Banished Faction Halo Wars 2 Guide — Build Orders & Scarabs
by Team Respawn· ~6 min read· Updated
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 Yap Yap (Season Pass), plus Voridus and Pavium (Awakening the Nightmare DLC). See our Banished leader powers ranking for power-tier context.
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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