Let 'Volir/Gameplay

Skirmish/Multiplayer
"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, Banished 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: 350
 * Power Cost: 150
 * Cooldown: 228 seconds
 * Glassing Beam II: Increases Glassing Beam size and damage.
 * Population Cost: N/A
 * Supply Cost: 450
 * Power Cost: 250
 * Cooldown: 228 seconds
 * Glassing Beam III: Further increases Glassing Beam size and damage.
 * Population Cost: N/A
 * Supply Cost: 550
 * Power Cost: 350
 * 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: 280 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

Blitz
Starting Army:
 * Scout
 * 3 Ghosts


 * Assassin
 * 2 Prowling Marauders
 * 1 Prowling Reaver

Strategy

 * Use Extraction Leader Power when necessary, as it was your only Leader Power that can heals you.
 * Tactical Gateway is very beneficial for Let 'Volir as he can launch an immediate surprise attack on the enemy's base or their army's location.
 * Banished Raid is very useful at capturing any Control Node and Power Node without needing to defeat the enemy Aggressor Sentinel that patrols around it, since it can fasten your capture down to 4 seconds or 8 seconds for de-capture enemy Nodes and capturing it.
 * Use the Cloaking Leader Power only when you remove the enemy's stealth detector unit. Cloaking Leader Power is practically not useful against bases that have cloaking detection capability such as UNSC's Watchtower or Banished's Sensor Tower, or any units that have Stealth Detection ability.