For Honor Centurion In-Depth Guide

by LimbLegion and QK

Sections

Basics (Attack speed, movelist, etc.)

Feat and Perk selection

Theory and Execution, playing 1v1s

Your place in 4v4s

Your Match-ups (Simplified)

Fighting With Centurion

Closing Thoughts


Hello everybody, LimbLegion and QueueKaye here to bring you another in-depth guide, this time on all the things you could possibly want to know about For Honor’s resident punching machine, Centurion. His rework – as well as the CCU as a whole – generally made Centurion a character who forces you to play his game effectively, with a focus on quick pokes and low damage, but a high stamina pool to sustain his offense and lead up to a big reward. If you like to take your fights the way you want to, and end them the same way, Centurion is the character for you. Engage in peak male fantasy today!

Editor’s note – if you dislike most of this guide, LL did most of the guide. – QK

The Basics

CENTURION

StatAnswer
ClassHybrid
Health120*
Stamina160***
Guard TypeStatic
Default Guard DirectionRight
Off Target Enhanced AttacksNo
Sprint Speed7 m/s**
Lock on Speed2.25m/s F**, 1.75m/s S, 1.25m/s B
Forward Dodge Recovery600ms***

Chains:

L, L, L

L, L, H

L, H

H, H

(Any of the above, replace with Jab after opener)

*Below average

**Average

***Above Average

Centurion boasts one of the fastest forward lock-on walk speeds and highest stamina pool in the game.

Special Properties

  1. Centurion has variable timed heavies, when uncharged his opener heavies will be 700ms and his finishers will be 600ms, but they can be charged up to 966ms and 1200ms respectively. All heavy speed and damage values are identical between guard stances. These variable timings to release make them extremely unsafe to parry or defend against.
  2. All of Centurion’s fully charged heavies result in a pin on his opponent. Pins lock the opponent in place, reset damage reduction, and can guarantee extra damage from allies. Pins also result in precious frame advantage on beginning his Jab mixup.
  3. Centurion can chain off of a whiffed Legion Kick with his 600ms heavy which, can be feinted or fully charged making his neutral bash game far safer than most other characters. The feint is very fast if buffered, and renders him practically immune to being GB’d after a whiffed kick, making dodge bash punishes somewhat harder to use against him as well.
  4. Centurion has Lion’s Roar, a stamina drain punish option off of GB. By doing light inputs quickly after grabbing, he will bash the pommel of his weapon into their heads up to three times resulting in a 15 > 15 > 35 stamina damage distribution. He can also throw after x2 Lion’s Roar, making his stamina damage 15 > 15 > 20. Lion’s Roar is enhanced by haymaker, causing his wallsplat GB punishes to always be increased by +15 in the current build.
  5. Centurion can, instead of performing a chained light or heavy, perform a Jab instead. Jabs have variable timings, like his heavies, and reward different damage depending on whether a bash was uncharged/partially charged, or fully charged. Fully charged Jabs gain Uninterruptible Stance and knock opponents down, guaranteeing his Unbalanced punish.
  6. Centurion can soft feint his heavies into a Guard Break. Careful use of this ability makes him near impossible to GB, as he can soft feint on reaction to a GB startup and CGB instead.
  7. Centurion’s Zone Attack can be feinted after the first and second hit, and every hit can be target swapped. Centurion gains frame advantage on opponents after the first hit and second hit, so feints will still give you your turn. The final hit is disadvantaged.
  8. Centurion’s Parry Counter can wallsplat opponents, and links directly into Jab to allow for a confirmed fully charged Jab on wallsplat.
  9. Centurion’s throw branches into a Kick, the Kick can be dodged however.

More will be said about these in a moment, as all of these are somewhat critical for understanding how to effectively play Centurion in a 1v1 or a 4v4 setting. Before that, though, we will detail Centurion’s Feats and Perks, as they are fundamental to any character in team modes.

