Silver Centurion
Tech | 2021
Abilities
Armor, Contact Attacks, Heal Block, Incinerate, No Critical, Plasma, Power Drain, Shock, Slow, Energy Vulnerability
 
 
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#Hero
#Metal
#Offensive: Burst
#Silver
#Size: M
#Stark Tech
Playstyle and Requirements
Awakening Recommended ● High Signature Recommended
Relics


Signature Ability (Sig 1)
IMPROVED LOCK-ON
Silver Centurion's personal Shock and Plasma Debuffs become Passives and their duration is increased by 5.0%.
While Locked-On Block Proficiency is increased by +10.0
Abilities
SILVER CENTURION ARMOR
Start the fight with one indefinite Armor Up Buff, increasing Armor rating by +25.0. If this Buff is removed for any reason it re-triggers after 10 seconds.
While the above Armor Up Buff is active, Silver Centurion becomes immune to Bleed and Shock Effects.
LOCK-ON
To ready Lock-On Silver Centurion must remain near his Opponent for 1200.0 seconds. As an Attacker, moving away from the Opponent before readying the Lock will cause progress to be lost over time.
Once Lock-On is ready it can be activated by throwing any Special Attack and is paused while standing near the Opponent.
The active Lock-On lasts 200.0 second(s), but each full Bar of Power adds 1 second(s) to it's duration. This duration is doubled for Defenders.
Lock-On lasts 25.0% longer against Mutants and 25.0% shorter against Cosmics.
Plasma effects are paused while Locked-On.
ALL ATTACKS
Whenever Silver Centurion would strike with a Critical Hit he instead inflicts a Shock Debuff that lasts for 3 seconds. The Potency scales with Critical Damage Rating.
If Lock-On is not active, inflicting Shock into an Incinerated Opponent or vice-versa will fuse those two effects into a Plasma Debuff that has the properties of both. This Plasma lasts for 12 seconds.
FINISH A COMBO WITH A LIGHT ATTACK - HEAT PUNCH
While Lock-On is not active, inflict an Incinerate Debuff, dealing 15.0 Energy damage over 12 seconds. This effect also removes Perfect Block Chance and reduces Block Proficiency by 50% while it is active. This hit is a projectile and does not make contact with the Opponent.
SECOND MEDIUM HIT - PLASMA BLAST
While Locked-On, deal a burst of 30.0 Energy Damage per stack of Plasma.
HEAVY ATTACKS
Inflict a non-stacking Slow Debuff for 10 seconds.
SPECIAL ATTACK 1
On activation if Lock-On is active, it is refreshed.
SPECIAL ATTACK 2
On activation if Locked-On, all Plasma effects are refreshed.
While Locked-On if the Opponent has 5.0 stacks or more of Plasma the last hit deals a burst 100.0 Energy Damage for each stack of Plasma. If the Opponent is under 5.0 stacks of Plasma inflict 3 stacks of Plasma instead.
If Lock-On is not active, the last hit inflicts a Plasma Debuff dealing Energy Damage based on the last hit landed over 12 seconds. The potency of this effect increases with Critical Damage Rating.
SPECIAL ATTACK 3
Activate Lock-On even if the conditions are not met.
Inflict a Slow Debuff for 28 seconds.
Inflict a Power Drain Debuff that removes 1.0 Bar of Power plus an additional 25.0% of a Power Bar for each stack of Plasma over 10 second(s).
Synergies
CHAMPIONS OF BATTLEWORLD
Critical Rating is increased by +[353, 371, 397]. Solo: Only affects this Champion and does not stack.
Stun Debuffs inflicted on the Opponent last 0.7 second(s) longer. Unique Synergy: Does not stack with duplicate synergies.
Rapidly gain a Bar of Power at the start of the Fight. Solo: Only affects this Champion and does not stack.
Storm (Pyramid X): Opponent Nullify effects suffer -50% Ability Accuracy. Solo: Only affects this Champion and does not stack.PATRIOT GARRISON
Each time the Opponent is immune to a Stun effect, gain an Unstoppable Buff for 1 second.
Each time the Opponent is immune to a Stun effect, gain an Unstoppable Buff for 1 second.
Each time the Opponent is immune to a Stun effect, gain an Unstoppable Buff for 1 second.
Unique Synergy: Does not stack with duplicate synergies.
IRON MEN
While Locked-On Special Attack 1 inflicts Energy Vulnerability, decreasing Energy Resistance by 15% for 10 seconds.
Special Attacks inflict a Plasma Passive dealing 40% of Attack over 6 seconds.
Each Molecular Armor effect increases the potency of Armor Break by 10%.
Gaining an Armor Up Buff grants a Fury Buff, increasing Attack Rating 30% for 12 seconds.
Unique Synergy: Does not stack with duplicate synergies.
Spotlight & Gameplay
Coming Soon...









