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Arbiter Halo Wars 2 Guide — Conduit of Rage & Stasis

by Team Respawn· ~6 min read

This Arbiter beginners guide is from Moes on the Team Respawn Discord — a former rank 2 1v1 player who still competes at a high level. Arbiter's leader powers are what make him one of the strongest Banished leaders when played correctly; the video walks through the full power wheel, three early-game openers, Tech 2 counter play, and a live match against Hosticide. Pair this with the Banished faction guide, our 2026 leader tier list, and the Banished leader powers ranking.

Arbiter's Identity

Arbiter is often associated with early Enforcer rushes, and those units do shred buildings. Moes argues the late game is where Arbiter truly shines — especially once Power Surge lets you spam leader powers and stack Conduit of Rage buffs. His wheel revolves around proccing that conduit as often as possible while using Stasis to start fights on your terms.

Leader Power Setup

Moes's default progression: Stasis Mine → Conduit of Rage → Stasis → Elite Spirit Assault → Mass Stasis → Power Surge → Conduit of Rage 3. Matchups and whether you took Phantom change a few slots — details below.

First Point: Stasis Mine or Teleport

  • Teleport — dodge early leader powers you cannot micro around: Cutter mine plus Spartan slam, Decimus Vortex, and other stun-heavy openers
  • Stasis Mine — trap enemy armies, proc Conduit of Rage, and control fights against slower or less aggressive heroes
  • Both are equally good; pick based on the matchup and your confidence dodging powers manually

Second Point: Conduit of Rage (non-negotiable)

  • Moes calls this the single best leader power in Halo Wars 2 — nearby units and structures heal and gain a brief speed and damage boost whenever any leader power is used
  • Arbiter's Y ability also procs Conduit of Rage, and the buff scales with your Conduit of Rage level — multiple points make the hero buff stronger for your whole army
  • Consecutive leader powers extend the buff; spread powers out to keep the window up as long as possible
  • Power Surge later multiplies how often you can proc it

Third Point: Stasis or Phantom

  • Stasis (default) — procs Conduit of Rage and removes a chunk of the enemy army before the fight. You can also Stasis your own units to block beams, Eradication, and other nukes; units heal while frozen
  • Phantom — when you are already winning after the early game. Load Hunters vs Reavers, Rangers, and other counters; the mobility makes your army hard to answer at Tech 2. Expensive and weak if you are behind

Fourth Point: Elite Spirit Assault (not Power Surge yet)

  • Elite Spirit Assault spawns with the Conduit buff and deletes buildings — among the deadliest base-damage tools in the game
  • Drop them behind the enemy base before a big fight, or use them purely for the army buff
  • Power Surge is a bad fourth point — Conduit of Rage is passive (no cooldown or cost reduction), and Phantom is also passive. At four points, Surge only speeds up Stasis and Stasis Mine

Fifth Point: Mass Stasis (skip Cloaking)

  • Cloaking is too easily countered by detection unless you commit to sniping every scout
  • Mass Stasis procs Conduit again and can wipe or protect a large portion of an army

Sixth Point and Beyond

  • If you took Phantom: sixth is Plasma Bolt, or the Teleport / Stasis Mine you skipped
  • If you took Stasis: sixth can be Power Surge early — you now have four active powers benefiting from reduced cooldowns
  • Power Surge is usually seventh if you went Phantom first
  • Rush Conduit of Rage to level 3 as soon as the wheel allows (eighth point, or ninth if you delayed Surge for Phantom)
  • After that, fill out Plasma Bolt, the mine or teleport you skipped, and extra Conduit points as needed

Universal Early Economy

Every opener starts the same: Harvester → Harvester → Generator (pad, pad, gen). Send starting Grunts to different resource patches on the map so you can upgrade your first Harvester and afford your first mini base around 50 seconds to one minute — ideally just before the one-minute mark.

  • Double Grunt — default on maps with spread-out crates; extra bodies for nodes and map control
  • Ghost instead of second Grunt — harass enemy Grunts and deny crate collection, similar to a Chopper opener
  • Upgrade the Generator as soon as you have the power from map crates

Early-Game Openers

Fast Tech 2

  1. Harvester
  2. Harvester
  3. Extractor
  4. Harvester
  5. Second Extractor
  • Simple and fast, but you have fewer units and are vulnerable to early pressure
  • Build one or two turrets and do not lose your starting army — you need every body

Mass Ghost (strongest early aggression)

  1. Harvester
  2. Harvester
  3. Generator or Extractor
  4. Third Harvester
  5. Fourth Harvester or Extractor
  • Prioritize Vehicle Shielding — Ghosts trade in, lose shields, and escape for repeated favorable fights
  • Best when you want to play the early game seriously rather than rush straight to Tech 2