Feat and Perk Selection

FEATS:

T1 – Body Count, Bounty Hunter, Rush

T2 – Inspire, Haymaker, Centurion’s March

T3 – Second Wind, Pugio, Sharpen Blade

T4 – Catapult, Stalwart Banner, Phalanx

Centurion has access to a mix of fantastic and terrible feats, while he does have some real holes when it comes to selection, he nonetheless has a very strong list that you can’t go wrong with either way.

Recommendations:

Bounty Hunter, Haymaker, Pugio, Phalanx Body Count, Haymaker, Second Wind, Phalanx/Stalwart Banner Bounty Hunter, Haymaker, Second Wind/Sharpened Blade, Phalanx/Stalwart Banner

To explain why these loadouts are ideal – Centurion’s first slot is pretty self explanatory. Centurion isn’t amazing in teamfights, but is generally a very strong ganker and duelist.

First Slot

Bounty Hunter

Works well as often he will be landing the kills himself, and does not struggle in a 1v1 at all due to his safe and mixup oriented kit. I [Limb] take this pretty much every game, and probably will unless Body Count is buffed to a reasonable state again.

Body Count

Has been nerfed one too many times and is now no longer a necessary pick, but can still be taken to hold the mid-lane line as Centurion. He is primarily a mid defender rather than a mid clearer, his zone offers pretty good clearing and is very safe out of lock, but Cent generally doesn’t burst clear fast enough to push the lane on his own. It really comes down to preference, but I [Limb] generally recommend taking Bounty Hunter over Body Count.

Rush

A reasonably good option to rotate faster or get to team-fights in dire situations, but it doesn’t speed you up for long enough to really make it worth taking over either of the sustain options. Centurion’s sprinting speed is fine, and in regular matchmaking where perks are enabled, Galestorm allows you to take Bounty Hunter. Being able to rotate more often due to having more health through Bounty Hunter is why it’s the better option, perks on or off.

Second Slot

Inspire

Far from a bad feat, and can be used in many situations to help with team-fights, push midlane, and is generally a very favourable pick in both teams on Breach. While there are better heroes to use Inspire on, it’s far from useless, and is never an actually bad feat.

Centurion’s March

Uh, well, let’s just say a feat better left unpicked unless you feel like you really want to screw over a Jormungandr for whatever reason. This feat is insanely useless that I [both] can only imagine picking it as a meme or for the aforementioned reason, I [both] highly recommend never taking this. The reason is self-explanatory, Centurion has 160 stamina, Cent March gives infinite stamina for 15 seconds. You can basically already do this as Cent, move on.

Haymaker

Centurion’s best T2 feat, generally outperforming Inspire even if it solely benefits him. It adds damage onto absolutely every single move he has that involves a strike without his blade, be it kicks, punches, pommel strikes, throws, knees, anything. +5 damage on every melee move on the most melee centered hero in the game is simply a must pick. The extra damage also doesn’t feed extra revenge. I [both] never really take any other T2 than this personally.

Third Slot

Second Wind

Has obviously been nerfed, but is still a useful healing feat as it can cleanse DOTs, making Cent able to avoid Shaman ganks with good timing, survive a Fury Flask, or just last longer in a fight due to his lower than average health pool. Good feat, never a bad choice.

Pugio

Self-evident as arguably the strongest projectile feat in the game in terms of potential damage, as it is a 300ms startup pinning projectile that guarantees not only Centurion’s charged heavy pin, but ally damage as well. Amazing feat for Centurion’s purpose in a team comp, and surprisingly versatile as it isn’t really bad to use in other situations as well, such as a clutch 1v1 situation or to interrupt in a team-fight if necessary. This is generally my [both] favoured option, however before the CCU, I did take Second Wind about as often, it’s all preference, but Pugio generally performs best. The pin is for 2000ms.

Sharpened Blade

Generally the weakest of all the options but isn’t really bad either. It is borderline awful against Second Wind abusers, but any DOT is really. Can be good to deal extra damage, but generally not worth picking even if it has some redeeming qualities.

