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:
- Immediately build a supply pad
- Build a Chopper
- Split three Grunts across all resources to keep them always collecting
- 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:
- Supply Pad
- Supply Pad
- Power Extractor (upgrade immediately when done)
- Get first mini base around 1:20
- Get second mini base
- 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
- Fortifications - Cheaper turrets, easier defense
- Plasma Mines - Damage and control
- Bulwark - Always pick this; invincibility dodges leader powers plus solid heal
- Teleport or Glassing Beam - Teleport if Chosen is doing well (keep him alive for more veterancy)
- 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
- Supply Pad
- Supply Pad
- Power Extractor (upgrade immediately)
- Save to 150 power
- Early Expansion (around 1:30)
- War Council (delayed a few seconds)
- Start banking minerals for mini bases
Leader Points
- Fortifications
- 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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