Okay, a bit controversial, but can we please stop with the spider-verse champs? There are enough of them, already!!! Spidey: Stark Gwen Man 2099 Symbiote Supreme Venom Etc. (Not to mention, the crossover with Deadpool and venom) How is the community still stuck on this??
It's me again! Some new ideas, this is going to be my thoughts on what I'd like to see for Carrion if he were to enter the Battlerealm. I've always enjoyed Carrion and would love to see him in MCoC though with his abilities and what I've come up with he will sadly be a "Fun and Interactive" Defender... Sorry... then again this'll probably not end up in game anyways so let's have fun with it!
The numbers are roughly based off of a 5*R5 Carrion will be a Science Defense: Utility/ Offence: Damage over Time Base Stats: HP: 39633 Attack: 2234 Crit: 430 (17%) Crit Damage: 612 (162.8%) Armor: 654 (23.75%) Block Proficiency: 2900 (58%) He's a bit squishy (Hehe) with his base defense stats but he makes up for it with a decent Health Pool. And his attack stats are slightly lower than average, but he makes up for it with easy access so DoTs, and other damage enhancements.
Awakened Ability: Density Control: Carrion is capable of controlling his own anatomy to point of near intangibility. Anytime Carrion is Struck he gains a stack of Density: reducing all physical damage taken by 2 - 5%. If Carrion would be struck by a contact attack while at or above 6 Density, all stacks are removed and the attack and all attack for the next second after have a 100% chance to miss. When charging a Heavy attack Carrion is automatically set to 6 Stacks of Density and cannot gain Density this way again for 22 - 15 seconds.
Decaying Touch: Anytime Carrion makes contact with his opponent he applies a dormant Red Dust Passive (Max 15). Anytime Carrion would apply a Red Dust passive to an opponent he also applies a non-stacking Passive Degeneration dealing 558.5 (25% of modified attack rating) Physical damage over 1 second. The damage from this effect is increased by 0.5% for every 3% critical damage rating Carrion has (Max bonus at 50% increase (300% critical damage rating)). This effect has -50% potency if the opponent has an Armor Up, and Robots are immune to Decaying Touch
Red Dust: Carrion has 2 forms of Red Dust he can use: Choking Gas or Corrosive Acid. He can change which is active by double tapping block. Charging a Heavy Attack near an opponent activates the Red Dust charges which has a differing effect based on which form Carrion has active. While Red Dust is active, Carrion cannot apply additional Red Dust to the opponent but making contact still applies the Degeneration from Decaying Touch. Carrion's Heavy attack does not make contact with the opponent.
Choking Gas: The opponent is afflicted with a Concussion Debuff reducing ability accuracy by 5% per Red Dust active on them, and reducing Block proficiency by 50% for 15 seconds, Additionally while the opponent has the Concussion Debuff they are also afflicted with a Fragility Passive increasing your critical damage rating by 245 per Red Dust on the opponent. After the Concussion expires or is purified the opponent is passively stunned for 4 seconds. Robots are immune to Choking Gas.
Corrosive Acid: The opponent is inflicted with a Degeneration Debuff dealing 223.4 (10% attack rating) per second for each Red Dust on the opponent for 12 seconds, additionally for every Armor Up effect on the opponent when the Red Dust is activated, Carrion inflicts them with an Armor Break reducing Armor Rating by 233 lasting until the Degeneration expires.
Undying: Carrion's Regeneration rate is set to 50% baseline and cannot be modified by any other effects. Carrion restores 1% of his missing HP per second. (With mod, this counts to 0.5% missing HP restored per second.)
Synergies:
Vengeance for Gwen: Other Synergy Members: Spider-Man (Classic), Green Goblin, Spider Gwen, Gwenpool Spider-Man: Webbing lasts for an additional 1.5 seconds. While at least one Gwen is on your team and all Gwens on your team are dead: Spider-Man gains +284 attack rating for every stack of Webbing on the opponent.
Green Goblin: Madness charges last for an additional 7 seconds. While at least one Gwen is on your team and no Gwens on your team are dead: Green Goblin gains +710 attack rating for every Madness charge he has
Carrion: Red Dust maximum stacks increased by 3. While at least one Gwen is on your team and all Gwens on your team are dead: Choking Gas lasts for an additional 7 seconds.
Fun and Interactive!: Other Synergy Members: Dormammu, Magik, Electro: Dormammu: Dormammu applies his Degeneration anytime a buff would expire off of himself and anytime an opponent activates a Special attack.
