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The Zealot is a Covenant command rank associated primarily with the Sangheili.[1] However, other species have been given this rank such as the Kig-Yar, Zhar.[2] The Councilors and Imperial Admirals are above the Zealots in rank. They are extremely skilled in combat, but take a more political role. Zealot is also a generic term for an Elite with official command responsibilities. Zealots hold the command offices of Fleet Master, Ship Master and Field Master.
While some Zealots are strictly deployed to non-combat Fleet or Field Command posts, they often operate on the front lines and are greatly experienced and skillful at combat, having killed countless enemies of the Covenant before attaining their post.
Zealots are significantly more challenging to fight than other Elites. In Halo: Combat Evolved, Zealots are known to wield Energy Swords and Plasma Rifles. They are much tougher than regular Elites as they shoot faster and tend to actually pursue, hunt and kill their target, rather than shoot at the closest one. They also have extremely strong shields that are twice as strong as those of a Major Elite, (In Halo: Combat Evolved, they can take a rocket head-on and live). They are much faster than lower ranking Elites and can jump farther as well. They are much harder to hit and they duck behind obstacles to avoid fire. When found with Energy Swords they are extremely dangerous and should be dealt with quickly and preferably while they are still reasonably far away due to their extensive experience with melee combat. They are a powerful, smart and very dangerous foe to be reckoned with, especially on higher difficulties.
A Zealot from Halo 2.
The best way to deal with a Zealot is to either use a Plasma Grenade or to attack it from long range, as they are deadly in hand-to-hand combat because of their Energy Sword (and in Halo: Combat Evolved can kill the player with one hit from an Energy Sword in anything higher than Easy difficulty). Also, due to their strong shields, it is advisable to use heavy weaponry, such as the Sniper rifle and rocket launcher, if they are available. The M6D pistol is only moderately effective, taking 16 head shots to kill a fully shielded Zealot on Normal difficulty. The Needler is both common and extremely effective, due to the fact that seven rounds will kill most enemies and the weapon's large magazine. However, it should be noted that this weapon takes too long to work to be of use against a nearby or charging Zealot, and that if the Elite is too close you may take serious damage from secondary explosions or detonating grenades. One needle explosion is not enough to kill one on heroic or legendary. A tactical flaw that only works in Halo: Combat Evolved is that enemies have certain invisible 'boxes' they cannot leave, and if they do they will walk back to it immediately. These are needed to stop them from wandering all over the place and make them seem organized. When you find the 'box' of a Zealot, stand about 5 feet outside of it. When a Zealot approaches you, its programming will prevent it from leaving its box, and since its weapon is short range only, it will not be able to hurt you and merely stand there swiping air the whole time. You may then finish it off whenever or with whatever you want. However, if you enter the predetermined field of view, it will instantly leap at you, which can kill an unwary player.
If you are forced into close quarters combat with a Zealot, you should use a Shotgun. If a Shotgun is not present, using a Plasma Rifle to take down the Elite's shields and an M6D Pistol or Assault Rifle to finish it off is also an efficient tactic at medium to close ranges. Or a combination of a Plasma Pistol and a human weapon, normally called the "noob combo", is effective.
It is also possible to dodge the attack by jumping over him or moving very quickly to the left or right before he hits you. If you are quick enough, turn around swiftly and melee him while he is looking away; melee attacks to the back will always result in an instant kill. Note that this is difficult to do and may result in death if other Elites are present.
However, the player must exercise extreme caution and have very good timing, as it takes several blasts to kill a Zealot, and they can run faster than you can backpedal. The Plasma Pistol is also effective, as it can completely disable their shields with a single overcharged shot. Like any other Elite, a Zealot will be briefly stunned after the overcharged shot disables their shields. The player should use this opportunity to quickly switch to another weapon, preferably one capable of making head shots (e.g. the M6D), and finish off the Zealot. Finally, another tactic is to stick the Zealot with a Plasma Grenade while it is charging, but make sure you have cover or he will explode near you, killing you both if you're too close.
In Halo 2, they do not use Overshields and their shields are just a little bit stronger than those of a Major Elite and Special Operations Elite, but they are a lot smarter and tougher. They are still very deadly in close-quarters, so the player should keep their distance. Their armor without Energy shields are much thicker (although it makes it slower) than that of Major and Minor and can sustain more damage. In addition to the tactics mentioned in the preceding paragraph, dual M6C Magnums can be very effective at close ranges so long as you stay outside of their sword's reach. Dual Needlers are also effective. Also, Zealot AI is noticeably different in Halo 2; Zealots are always found wielding Energy Swords, ceremonial weapons befitting their high rank. If, as the Arbiter, you give them another weapon, they will not fire it; instead, they will use it as a makeshift melee weapon. Another fact that should be known is that Zealots will never, under any circumstances, ride in or drive a vehicle for religious purposes; they do not believe it is honorable to kill enemies with vehicles instead of hand to hand combat. If you try to give them a chance to get in one, such as in Uprising, their animation will glitch and they will start to walk toward the vehicle and turn around, they will then keep doing this. They will continue following you, once you keep going.
