Atriox/Gameplay

Skirmish/Multiplayer
"Atriox focuses on a cunning and defensive style, supported by heavy cover and invulnerability powers."

- In-game description of Atriox.


 * Unique Units: Atriox's Chosen
 * Privileges: Able to use more abilities related to invulnerability than the others.
 * Tier 1 Leader Powers
 * Countermeasures: Drops Plasma mines around newly captured Control Towers and Power Nodes. Also allows Jiralhanae Jumpers to drop TR/9 trip mines when they use their jump packs.
 * Fortifications I: Reduces costs and build times for the Stronghold upgrade, the Fortify upgrade, and Turret upgrades.
 * Fortifications II: Improves all benefits provided by Fortifications.
 * Tier 2 Leader Powers
 * Plasma Mines I: Drops a line of cloaked mines.
 * Population Cost: N/A
 * Supply Cost: 25
 * Power Cost: 100
 * Cooldown: 105 seconds
 * Plasma Mines II: Increases number of mines dropped.
 * Population Cost: N/A
 * Supply Cost: 50
 * Power Cost: 200
 * Cooldown: 105 seconds
 * Dying Breath: Targets own units to keep on fighting for 4 seconds after they are killed.
 * Population Cost: N/A
 * Supply Cost: 300
 * Power Cost: 80
 * Cooldown: 180 seconds
 * Tier 3 Leader Powers
 * Atriox’s Bulwark I: Creates a healing area. Grants invulnerability for 1.5 seconds.
 * Population Cost: N/A
 * Supply Cost: 350
 * Power Cost: 125
 * Cooldown: 200 seconds
 * Atriox’s Bulwark II: Increases area, healing amount, and duration of Atriox’s Bulwark. Grants invulnerability for 2.0 seconds.
 * Population Cost: N/A
 * Supply Cost: 450
 * Power Cost: 175
 * Cooldown: 200 seconds
 * Atriox’s Bulwark III: Further increases area, healing amount, and duration of Atriox’s Bulwark. Grants invulnerability for 2.5 seconds.
 * Population Cost: N/A
 * Supply Cost: 550
 * Power Cost: 225
 * Cooldown: 200 seconds
 * Spirit Assault I: Drops off two Suicide Unggoy squads.
 * Population Cost: 4
 * Supply Cost: 240
 * Power Cost: 60
 * Cooldown: 165 seconds
 * Spirit Assault II: Drops off two upgraded veteran Suicide Grunt squads and one veteran Jump Pack Brute squad.
 * Population Cost: 7
 * Supply Cost: 375
 * Power Cost: 140
 * Cooldown: 165 seconds
 * Spirit Assault III: Drops off two upgraded veteran Suicide Grunt squads and two veteran Jump Pack Brute squads.
 * Population Cost: 10
 * Supply Cost: 520
 * Power Cost: 220
 * Cooldown: 165 seconds
 * Tier 4 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
 * Teleport I: Teleports own units to any location within range.
 * Population Cost: N/A
 * Supply Cost: N/A
 * Power Cost: 200
 * Cooldown: 165 seconds
 * Tier 5 Leader Powers
 * Unbreakable: Grants invulnerability to all your deployed units for 7 seconds.
 * Population Cost: N/A
 * Supply Cost: 1,200
 * Power Cost: 800
 * Cooldown: 330 seconds
 * Eradication: Unleashes eight converging glassing beams.
 * Population Cost: N/A
 * Supply Cost: 1,000
 * Power Cost: 1,000
 * Cooldown: 360 seconds

Blitz
Starting Army:


 * Bulletproof
 * 2 Grunt Squads
 * 1 Elite Rangers
 * 1 Ironclad Wraith


 * Warlord
 * 1 Marauder
 * 1 Chopper
 * 2 Banshee

Strategy

 * Countermeasures allows the de-capture Power Node captured by Atriox more longer than other leaders, except for Leaders that possesses a Leader Power to speeds it up (Such as Captain Cutter's UNSC Raid or Let 'Volir's Banished Raid)
 * Time the leader power correctly, as Unbreakable and Atriox's Bulwark combination can be proven very lethal against all units.
 * Note that Isabel's Ghost In the Machine can nullify this combination, as she can snatch all of your armored units inside Bulwark's area.
 * Dying Breath is a very useful Leader Power as your units can draw the aggro from the enemy unit as much as you could without worrying about your other units for 4 seconds. As long as the dying unit keeps drawing fire, it can give the player a good chance to obliterate the attackers with less opposition.