Magik: The chance to activate Limbo is increased by a flat 12% and its damage is increased by 80%.
Electro: Static Shock damage is increased by 50% and has a 100% chance to activate anytime he would strike the opponent or their block with his Light, Medium, or Heavy attacks.
Carrion: Decaying Touch degeneration now has a max stack of 2.
Carnage Family: Other Synergy Members: Carnage, ???, ??? Carnage: Carnage gains +167 Attack Rating for every active Genetic Mutation he has.
Carrion: HP restored from Undying is increased by 0.2% per Synergy Member on your team.
Enemies: Other Members: Venom, Black Cat, Iron Fist, Captain America (Classic): All Team Members gain +6% attack rating for each Synergy member on your team.
This is what I've got so far. If you have any thoughts, ideas, criticisms please let me know and if you liked this, you should check out some of the other ones I've done... (I've done a lot.) If you got this far thank you for taking the time, and have a great day!
Hi guys. This is my second concept for another Champion, which is my second most wanted in the whole game! This is Beta Ray Bill. Let me know what you think about this concept.
Beta Ray Bill – Supposed Class: Cosmic,
Light Attack: - Light's third hit, inflicts a Stun on the opponent (lasting 3 seconds).
Medium Attack: - Medium's second hit, inflicts Shock on the opponent. - Medium hits reset the inflicted Stun on the opponent.
Heavy Attack: Stormbreaker hit. - Each heavy hit inflicts Armor Break on the opponent. - The longer Bill charges heavy, the more Armor Breaks he can inflict on his opponent (2 second load = 2 Armor Breaks, 3 seconds = 3 Armor Breaks, 4 seconds = 4 Armor Breaks, etc.. .). - When recharging heavy, Beta Ray Bill, gets unlimited buff Unstoppable (this buff is dependent on recharging heavy).
Always Active: - Thanks to the Asgardian Armor, Beta Ray Bill has a 100% chance of Perfect Block every time he defends, making every hit on the block deal exactly 0% Damage. - Beta Ray Bill inflicts Armor Shatter to the opponent each time he Parry. - Beta Ray Bill has Shock Resistance.
Sig Ability - "Stormbreaker Might": - While this ability is active, Bill collects special buffs called "Stormbreaker". This buff increases Bill's Base Damage and Critical Damage by exactly 100% when activated. - This buff can be collected by; attacking, blocking, and using Special Attacks: 1 Hit = 1 Stormbreaker, 1 Blocked Hit = 1 Stormbreaker, Special Attack = 5 Stormbreakers. - This buff has a limit, because you can collect exactly 20 buffs. - To activate this buff, use heavy, preferably when there are a maximum number of these buffs. The buff, when activated (by using heavy), inflicts 20 Passive Shocks, 20 Armor Breaks, and a 15 second Stun on the opponent. - Whereas Beta Ray Bill gets; 5 Power Gains (20 seconds), 20 seconds Indestructible, 5 Combat Shields, Passive Unstoppable (20 seconds), 5 Aptitude (20 seconds), 15 Passive Furies (20 seconds), 15 Precision (20 seconds), 15 Cruelty (20 seconds), and 15 Armor Up (20 seconds).
Passive - "Godhunter": - Against Tagged Champions; God, Dimensional, or Elder, all buffs Bill places on an opponent are permanent, with the exception of Stun, which doubles the duration of which Bill has a 100% chance.
Special Attacks: - Special Attacks give Bill 5 seconds of Indestructible.
Special Attack 1 - “Victory Lightning”: Beta Ray Bill summons a storm and then strikes a bolt of lightning at the opponent. - Beta Ray Bill inflicts a Stun on the opponent, lasting 2.5 seconds. - Beta Ray Bill inflicts 2 Shocks on the opponent, lasting 3 seconds. - Beta Ray Bill gets Power Gain.
Special Attack 2 - “Storm Force”: Beta Ray Bill slams the Stormbreaker into the ground, stunning the opponent, then flies into the air, aims his weapon and throws the Stormbreaker at the opponent. - Beta Ray Bill inflicts a Stun on the opponent (lasting 5 seconds). - Beta Ray Bill inflicts 3 Armor Breaks on the opponent. - Beta Ray Bill earns 2 Power Gains.
