Ripa 'Moramee/Gameplay

Halo Wars
Ripa 'Moramee will be automatically deployed as soon as the player finishes their first Temple. If that Arbiter is killed the player can purchase another for 400 resources, but can only have one Arbiter at a time. Ripa uses dual energy swords in battle and cannot attack aircraft unless in rage mode. When activated, the camera locks onto the Arbiter, whom the player controls with the left thumbstick and attacks with the right. It will use up resources every second it is in use and can be upgraded at the Temple. Rage Mode allows the Arbiter to single out enemy units, lunge at them, and deal damage on them. A fully upgraded Rage increases the player's units' damage while the Rage is still active. This also affects allies, including allied UNSC units, boosting their damage.
 * Unique Unit: Suicide Unggoy - are able to blow enemies and themselves up with plasma grenades.
 * Upgrades
 * Fiendish Return - Allows the Arbiter to reflect attacks back at the enemy. Requires 400 resources and a tech level of 1.
 * Vicious Blades - Increases damage inflicted by the Arbiter. Requires 600 resources and a tech level of 2.
 * Ghastly Vision - Increases Fiendish Return reflection and equips the Arbiter with active camouflage. Requires 900 resources and a tech level of 3.
 * Leader ability - Rage
 * Ability upgrades
 * Defiant Rage - Receive additional health for casualties inflicted. Requires 300 resources and a tech level of 1.
 * Spiteful Rage - Abilities cost less resources. Requires 500 resources and a tech level of 2.
 * Blinding Rage - Increases the Arbiter's and nearby allied units' attack power. Requires 700 resources and a tech level of 3.

Halo Wars 2
"The Arbiter Ripa 'Moramee utilizes special stasis fields to trap enemies and control the battlefield."

- In-game description of the Arbiter.


 * Unique Units: Banished Phantom, Ripa 'Moramee, and Sangheili Enforcers
 * Tier 1 Leader Powers
 * Teleport I: Teleports own units to any location within range.
 * Population Cost: N/A
 * Supply Cost: N/A
 * Power Cost: 250
 * Cooldown: 165 seconds
 * Stasis Mines I: Deploys mines that stun and immobilize enemy units.
 * Population Cost: N/A
 * Supply Cost: 75
 * Power Cost: 75
 * Cooldown: 105 seconds
 * Stasis Mines II: Increases stasis size
 * Population Cost: N/A
 * Supply Cost: 150
 * Power Cost: 150
 * Cooldown: 105 seconds
 * Tier 2 Leader Powers
 * Conduit of Rage I: Whenever the player uses a leader power nearby units and structures will be healed and gain a buff of speed and damage. Consecutive leader powers extend the buffs.
 * Conduit of Rage II: Increases the time of buffs.
 * Conduit of Rage III: Further increases the time of buffs.
 * Plasma Bolt I: Fires a plasma bolt at the target.
 * Population Cost: N/A
 * Supply Cost: 150
 * Power Cost: 150
 * Cooldown: 228 seconds
 * Plasma Bolt II: Adds an extra manually fired shot. Increases plasma bolt size.
 * Population Cost: N/A
 * Supply Cost: 300
 * Power Cost: 200
 * Cooldown: 228 seconds
 * Plasma Bolt III: Adds another manually fired shot. Further increases plasma bolt size.
 * Population Cost: N/A
 * Supply Cost: 450
 * Power Cost: 300
 * Cooldown: 228 seconds
 * Tier 3 Leader Powers
 * Phantom: Enables Phantoms to be purchased at Banished outposts.
 * Elite Spirit Assault: Has a Type-25 Spirit drop off three squads of veteran Sangheili Enforcers.
 * Population Cost: 12
 * Supply Cost: 500
 * Power Cost: 300
 * Cooldown: 203 Seconds
 * Tier 4 Leader Powers
 * Stasis I: Allows the player to place units into temporary stasis to protect allies or neutralize enemies.
 * Population Cost: N/A
 * Supply Cost: 150
 * Power Cost: 150
 * Cooldown: 228 seconds
 * Stasis II: Increases the duration and area of effect of stasis.
 * Population Cost: N/A
 * Supply Cost: 200
 * Power Cost: 200
 * Cooldown: 228 seconds
 * Power Surge I: The cooldown and cost of all the player's leader powers is reduced.
 * Power Surge II: Decreases the cooldown and cost of leader powers even more.
 * Power Surge III: Further decreases the cooldown and cost of leader powers.
 * Tier 5 Leader Powers
 * Mass Stasis: Places units within a large target area into temporary stasis to protect allies or neutralize enemies.
 * Population Cost: N/A
 * Supply Cost: 500
 * Power Cost: 500
 * Cooldown: 264 seconds
 * Mass Cloaking: Cloaks all deployed units. While cloaked, units gain a speed boost and a small siphon effect.
 * Population Cost: N/A
 * Supply Cost: 1,000
 * Power Cost: 250
 * Cooldown: 264 seconds

