Jiralhanae Jumper: Difference between revisions

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They are occasionally armed with [[radar jammer]]s, [[flare]]s and [[TR/9 trip mine|trip mines]], flying in and dropping them near their opponents. Their jump packs do not break down with the rest of their [[Jiralhanae power armor|power armor]] when heavily damaged, so they may continue their airborne assaults until they are killed.<ref>'''Halo 3''', ''gameplay''</ref>
They are occasionally armed with [[radar jammer]]s, [[flare]]s and [[TR/9 trip mine|trip mines]], flying in and dropping them near their opponents. Their jump packs do not break down with the rest of their [[Jiralhanae power armor|power armor]] when heavily damaged, so they may continue their airborne assaults until they are killed.<ref>'''Halo 3''', ''gameplay''</ref>


== Gameplay ==
==Gameplay==
===''Halo 3'' and ''Halo 3: ODST''===
Jiralhanae Jumpers will often use their high mobility to get behind and out-flank their enemies. As such, it is imperative to listen for the sounds of their jump packs and quickly locate and eliminate them. One of their main weaknesses is they generally stay in the same position upon landing and before take off. The large number of blue lights on their chest can betray a Jiralhanae Jumper's position and are a good aiming aid for a player, particularly when one is using a more accurate weapon, like the [[BR55HB battle rifle]], or Type-51 carbine. Also, when flying, they appear unable to fire their weapons. They can, however, begin throwing a Type-2 spike grenade before lifting off, completing this action when airborne.
Jiralhanae Jumpers will often use their high mobility to get behind and out-flank their enemies. As such, it is imperative to listen for the sounds of their jump packs and quickly locate and eliminate them. One of their main weaknesses is they generally stay in the same position upon landing and before take off. The large number of blue lights on their chest can betray a Jiralhanae Jumper's position and are a good aiming aid for a player, particularly when one is using a more accurate weapon, like the [[BR55HB battle rifle]], or Type-51 carbine. Also, when flying, they appear unable to fire their weapons. They can, however, begin throwing a Type-2 spike grenade before lifting off, completing this action when airborne.


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Upon being defeated, if the final shot or melee attack made contact with the jump pack, the jump pack will malfunction and rocket the Jiralhanae forwards a short distance. This also works when they are sniped out of the air, and when assassinated.
Upon being defeated, if the final shot or melee attack made contact with the jump pack, the jump pack will malfunction and rocket the Jiralhanae forwards a short distance. This also works when they are sniped out of the air, and when assassinated.


===Tips===
====Tips====
Jiralhanae Jumpers are not extremely challenging in small numbers, though they can be overwhelming in large forces, especially with the catch skull on meaning that all they have to do is fly, land, spam some grenades and fly off again so quick reflexes and decent sniping skills are required to counter that. However, their jump is very predictable, so the player can easily look up and run under the Jiralhanae, then assassinate him when he lands. It is recommended for you not to use an automatic weapon while they are soaring through the air. However, turrets are very useful in taking them out. Precision weapons are much more effective. Also, on the level [[Crow's Nest (level)|Crow's Nest]], Jiralhanae Jumpers have trip mines, and placing one down under the spot where they are about to land is usually an instant kill. However, players can accidentally step on their own activated trip mines.
Jiralhanae Jumpers are not extremely challenging in small numbers, though they can be overwhelming in large forces, especially with the catch skull on meaning that all they have to do is fly, land, spam some grenades and fly off again so quick reflexes and decent sniping skills are required to counter that. However, their jump is very predictable, so the player can easily look up and run under the Jiralhanae, then assassinate him when he lands. It is recommended for you not to use an automatic weapon while they are soaring through the air. However, turrets are very useful in taking them out. Precision weapons are much more effective. Also, on the level [[Crow's Nest (level)|Crow's Nest]], Jiralhanae Jumpers have trip mines, and placing one down under the spot where they are about to land is usually an instant kill. However, players can accidentally step on their own activated trip mines.
===''Halo Wars''===
Jiralhanae Jumpers are exclusive to the [[Thrallslayer]] and can be built at the [[Covenant citadel]] for 150 resources, 1 population slot, and a minimum tech level of 1. Armed with T-25 Brute Shots the Jiralhanae are well-rounded units capable of fighting vehicles and aircraft. Upgrades include:
*'''Jump Pack Ability''': Enabling the Jiralhanae to become Jumpers and allowing the Jiralhanae to use the jump jet as their ability. Requires 500 resources and a tech level of 2.
*'''Electric Shock''': A passive ability that will periodically [[EMP]] vehicles. Requires 800 resources and a tech level of 3.
===''Halo: Spartan Assault''===
Jiralhanae Jumpers in ''Halo: Spartan Assault'' will throw trip mines at the player very often. All are armed with T-25 Brute Shots.
===''Halo Wars 2''===
*'''Info:''' Melee combat unit, Short range, Cannot attack air
*'''Tier:''' 0
*'''Cost:''' Population 3, Supplies 110, Power 65
*'''Jump Pack Brute upgrade: Dark Skies'''
**'''Info:''' Add 1 Brute to the squad
**'''Tier:''' 2
**'''Cost:''' Supplies 0, Power 600
Unlike their ''Halo Wars'' counterparts Jump Pack Jiralhanae in ''Halo Wars 2'' use Type-2 gravity hammers, can be built at the [[Raid Camp]] by every Banished leaders, and are anti-building units. In [[Blitz]] Jump Pack Jiralhanae cost 20 energy.


==Trivia==
==Trivia==