Special Attack 3 - “Thunder of Justice”: Beta Ray Bill takes an opponent's blow to the face as if nothing had happened, then grabs his arm and throws the enemy with Stormbreaker into the air, Bill flies up behind the opponent and hits him from above with his hammer. Bill summons a powerful storm and giant lightning strikes the opponent destroying everything. - Beta Ray Bill inflicts a Stun on the opponent (lasting 10 seconds). - Beta Ray Bill inflicts 5 Armor Brakes to the opponent. - Beta Ray Bill earns 3 Power Gains.
Alright. I made some subtle changes to my Lizard concept, and although they are such subtle changes, they are there. What do you think about this concept? Let me know.
The Lizard - Supposed Class: Science
Light Attack: - Every second light attack, Lizard inflicts Poison.
Medium Attack: - Every second medium attack, Lizard inflicts Bleed.
Heavy Attack: The Lizard strikes its tail. - For each heavy, Lizard gains 10 seconds of Passive Regeneration, recovering exactly 3,200 HP every second. - On each heavy, Lizard gets a 4 second Passive Unstoppable.
Always active: - Lizard, thanks to the experiments conducted on himself, is immune to bleeding, poison, rupture, and coldsnap. - As the Lizard has an amazing hunting instinct, it is able to catch its prey, so his opponents cannot evade.
Sig Ability - "Shed Skin": - Whenever the Lizard gets a debuff from an opponent (Incarnate, Degeneration, or Shock), it is automatically removed from them after 5 seconds. This is disposable. - The Lizard, after shedding its first skin, has Resistance to most buffs.
Passive: - "Predator's Hunger": Whenever the Lizard inflicts Bleed, the Lizard itself gains 100% permanent physical resistance. Each SP1, Lizard gains a 100% chance to amplify its bleed damage by 75%. - If the Lizard inflicts more than 6 Bleeds, they will turn into Deep Wounds.
- "Toxic Defense": - Whenever the Lizard inflicts Poison, the Lizard itself gains 100% Toxic Scale (a buff to apply poison with each physical contact with the Lizard). - Each SP2, Lizard gains a 100% chance to amplify its poison damage by 75%. - If the Lizard inflicts more than 6 Poisons, they will turn into Neurotoxin.
Special Attacks: - Each of Lizard's Special Attacks is Unblockable.
Special Attack 1 - "Blood Hunt": The Lizard charges in with its fangs, claws, and finally strikes with its tail. - Lizard inflicts 3 Bleeds (15 seconds). - Lizard inflicts Armor Break (15 seconds). - Lizard inflicts the Slow debuff on the opponent (15 seconds).
Special Attack 2 - "Toxic Fumes": Lizard jumps and "vomits" toxic sewage at the opponent. - Lizard inflicts 3 Poison (15 seconds). - Lizard inflicts a Stun (5 seconds).
Special Attack 3 - "Hunting Instinct": Lizard makes quick and violent attacks from every possible side, eventually hiding underground and unexpectedly emerges from under the opponent and, biting his leg, throws him straight into the wall. - Lizard inflicts 6 Bleeds and 6 Poison (15 seconds). - Lizard inflicts 5 Armor Break (15 seconds). - Lizard inflicts a Stun (7.5 seconds).
Light Attack: - Every second light attack, Lizard inflicts Poison.
Medium Attack: - Every second medium attack, Lizard inflicts Bleed.
Heavy Attack: The Lizard strikes its tail. - For each heavy, Lizard gains 10 seconds of Passive Regeneration, recovering exactly 3,200 HP every second. - On each heavy, Lizard gets a 4 second Passive Unstoppable.
Always active: - Lizard, thanks to the experiments conducted on himself, is immune to bleeding, poison, rupture, and coldsnap. - As the Lizard has an amazing hunting instinct, it is able to catch its prey, so his opponents cannot evade.
Sig Ability - "Shed Skin": - Whenever the Lizard gets a debuff from an opponent (Incarnate, Degeneration, or Shock), it is automatically removed from them after 5 seconds. This is disposable. - The Lizard, after shedding its first skin, has Resistance to most buffs.
Passive: - "Predator's Hunger": Whenever the Lizard inflicts Bleed, the Lizard itself gains 100% permanent physical resistance. Each SP1, Lizard gains a 100% chance to amplify its bleed damage by 75%. - If the Lizard inflicts more than 6 Bleeds, they will turn into Deep Wounds.
