Banished Leaders Details:
Atriox
- Theme: Impenetrable
- Role: Map Control and Growth
- Unique Units: Atriox’s Chosen (Hero)
Unique Leader Powers
- Countermeasures: Drops mines around newly captured points and slows enemy de-capture rate for any points you hold. Also allows Jump Pack Brutes to drop trip mines whenever they leap.
- Fortifications (I/II): Reduces the costs and build times of Turrets, Turret upgrades, and various base-related upgrades.
- Dying Breath: Inspires units to keep attacking for a short time after they’ve been killed.
- Atriox’s Bulwark (I/Ii/Iii): Creates a healing area that grants affected units a brief period of invulnerability.
- Unbreakable: Grants all active units temporary invulnerability.
- Eradication: Fires multiple beams that converge to trigger a powerful explosion.
Tier 1 Powers
Countermeasures (Passive Power)
- Drops mines around newly captured points.Slows enemy de-capture rate.Jump Pack Brutes drop trip mines when in flight.
Fortifications I (Passive Power)
- Reduces costs and build times for the Stronghold upgrade, the Fortify upgrade, and Turret upgrades.Reduces costs for base-level Turrets, shield towers, and Outposts.
Fortifications II (Passive Power)
- Improves all benefits provided by Fortifications.
Tier 2 Powers
Plasma Mines I
- Drops a line of cloaked mines.Once armed, mines explode on contact.Does not damage air units.
Plasma Mines II
- Increases number of mines dropped.
Dying Breath
- Targets own units.Affected units continue fighting after death for a set time.
Tier 3 Powers
Atriox’s Bulwark I
- Creates a healing area.Grants brief invulnerability.Heals units and buildings.
Atriox’s Bulwark II
- Increases area, healing amount, and duration of Atriox’s Bulwark.
Atriox’s Bulwark III
- Further increases area, healing amount, and duration of Atriox’s Bulwark.
Spirit Assault I
- Drops off two Suicide Grunts.
Spirit Assault II
- Drops off two upgraded veteran Suicide Grunts and one veteran Jump Pack Brute.
Spirit Assault III
- Drops off two upgraded veteran Suicide Grunts and two veteran Jump Pack Brutes.
Tier 4 Powers
Glassing Beam I
- Fires a controllable plasma beam.Damages all unit types and buildings.
Glassing Beam II
- Increases Glassing Beam size and damage.
Teleport I
- Teleports own units to any location within range.Does not require line of sight.
Tier 5 Powers
Unbreakable
- Grants temporary invulnerability to all your deployed units.
Eradication
- Unleashes eight converging plasma beams.Once converged, a massive blast is triggered.Damages all unit types and buildings.
Decimus
- Theme: Reckless
- Role: Battle Control and Disruption
- Unique Units: Atriox’s Chosen (Hero)
Unique Leader Powers
- Killing Frenzy: Gives units a damage boost each time they defeat an enemy.
- Vortex Lightning (I/Ii/Iii): Summons a controllable vortex that stuns units and reduces defense.
- Siphon (I/II/III): Grants selected units health as they deal damage.
- Fury (I/II/III): Increases affected units’ movement speed and damage while slowly draining health.
- Boundless Siphon: Grants all units a small but permanent siphon effect.
- Decimus Drop: Summons Decimus to the battlefield.
- Boundless Fury: Grants all units a permanent increase to speed and damage.
Tier 1 Powers
Killing Frenzy (Passive Power)
- All units gain damage boosts when they kill enemies.
Vortex Lightning I
- Fires a controllable vortex that stuns enemies and lowers their defense.Stuns units for 0.5 seconds.Can hold on targets for prolonged stun and damage.
Vortex Lightning II
- Increases Vortex Lightning size, debuff duration, and strength.
Tier 2 Powers
Siphon I
- Targets own units. Affected units gain health while in combat.
Siphon II
- Increases Siphon target size, duration, and healing amount.
Siphon III
- Further increases Siphon target size, duration, and healing amount.