Fourth Slot

Catapult

Utterly mangled, terrible, borderline useless. The only purpose Catapult serves is being uniquely worse than any other AOE “team nuke” T4 feat in the game. It is horribly slow, unsafe to use, and doesn’t even have a large enough AOE to justify the sheer awfulness of its use. It can clear mid-lane, I guess, on an exorbitantly high CD for how badly it does. It can maybe meme kill somebody, but never ever pick this feat unless for some reason you are banned from using Centurion’s only good T4 options.

Stalwart Banner

This was generally the most consistently useful T4 pick that wasn’t Fire Flask in terms of non-uniques, and it is still useful even now that it has been nerfed. A good way to keep yourself and allies in a fight, healing in team-fights or contested zones is never weak, just be aware that as it is a Flag type feat, you make yourself vulnerable to damage placing it. It can also be used pre-emptively to dissuade Fire Flasks, though you will still take the direct damage, and negate the burn. Overall, a very solid feat, but not quite as useful as the next option.

Phalanx

One of the best defensive feats in the entire game, it gives a near full HP (100) shield to all allies that are currently alive, and yourself, for 10 seconds on a 3 minute CD. I don’t really need to say too much about why this is good. While it isn’t as ungodly ridiculous as Black Prior’s Umbral Shelter, it is a very consistently useful pick with no range limitations, versatile applications, no downsides whatsoever, and can also be used to intentionally trigger the Revenge Shield Bug in a situation where an ally is in Revenge to swing the fight even further in your favour. Basically, between this and Stalwart Banner, there are not any bad choices, but I [both] personally favour Phalanx.

To summarize;

The selection of feats Centurion has cover a mix of selfish buffs to his own combat prowess, and solid supportive tools, making his feat selection surprisingly versatile for a mostly one-track character. Pick as you see fit, avoid the bad options, and you’ll generally never have made a bad choice.

PERKS:

Grey/Gray: Galestorm, Devourer, Early Reaper

Blue: Endurance

Purple: Survival Instinct

Orange: Crush Them

Mint: Head Hunter

Centurion, despite being a hybrid, has purely offensive perks. These perks are generally as straightforward as the character himself, and shouldn’t be too hard to make choices on.

Recommendations:

Galestorm, Endurance, Head Hunter

Devourer, Endurance, Galestorm

Devourer, Galestorm, Head Hunter

Galestorm

A generally “eh” perk, but having extra movement speed after killing – which is 99% of what Centurion wants to be doing – is not a bad choice no matter how you look at it. It helps with rotations, helps with getting back to healing points if you were fighting off point, helps to escape ganks if the opportunity presents itself, and is generally just useful, but has less impact than other options.

Devourer

Just extra health on executions, which is always nice, and Cent gets executions pretty easily, really not much else that needs to be said here.

Endurance

A “win-more” kind of perk, as Centurion already has the most stamina in the game, but as CCU has made offense involving lights slightly more expensive which is an overall nerf to anybody who uses lights a lot, Endurance is more favourable than it was pre-CCU, again this is not a bad choice, but will become more personal preference when lights will cost less Stamina on the 27th.

Head Hunter

Greatly helps Centurion as he not only can get executions more consistently than some characters, but he also has below average health, making this option very notable.

Overall

Centurion generally has 4 perks that can be switched out with each other mostly as you like, Endurance being the easiest one to swap out as it is the sole option that is mostly redundant and competes with more generally useful perks.

Theory and Execution, playing 1v1s

Centurion is a somewhat calculating but not complex, aggressive style character with an emphasis on pokes, and conditioning.

Whilst full consensus from Competitive Players in Duels is generally not well known, as Duels is simply not a competitive mode, the general feeling from pretty much everybody is that with only one particularly notable weakness, Centurion is a very strong duelist , with an unreactable bash mixup, extremely safe neutral bash, variable timing heavies, the most stamina in the game, and a very strong parry counter with environment taken into account. Centurion also has strong OOS pressure and stamina damage, which can serve to open up new options whenever an opponent is low on stamina or made OOS, on top of Centurion’s already very high potential damage output.

