
The Arbiter
The Arbiter is a Banished leader that wins by applying pressure and punishing early, with control as a second axis. A tier in our 2026 ranking, and rated needs mastery.
Strengths
- Conduit of Rage is the best power in the game — every leader power you cast heals nearby units and structures and gives a speed and damage burst — and his hero Y procs it too.
- Stasis works in both directions — freeze the enemy army to delete part of it before a fight, or freeze your own units to eat a Beam or Eradication — they heal while frozen.
- Elite Spirit Assault deletes buildings — it spawns already carrying the Conduit buff, making it one of the deadliest base-damage tools available.
- Scales further than any other Banished leader — Power Surge multiplies how often you can proc Conduit, so the late game compounds rather than plateaus.
Weaknesses
- The hardest leader to learn — the wheel order changes by matchup and the payoff only arrives if you sequence powers to keep the Conduit window open.
- His reputation is a trap — he is known for early Enforcer rushes, but overcommitting to that gives up the late game where he is actually strongest.
- Thin through the early game — the Fast Tech 2 opener leaves him with very few units, and he has to survive to his spike rather than create it.
- Two powers look better than they are — Cloaking is answered by any detection, and Phantom is expensive and near-useless from behind.
Leader powers
18 powers on the wheel, grouped by the leader point that unlocks them.
Cast frequency — how often players actually pick each power — needs the meta-stats powers query, which is the one tab with no Supabase rollup behind it. Left off deliberately so a leader page costs no D1 reads.
Unique units
Standard opener
Needs writingThe How to play as the Arbiter post has a full build order to draft this from.



