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Halo 5: Guardians eGuide
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Contents

  • Introduction
    • Guide Overview
    • A Brief History
    • Cast
      • Fireteam Osiris
      • Blue Team
      • Supporting Characters
  • Spartan Training
    • The HUD
    • Controls and Options
    • Combat
  • Intel
    • Weapons
      • Overview
      • UNSC Weapons
      • Covenant Weapons
      • Forerunner Weapons
    • Enemies
      • Overview
      • Covenant Enemies
      • Promethean Enemies
    • Vehicles
      • Overview
      • UNSC Vehicles
      • Covenant Vehicles
      • Forerunner Vehicles
  • Campaign Walkthrough
    • Introduction
    • Walkthrough Elements
    • Difficulties
    • Mission 1: Osiris
      • Mission Briefing
      • Fireteam Osiris
      • Major Firefight: Security Checkpoint
      • Major Firefight: Kraken Battle
      • Major Firefight: Knight Encounter
    • Mission 2: Blue Team
      • Mission Briefing
      • Blue Team
      • Major Firefight: Assembly Bay
      • That Fair and Warlike Form
      • Major Firefight: Reactor Core
      • Major Firefight: Hazardous Hangar
    • Mission 3: Glassed
      • Mission Briefing
      • Strangers in a Distant Land
      • Major Firefight: Space Elevator Outpost
      • Major Firefight: Beyond the Bridge
    • Mission 4: Meridian Station
      • Mission Briefing
      • The Frontier
    • Mission 5: Unconfirmed
      • Mission Briefing
      • Unconfirmed Reports
      • Major Firefight: Apogee Station Base
      • Major Firefight: Apogee Station Rooftop
      • Major Firefight: Apogee Mine
      • Salvation Lies Within
    • Mission 6: Evacuation
      • Mission Briefing
      • Evacuation Plan
      • Major Firefight: Space Elevator Outpost
      • Sudden But Inevitable Betrayal
      • Major Firefight: Space Elevator Platform
    • Mission 7: Reunion
      • Mission Briefing
      • War Was in the Gates
      • Major Firefight: Covenant Camp
      • Major Firefight: Forerunner Facility Approach
      • The Mantle of Responsibility
      • Major Firefight: Warden Eternal
    • Mission 8: Swords of Sanghelios
      • Mission Briefing
      • Swords of Sanghelios
      • Major Firefight: Sanghelios Canyon
      • Major Firefight: Sanghelios Ruins
      • Hornet's Nest
      • Major Firefight: Arbiter Approach
    • Mission 9: Alliance
      • Mission Briefing
      • A Whisper in the Storm
    • Mission 10: Enemy Lines
      • Mission Briefing
      • Joint Operations
      • Major Firefight: Temple Grounds
    • Mission 11: Before the Storm
    • Mission 12: Battle of Sunaion
      • Mission Briefing
      • Fall of the Covenant
      • Major Firefight: Triple AA Turrets
      • Guardian
      • Major Firefight: Guardian Approach
    • Mission 13: Genesis
      • Mission Briefing
      • Danger Zone
      • Call Me Cupid
      • Major Firefight: Road to the Gateway
      • Major Firefight: Gateway Approach
    • Mission 14: The Breaking
      • Mission Briefing
      • Getting the Band Back Together
      • Major Firefight: The Warden's Horde
      • Major Firefight: Warden's Last Stand
    • Mission 15: Guardians
      • Mission Briefing
      • Leave No Spartan Behind
      • Major Firefight: Cryptum Facility
      • The Reclamation
  • Multiplayer
    • Introduction
    • What's New?
      • Overview
    • Getting Started
      • Interface
      • Controls
      • Movement
      • Combat Fundamentals
    • Progression and Customization
      • Spartan Hub
      • Requisition System
    • Tactical Primer
      • Pro Gamer Profiles
      • Terminology
      • Teamwork
      • Movement Mastery
      • Choose Your Battles
  • Armory
    • Loadout Weapons
    • Power Weapons
    • Grenades
    • Vehicles
    • Armor Mods
    • Power-Ups
    • Boosts
  • Warzone
    • Introduction
    • Warzone Fundamentals
    • Warzone Assault
    • Escape from A.R.C.
    • Dispatch
    • March on Stormbreak
    • Summit
    • Raid on Apex 7
    • Array
  • Arena
    • Introduction
    • Coliseum
    • Eden
    • Empire
    • Fathom
    • Orion
    • Pegasus
    • Plaza
    • Regret
    • The Rig
    • Truth
    • Altitude
    • Crossfire
    • Gambol
    • Trench
    • Trident
  • Appendix
    • Overview
    • Skulls
    • Mission Intel
    • Achievements
    • REQ Cards
      • Overview
      • Armor: Cosmetic, Permanent
      • Armor Mods: Game-Impacting, Permanent
      • Assassinations: Cosmetic, Permanent
      • Boosts: Game-Impacting, Single-Use
      • Emblems: Cosmetic, Permanent
      • Helmets: Cosmetic, Permanent
      • Loadout Weapons: Game-Impacting, Permanent
      • Power-Ups: Game-Impacting, Single-Use
      • Power Weapons: Game-Impacting, Single-Use
      • Random REQs: Game-Impacting, Single-Use
      • Stances: Cosmetic, Permanent
      • Vehicles: Game-Impacting, Single-Use
      • Visors: Cosmetic, Permanent
      • Weapon Skins: Cosmetic, Permanent
    • Ranks and Rewards
      • Spartan Ranks
      • Medals
      • Commendations
      • CSR Tiers
  • Arena Maps
    • Coliseum
    • Eden
    • Empire
    • Fathom
    • Orion
    • Pegasus
    • Plaza
    • Regret
    • The Rig
    • Truth
    • Altitude
    • Crossfire
    • Gambol
    • Trench
    • Trident
  • Videos
    • Mission 1--IWHBYD
    • Mission 2--Black Eye Skull
    • Mission 3--Iron Skull
    • Mission 5--Blind Skull
    • Mission 6--Thunderstorm Skull
    • Mission 7--Grunt Party Skull
    • Mission 8--Mythic Skull
    • Mission 10--Catch Skull
    • Mission 12--Cowbell Skull
    • Mission 13--Tilt Skull
    • Mission 14--Famine Skull
    • Mission 15--Tough Luck Skull