Despite his previous reputation as one of the biggest turtles in the game, he is now a highly aggressive character, who forces his opponents to play his game whenever he gets his offense rolling. No option is a catchall against him, as with any variable timing bash based character, Cent always has an option to counter your response, offering a cerebral focus to his game-plan.

I’ll begin to explain what Centurion’s mixup centers around, and cover each individual option that he can perform, and what each option counters.

Editor’s Note – Only minor cleanups and syntax changes in this section. Limb’s writing here is entirely untouched by my opinions. -QK

No. 1: Legion Kick

This is generally Centurion’s engage tool, an extremely safe on whiff, reasonably long range, decently tracking bash that chains into a chain light or finisher heavy on hit, and a finisher heavy on whiff. The heavy is never confirmed, but has a purpose.

Centurion generally should look to start fights with this move, as throwing lights and heavies isn’t quite as effective as actually landing attacks to start his game, since he does not have Enhanced Lights, and his heavies whilst variable are still blockable attacks save for his chain finisher heavies. What makes this bash uniquely safe is the aforementioned ability to chain into a finisher heavy even on whiff. This is useful because it covers numerous options:

  1. It beats a dodge GB attempt, as it will only lose to a prediction dodge as the heavy has 100ms GB vuln due to being a chained attack. It will beat the GB on uncharged and charged timing, so you’ll generally be getting (as per current values) 30 damage on somebody attempting to GB you on a reaction dodged kick.
  2. Can be feinted, thus can beat slower dodge attacks on reaction dodges. Particular examples being Kensei’s Swift Strike, it will also beat dodge attacks that are delayed to the maximum to avoid a potential empty dodge into parry. Depending on how slow the dodge attack is and how delayed the input was, it is also possible to parry some of them, but generally an instant feint will result in blocking the majority. (You will never be able to block vs a prediction dodge attack however.)
  3. Dodge into parry is generally risky due to the heavy being variable, however, the opponent can simply block, avoiding the possibility of being hit by a heavy immediately, but they will still have to be patient and wait until the heavy is released. Generally, with very few exceptions, most people aren’t going to reliably parry variable heavies outside of reads.

No. 2: Uncharged Jab (UC)

Off of any blocked or landed light or heavy, Centurion can perform Jab. Jab is an 800ms bash when uncharged that chains into a light, thus allowing the bash to loop into itself. Jabs are never guaranteed under any circumstances besides a parry counter wallsplat, but we’ll talk about that later. Uncharged Jab can be feinted 300ms at the earliest point. Uncharged Jab will beat the opponent attempting to dodge later to potentially avoid Fully Charged Jab, and generally is impossible to interrupt if done from finisher heavy hit/blockstun. It will lose to backdodge and early dodges in general, but can be feinted into a kick to catch backdodges, and if they try to roll you can feint into Eagle’s Fury.

No. 3: Partial Charge Jab (PC)

Not too much else to list here, Partial Charge will catch early dodges, but is riskier against prediction and fast reaction dodges as you will be more likely to be GB’d. Can be feinted to GB/parry/block/kick/whatever just like Uncharged Jab.

No. 4: Fully Charged Jab (FC)

Big funny incredibilis setup [sic]. The biggest damage payoff Centurion can get. This will catch early dodges, and mistimed dodges off of finisher heavy hit/blockstun. It can muscle through anything they throw at you if you did it from a finisher heavy, and lead into the Eagle’s Talon punish. This move is best used when an opponent REFUSES to dodge late or keeps trying to interrupt you. Conditioning your opponent is key here, and as with all other options previously mentioned, this can be feinted as well. The feint has forward movement which may catch panic dodgers, allowing you to GB them. Fully Charged Jab is also your most important ganking tool.

No. 5: Eagles Talon

Eagles Talon is Centurion’s high risk, high reward payoff move. As most of his kit revolves in easily accessible, but low damage pokes, you chip away at your opponent until they make a critical error that allows you to get Eagle’s Talon. Eagle’s Talon can be done on almost any knockdown in the game, with only a few exceptions, those being:

  • Shaman’s Bite,
  • Nuxia’s Zone Trap,
  • Shugoki’s Demon Ball,
  • Shugoki’s Demon’s Embrace.

