
Extraction I
- Description: Teleports own units to main base.Units heal upon arrival.
- Population Cost: N/A
- Supply Cost: 200
- Energy Cost: 50
- Cooldown: 210 seconds
Extraction II
- Description: Increases number of units that can be teleported (via enabled toggling between larger/smaller selection radius).
- Population Cost: N/A
- Supply Cost: 300
- Energy Cost: 75
- Cooldown: 210 seconds
Tier 3 Leader Powers
Glassing Beam I
- Description: Fires a controllable plasma beam. Damages all unit types and buildings.
- Population Cost: N/A
- Supply Cost: 150
- Energy Cost: 150
- Cooldown: 195 seconds
Glassing Beam II
- Description: Increases Glassing Beam size and damage.
- Population Cost: N/A
- Supply Cost: 250
- Energy Cost: 250
- Cooldown: 195 seconds
Advanced Cloaking I
- Description: Reduces costs for Cloaking Generator and Shroud production. Marauder gains cloaking
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Advanced Cloaking II
- Description: Increases duration of all cloaking abilities. Increases size of Shroud’s cloaking field
- Population Cost: PASSIVE
- Supply Cost: PASSIVE
- Energy Cost: PASSIVE
- Cooldown: PASSIVE
Tier 4 Leader Powers
Spirit Support
- Description: Deploys one Elite Ranger, one Hunter, and two Engineers.Spirit provides prolonged cover fire.
- Population Cost: 14
- Supply Cost: 850
- Energy Cost: 375
- Cooldown: 180 seconds
Displacement
- Description: Teleports enemy units. Does not require line of sight.
- Population Cost: N/A
- Supply Cost: N/A
- Energy Cost: 500
- Cooldown: 240 seconds
Tier 5 Leader Powers
Mass Cloaking
- Description: Cloaks all own deployed units. While cloaked, units gain a speed boost and a small siphon effect.
- Population Cost: N/A
- Supply Cost: 1000
- Energy Cost: 250
- Cooldown: 240 seconds
Tactical Gateway
- Description:Places two connected teleportation nodes.
- Population Cost: N/A
- Supply Cost: N/A
- Energy Cost: 800
- Cooldown: 270 seconds
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