Let 'Volir/Gameplay

Halo Wars 2
"The Shipmaster favors stealth, teleportation tactics, and rapid assaults against his foes."

- In-game description of Let 'Volir.


 * Unique Units: Sangheili Honor Guardsman
 * Tier 1 Leader Powers
 * Banished Raid I: Increases capture speed for all units. Increases infantry line of sight.
 * Banished Raid II: Allows Ghosts to capture points. Increases vehicle line of sight.
 * Banished Raid III: Increases movement speed for Ghosts, Type-26 Wraiths, and Marauders.
 * Teleport I: Teleports own units to any location within range.
 * Population Cost: N/A
 * Supply Cost: N/A
 * Power Cost: 200
 * Cooldown: 165 seconds
 * Teleport II: Increases range of Teleport. Increases number of units that can be teleported.
 * Population Cost: N/A
 * Supply Cost: N/A
 * Power Cost: 350
 * Cooldown: 165 seconds
 * Tier 2 Leader Powers
 * Scout Mine I: Drops a cloaked Plasma mine. Mine provides vision within a small area and explodes on contact.
 * Population Cost: N/A
 * Supply Cost: 25
 * Power Cost: 100
 * Cooldown: 105 seconds
 * Scout Mine II: Increases mine damage and vision range.
 * Population Cost: N/A
 * Supply Cost: 50
 * Power Cost: 200
 * Cooldown: 105 seconds
 * Extraction I: Teleports own units to main base. Units heal upon arrival.
 * Population Cost: N/A
 * Supply Cost: 200
 * Power Cost: 50
 * Cooldown: 210 seconds
 * Extraction II: Increases number of units that can be teleported.
 * Population Cost: N/A
 * Supply Cost: 300
 * Power Cost: 75
 * Cooldown: 210 seconds
 * Tier 3 Leader Powers
 * Glassing Beam I: Fires a controllable plasma beam.
 * Population Cost: N/A
 * Supply Cost: 300
 * Power Cost: 200
 * Cooldown: 228 seconds
 * Glassing Beam II: Increases Glassing Beam size and damage.
 * Population Cost: N/A
 * Supply Cost: 400
 * Power Cost: 300
 * Cooldown: 228 seconds
 * Glassing Beam III: Further increases Glassing Beam size and damage.
 * Population Cost: N/A
 * Supply Cost: 500
 * Power Cost: 400
 * Cooldown: 228 seconds
 * Advanced Cloaking I: Reduces costs for Cloaking Generator and Shrouds. Marauders gain active camouflage ability.
 * Advanced Cloaking II: Increases duration of all cloaking abilities. Increases size of Shroud’s cloaking field
 * Tier 4 Leader Powers
 * Spirit Support: Deploys one squad of Sangheili Rangers, one Mgalekgolo pair, and two Huragok. Spirit provides prolonged cover fire.
 * Population Cost: 14
 * Supply Cost: 850
 * Power Cost: 375
 * Cooldown: 180 seconds
 * Displacement: Teleports enemy units. Does not require line of sight.
 * Population Cost: N/A
 * Supply Cost: N/A
 * Power Cost: 500
 * Cooldown: 480 seconds
 * Tier 5 Leader Powers
 * Mass Cloaking: Cloaks all own 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
 * Tactical Gateway: Places two connected teleportation nodes.
 * Population Cost: N/A
 * Supply Cost: N/A
 * Power Cost: 800
 * Cooldown: 300 seconds