Some require strict timing, but that just requires practice, the vast majority of knockdowns allow for an Eagle’s Talon. Eagle’s Talon does 40 damage at the time I [Limb] am writing this, and fully restores you and your enemy’s stamina bar whenever it is used. This can be a blessing and a curse, and occasionally, unless your Talons will outright kill somebody, an OOS opponent may best be pressured instead of simply handed their stamina back.

A few examples on how to apply this knowledge:

  1. Opponent dodges on UC Jab timing: Fully Charge Jab. Risky against JJ and Tiandi who can feint their dodge attacks into backdodge if needed, but will often land if they do not backdodge. Becomes harder for them to avoid if used from finisher heavy.
  2. Opponent Dodge Attacks on UC Jab timing: Immediately feint into a parry or block. A lot of dodge attacks will not be used like this as they are light parry punishes, but, it will occasionally happen. If used from heavy hit/blockstun, fully charged jab will still beat this but you will trade, so don’t use it if you’re low enough to die.
  3. Opponent Tries for an interrupt: Releasing Jab on UC timing will generally stuff most interrupts as long as they were hit beforehand, or from finisher heavy block/hitstun. Much like the above, from finisher heavy blockstun, Fully Charged Jab will beat light interrupts, but lose to bash interrupts that are 500ms. If you can’t muscle through, feinting to block or parry is the best option.

To apply pressure properly, these are your options:

Kick + Light > Heavy finisher > Uncharged Jab if they aren’t dodging immediately

Kick + Light > Heavy finisher softfeint to GB if they know to try and parry it

Light + Jab (repeat ad nauseam until opponent finally decides to dodge)

Kick + enemy dodge + buffered heavy finisher (charge or not) to counter GB

Kick + enemy dodge + buffered heavy feint into parry vs slow reaction dodge attacks

Kick + enemy dodge + buffered heavy feint into block

Kick + enemy dodge + buffered heavy softfeint to GB to catch parries

Identifying and Dealing with your main weaknesses

I keep getting interrupted trying to go for jabs.

Generally unless you landed a finisher heavy, opponents have much more wriggle room to interrupt you from neutral. You can also avoid this with kick into light, which usually dissuades interruptions. Just always be aware that because you can feint jabs, most interrupts can be fairly easily defended against and even parried on read.

I don’t do much damage at all outside of charged jabs and wallsplats.

This isn’t really much of a weakness but it can feel like it if you’re used to easily accessible, big payoff moves. Centurion’s damage potential rewards conditioning a player to make them hang themselves with their own rope. A good understanding of attrition, poking game, and being as unpredictable as possible, are key to getting the most damage with Centurion. Cent doesn’t struggle to get damage by any means, but you do need to be somewhat creative in your approach. He does damage over time, making up for his low health and lower numbers by having excessively long turns.

Whenever I get my opponent low enough, I can’t finish them off.

Despite Centurion being able to kill people very quickly with the right reads, a sufficiently turtle-y opponent can still prove irritating to finish off. Centurion’s kick, while not reactable to the same degree it used to be, is still easy for fast reaction time players to dodge. Combine this with the strength of dodge bashes, Cent can struggle to land attacks. Your best bet may simply be to try and catch panic parry attempts with variable timing heavies. If this fails, try keeping your opponent OOS as long as possible throughout the fight, as Talons isn’t always worth it if your opponent can’t fight back.

Everybody keeps parrying my lights!

Centurion’s lights are visually distinct enough that people may still be able to consistently parry them on reaction. On top of Cent having a notable audio queue for his heavies. If this happens, honestly, constantly chipping at your opponent with your heavies, delaying them and changing your timing whenever possible, is probably not the worst option to deal damage to an opponent who is constantly looking for light parries. Remember that blocked heavies still give you a chance to Jab.

