How to play as The Banished - Halo Wars 2
by Team Respawn
This guide is designed for new players learning to play as the Banished faction. There are eight Banished leaders: Atriox, Decimus, and Shipmaster (Base Game), Colony, Arbiter, and YapYap (Season Pass), plus Voridus and Pavium (Awakening the Nightmare DLC).
Basic Build Order
The Banished build is similar to UNSC but with key differences.
Early Game
On large maps like Vault:
- Option 1: Send starting Grunt to gather crates
- Option 2: Build a Chopper first (faster for distant power crates)
Standard Opening:
- Harvester (first building)
- Harvester (second building) - Consider this over generator second
- Power Extractor (third building)
- Power Extractor (fourth building) - Two upgraded extractors help reach Tech 2 with stable economy
- Fifth slot: Raid Camp (Jump Pack Brutes/Suicide Grunts), War Council (hero), or Harvester
Key: Upgrade Harvesters and Power Extractors immediately when done. The investment is worth it.
Power Nodes
Take nodes as soon as possible:
- Provides line of sight
- Generates 1.5 power per second
- Stacks up significantly over time
Pros of Banished
Strong Tech 1 Units
Choppers:
- Fast and powerful
- Excellent ramming ability
- Great scout and anti-infantry unit
Suicide Grunts:
- Eliminate or stop rushes
- Can take out bunched infantry
- Effective for early base attacks
Jump Pack Brutes:
- Great anti-building unit
- Jet pack mobility for attacking
Defensive Buildings
Shield Generators:
- Shields stack (but not multiplicatively)
- Recommend no more than one per base due to increasing cost
- 1st: 600/200, 2nd: 700/300, 3rd: 800/400, etc.
Cloaking Generators:
- Cloaks entire base
- Forces opponents to have detect units
- Cost doesn't stack - always build one per base
- Can completely stop attacks from opponents without detect
Superior Leader Powers
Some of the best powers in the game:
- Mega Turret (Pavium)
- Combat Repair/Devastating Host (Colony)
- Combat Spoils (Voridus)
- Please Don't Shoot Me (YapYap)
- Boundless Siphon (Decimus)
- Lich Vanguard (Pavium)
- Glassing Beam
- Teleport (much better than UNSC Pelican Transport)
Building Killers
Dedicated building destruction units:
- Jump Pack Brutes
- Locusts
The Scarab
Much better ultimate unit than the Condor:
- Outperforms Condor against most units, especially infantry
- Y ability makes it invincible temporarily
- Excellent with support (Shrouds, Engineers, healing powers)
- Colony can attach 3 Skitterers to it
Cons of Banished
Expensive Anti-Air
- Reavers cost 220 power vs Wolverines at ~180 power
- Adds up when building 10-15 anti-air units
Higher Power Costs Overall
- Elite Rangers cost more than Flamethrowers
- Locusts cost significant power
- Most Banished units cost more power than UNSC equivalents
Steeper Learning Curve
Each Banished leader plays very differently:
- Pavium ≠ Shipmaster ≠ Arbiter
- Decimus ≠ Colony
- Can be overwhelming for new players
Recommendation: Master one leader before moving to others.
Tech 2 Units
Marauders (Recommended)
- No power cost
- Good all-around vehicle
- Effective against infantry, decent against vehicles and structures
- Save power for Reavers, Locusts, hero upgrades, or shield generators
Banshees
- No power cost
- Good air option
Engineers (Essential)
- Y ability provides 40% damage reduction bubble
- Always have some on hand
- Use Y ability whenever in combat
Tech 3 Units
Wraiths
- Excellent army composition unit
- Get vehicle upgrades
Hunters
- Great anti-infantry
- Upgrade both unit and infantry upgrades
Reavers
- Essential anti-air
- Mix with Wraiths and Engineers
Blisterbacks
- Can lock down inside shield radius for protection
- Acts as pseudo-siege turret
- Cloaked and shielded when inside base defenses
- Consumes 7 population each - don't overdo it
Advanced Tips
Shrouds
- Block incoming projectiles
- Y ability cloaks your units
- Unlike Nightingale cloak, you can still attack while cloaked
- Great advantage against bases without sensor towers
Blisterback Defense
Lock Blisterbacks inside shielded bases:
- Shield protects the Blisterback
- Opponents must break shield before damaging it
- Combined with cloaking generator = hidden artillery
Scarab Guidelines
- 2000/2000 cost - expensive
- Don't build until you have a solid army and upgrades
- Slow movement - not good for map traversal on large maps
- Excellent on smaller maps like Sentry
- People "make Scarabs when they run out of ideas"
Power Extractors on Mini Bases
Not recommended:
- Cost increases with each extractor
- Mini bases have low health and no protection
- Easy target to cripple your economy
- Only exception: Mini bases far in the back (Ashes, Sentry corners)
Army Composition Guidelines
Late Game Core:
- Wraiths (vehicle damage)
- Hunters (anti-infantry)
- Reavers (anti-air)
- Engineers (healing and damage reduction)
- Possibly Shrouds
Key Upgrades:
- Vehicle upgrades
- Infantry upgrades
- Unit-specific upgrades
Balance:
- Always have economy buildings (Harvesters) - don't overbuild production buildings
- Always maintain an army - upgrades are worthless without units
- Either be building units or have full pop ready
Summary
- Upgrade Harvesters and Power Extractors immediately
- Take power nodes early
- Build Choppers and Suicide Grunts for Tech 1 aggression
- Every base needs a Cloaking Generator
- Shield Generators are excellent but cost increases
- Marauders cost no power - great for saving power
- Engineers are essential - use Y ability in combat
- Lock Blisterbacks inside shields for defense
- Don't put Power Extractors on mini bases
- The Scarab is powerful but expensive - build with a supporting army
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