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Multiplayer Plasmid Combos: Incinerate!

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Inc

Next up in the line of combos is Incinerate!. Enjoy!

With Electro Bolt: Overheat. Firing the plasmid at an enemy will heat up the weapon they're holding to a thousand degrees Kelvin, rendering it temporarily unable to fire and dealing damage to the target for as long as they're holding the weapon while it's overheated. Players who have one weapon overheated already will be immune to the effects of the plasmid. Can be charged for extra damage and a longer overheat time.

With Winter Blast: Melt. Firing the plasmid at an enemy will decrease their damage output as well as their rate of fire. However, they will also have increased health for the duration of the debuff.

With Big Daddy Roar: Fire Storm. Using this plasmid will cause the user to emit a burst of fire from their body, igniting anything in their close vicinity. However, they will be immobile for the duration of the discharge.

With Aero Dash: Eruption. Using the plasmid will cause the user to send a short-ranged fiery wave in front of them, igniting anyone in its path.

With Geyser Trap: Fire Trap. Firing the plasmid will spawn a trap which will ignite any enemy who steps on it, rather than throwing them in the air.

With Security Bullseye: Incendiaries. Firing the plasmid at a friendly security device will temporarily cause their attacks to set the enemy on fire. If a device owned by an ally kills an enemy while under the effects of this plasmid, the player will receive an assist point.

With Houdini Plasmid: Smoke. Firing the plasmid fills the targeted area with smoke. The player and allies can see through the smoke.

With Insect Swarm: Fireflies. Firing the plasmid at an enemy causes flaming hornets to erupt from their body, igniting nearby enemies. However, the victim receives a damage boost for the duration of the debuff.

With Chrono Warp: Shapeshift. Using the plasmid allows the player to switch loadouts while still alive. Upon choosing a new loadout, the player will be temporarily immobile and defenceless and will then switch loadouts.

With Sonic Boom: Firewall. Plasmid can be used to draw a wall of fire out of thin air, igniting any enemy or physics object which passes through it.

With Telekinesis: Fireball. Allows the player to fire a ball of fire which, upon impact, ignites anything in its vicinity. However, the orb takes some time to charge up before it can be fired and counts as a physics object.

Comments and criticism appreciated.

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