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Chronoserpent
10.4.4 Superior

Chronoserpent

Suggested Champions

INVOCATOR EX MACHINA - ALWAYS ACTIVE
The Chronoserpent’s familiarity with the rhythms of The Contest reduces any changes in either Champion’s Attributes from their starting values by -90%, except for those caused by himself or his Masteries.
The Chronoserpent knows the secrets of Carbonadium, granting him access to rank 3 of the Despair, Inequity, and Assassin Masteries. The Chronoserpent retains enough honor to spurn the Stand Your Ground and Unfazed Masteries.
The Chronoserpent is Immune to all Stun and Sleep effects, and to all effects that would prevent him from gaining Power.
HARMONIC AMPLIFICATION - VIGOR
Vigor
Interrupting the Chronoserpent’s attacks grants the Attacker a 10% Vigor Passive for 3 seconds, paused during all Special Attacks and Strikers and unaffected by Ability Accuracy. Max stacks: 6.
Interrupting Basic Attacks only grants a Vigor if one is not already active.
Punish
Punishing a Special Attack grants the Attacker an additional Vigor per level of the Special.
These Vigors refresh each time the Chronoserpent or his Block is hit. While more than one Vigor is active, each refresh causes them to expire 10% more quickly until their next expiry.
Every time the Chronoserpent wins a fight, his arrogance begins to get the better of him, increasing the duration of these Vigors by +0.5 seconds.
Each Purified Temporal Shard the Summoner owns increases the duration of these Vigors by +1 second.
While these Vigors have a duration of at least 10 seconds, the Attacker can stack a second from Interrupting Basic Attacks, and they only increase their expiry rate when refreshed while more than two are active.
MODE MIXTURE
The Chronoserpent wants to keep things interesting in this last concerto of calamity. Across his Phases, different actions will swap him back and forth between Major and Minor Modes. He starts in Major Mode for even Health Bars and in Minor for odd.
Combat Power Rate
While in Major Mode, the Chronoserpent gains +50% Combat Power Rate.
While in Minor Mode, the Chronoserpent is more aggressive and gains +0.15 Block Penetration.
SPECIAL ATTACKS CANNOT BE AVOIDED IN ANY MANNER OTHER THAN D
Special Attacks cannot be avoided in any manner other than Dodging backwards, and they always force a reaction.
The Chronoserpent takes 60% less damage from all sources during his Special Attacks.
SPECIAL ATTACKS
If the Chronoserpent’s Special Attacks strike the Attacker, personal Vigors unpause.
On activation, for each time the Chronoserpent has used a Special Attack in a row, he has a 20% chance to disable it until a different one is used. If he has defeated the Attacker 10 or more times, he doesn’t bother with this ability.
SPECIAL ATTACK 1 - TELA TENEBRIS SP1
If the final blast hits the Opponent or their Block, it permanently reduces their Armor Rating by -0.2.
SPECIAL ATTACK 2 - MANUS JUSTI SP2
Root
The Attacker is Passively Rooted during claw hits.
While in Major Mode, swiping up after the third claw hit allows the Attacker to fully avoid the final beam.
While in Minor Mode, swiping down confers the same benefit.
Swiping in the wrong direction or refusing to make a choice makes the beam impossible to avoid or Block and causes the final hit to deal damage equal to 10% of the Attacker’s remaining Health, which cannot be reduced or prevented.
SPECIAL ATTACK 3 - REQUIEM AETERNAM SP3
You were willing to pay the ultimate price to save your friend.
REACTIVE MODULATIONS - PHASES
The Chronoserpent protects himself with a stash of Revives, granting him 20 Health Bars.
After a Health Bar is depleted, the Chronoserpent takes 30% less damage from all sources for 5 seconds.
Each Phase lasts for a given number of Health Bars, and introduces new effects. Phase effects are cumulative.
When the Chronoserpent enters a new Phase, he cannot take damage for 5 seconds. During this time, the Attacker cannot gain Power.
PHASE 1 - PRELUDE - 20 OR FEWER BARS REMAINING
The Chronoserpent changes Modes whenever a Health Bar is depleted. If this occurs during one of his Special Attacks, he changes Modes after the attack finishes.
PHASE 2 - ADAGIETTO CON RUBATO - 16 OR FEWER BARS REMAINING
Each Mode alters the tempo of hits during the Chronoserpent’s Special Attacks.
PHASE 3 - ANDANTE CON MOTO - 12 OR FEWER BARS REMAINING
If the Chronoserpent’s Special Attacks hit the Attacker’s Block, personal Vigors unpause. If he has defeated the Attacker 10 or more times, he doesn’t bother with this ability.
Combo
While in Major Mode, the Chronoserpent does not react for 0.7 seconds when struck by attacks in a Basic Attack combo after the third. When this happens, he cannot be Blocked.
While in Minor Mode, the Attacker cannot Block or trigger Reversal against the Chronoserpent’s Combo-Opening Attacks. If this breaks the Attacker’s Block, it goes on cooldown for 5 seconds.
PHASE 4 - FUGUE - 8 OR FEWER BARS REMAINING
The Chronoserpent changes Modes when the Attacker activates a Special Attack.
Corrosion
Spear attacks in Special Attack 1 inflict 344 Corrosion Debuffs for 20640 seconds.
Hammer and Axe hits in Special Attack 2 inflict a Wound of Defiance Passive, dealing 5% of the Attacker’s Max Health as Direct Damage over 3 seconds. These can trigger through Block.
PHASE 5 - SCHERZO - 4 OR FEWER BARS REMAINING
Interrupt
Interrupting the Chronoserpent’s Medium or Heavy Attacks changes his Mode.
The Chronoserpent moves slightly faster during all of his Special Attacks.
PHASE 6 - CADENZA - LESS THAN 50% OF THE FINAL HEALTH BAR REMAINING
When struck by the first hit of any attack, the Chronoserpent alters the flow of time outside his specials by a random amount. While time flows faster than normal, he is in Major Mode. While it is slower, he is in Minor Mode. This replaces all previous Mode changes.
The Chronoserpent can only be knocked out by a Special Attack while the Attacker benefits from more than one personal Vigor.