- "Toxic Defense": - Whenever the Lizard inflicts Poison, the Lizard itself gains 100% Toxic Scale (a buff to apply poison with each physical contact with the Lizard). - Each SP2, Lizard gains a 100% chance to amplify its poison damage by 75%. - If the Lizard inflicts more than 6 Poisons, they will turn into Neurotoxin.
Special Attacks: - Each of Lizard's Special Attacks is Unblockable.
Special Attack 1 - "Blood Hunt": The Lizard charges in with its fangs, claws, and finally strikes with its tail. - Lizard inflicts 3 Bleeds (15 seconds). - Lizard inflicts Armor Break (15 seconds). - Lizard inflicts the Slow debuff on the opponent (15 seconds).
Special Attack 2 - "Toxic Fumes": Lizard jumps and "vomits" toxic sewage at the opponent. - Lizard inflicts 3 Poison (15 seconds). - Lizard inflicts a Stun (5 seconds).
Special Attack 3 - "Hunting Instinct": Lizard makes quick and violent attacks from every possible side, eventually hiding underground and unexpectedly emerges from under the opponent and, biting his leg, throws him straight into the wall. - Lizard inflicts 6 Bleeds and 6 Poison (15 seconds). - Lizard inflicts 5 Armor Break (15 seconds). - Lizard inflicts a Stun (7.5 seconds).
Alright. I made some subtle changes to my Lizard concept, and although they are such subtle changes, they are there. What do you think about this concept? Let me know.
Comments
Stained Glass Scarlet - Supposed Class: Mystic or Skill
Ragnarok - Supposed Class: Tech
Boomerang - Supposed Class: Tech
Mutant 2099 - Supposed Class: Mutant
Machine Man - Supposed Class: Tech
Ghost-Spider - Supposed Class: Mystic
Blue Fox - Supposed Class: Skill
Zero - Supposed Class: Tech
Iron Spider
Spider-Wolverine
Captain Spider
Ghost Spider
Man Spider
Spider-Man (Superior)
Octopus Superior
Spider-Man (Mutant)
Spider-Man (Velocity)
Spider-Punisher
Spider-Man (Vampire Hunter)
Hallow
Spider-Lizard
Human Spider Torch
Spidey:
Stark
Gwen
Man
2099
Symbiote
Supreme
Venom
Etc.
(Not to mention, the crossover with Deadpool and venom)
How is the community still stuck on this??
Morgan Le Fay
Madame masque
Lady sif
Black Tarantula
The numbers are roughly based off of a 5*R5
Carrion will be a Science
Defense: Utility/ Offence: Damage over Time
Base Stats:
HP: 39633
Attack: 2234
Crit: 430 (17%)
Crit Damage: 612 (162.8%)
Armor: 654 (23.75%)
Block Proficiency: 2900 (58%)
He's a bit squishy (Hehe) with his base defense stats but he makes up for it with a decent Health Pool. And his attack stats are slightly lower than average, but he makes up for it with easy access so DoTs, and other damage enhancements.
Awakened Ability: Density Control: Carrion is capable of controlling his own anatomy to point of near intangibility. Anytime Carrion is Struck he gains a stack of Density: reducing all physical damage taken by 2 - 5%. If Carrion would be struck by a contact attack while at or above 6 Density, all stacks are removed and the attack and all attack for the next second after have a 100% chance to miss. When charging a Heavy attack Carrion is automatically set to 6 Stacks of Density and cannot gain Density this way again for 22 - 15 seconds.
Decaying Touch: Anytime Carrion makes contact with his opponent he applies a dormant Red Dust Passive (Max 15). Anytime Carrion would apply a Red Dust passive to an opponent he also applies a non-stacking Passive Degeneration dealing 558.5 (25% of modified attack rating) Physical damage over 1 second. The damage from this effect is increased by 0.5% for every 3% critical damage rating Carrion has (Max bonus at 50% increase (300% critical damage rating)). This effect has -50% potency if the opponent has an Armor Up, and Robots are immune to Decaying Touch
Red Dust: Carrion has 2 forms of Red Dust he can use: Choking Gas or Corrosive Acid.
He can change which is active by double tapping block.
Charging a Heavy Attack near an opponent activates the Red Dust charges which has a differing effect based on which form Carrion has active.
While Red Dust is active, Carrion cannot apply additional Red Dust to the opponent but making contact still applies the Degeneration from Decaying Touch. Carrion's Heavy attack does not make contact with the opponent.
