Halo Wars 2
- "A colony of Lekgolo with a focus on tough frontline units and healing."
- — In-game description of "Colony".[1]
- Unique Units: Goliath, (Replace Jiralhanae Jumpers) Mgalekgolo Captain, (Hero unit) Klavrig Workshop Skitterer
- Tier 1 Leader Powers
- Skitterer: Unlocks Skitterers for purchase at the Banished outpost
- Living Barrier I: Drops down a wall of Lekgolo filled caltrops to halt enemy ground units.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: N/A
- Cooldown: 90 seconds
- Living Barrier II: Increases length, strength, and duration including energy shielding.
- Population Cost: N/A
- Supply Cost: N/A
- Power Cost: N/A
- Cooldown: 90 seconds
- Tier 2 Leader Powers
- Vehicle Symbiotes I: Selected vehicles and structures are permenantly given increases to range and armor. Does not stack.
- Population Cost: N/A
- Supply Cost: 60
- Power Cost: 30
- Cooldown: 180 seconds
- Vehicle Symbiotes II: Further increases the AOE, allowing the player to affect more vehicles and buildings.
- Population Cost: N/A
- Supply Cost: 120
- Power Cost: 60
- Cooldown: 180 seconds
- Vehicle Symbiotes III: Even further increases the AOE, allowing the player to affect more vehicles and buildings.
- Population Cost: N/A
- Supply Cost: 200
- Power Cost: 100
- Cooldown: 180 seconds
- Engineer Swarm I: Temporarily calls in Huragok to heal units in an area.
- Population Cost: N/A
- Supply Cost: 350
- Power Cost: 125
- Cooldown: 180 seconds
- Engineer Swarm II: Calls in additional Engineers and increases their duration and target area.
- Population Cost: N/A
- Supply Cost: 450
- Power Cost: 175
- Cooldown: 180 seconds
- Engineer Swarm III: Calls in even more Engineers and increases their duration and target area.
- Population Cost: N/A
- Supply Cost: 550
- Power Cost: 225
- Cooldown: 180 seconds
- Vehicle Symbiotes I: Selected vehicles and structures are permenantly given increases to range and armor. Does not stack.
- Tier 3 Leader Powers
- Hunter's Brand I: Fires three Glassing beams that converge on an area.
- Population Cost: N/A
- Supply Cost: 280
- Power Cost: 125
- Cooldown: 228 seconds
- Hunter's Bran II: Increases damage, size of the beams, and the target area.
- Population Cost: N/A
- Supply Cost: 450
- Power Cost: 385
- Cooldown: 228 seconds
- Hunter's Brand III: Further increases damage, size of the beams, and the target area.
- Population Cost: N/A
- Supply Cost: 500
- Power Cost: 415
- Cooldown: 228 seconds
- Colony Drop: Has a Dextro Xur-pattern Spirit drop off two veteran Goliaths into battle.
- Population Cost: 10
- Supply Cost: 400
- Power Cost: 175
- Cooldown: 203 Seconds
- Hunter's Brand I: Fires three Glassing beams that converge on an area.
- Tier 4 Leader Powers
- Battle Hardened I: Units gain veterancy at a faster rate.
- 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
- Devastating Host: Calls in Spirits to deploy two veteran Mgalekgolo pairs, two veteran Eklon'Dal Workshop Wraiths, one veteran Barukaza Workshop Locust, and one veteran Reaver. Buffs units in the landing zone with Vehicle Symbiote.
- Population Cost: 31
- Supply Cost: 1,850
- Power Cost: 750
- Cooldown: 360 seconds
- Combat Repair: Units and buildings are slowly but constantly healed, even during combat.
- Devastating Host: Calls in Spirits to deploy two veteran Mgalekgolo pairs, two veteran Eklon'Dal Workshop Wraiths, one veteran Barukaza Workshop Locust, and one veteran Reaver. Buffs units in the landing zone with Vehicle Symbiote.