Lizard: Ability Kit Concept

Archit_1812Archit_1812 Member Posts: 410 ★★
Reptilian Physiology :Lizard's DNA grants him enhanced strength, endurance, and agility, increasing his base stats by 40% against Mystic champions. Additionally, all of Lizard's attacks have a 60% chance to inflict Bleed for 4 seconds.
Enhanced Mutation: Lizard's mutated physiology grants him enhanced regenerative capabilities. He regenerates health over time, recovering 1% of his max health every 5 seconds. Additionally, each time the opponent launches a Special Attack, the rate of Lizard's regeneration increases by 1% health over 5 seconds, up to a maximum of 1% health over 2 seconds. This increased regeneration lasts for the remainder of the fight. If Lizard is inflicted with a Petrify debuff, he is prevented from healing, but gains +5% attack rating for the duration of the Petrify.
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Heavy Attack:
First Hit (Tail Slam): Causes the opponent to suffer from a temporary Armor Break, reducing their Armor Rating by X% for X seconds.
Second Hit (Venomous Bite): Inflicts Poison. Each hit of a special attack has a X% chance to inflict Poison for 10 seconds per charge. If cancelled into a special attack on this hit, gain a Passive Unstoppable and Unblockable till the special attack is finished. After the special attack, these Passives fall off after 5 seconds.
Third Hit (Toxin Stabilization): Inflicts a permanent Poison Vulnerability Passive, increasing potency of all poisons by 25%. On defense, even if this hit does not make contact with the Attacker, dashing in while a charge is active grants an Unstoppable Passive, and all Special Attacks become Passively Unblockable for the duration of this charge.
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Special Attacks:
Feral Fury (Special 1): Lizard lunges at the opponent with a flurry of claw strikes, dealing X% of his attack as damage and inflicting Bleed, causing X% of his attack as damage over X seconds.
Toxic Spew (Special 2): Lizard spits a stream of corrosive Poison at his opponent. The Poison has a 100% ability accuracy on the last hit of the special, damaging the opponent's health critically, removing 1% of the opponent's health over 15 seconds. Additionally, this attack inflicts Poison, which deals damage over time to the opponent. Lizard's attack rating is increased by +X for each active Poison debuff on his opponent for the duration of the special attack.
Rampaging Rage (Special 3): Lizard unleashes his primal fury, delivering a devastating series of attacks. Inflicts a powerful Poison debuff, dealing X as direct damage over X seconds.
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Signature Ability: Evolutionary Resilience
Persistent Charges (Max Stacks: 5):
For every fight Lizard wins against a #SpiderVerse champion, he gains one persistent charge. Each persistent charge increases his attack rating by +15%.
Lizard's Poison slows down his arachno-sapien rivals and decreases their Evade and Miss ability accuracy by 20% per charge. Whenever Lizard is knocked down by a Critical Hit, he converts all Poisons into a powerful burst of healing, recovering of health lost in the fight over seconds. Whenever Lizard dashes into an opponent's heavy or special attack, he pauses all Bleed and Poison effects for 6 seconds. Intercepting the opponent pauses the effects for 2 seconds instead.



ALL SUGGESTIONS WELCOME

Comments

  • PT_99PT_99 Member Posts: 4,028 ★★★★★
    I like
  • captain_rogerscaptain_rogers Member Posts: 7,921 ★★★★★
    1- poison immunity
    2- How miss AAR Works?
  • peixemacacopeixemacaco Member Posts: 2,280 ★★★★
    Another Lizard by @SymbioticVen9M in 2019

    The Lizard

    SIGNATURE ABILITY- SCIENTIFIC RESEARCH
    Dr.Connors has researched all his chemical serums and his new biological state allowing him to manipulate and maximise their effectiveness.
    Increase all Debuff duration by 1-100%
    All Spider-Verse Characters Ability Accuracy Decreased by 1-100%
    For Ability Accuracy and Debuff
    Sig 1 - 1%
    Sig 100 - 50%
    Sig 200 - 100