Choking Gas: The opponent is afflicted with a Concussion Debuff reducing ability accuracy by 5% per Red Dust active on them, and reducing Block proficiency by 50% for 15 seconds, Additionally while the opponent has the Concussion Debuff they are also afflicted with a Fragility Passive increasing your critical damage rating by 245 per Red Dust on the opponent. After the Concussion expires or is purified the opponent is passively stunned for 4 seconds.
Robots are immune to Choking Gas.
Corrosive Acid: The opponent is inflicted with a Degeneration Debuff dealing 223.4 (10% attack rating) per second for each Red Dust on the opponent for 12 seconds, additionally for every Armor Up effect on the opponent when the Red Dust is activated, Carrion inflicts them with an Armor Break reducing Armor Rating by 233 lasting until the Degeneration expires.
Undying: Carrion's Regeneration rate is set to 50% baseline and cannot be modified by any other effects. Carrion restores 1% of his missing HP per second. (With mod, this counts to 0.5% missing HP restored per second.)
Synergies:
Vengeance for Gwen: Other Synergy Members: Spider-Man (Classic), Green Goblin, Spider Gwen, Gwenpool
Spider-Man: Webbing lasts for an additional 1.5 seconds.
While at least one Gwen is on your team and all Gwens on your team are dead: Spider-Man gains +284 attack rating for every stack of Webbing on the opponent.
Green Goblin: Madness charges last for an additional 7 seconds.
While at least one Gwen is on your team and no Gwens on your team are dead: Green Goblin gains +710 attack rating for every Madness charge he has
Carrion: Red Dust maximum stacks increased by 3.
While at least one Gwen is on your team and all Gwens on your team are dead: Choking Gas lasts for an additional 7 seconds.
Fun and Interactive!: Other Synergy Members: Dormammu, Magik, Electro:
Dormammu: Dormammu applies his Degeneration anytime a buff would expire off of himself and anytime an opponent activates a Special attack.
Magik: The chance to activate Limbo is increased by a flat 12% and its damage is increased by 80%.
Electro: Static Shock damage is increased by 50% and has a 100% chance to activate anytime he would strike the opponent or their block with his Light, Medium, or Heavy attacks.
Carrion: Decaying Touch degeneration now has a max stack of 2.
Carnage Family: Other Synergy Members: Carnage, ???, ???
Carnage: Carnage gains +167 Attack Rating for every active Genetic Mutation he has.
Carrion: HP restored from Undying is increased by 0.2% per Synergy Member on your team.
Enemies: Other Members: Venom, Black Cat, Iron Fist, Captain America (Classic):
All Team Members gain +6% attack rating for each Synergy member on your team.
This is what I've got so far. If you have any thoughts, ideas, criticisms please let me know and if you liked this, you should check out some of the other ones I've done... (I've done a lot.)
If you got this far thank you for taking the time, and have a great day!
Beta Ray Bill – Supposed Class: Cosmic,
Light Attack:
- Light's third hit, inflicts a Stun on the opponent (lasting 3 seconds).
Medium Attack:
- Medium's second hit, inflicts Shock on the opponent.
- Medium hits reset the inflicted Stun on the opponent.
Heavy Attack:
Stormbreaker hit.
- Each heavy hit inflicts Armor Break on the opponent.
- The longer Bill charges heavy, the more Armor Breaks he can inflict on his opponent (2 second load = 2 Armor Breaks, 3 seconds = 3 Armor Breaks, 4 seconds = 4 Armor Breaks, etc.. .).
- When recharging heavy, Beta Ray Bill, gets unlimited buff Unstoppable (this buff is dependent on recharging heavy).
Always Active:
- Thanks to the Asgardian Armor, Beta Ray Bill has a 100% chance of Perfect Block every time he defends, making every hit on the block deal exactly 0% Damage.
- Beta Ray Bill inflicts Armor Shatter to the opponent each time he Parry.
- Beta Ray Bill has Shock Resistance.
Sig Ability - "Stormbreaker Might":
- While this ability is active, Bill collects special buffs called "Stormbreaker". This buff increases Bill's Base Damage and Critical Damage by exactly 100% when activated.
- This buff can be collected by; attacking, blocking, and using Special Attacks: 1 Hit = 1 Stormbreaker, 1 Blocked Hit = 1 Stormbreaker, Special Attack = 5 Stormbreakers.
- This buff has a limit, because you can collect exactly 20 buffs.
