Sentinel

Sentinel

TechA tier

Introduction

Sentinel is a character in Marvel Contest of Champions. Sentinel's role is Tech.

On the combined Marvel Contest of Champions tier list Sentinel is A tier, 83rd of the 295 characters ranked, from where 5 community tier lists put Sentinel.

What Sentinel does

A debuff stacker who layers Shock, Incinerate, Heal Block and Armor Break, and once his Analysis Charges are maxed those debuffs go through block and last 50% longer. His Special 3 is the odd one: it scraps the current bot and calls in a spare at full Health, once per quest.

Background

Although the Sentinels were created by a Mutant elite, who had the goal of controlling the Champions of The Contest, 100 years in the future, they rebelled; killed their creator and subsequently engineered a way into the present day.

The Mark-ISO evolved from these rogue Sentinels, adapting to the ISO-8 rich environment of the current Contest.

Powered by an ISO fusion engine, the Mark-ISO Sentinel can quell any uprising within The Contest with extreme prejudice.

Adapted from the Sentinel page on Marvel Contest of Champions Wiki, under CC-BY-SA.

Stats

  • HP155th129,476
  • ATK53rd10,755
  • Rating115th33,750

At max level. Each bar is measured against the highest value in the Marvel Contest of Champions roster, and the place is out of every character with that stat.

Skills

7
  • Innate Immunities

    Passive

    Sentinel bots are Immune to Poison, Bleed, Armor Break, Coldsnap, and Frostbite effects.

  • Analysis Complete

    Passive

    At max Analysis Charges, Sentinel gains the following abilities: Personal Debuffs can be inflicted through the Opponent’s Block. Shock, Incinerate, Heal Block and Armor Break Debuffs gain 50% increased duration and 100% increased Ability Accuracy. While charging a Heavy Attack, Sentinel becomes Passively Unstoppable for 1 second. If Sentinel is struck while this Unstoppable is active, it goes on cooldown for 5 seconds.

  • Heavy Attack

    Heavy Attack

    If Analysis Charges are less than 100, inflict a non-stacking 485.29 Intimidate Debuff for 5 seconds. The final hit inflicts a Shock Debuff, dealing 14304.15 Energy Damage over 4 seconds. If Sentinel is at 3 Bars of Power, it consumes 30% of a Bar to inflict an additional Shock Debuff.

    At tier 7

  • Secondary ISO Battery

    Signature Ability

    Personal Debuffs other than Intimidate gain 19.71 - 39.93% increased duration. Once per fight when dropping below 20% Max Health, Sentinel activates 3 Armor Up Buffs granting 2750 Armor Rating for 3.5 seconds, expiring one at a time. Each time one of these Armor Up Buffs ends for any reason other than being removed, Sentinel Passively gains 90% of a Bar of Power.

    At tier 7

  • Special 1 - ISO Fusion

    Special 1

    REGULATION: When superheated ISO exceeds safety regulations, disperse towards aggressors. The first hit inflicts a Heal Block Debuff for 16 seconds. Successive hits have a 50% chance to inflict an Armor Break Debuff, reducing Armor Rating by 687.5 for 6 seconds.

    At tier 7

  • Special 2 - ISO Barrage

    Special 2

    PACIFICATION: Sacrifice extremities. Saturate tactical short-range missiles with excess ISO and bombard target. Fabricate new extremities. Each hit inflicts an Incinerate Debuff, dealing 3764.25 Energy Damage over 4 seconds. Each hit also has a 50% chance to inflict an additional Incinerate.

    At tier 7

  • Special 3 - ISO Detonation

    Special 3

    SOLUTION: ISO temperature exceeded. Central AI assuming direct control. Replacing faulty unit with more adaptable model. This attack destroys the current Sentinel bot and removes all Buffs and Debuffs that were on it. Then a spare Sentinel bot is called in to take its place, which arrives at full Health. Spare Sentinel bots are Persistent, with only 1 available per Quest. As a Defender, regain 1 spare Sentinel at the end of the fight. While no spare Sentinel is available, this Special cannot be activated.

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