Your place in 4v4s

Centurion has generally not changed in his role in 4v4’s. The only thing that changed is that now, while his opponents have more counterplay to him, he also is a significantly better character, and at that he can also win 1v1’s due to his dueling prowess increasing significantly.

What is Centurion picked for?

Centurion is picked to be a supplementary mid-clearer, a ganker, and a duelist. Ganker and supplementary mid-clear are his best roles, dueling not being always feasible, but it is something he is very capable of doing. His team-fighting is lackluster, but not entirely awful, mainly limited by his linear hitboxes and bad health pool. However, Jab can now be target swapped and kick is a strong interrupt tool. His feintable zone being target swappable is also decent, but less effective now that the damage on it has at the time of writing this, been utterly mangled. His zone and light hitboxes are deceptively large and off to the side of him.

Centurion’s feats, as mentioned before compliment him perfectly, giving him a mix of strong offensive benefits and supportive tools, along with one of the best gank feats in the game.

Need to interrupt somebody at a crucial moment or just in general? Kick them. Need somebody to REALLY die right now but they’re a little far? Pugio. Need this one guy on the point to die really fast when you have an ally with you? Pugio. Ledge nearby? Pugio and kick them off the edge. Team getting low and maybe a Fire Flask was thrown? Phalanx/Stalwart. Need to hold mid for a bit? Body Count. Really prefer to roam around and sustain that way? Bounty Hunter. Need DAMAGE? Haymaker, always.

Now that you know what Cent CAN do, what CAN’T he do?

Cent can stall about as well as any character if piloted well, but his lower than average health, no dodge attack, and relative weakness to bashes makes him pretty poor in a situation where he has to hold out. Cent generally should always have somebody nearby or ready to assist him at all times. His ability to anti-gank has been improved, somewhat, but he should not be left alone.

Centurion also cannot team-fight effectively due to the limitations of his kit, his hitboxes are not amazing, his zone is okay but very low damage, and all of his high damage requires him to open himself up to possibly dying due to very long animations. Also, his mobility is not exactly amazing either, so being caught in a bad situation will often spell death.

Centurion’s ganking strength is twofold, ally bashes and GB’s can setup pins, his Kick can set up ganks, and his charged Jab will often result in death or close enough for anybody who is sufficiently led into it. It is on the Centurion to pin off of allies, and allies to guarantee his charged jab. Frequent practice and communication is necessary to get good ganks off as Cent, just as with any other ganker hero. Don’t expect much out of your teammates in solo-queue however.

Your Match-ups (Simplified)

Centurion generally has a host of good matchups, with a few he struggles with. Nothing too polarizing, as even his bad matchups aren’t unwinnable.

Hyperarmor Heroes

Centurion doesn’t struggle incredibly hard with Hyperarmour characters as 70% of his offense is bash based, however this will stifle you if you are trying to use lights or heavies to start up your game-plan. Shugoki in particular is the most likely issue you will have, Hito’s HA is a complete joke and you won’t have a problem here, Highlander actually has good lights now so you may find yourself trading with him more than previously would have. In short, if you are playing against HA characters, using Kick might be your best bet, most of them can’t punish bashes very well, and least of all Centurion’s Legion Kick due to its generous safety net.

Heroes that Dodge

Tiandi, JJ, Kensei, and to some degree Conq and the Ward/Monger’s will be somewhat problematic, Gladiator as well. Centurion’s kick is most feasibly punished with dodge bashes, Tiandi, JJ, and Kensei have the best dodge attacks in terms of avoidance, but Kensei cannot feint his, so he is vulnerable to being read into a parry. Tiandi and JJ simply don’t have to commit whatsoever and opt out of any chain pressure Cent could have except heavy softfeint to GB. Conq, Ward/Monger, and Glad all have reasonably strong dodge bashes. Warden can backdodge SB almost anything you do, which is not fun to play against and feint to kick will at least deal with it, but it still will be a problem. Warden can also sometimes be beaten depending on what timing of SB he uses if you let the chain heavy go after a whiffed kick, this will eventually get predictable and the Warden can simply feint and parry you if you buffer in the un-delayed heavy. Warmonger can side dodge UB or side dodge bash, but is surprisingly GB vulnerable, so again heavy softfeint to GB will beat her options consistently. Glad for once has a good use for his dodge bash, and the extra stamina drain on it since CCU will be quite annoying to play against. He at the very least cannot do guaranteed damage to you after it.

