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Atriox
BanishedS TIERTurtleAirPick up and play

Atriox

Atriox is a Banished leader that holds ground cheaply and wins by outlasting, with air as a second axis. S tier in our 2026 ranking, and rated pick up and play.

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

  • The Chosen carries the whole early game — easy to farm kills with early and a genuine monster late — at Vet 3 the armour bonus makes him close to unkillable.
  • Bulwark is an always-pick — the invincibility dodges enemy leader powers outright and heals on top.
  • Fortifications makes expanding cheap — cheaper turrets means you hold more ground with less army, which is the entire super-turtle plan.
  • Free, and still S tier — no DLC required — out of the base leaders plus Forge, he is the strongest thing you can play without paying.

Weaknesses

  • Veterancy punishes chasing — the Chosen only gains experience standing still, so chasing kills actively costs you the scaling you are playing for.
  • The aggressive opener is fragile — the early-expansion push folds to Snipers, mass Scouts, mass Choppers or Jackrabbits if the opponent scouts it.
  • Tech 3 is one composition — mass Wraiths with Engineers, and you need Scorch Mortar plus bolted-on Reavers to handle air at all.
  • Bad matchup versus bans — frequently removed in drafted tournament play, so a serious player needs a second Banished leader anyway.

Leader powers

17 powers on the wheel, grouped by the leader point that unlocks them.

Point costs from the Season 10 radial
1st point3 powers
Counter Measures
Passive
Seeds captured nodes with mines and slows how fast the enemy can retake them.
CovResourceControl
Fortifications I
Passive
Cuts the cost and build time of base and turret upgrades.
CovLucrativeExpansion1
Fortifications II
Passive
An even deeper discount on the same base and turret upgrades.
CovLucrativeExpansion2
2nd point3 powers
Dying Breath
Active
Affected units keep fighting for several seconds after they'd otherwise die.
Cooldown 180 seconds300 supply80 power
CovDyingBreath
Plasma Mines I
Active
Drops a cloaked minefield that leaves damaging plasma pools when triggered.
Cooldown 90 seconds75 supply75 power
CovPlasmaMines1
Plasma Mines II
Active
The same cloaked minefield, upgraded.
Cooldown 90 seconds150 supply150 power
CovPlasmaMines2
3rd point6 powers
Atriox's Bulwark I
Active
A healing field that also grants brief invulnerability on cast.
Cooldown 180 seconds275 supply85 power
CovStructuralShielding1
Atriox's Bulwark II
Active
A bigger, longer-lasting version of Atriox's Bulwark I.
Cooldown 180 seconds350 supply135 power
CovStructuralShielding2
Atriox's Bulwark III
Active
The strongest healing field in the line.
Cooldown 180 seconds425 supply175 power
CovStructuralShielding3
Spirit Assault I
Active
Drops two Suicide Grunt squads onto the field.
Cooldown 165 seconds240 supply60 power
CovSpiritGunship1
Spirit Assault II
Active
Adds a Jump Pack Brute to the Suicide Grunt drop.
Cooldown 165 seconds375 supply140 power
CovSpiritGunship2
Spirit Assault III
Active
The full Suicide Grunt and Jump Pack Brute package.
Cooldown 165 seconds520 supply220 power
CovSpiritGunship3
4th point3 powers
Glassing Beam I
Active
A player-steered beam that scorches a line across the battlefield.
Cooldown 200 seconds400 supply250 power
CovCleansingBeamPath1
Glassing Beam II
Active
A wider beam than Glassing Beam I.
Cooldown 200 seconds500 supply385 power
CovCleansingBeamPath2
Teleport
Active
Teleports your own units from one point to another.
Cooldown 130 seconds0 supply200 power
CovTeleport1
5th point1 power
Unbreakable
Active
Makes your deployed army briefly invincible.
Cooldown 330 seconds1200 supply800 power
CovInvulnerability
Ultimate1 power
Eradication
Active
Atriox's ultimate — eight converging plasma beams for one devastating blast.
Cooldown 330 seconds1000 supply1000 power
CovPlanetaryCleansing

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

Atriox's Chosen
Hero — vets standing still into a late-game monster

Standard opener

From match data

Median time each step was queued across 210 Atriox 1v1 Ranked games that ran past 6:00. Only steps at least half of those games took are listed; the percentage is how many did.

0:00–1:30

  1. 0:04Build Harvester99%
  2. 0:18Build 2nd Harvester99%
  3. 0:22Unlock Fortifications I83%
  4. 0:30Train Chopper65%
  5. 0:37Build Extractor99%
  6. 0:49Upgrade Harvester97%
  7. 0:59Train Grunt91%
  8. 1:21Build Mini Base86%
  9. 1:22Build 3rd Harvester95%

1:30–3:00

  1. 1:44Upgrade Extractor96%
  2. 1:58Build War Council94%
  3. 2:01Build 2nd Mini Base80%
  4. 2:22Upgrade 2nd Harvester77%
  5. 2:28Build 2nd Extractor95%
  6. 2:29Build 4th Harvester86%
  7. 2:47Build Raid Camp75%

3:00–4:30

  1. 3:12Build Turret70%
  2. 3:47Train Atriox's Chosen78%
  3. 3:49Upgrade 2nd Extractor78%
  4. 3:51Build 2nd Turret57%
  5. 4:13Build a second Main Base72%
  6. 4:16Research Atriox's Chosen Upgrade I70%

4:30–6:00

  1. 5:15Unlock Bulwark I55%

74 players, from matches looked up on Team Respawn rather than the whole ladder. Updated Sep 2026. The How to play as Atriox post explains the reasoning behind the build.