The Arbiter
Ripa 'Moramee is exclusive to himself and can be built at the War Council. Like other hero units the player is limited to one on the field at a time. Ripa performs well against infantry, vehicles, and structures, but only okay against aircraft. Once the Conduit Incarnate upgrade is purchased Ripa will perform well against aircraft. Ripa can only attack aircraft while using his Rage ability. Unlike his Rage ability in Halo Wars, his Rage in Halo Wars 2 does not allow to player to control him. However, it not longer costs resources to use, and instead lasts for a set time. In Blitz he costs 240 energy and features the Rush ability that eliminates spawn debuffs.
 * Info: Hero, Armed with two plasma swords, Fast moving, Rage ability causes great damage.
 * Tier: 1
 * Cost: Population 0, Supplies 350, Power 250
 * Arbiter upgrade: Swift Fury
 * Info: Increases speed, increases damage and health, Rage attacks gain health.
 * Tier: 1
 * Cost: Supplies 0, Power 300
 * Arbiter upgrade: Conduit Incarnate
 * Info: Activating special ability triggers Conduit of Rage, Reduces Rage cooldown, Increases damage and health.
 * Tier: 2
 * Cost: Supplies 0, Power 450
 * Arbiter upgrade: Arbiter's Reprisal
 * Info: When attacked, The Arbiter returns some of the damage to his attacker.
 * Tier: 3
 * Cost: Supplies 0, Power 600

General

 * Be careful when utilizing Mass Stasis and Statis as both leader power can make any enemy and allies unit invulnerable to any attacks, giving both sides a chance to recuperate their army using any healing leader powers.
 * This also affects building as any production will be temporarily halted.
 * Power Surge is very useful in late-game, practically if the player constantly uses leader powers for advantage.
 * Note that the Arbiter is one of the few Leaders that does not have any active healing leader power. It is best to conserve the personnel wisely and use Stasis leader power for advantage.
 * Conduit of Rage is extremely useful for late games. Combined with Power Surge, Ripa 'Moramee's leader power can be the most difficult to handle for all Leaders.
 * Ripa 'Moramee's leader powers are generally designed to counter Isabel.
 * Additionally, Ripa 'Moramee is suitable to take on the Support Role due to its passive leader power that complements Stasis Leader Power.

Allies

 * Sangheili enforcers is one of the best Anti-Infantry and Building. With a large number, it will be very difficult to handle. Pair up with some of the allies anti-air and anti-building, practically UNSC Marines fitted with Combat Technician to cover each other's back.
 * With correct timing and place, Stasis and Mass Stasis can negate all of the enemy's leader power that deals damage to your allies.
 * If your allies have a healing leader power, use it immediately, as any units under stasis can be healed using a Leader Power.
 * If the enemy is using Isabel, use Stasis when your allies get hijacked through Ghost In The Machine. Not only her power will be wasteful, but it will also benefit your allies as hijacked units can't go anywhere.

Enemies

 * Do not group up when attacking, as you may receive either Mass Stasis or Stasis Leader Power.
 * Isabel's Ghost In The Machine is ineffective when the enemy is using Stasis, rendering her Tier 5 leader power obsolete.
 * Units affected by Stasis are completely immune to damage, rendering a waste of resources when using offensive leader power.