- To activate this buff, use heavy, preferably when there are a maximum number of these buffs. The buff, when activated (by using heavy), inflicts 20 Passive Shocks, 20 Armor Breaks, and a 15 second Stun on the opponent.
- Whereas Beta Ray Bill gets; 5 Power Gains (20 seconds), 20 seconds Indestructible, 5 Combat Shields, Passive Unstoppable (20 seconds), 5 Aptitude (20 seconds), 15 Passive Furies (20 seconds), 15 Precision (20 seconds), 15 Cruelty (20 seconds), and 15 Armor Up (20 seconds).
Passive - "Godhunter":
- Against Tagged Champions; God, Dimensional, or Elder, all buffs Bill places on an opponent are permanent, with the exception of Stun, which doubles the duration of which Bill has a 100% chance.
Special Attacks:
- Special Attacks give Bill 5 seconds of Indestructible.
Special Attack 1 - “Victory Lightning”:
Beta Ray Bill summons a storm and then strikes a bolt of lightning at the opponent.
- Beta Ray Bill inflicts a Stun on the opponent, lasting 2.5 seconds.
- Beta Ray Bill inflicts 2 Shocks on the opponent, lasting 3 seconds.
- Beta Ray Bill gets Power Gain.
Special Attack 2 - “Storm Force”:
Beta Ray Bill slams the Stormbreaker into the ground, stunning the opponent, then flies into the air, aims his weapon and throws the Stormbreaker at the opponent.
- Beta Ray Bill inflicts a Stun on the opponent (lasting 5 seconds).
- Beta Ray Bill inflicts 3 Armor Breaks on the opponent.
- Beta Ray Bill earns 2 Power Gains.
Special Attack 3 - “Thunder of Justice”:
Beta Ray Bill takes an opponent's blow to the face as if nothing had happened, then grabs his arm and throws the enemy with Stormbreaker into the air, Bill flies up behind the opponent and hits him from above with his hammer. Bill summons a powerful storm and giant lightning strikes the opponent destroying everything.
- Beta Ray Bill inflicts a Stun on the opponent (lasting 10 seconds).
- Beta Ray Bill inflicts 5 Armor Brakes to the opponent.
- Beta Ray Bill earns 3 Power Gains.
Leader
The Rose
Kurse
Nightmare
Box (Maddison Jeffries)
Gary gargoyle
Quasar
Hyperstorm
Phyla-Vell
Nate grey
Mister X
Cottonmouth
Diamondback (Rachel Leighton)
Beetle
Valerie Richards
Beetle - Supposed Class: Tech
Shriek - Supposed Class: Mutant
Nightmare - Supposed Class: Mystic
Bastion - Supposed Class: Tech
Vermin - Supposed Class: Science
A-Bomb - Supposed Class: Science
Grim Reaper - Supposed Class: Tech or Mystic
Beetle (Janice Lincoln) - Supposed Class: Tech
(By Nick Coss)
Ægon 2099 (By Nick Coss) - Supposed Class: Tech
Madame Masque
Spymaster
Whiplash
Crimson Dynamo
Titanium Man
Iron Monger
Spymaster
Whiplash
Crimson Dynamo
Titanium Man
Iron Man Godkiller Armor MK II
Amatsu-Mikaboshi
Beta Ray Bill
Wonderman
Man-Spider
U.S. Agent
And these...
Deathlock
ArachKnight
Dracula
Brute Force 😁
What do you think about this concept? Let me know.
The Lizard - Supposed Class: Science
Light Attack:
- Every second light attack, Lizard inflicts Poison.
Medium Attack:
- Every second medium attack, Lizard inflicts Bleed.
Heavy Attack:
The Lizard strikes its tail.
- For each heavy, Lizard gains 10 seconds of Passive Regeneration, recovering exactly 3,200 HP every second.
- On each heavy, Lizard gets a 4 second Passive Unstoppable.
Always active:
- Lizard, thanks to the experiments conducted on himself, is immune to bleeding, poison, rupture, and coldsnap.
- As the Lizard has an amazing hunting instinct, it is able to catch its prey, so his opponents cannot evade.
Sig Ability - "Shed Skin":
- Whenever the Lizard gets a debuff from an opponent (Incarnate, Degeneration, or Shock), it is automatically removed from them after 5 seconds. This is disposable.
- The Lizard, after shedding its first skin, has Resistance to most buffs.