A Zealot pointing out a hiding enemy to his soldiers.
In Halo: Combat Evolved, Zealots had a "flaw" that made killing one slightly easier. It would do some form of roaring animation (similar to the Elite berserkers in Halo 2), or pointing out the player and yell. This animation makes the Zealot's body more open and gives the player a precious few seconds to snipe, fire a rocket at, or damage the shields of the Zealot.
A Zealot From Halo: Combat Evolved wielding his Energy Sword.
Zealot is the highest military rank for a Sangheili can achieve with the exception of the Arbiter, Councilor and Imperial Admiral. The Special Operations Commander of the Covenant is lower than higher Zealot ranks such as Supreme Commander[3], but probably higher than lesser ones such as Field Master. The ranks a Zealot can be all are a part of the Zealot Offices. Known examples include:
A Zealot in the level the Truth and Reconciliation.
In Halo: Combat Evolved, Zealot Elites appear with about the same frequency on all settings, although their strength on each difficulty increases significantly in a direct proportion with the difficulty level. They are difficult to kill on Normal mode and even more so on Heroic or Legendary. They first appear in the stage Truth and Reconciliation on Legendary difficulty, Zealots will replace the usual Stealth Elites encountered in the ship's Gravity Lift bay.
On Legendary, they always have highly enhanced energy shields (four times more powerful than standard MJOLNIR Armor shields) and most also wield Energy Swords (however, on at least three occasions in the level Two Betrayals and once in Assault on the Control Room, Zealots are seen with Plasma Rifles also). Zealots are also almost always accompanied by a vanguard group of lesser ranking Elites. The ranks of these Elites vary depending on the difficulty, with Minor Elites making up the vanguard on Normal mode and Major Elites and Stealth Elites making up the vanguard on Heroic and Legendary difficulty. However, one Zealot in Two Betrayals led a squad of about six Jackals and two other Elites.
Appearances:
Scrn_067.jpgA Zealot standing over a dead Flood Combat Form on Installation 04.
A Halo 2 Zealot.
On the Level Uprising in Halo 2 a Zealot emerges from an Orbital Insertion Pod. Unlike in Halo: Combat Evolved, Zealots rarely appear as enemies in any difficulty other than Legendary, with few exceptions.
Zealots are always seen with groups of subordinate Elites, as seen in Halo: Combat Evolved. They have strong energy shielding, which are roughly equivalent to that of Elite Majors, and will continually charge their enemies until killed. It appears their stronger shields were traded to the Ultra and Councilor Elites. They also exclusively wield Energy Swords, unless given a different weapon by an allied player.
The following is a list of Zealot appearances in Halo 2.
Zealots did not appear in Halo 3. Their lack of appearance is not explained; however, Bungie's changing the Sangheili species from enemy to ally may have had some part in it. Zealots would have been present at the Battle of The Ark, but were probably on their Ships rather than on the ground. They might have been on the ground as well, but had been deployed to other places. Considering the Arbiter was leading the forces seen in unison with the UNSC, the dispersal of Zealots elsewhere seems likely. It is possible, however, that soon after the Sangheili broke away from the Covenant the rank of Zealot was abandoned, because they are no longer particularly religious. In many areas throughout the game where Zealots would normally appear, they may have been replaced by Brute Commanders, as many of the former Elite positions were awarded to the Brutes when the Prophets replaced them.
A Halo Wars Zealot.
While they make no noticeable in-game appearance, several Zealots are in a few cutscenes, most often accompanying the Arbiter, only to be insulted or knocked down by him.
Zealots wear idiosyncratic gold armor with a Forerunner glyph on the back, often with tan lining and their shields are (in Halo: Combat Evolved) much more powerful than those of their subordinates. Their gold armor gives them away in some situations. In Halo: Combat Evolved, they wield one of two weapons: an Energy Sword or a Plasma Rifle (They fire the latter much faster than other Elites and with great accuracy). If you encounter a Zealot accompanied by Grunts, killing the Zealot will mean that the Grunts will abandon the fight. In Halo: CE they have blue lights on different parts of their armor. In Halo 2, Zealots have orange lights on different parts of their armor, as does every other Elite encountered in the game.
1210062051_23711619-Medium.jpgHow a Zealot probably would have looked in Halo 3.
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