Hero Opener (Moes's favorite)

  1. Harvester
  2. Harvester
  3. Generator
  4. Harvester
  5. War Council for Arbiter
  • Collect map crates so the hero lands almost without delay — around five minutes to Tech 2 with this line is normal
  • On three-mini maps, delay the second Extractor until the hero upgrade finishes, then recycle the War Council and build the Extractor
  • Once the War Council upgrade completes, recycle it for a Barracks or another Harvester — the building has done its job
  • Not the statistically strongest opener, but very fun and still viable at high level

Tech 2 Play

  • Start your second base when Tech 2 begins researching — build it while the upgrade runs
  • Aim for a third Generator when possible
  • Production mix: one Barracks, one Foundry, one Apex — build the army that counters your opponent
  • Conduit of Rage already buffs your army; countering theirs on top of that leaves them with almost nothing
  • Slot in one or two Locusts for building damage, or lean on Elite Spirit Assault instead
  • Upgrade Harvesters as soon as you hit Tech 2 — easy to forget, costly if delayed

Tech 3 Notes

  • Wraiths with triple Foundry pressure work well; Squirt Mortar upgrade is often higher priority than other Foundry upgrades
  • Reavers are among the best anti-air in the game — answer Healers, Banshees, Hornets, and Vultures
  • Blisterbacks are fine if you need range, but harder to keep inside Conduit buff windows
  • Control Reavers on a separate group so they keep their movement speed instead of matching slow ground units

Live Match Takeaways (vs Voridus)

In the showcase game on Bedrock against Hosticide (Onyx-level Voridus), Moes runs the Hero opener with Double Grunt and pad-pad-gen. Key moments from his commentary:

  • Delay building on minis if needed so the hero is not late — a hero build that skips the hero defeats the purpose
  • Split Grunts for multiple nodes; rally new units in the middle before sending them to sides
  • Against aggressive Voridus, one turret plus hero shield and Conduit healing holds early Grenadier pressure
  • Recycle War Council to a Foundry first when power is tight after the hero upgrade; build counters to what you scout (Marauders when the enemy masses Rangers)
  • Put Grunts on high ground for vision of enemy bases and expansion timing
  • Stasis enemy Spirit Assault drops while you clean up the rest of the army
  • Mix Reavers when Healers appear; Wraiths and Raids close out base damage without Locusts

Key Takeaways

  1. Conduit of Rage is the core of Arbiter — every power choice should maximize how often you proc it
  2. Stasis Mine or Teleport first; Stasis over Phantom third unless you are already ahead
  3. Elite Spirit Assault at four; save Power Surge until Stasis, Mass Stasis, and Spirit Assault are online
  4. Open pad, pad, gen on every line; first mini around one minute
  5. Mass Ghost is the strongest early-game line; Hero opener is the most fun; Fast Tech 2 is the riskiest
  6. At Tech 2, build counters plus Conduit buffs; add Locusts or Spirit Assault for base damage
  7. Arbiter's real power spike is late game with Power Surge — do not overcommit to Enforcer rushes
  8. Upgrade Harvesters at Tech 2; control fast units on separate groups

FAQ

What leader powers should I take on Arbiter?

Stasis Mine → Conduit of Rage → Stasis → Elite Spirit Assault → Mass Stasis → Power Surge → Conduit 3 is the baseline. Swap Teleport for Stasis Mine against early power spammers; swap Phantom for Stasis when you are winning early.

Is Arbiter early-game or late-game?

His late game with Power Surge and stacked Conduit of Rage is stronger than his Enforcer rush reputation suggests. Play for Tech 2 and beyond unless the matchup clearly calls for Mass Ghost pressure.

Stasis Mine or Teleport first?

Teleport dodges Cutter mines, Decimus Vortex, and Spartan slams. Stasis Mine controls armies and procs Conduit when you trust your micro. Both are valid.

Stasis or Phantom third?

Stasis wins neutral fights before they start. Phantom snowballs when you are ahead — load counter units and deny the enemy good trades at Tech 2.

Best Arbiter build order?

Every line opens Harvester, Harvester, Generator. Then choose Fast Tech 2, Mass Ghost with Vehicle Shielding, or Hero Opener into War Council. Send Grunts to crates and take your first mini near one minute.

Questions or disagreements? Ping Moes in the Team Respawn Discord.

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About the Author

Team Respawn
Team Respawn
Team Respawn creates guides, walkthroughs, and strategy content for RTS games like Halo Wars 2, Age of Empires, and Age of Mythology.