Passive:
- "Predator's Hunger":
Whenever the Lizard inflicts Bleed, the Lizard itself gains 100% permanent physical resistance.
Each SP1, Lizard gains a 100% chance to amplify its bleed damage by 75%.
- If the Lizard inflicts more than 6 Bleeds, they will turn into Deep Wounds.
- "Toxic Defense":
- Whenever the Lizard inflicts Poison, the Lizard itself gains 100% Toxic Scale (a buff to apply poison with each physical contact with the Lizard).
- Each SP2, Lizard gains a 100% chance to amplify its poison damage by 75%.
- If the Lizard inflicts more than 6 Poisons, they will turn into Neurotoxin.
Special Attacks:
- Each of Lizard's Special Attacks is Unblockable.
Special Attack 1 - "Blood Hunt":
The Lizard charges in with its fangs, claws, and finally strikes with its tail.
- Lizard inflicts 3 Bleeds (15 seconds).
- Lizard inflicts Armor Break (15 seconds).
- Lizard inflicts the Slow debuff on the opponent (15 seconds).
Special Attack 2 - "Toxic Fumes":
Lizard jumps and "vomits" toxic sewage at the opponent.
- Lizard inflicts 3 Poison (15 seconds).
- Lizard inflicts a Stun (5 seconds).
Special Attack 3 - "Hunting Instinct":
Lizard makes quick and violent attacks from every possible side, eventually hiding underground and unexpectedly emerges from under the opponent and, biting his leg, throws him straight into the wall.
- Lizard inflicts 6 Bleeds and 6 Poison (15 seconds).
- Lizard inflicts 5 Armor Break (15 seconds).
- Lizard inflicts a Stun (7.5 seconds).
The Lizard - Supposed Class: Science
Light Attack:
- Every second light attack, Lizard inflicts Poison.
Medium Attack:
- Every second medium attack, Lizard inflicts Bleed.
Heavy Attack:
The Lizard strikes its tail.
- For each heavy, Lizard gains 10 seconds of Passive Regeneration, recovering exactly 3,200 HP every second.
- On each heavy, Lizard gets a 4 second Passive Unstoppable.
Always active:
- Lizard, thanks to the experiments conducted on himself, is immune to bleeding, poison, rupture, and coldsnap.
- As the Lizard has an amazing hunting instinct, it is able to catch its prey, so his opponents cannot evade.
Sig Ability - "Shed Skin":
- Whenever the Lizard gets a debuff from an opponent (Incarnate, Degeneration, or Shock), it is automatically removed from them after 5 seconds. This is disposable.
- The Lizard, after shedding its first skin, has Resistance to most buffs.
Passive:
- "Predator's Hunger":
Whenever the Lizard inflicts Bleed, the Lizard itself gains 100% permanent physical resistance.
Each SP1, Lizard gains a 100% chance to amplify its bleed damage by 75%.
- If the Lizard inflicts more than 6 Bleeds, they will turn into Deep Wounds.
- "Toxic Defense":
- Whenever the Lizard inflicts Poison, the Lizard itself gains 100% Toxic Scale (a buff to apply poison with each physical contact with the Lizard).
- Each SP2, Lizard gains a 100% chance to amplify its poison damage by 75%.
- If the Lizard inflicts more than 6 Poisons, they will turn into Neurotoxin.
Special Attacks:
- Each of Lizard's Special Attacks is Unblockable.
Special Attack 1 - "Blood Hunt":
The Lizard charges in with its fangs, claws, and finally strikes with its tail.
- Lizard inflicts 3 Bleeds (15 seconds).
- Lizard inflicts Armor Break (15 seconds).
- Lizard inflicts the Slow debuff on the opponent (15 seconds).
Special Attack 2 - "Toxic Fumes":
Lizard jumps and "vomits" toxic sewage at the opponent.
- Lizard inflicts 3 Poison (15 seconds).
- Lizard inflicts a Stun (5 seconds).
Special Attack 3 - "Hunting Instinct":
Lizard makes quick and violent attacks from every possible side, eventually hiding underground and unexpectedly emerges from under the opponent and, biting his leg, throws him straight into the wall.
- Lizard inflicts 6 Bleeds and 6 Poison (15 seconds).
- Lizard inflicts 5 Armor Break (15 seconds).
- Lizard inflicts a Stun (7.5 seconds).
Alright. I made some subtle changes to my Lizard concept, and although they are such subtle changes, they are there.
What do you think about this concept? Let me know.