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The Arbiter
BanishedA TIERAggressionControlNeeds mastery

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.

Win rate
ranked 1v1, last 30 days
Pick rate
of 16 leaders
Avg matchNew query
needs a duration rollup
Ultimate byNew query
median unlock time

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.

Point costs from the Season 10 radial
1st point3 powers
Stasis Mine I
Active
A row of mines that trap anything that triggers them in stasis.
Cooldown 105 seconds75 supply75 power
ArbiterStasisMine1
Stasis Mine II
Active
A stronger version of Stasis Mine I.
Cooldown 105 seconds150 supply150 power
ArbiterStasisMine2
Teleport
Active
Teleports your own units from one point to another.
Cooldown 130 seconds0 supply200 power
CovTeleport1
2nd point6 powers
Conduit of Rage I
Passive
Every leader power cast also buffs speed, damage, and healing in the area.
ArbiterConduitofRage1
Conduit of Rage II
Passive
A wider radius and stronger buff than Conduit of Rage I.
ArbiterConduitofRage2
Conduit of Rage III
Passive
The strongest, widest version in the line.
ArbiterConduitofRage3
Plasma Bolt I
Active
Drops a single plasma bolt on a chosen spot.
Cooldown 160 seconds100 supply150 power
ArbiterPlasmaBolt1
Plasma Bolt II
Active
Fires two plasma bolts, each independently targetable.
Cooldown 160 seconds200 supply300 power
ArbiterPlasmaBolt2
Plasma Bolt III
Active
Fires three independently targetable plasma bolts.
Cooldown 160 seconds300 supply450 power
ArbiterPlasmaBolt3
3rd point3 powers
Phantom
Passive
Unlocks trainable Phantoms at the main base.
ArbiterPhantom
Stasis I
Active
Locks everything in the radius in stasis — no moving, attacking, or healing.
Cooldown 180 seconds150 supply150 power
ArbiterStasis1
Stasis II
Active
A wider stasis field than Stasis I.
Cooldown 180 seconds200 supply200 power
ArbiterStasis2
4th point4 powers
Elite Spirit Assault
Active
Drops three veteran Enforcers that trigger Conduit of Rage if it's on the wheel.
Cooldown 165 seconds400 supply260 power
ArbiterSpiritEliteTeam1
Power Surge I
Passive
Cuts the cost and cooldown of every other leader power.
ArbiterCDReduction1
Power Surge II
Passive
A deeper cost and cooldown cut than Power Surge I.
ArbiterCDReduction2
Power Surge III
Passive
The deepest cost and cooldown cut in the line.
ArbiterCDReduction3
5th point1 power
Mass Stasis
Active
The Arbiter's ultimate — a huge stasis field that locks down everything inside it.
Cooldown 270 seconds500 supply500 power
ArbiterMassStasis
Ultimate1 power
Mass Cloaking
Active
Cloaks your whole deployed army and gives it a speed and lifesteal boost.
Cooldown 245 seconds800 supply200 power
CovInvisibleArmy

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

Enforcer
Early building pressure — famous rush unit
Phantom
Air drop reinforcement — late-game army delivery
The Arbiter
Hero — Conduit of Rage procs from his Y ability

Standard opener

Needs writing
0:00Build step to write
1:30Build step to write
3:00Build step to write
5:30Build step to write

The How to play as the Arbiter post has a full build order to draft this from.