How to play as Atriox - Halo Wars 2

by Team Respawn

This guide covers two simple but effective build orders for Atriox that work in both 1v1s and team games.

Build Order 1: Standard Map Control

Early Game (Tech 1)

Opening Sequence:

  1. Immediately build a supply pad
  2. Build a Chopper
  3. Split three Grunts across all resources to keep them always collecting
  4. Upgrade first Harvester right away

First Leader Point - Fortifications: Makes turrets cheaper, easier to defend and expand later, and is essential for Atriox's kit.

Building Order:

  1. Supply Pad
  2. Supply Pad
  3. Power Extractor (upgrade immediately when done)
  4. Get first mini base around 1:20
  5. Get second mini base
  6. War Council

Second Leader Point - Plasma Mines: Countermeasures is also viable. Dying Breath is not useful until later.

The Chosen Strategy

Getting Veteran Status:

  • Collect nodes ONLY once the Chosen is out
  • 6 Sentinel kills give the Chosen Veteran 1
  • Veteran 1 provides 15% extra armor and 15% damage bonus
  • Make sure the Chosen gets the last shot on Sentinels for experience

Important: Veterancy is only gained while the hero is standing still. If chasing and shooting enemies, the hero won't get experience points.

Veterancy Bonuses (same for all units):

  • Vet 1: 15% armor, 15% damage
  • Vet 2: 25% armor, 25% damage
  • Vet 3: 40% armor, 40% damage (almost a second health bar)

Tech 1 Army

After the Chosen is out:

  • Recycle War Council for another Power Extractor
  • Spam only Choppers
  • Use Choppers to: collect resources, fight Marines, ram Snipers, ram heroes
  • Keep units moving and scouting

The Chosen is the most important unit in Atriox's early game - it becomes a late game beast while being easy to get kills with early.

Transitioning to Tech 2

  • Save power (only spending 15 on Choppers)
  • Grab expansion right before or when you have power for Tech 2
  • Upgrade harvesters once Tech 2 is researching
  • Put War Council back on a mini

If you have map control (more bases, more nodes):

  • Be greedy with two Foundries
  • Save power for early Tech 3

If position is equal:

  • Get Raid Camp
  • Build Reavers, Rangers, and Hunters (not Marauders)
  • Get Apex on expansion for Engineers

Engineer Bubble

The Engineer's Y ability provides 40% damage reduction to all units inside. This is essentially a second health bar. Note: The bubbles don't stack - don't spam the Y ability.

Leader Power Progression

  1. Fortifications - Cheaper turrets, easier defense
  2. Plasma Mines - Damage and control
  3. Bulwark - Always pick this; invincibility dodges leader powers plus solid heal
  4. Teleport or Glassing Beam - Teleport if Chosen is doing well (keep him alive for more veterancy)
  5. Eradication (if ahead) or Unbreakable (if behind)

After these, pick whatever fits the situation.

Tech 3 Army

  • Mass Wraiths with Engineers and the Chosen
  • Add more Reavers only if fighting mass air
  • Wraiths handle most ground armies
  • Get Scorch Mortar upgrade for Wraiths

Build Order 2: Aggressive Early Expansion

Opening Changes

  • Open with double Grunt (more collection but more vulnerable to Chopper harass)
  • Collect two batches of power crates
  • Upgrade Power Extractor as soon as it finishes

Key Difference: Instead of getting minis, save resources for early expansion at 150 power.

Build Sequence

  1. Supply Pad
  2. Supply Pad
  3. Power Extractor (upgrade immediately)
  4. Save to 150 power
  5. Early Expansion (around 1:30)
  6. War Council (delayed a few seconds)
  7. Start banking minerals for mini bases

Leader Points

  1. Fortifications
  2. Countermeasures (required for this build)

Aggressive Army

  • Still get the node with Chosen
  • Spam Grunts and Jump Pack Brutes (instead of Choppers)
  • One Jump Pack Brute first, then save for Plasma Rounds upgrade
  • Third building on expansion: Apex for Engineers

The Push

Around 4 minutes you can have 49+ supply and push the enemy main:

  • Take nodes on your way (added bonus, not essential)
  • Jump Pack Brutes target generators first (expensive, hard to replace)
  • Countermeasures mines + Jump Pack Brute drops deal massive damage
  • Vulnerable to Snipers, mass Scouts, mass Choppers, Jackrabbits

Economy Note

This build is NOT behind economically:

  • You still have 4 economic buildings
  • Early expansion gives 3 extra building slots
  • The expansion only delays your minis
  • Building slots are more important than nodes

Tech 2/3 Transition

  • Already have Raid Camps for Rangers and Hunters
  • Can recycle one for Foundry, or stay infantry-based
  • Tech 3 army: same as Build 1 (mass Wraith unless forced to adapt)

Advanced Tips

Scouting with Grunts

Put two Grunts on hold position on high ground near enemy expansions. You'll know when they take their second base without them seeing your scout.

Chosen Positioning

  • Keep Chosen alive - more veterancy = stronger
  • Use Teleport to escape dangerous situations
  • Vet 3 Chosen is nearly unkillable with 90% extra armor

When Behind

  • Get Unbreakable to stabilize
  • Use it to get good engagements and kill enemy armies
  • Then transition back to offense

Unit Counters

  • Wraiths handle most compositions
  • Add Reavers only for mass air
  • Scorch Mortar upgrade is essential for Wraiths against ground

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About the Author

Team Respawn
Team Respawn
Team Respawn creates guides, walkthroughs, and strategy content for RTS games like Halo Wars 2, Age of Empires, and Age of Mythology.