Ellen Anders/Gameplay

From Halopedia, the Halo wiki

Halo Wars

Overview of Anders' abilities in Halo Wars.
Abilities
  • Hero Unit Ability: Repair — Anders has the active ability of allowing her to repair any vehicle or structure. Additionally she is armed with an M6C magnum to protect herself. (Campaign only)
  • Leader Power: Cryo Bomb — freezes enemies in place, temporarily neutralizing ground units and causing frozen aircraft to crash, destroying them. The only upgrade that Anders' power doesn't affect is upgrading a Reactor. Costs 600 resources and a tech level of 1.
  • Unique Unit: Gremlin — uses an EMP to momentarily immobilize enemy vehicles and turrets.
Upgrades
  • Super Upgrade: Hawk — an aircraft upgrade to the Hornet. Increases its speed and firepower. Costs 1,350 resources and a tech level of 4.
  • Economy Bonus: Upgrade cost reduced by 50%, research duration reduced by 50%
  • Cryo Upgrades: Medium Cryo Bomb (525 resources and a tech level of 2), Large Cryo Bomb (750 resources and a tech level of 3), Super Cryo Bomb (1,025 resources and and a tech level of 4)
Strategic tips
  • Anders is an ideal pick for rushing strategies, as she is able to get upgrades for Warthogs fast and cheap.
  • Swift armies of Hawks are great for hit and run strategies against enemy bases.

Halo Wars 2

"Anders' scientific expertise allows her to field Sentinel units and makes all of her upgrades faster and cheaper."
— In-game description of Professor Anders.[1]
  • Unique Units: Douglas-042, Protector Sentinel, and Retriever Sentinel
  • Tier 1 Leader Powers
    • R&D I: Reduces costs and build times for global infantry, vehicle, and aircraft upgrades. Equips all Base turrets with energy shielding.
    • R&D II: Improves all currently provided bonuses.
    • R&D III: Further improves all currently provided bonuses.
    • Restoration Drones I: Units and buildings within area are healed.
      • Population Cost: N/A
      • Supply Cost: 200
      • Power Cost: 50
      • Cooldown: 210 seconds
    • Restoration Drones II: Increases power of Restoration drones
      • Population Cost: N/A
      • Supply Cost: 300
      • Power Cost: 70
      • Cooldown: 210 seconds
    • Restoration Drones III: Increases power of Restoration drones
      • Population Cost: N/A
      • Supply Cost: 400
      • Power Cost: 100
      • Cooldown: 210 seconds
  • Tier 2 Leader Powers
    • Lotus Mine I: Drops a line of cloaked mines. Once armed, mines explode on contact. Does not damage air units
      • Population Cost: N/A
      • Supply Cost: 25
      • Power Cost: 100
      • Cooldown: 105 seconds
    • Lotus Mine II: Increases damage and explosion size of Lotus Mines
      • Population Cost: N/A
      • Supply Cost: 50
      • Power Cost: 200
      • Cooldown: 105 seconds
    • Protector Sentinel: Unlocks the Protector Sentinel for purchase at Firebase.
  • Tier 3 Leader Powers
    • Ark Defense I: Calls in six Aggressor Sentinels. The Sentinels temporarily guard a set area.
      • Population Cost: N/A
      • Supply Cost: 360
      • Power Cost: 225
      • Cooldown: 198 seconds
    • Ark Defense II: Increases Ark Defense duration and area. Adds two more Aggressor Sentinels to the swarm.
      • Population Cost: N/A
      • Supply Cost: 450
      • Power Cost: 385
      • Cooldown: 198 seconds
    • Ark Defense III: Further increases Ark Defense duration and area.
      • Population Cost: N/A
      • Supply Cost: 550
      • Power Cost: 450
      • Cooldown: 198 seconds
    • Turret Drop I: Drops a temporary turret into battle.
      • Population Cost: N/A
      • Supply Cost: 400
      • Power Cost: 25
      • Cooldown: 203 Seconds
  • Tier 4 Leader Powers
    • Sentinel Beacon: M400 Kodiak and Siege Turret attacks summon friendly Aggressor Sentinels.
    • Sentinel Synergy: Adds more Aggressor Sentinels to Sentinel Beacon and Ark Defense.
  • Tier 5 Leader Powers
    • Sentinel Network: Calls in three waves of Protector Sentinels that originate on a certain point and then procede to disperce until destroyed or reach the edge of the map.
      • Population Cost: N/A
      • Supply Cost: 900
      • Power Cost: 900
      • Cooldown: 360 seconds
    • Retriver Sentinel: Summons a powerful controllable Retriever Sentinel.
      • Population Cost: 24
      • Supply Cost: 1,400
      • Power Cost: 1,400
      • Cooldown: 360 seconds (One Retriever Sentinel per player only)

Sources