Halo 5: Guardians Guide › Armory

Power-Ups

Before rushing into a Warzone Battle, consider activating a power-up by interacting with a REQ station. But remember: Power-up REQ Cards are consumed upon activation, so wait for the right opportunity to active these cards.

Power-ups are another way to enhance your Spartan’s abilities during Arena and Warzone matches. In Arena, power-ups appear on certain maps. But in Warzone, power-ups must be activated through REQ Stations. Unlike the armor mod REQ Cards, these cards are single-use—once a card is activated, it disappears from your collection. But these cards are powerful and relatively cheap to activate. There are three tiers of power-up cards, ranging from I to III. The higher the tier, the longer the power-up is activated. Since power-up cards are only active for a limited time, take the current tactical situation into account. For example, if your team is attempting to take down a Legendary Boss, a Damage Boost power-up may come in handy. Or if you’re preparing to assault the opposing team’s Base, consider activating an Overshield card to boost your durability. As with any other single-use REQ Card, if you die, the power-up is lost. You can always activate more power-up cards when you respawn, assuming you have some in your collection and can meet the REQ Level requirement.

Power-Ups
ModNameRarityREQ LevelDescription

Active Camo I Uncommon 4 Active Camo creates a refractive field that provides optical masking. Quick movements and offensive actions destabilize the effect. Short duration.

Active Camo II Rare 4 Active Camo creates a refractive field that provides optical masking. Quick movements and offensive actions destabilize the effect. Medium duration.

Active Camo II Ultra Rare 5 Active Camo creates a refractive field that provides optical masking. Quick movements and offensive actions destabilize the effect. Long duration.

Damage Boost I Rare 5 Damage Boost significantly increases the user’s weapon, grenade, and vehicle damage for a short time. The Damage Boost also reduces visibility. Short duration.

Damage Boost II Ultra Rare 5 Damage Boost significantly increases the user’s weapon, grenade, and vehicle damage for a short time. The Damage Boost also reduces visibility. Medium duration.

Damage Boost III Ultra Rare 6 Damage Boost significantly increases the user’s weapon, grenade, and vehicle damage for a short time. The Damage Boost also reduces visibility. Long duration.

Overshield I Uncommon 3 Overshield adds an extra layer of shields that do not regenerate. This extra layer is displayed in green on the HUD’s shield indicator. Short duration.

Overshield II Rare 3 Overshield adds an extra layer of shields that do not regenerate. This extra layer is displayed in green on the HUD’s shield indicator. Medium duration.

Overshield III Ultra Rare 4 Overshield adds an extra layer of shields that do not regenerate. This extra layer is displayed in green on the HUD’s shield indicator. Long duration.

Speed Boost I Common 2 Speed Boost temporarily increases movement, reloading, assassination, and weapon switch speed. Short duration.

Speed Boost II Uncommon 2 Speed Boost temporarily increases movement, reloading, assassination, and weapon switch speed. Medium duration.

Speed Boost III Rare 3 Speed Boost temporarily increases movement, reloading, assassination, and weapon switch speed. Long duration.

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