Silver Centurion's personal Shock and Plasma Debuffs become Passives and their duration is increased by 5.49 - 25%.
While Locked-On Block Proficiency is increased by +284.51 - 3,375.07
Attack Details
HITS
DAMAGE
DAMAGE TYPE
Light Attacks(4 hits)
4x
3,927
ContactPhysical
Medium Attacks(2 hits)
1x
3,927
ProjectileEnergy
1x
3,927
ContactPhysical
Heavy Attacks(1 hit)
1x
3,927
ProjectileEnergy
Special Attack 1(5 hits)
1x
785.4
ContactPhysical
2x
589.05
ContactPhysical
2x
981.75
ProjectileEnergy
Special Attack 2(6 hits)
1x
785.4
ContactPhysical
3x
392.7
ProjectileEnergy
2x
981.75
ProjectilePhysical
Special Attack 3(1 hit)
1x
12,723.48
Abilities
Silver Centurion Armor
Start the fight with one indefinite Armor Up Buff, increasing Armor rating by +750. 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 12 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 2 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% longer against Mutants and 25% 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 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 589.05 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 1,178.1 Energy Damage per stack of Plasma.
Heavy Attacks
Inflict a non-stacking Debuff for 10 seconds.
Special Attack 1
On activation if Lock-On is active, it is refreshed.
Inflict a Heal Block Debuff, preventing the Opponent from recovering Health for 10 seconds.
If the Opponent has an Active Regeneration effect the Heal Block is turned into a Passive and lasts for 15 seconds.
Special Attack 2
On activation if Locked-On, all Plasma effects are refreshed.
While Locked-On if the Opponent has 5 stacks or more of Plasma the last hit deals a burst 3,927 Energy Damage for each stack of Plasma. If the Opponent is under 5 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 Debuff for 28 seconds.
Inflict a Power Drain Debuff that removes 1 Bar of Power plus an additional 25% of a Power Bar for each stack of Plasma over 10 second(s).