The leaders you choose to side with throughout Halo Wars 2 will dictate your approach to strategy and combat, so it’s important to have a strong grasp of each leader and unit fundamental before jumping in.
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As you play through the game, you’ll earn Leader Points, which can then be used to upgrade Leader Powers. Some of these powers are passive, while others are active.
While Leader Powers can help turn a battle back in your favour, you’re going to need a strong army around you to ensure you have the basics covered should things turn against you.
Each unit in Halo Wars 2 has its pros and cons, so it’s important to experiment and know what’s best for both your play style and the leader you have chosen. For a breakdown of ideal unit structure for each leader, check out our Leaders, Units and Powers guide.
In this guide, we’re going to break down every unit category in Halo Wars 2, and detail each specific unit and what upgrades are available for them.
To start things off, let’s take a look at the Global Army Upgrades available to you. In order to upgrade these attributes, head to either the Armory or War Council for the UNSC and Banished, respectively.
Global Upgrades
Advanced Logistics I
- Description: Increases unit speed building by 15%.
- Tech Level: 1
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 500
- Build Time: 25 seconds
Advanced Logistics II
- Description: Increases unit speed building by 30%.
- Tech Level: 2
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 700
- Build Time: 30 seconds
Advanced Logistics III
- Description: Increases unit speed building by 45%.
- Tech Level: 3
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 900
- Build Time: 30 seconds
Reinforcements I
- Description: Increases population by 20.
- Tech Level: 2
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 750
- Build Time: 30 seconds
Reinforcements II
- Description: Increases population by an additional 20.
- Tech Level: 3
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 1250
- Build Time: 35 seconds
Infantry units are important units to have in your army, and you definitely shouldn’t overlook them. They act as great distractions, and will go to great lengths to protect your bigger, stronger units that may be overwhelmed.
Infantry Units | Vehicle Units | Air Units | Hero Units | Super Units | Ultimate Units
Infantry units are important units to have in your army, and you definitely shouldn’t overlook them. They act as great distractions, and will go to great lengths to protect your bigger, stronger units that may be overwhelmed.
UNSC Infantry Units
Global Upgrades
Infantry Upgrade I
- Description: Damage boosted by 10%. Health Boosted by 10%.
- Tech Level: 1
- Population Requirement:
- Supply Cost:
- Energy Cost: 400
- Build Time: 60 seconds
Infantry Upgrade II
- Description: Damage boosted by 20%. Health Boosted by 20%.
- Tech Level: 2
- Population Requirement:
- Supply Cost:
- Energy Cost: 600
- Build Time: 80 seconds
Infantry Upgrade III
- Description: Damage boosted by 30%. Health Boosted by 30%.
- Tech Level: 3
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 800
- Build Time: 100 seconds
Marines
Training
- Tech Level: 0
- Population Requirement: 3
- Supply Cost: 150
- Energy Cost: N/A
- Build Time: 18 seconds
Research
Grenade Throw
- Description: Throw grenades.
- Tech Level: 1
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 400
- Build Time: 25 seconds
Combat Tech
- Description: Repair vehicles, buildings and air units. Wields rocket launcher.
- Tech Level: 2
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 600
- Build Time: 30 seconds
Hellbringers
Training
- Tech Level: 0
- Population Requirement: 3
- Supply Cost: 80
- Energy Cost: 50
- Build Time: 16 seconds
Research
Dispersion Nozzles
- Description: Can set ground on fire.
- Tech Level: 2
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 600
- Build Time: 30 seconds
Sniper
Training
- Tech Level: 1
- Population Requirement: 4
- Supply Cost: 75
- Energy Cost: 150
- Build Time: 25 seconds
Research
Active Camo
- Description: Conceals unit from enemy ground units that don’t have detection abilities.
- Tech Level: 2
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 400
- Build Time: 30 seconds
Stanchion Sniper System
- Description: Increase damage.
- Tech Level: 3
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 700
- Build Time: 30 seconds
Cyclops
Training
- Tech Level: 2
- Population Requirement: 4
- Supply Cost: 120
- Energy Cost: 150
- Build Time: 15 seconds
Research
Shock Rounds
- Description: Shots slow down vehicles while also increasing damaging.
- Tech Level: 3
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 700
- Build Time: 30 seconds
ODST
Training
Can only be deployed by Cutter as one of his Leader Powers.
Research
ODST Drop
- Description: Activated as a Tier 3 Leader Power for Cutter. Activates an ODST Drop into battle.
- Tech Level: N/A
- Population Requirement: 12
- Supply Cost: 600
- Energy Cost: N/A
- Build Time: N/A
ODST Assault Group
- Description: Activated as a Tier 5 Leader Power for Cutter. Activated an orbital drop of veteran units, including two Cyclops, two ODST squads, one Scorpion, and a Wolverine
- Tech Level: N/A
- Population Requirement: 27
- Supply Cost: 1650
- Energy Cost: 625
- Build Time: N/A
Banished Infantry Units
Global Upgrades
Infantry Upgrade I
- Description: Damage boosted by 10%. Health Boosted by 10%.
- Tech Level: 1
- Population Requirement:
- Supply Cost:
- Energy Cost: 375
- Build Time: 60 seconds
Infantry Upgrade II
- Description: Damage boosted by 20%. Health Boosted by 20%.
- Tech Level: 2
- Population Requirement:
- Supply Cost:
- Energy Cost: 575
- Build Time: 80 seconds
Infantry Upgrade III
- Description: Damage boosted by 30%. Health Boosted by 30%.
- Tech Level: 3
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 775
- Build Time: 100 seconds
Grunts
Training
- Tech Level: 0
- Population Requirement: 2
- Supply Cost: 100
- Energy Cost: N/A
- Build Time: 13 seconds
Research
Shrapnel Mines
- Description: Deploys mines
- Tech Level: 1
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 300
- Build Time: 25 seconds
Pack Brother
- Description: Additional Brutes and Grunts join the squad.
- Tech Level: 2
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 550
- Build Time: 30 seconds
Jump Pack Brutes
Training
Halo Wars 2 Tier List 2020
- Tech Level: 0
- Population Requirement: 3
- Supply Cost: 110
- Energy Cost: 65
- Build Time: 17 seconds
Research
Halo Wars 2 Tier List Season 13
Dark Skies
- Description: Add an additional Brute to pack.
- Tech Level: 2
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 600
- Build Time: 30 seconds
Suicide Grunts
Training
- Tech Level: 0
- Population Requirement: 2
- Supply Cost: 100
- Energy Cost: 25
- Build Time: 14 seconds
Research
New Recruits
- Description: Increases squad size.
- Tech Level: 3
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 600
- Build Time: 30 seconds
Elite Rangers
Training
- Tech Level: 2
- Population Requirement: 3
- Supply Cost: 80
- Energy Cost: 110
- Build Time: 16 seconds
Research
No research options.
Hunters
Training
- Tech Level: 2
- Population Requirement: 5
- Supply Cost: 150
- Energy Cost: 200
- Build Time: 20 seconds
Research
Beam Cannon
- Description: Increases weapon damage.
- Tech Level: 3
- Population Requirement: N/A
- Supply Cost: N/A
- Energy Cost: 900
- Build Time: 30 seconds
Infantry Units | Vehicle Units | Air Units | Hero Units | Super Units | Ultimate Units
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.
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.
Halo Wars Leader Tier List
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
Halo Wars 2 Leader Tier List
- 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.
Tier List League Of Legends
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.