Fury I
- Targets own units.Boosts damage and speed of affected units.Drains health while active; units cannot die from this effect.
Fury II
- Increases selection area of effect, unit damage, and movement speed.
Fury III
- Further increases area of effect, unit damage, and movement speed.
Tier 3 Powers
Glassing Beam I
- Fires a controllable plasma beam.Damages all unit types and buildings.
Glassing Beam II
- Increases Glassing Beam size and damage.
Glassing Beam III
- Further increases Glassing Beam size and damage.
Spirit Assault I
- Drops off two upgraded veteran Suicide Grunts.
Spirit Assault II
- Drops off two upgraded veteran Suicide Grunts and one veteran Jump Pack Brute.
Tier 4 Powers
Teleport I
- Teleports own units to any location within range.Does not require line of sight.
Boundless Siphon (Passive Power)
- All units gain a permanent minor health siphon when they damage enemy units.Effect stacks with Life Leech.
Tier 5 Powers
Decimus Drop
- Drops Decimus into battle.Only one Decimus (per player) can be in use.
Boundless Fury (Passive Power)
- All units gain a permanent increase to speed and damage.
Shipmaster
- Theme: Mobility and Stealth
- Role: Economy and Attack
- Unique Units: Honor Guard (Hero), Ghost
Unique Leader Powers
- Banished Raid (I/II/III): Increases capture speed for all units and extends line of sight for infantry. Further investments grant speed boosts to various units, and also allow Ghosts to capture points.
- Scout Mine (I/II): Deploys a cloaked mine that provides vision near the targeted area.
- Extraction (I/II): Teleports targeted units back to your main base and administers emergency healing.
- Advanced Cloaking (I/II): Grants Marauders an active cloaking ability and decreases the costs of producing Cloaking Generators and Shrouds. Further investment extends the duration of all cloak abilities and increases the size of the Shroud’s cloaking field.
- Spirit Support: Delivers a group of specialized units while the transport ship lays down cover fire.
- Displacement: Teleports targeted enemies to a designated location.
- Mass Cloaking: Gives all your active units a speed boost, a siphon effect, and a cloak for a short amount of time.
- Tactical Gateway: Places two connected teleportation nodes that can be used by all players.
Tier 1 Powers
Banished Raid I (Passive Power)
- Increases capture speed for all units. Increases infantry line of sight.
Banished Raid II (Passive Power)
- Allows Ghosts to capture points.Increases vehicle line of sight.
Banished Raid III (Passive Power)
- Increases movement speed for Ghosts, Wraiths, Choppers, and Marauders.
Teleport I
- Teleports own units within a set range. Does not require line of sight.
Teleport II
- Increases range of Teleport.Increases number of units that can be teleported.
Tier 2 Powers
Scout Mine I
- Drops a cloaked Scout Mine.Mine provides vision within a small area and explodes on contact.
Scout Mine II
- Increases mine damage and vision range.
Extraction I
- Teleports own units to main base.Units heal upon arrival.
Extraction II
- Increases number of units that can be teleported (via enabled toggling between larger/smaller selection radius).Increases healing amount.
Tier 3 Powers
Glassing Beam I
- Fires a controllable plasma beam.Damages all unit types and buildings.
Glassing Beam II
- Increases Glassing Beam size and damage.
Advanced Cloaking I (Passive Power)
- Reduces costs for Cloaking Generator and Shroud production.Marauder gains cloaking.
Advanced Cloaking II (Passive Power)
- Increases duration of all cloaking abilities. Increases size of Shroud’s cloaking field.
Tier 4 Powers
Spirit Support
- Deploys one Elite Ranger, one Hunter, and two Engineers.Spirit provides prolonged cover fire.
Displacement
- Teleports enemy units.Does not require line of sight.
Tier 5 Powers
Mass Cloaking
- Cloaks all own deployed units.While cloaked, units gain a speed boost and a small siphon effect.
Tactical Gateway
- Places two connected teleportation nodes.Can be used by all players.
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