Heroes with Bashes

Centurion’s biggest struggles will usually come from heroes who have strong bash offense. Conq, BP, Warlord, and to a lesser degree Tiandi are the general culprits here. Tiandi is generally not punishable with a GB no matter what you do anyway, so he is a significantly easier case of this, as all you have to do is wait for what he does after a whiffed bash, unfortunately though as you have no dodge attack yourself, you cannot punish him reliably. This problem is an echoed one for all the others I [Limb] listed, Conq, BP, Warlord are all only really reliably punishable with a dodge attack, Conq and Warlord are GB’able on prediction or very fast reaction dodges, but I wouldn’t count on it as being a consistent thing unless you are VERY confident in your dodges. BP is probably the absolute worst matchup for Centurion either in general or in this list, as BP can not only stifle your own offense with Bulwark Counter – though not infallible as you can read this coming fairly easily – but he has the generally safest bash in the game, even if it isn’t as good for tracking as Conq’s, or as hard to see coming as Warlord in top guard stance Headbutt. All in all, the heroes you can expect to struggle with most are as listed here.

Centurion Matchups – Extended

Editor’s Note – Limb did not write these extended matchups. I did. I am less active in the game by this point so take my notes with a grain of salt by comparison, but I went off of some of Limb’s notes from the simplified matchup and what I know of the character. For this section alone you can take up your issues with me. If the link goes down, let Limb know. -QK

List of Individual Matchups

Fighting With Centurion

Having a Centurion teammate is like being given all the best goodies for murder, up there with Shaman. Centurion is your friend, you and Centurion like blood, and shouting negative IQ non-sequiturs at your enemies as you kill them from near full HP with very little that the enemy can do about it. Doesn’t that sound great? [sic]

When playing with a Centurion ally, you are generally expected to make sure his big fist makes contact with the enemy. In order to do this, when you see Centurion charging up a Jab, apply heavy or light blockstun – heavy preferably, as light blockstun might feed less revenge, but it will allow dodges most of the time – to guarantee the Jab will land. If you have good timing, you can hit a Jabbed opponent with a heavy opener while Centurion is flying through the air to call them weak and carve out their chest cavity, allowing your a followup finisher heavy as well. This is usually going to near 100-0 any character in the game, Kensei and Shaolin and Berserker have 100-0 ganks with Centurion, but some are significantly more complicated and will require a video to explain easier. General knowledge applies though, GB for Cent’s Unblockable finisher, blockstun for Jab, GB for charged opener heavies, and all will be golden.

Make sure to cover for Cent whenever possible in group fights as while he might have decent damage and interrupts, he is very squishy and will die easily if too many mistakes happen – one or two, honestly, with the way damage currently is – and generally struggles to do much of anything in crowded situations. Shadowing a Cent whenever possible is the safest option. His very weighted feats can massively turn the tide of battle, Pugio/Phalanx/Stalwart Banner, so don’t let him get choked out quickly with his low HP.

Closing Thoughts

As to be expected, Centurion has a well rounded kit with meaningful strengths and trade-offs for them. He is a cerebral but straightforward character who rewards good reads, mind-games, and a strong sense of how to apply pressure. His numerous options can seem overwhelming at first, as most of the time you will always go for the highest guaranteed options, but always be aware that you can legitimately toy with your victims instead to make it an even more resounding defeat. His low HP and damage are a price to pay for extremely powerful, constant pressure.

Centurion’s feats all compliment his gank heavy, supportive combat role and don’t require too much finesse to get working. All of them are very comfortable picks, and the bad ones just don’t get picked so you never really have to think too hard about it.

Centurion gets 5/5 broken jaws and cringe Ex Deo montages.

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