    Reptilian Serum
    The Lizard starts with 20 Persistent Charges.
    He consumes one per fight.
    Charges improves his attack by 10% each
    When Lizard has more than 10 Persistent charges he places on a Critical Hit a Passive Bleed dealing 60% of the Critical Hit’s Damage.
    Upon Defeating A Spider-Verse Hero or Villain. Lizard regains 1 Persistent Charge

    Instinctual Behaviour
    The Lizard starts all fights with 1 Instinct Charge. An instinct charge alternate between 5 seconds of a Fury . His attack improved by 10% and 5 seconds of Regeneration. Regenerating 1% of health over 5 seconds.
    When The Lizard fails to apply a Debuff he gains an additional Instinct Charge. These Stack. When The Lizard Regeneration Phase ends. He purify’s the newest rebuff. You can purify one per Instinct Charge

    SP1- Tail Whip
    The Lizard Slashes the opponent once and then hits him/her with a 5 round whip with his Tail.
    6 Hit

    SP2-Genetically Enhanced
    The Lizard Serum has enhanced his strength. The Lizards sends a chunk of rock from the ground. Then wrapping himself like a wheel and attacking into him
    2 Hits-Unblockable

    SP3-No Sanity
    The Lizard strikes his enemy on the floor then is gone. As his opposition begins rising he attacks him from the back. Slashes him twice leaving him on the floor. Not after injecting him with a serum.
    5 Hits
    Places a Passive Debuff - Venom Drain
    Drains 10% of Power per Second and Evade cannot be used. Lasts for 20 Seconds and 40 seconds on Spider-Verse Champions.
    Cannot be applied onto Poison Immune.

    Synergy

    Regenerative Beast-Wolverine,Sabertooth
    Improve regen potency by 20%

    Scientific Discovery-Spider-Man,Doctor Octopus
    Spider-Man-When you evade, the enemy gets a weakness
    Doctor Octopus- All Breakthrough last 2 seconds longer
    Lizard-Bleeds also heal block the enemy

    Lizard and Goblin-Green Goblin
    Green Goblin- 1 Madness is given every 5 seconds
    Lizard-SP2 triggers a 3 second stun


    Experiment Gone Wrong- Deadpool,Abomination
    Deadpool-Bleed does 100% mor damage
    Abomination-Trigger poison every hit during fury.
  • Archit_1812Archit_1812 Member Posts: 410 ★★
    @peixemacaco damn that's a good one! Kinda similar tbh, but nice nonetheless

  • peixemacacopeixemacaco Member Posts: 2,280 ★★★★

    @peixemacaco damn that's a good one! Kinda similar tbh, but nice nonetheless

    Kudos to @SymbioticVen9M
  • Archit_1812Archit_1812 Member Posts: 410 ★★
    edited April 4
    @Magrailothos thanks! I'll make some changes. As for the Suggestions Thread, never knew about it lol. I'll post there next time.
    Also, FYI only, I tried to make the heavy attack like the one America Chavez has. Instead of building abilities that are perennially active, I decided to just enhance SP2.
    As for the Spider Verse sig, it makes sense. After looking at a few quests, you get quite a few spider-verse defenders in just one quest. Plus, i felt the ability was too powerful to be activated with something so vast as XL champs or something, Spider-Verse champs are a decent chunk of the game... I guess it's not too bad.
    Thanks, once again.
    Hope you comment on V2.0 as well!
  • WednesdayLengthWednesdayLength Member Posts: 1,042 ★★★
    The healing alone makes this absurdly busted, plus is there a stack limit on the poison vulnerability?
  • Archit_1812Archit_1812 Member Posts: 410 ★★
    @WednesdayLength idk if you've watched The Amazing Spider-Man, but Lizard regenerated from an entire SQUAD shooting their entire magazines on him, that's gotta be about 300 bullets. So, yes, the regen MUST be insane. Wolverine Weapon X has an absurd amount of dream-crushing regen, but I don't see anyone complaining about that.
  • Longshot_33Longshot_33 Member Posts: 367 ★★★
    Why would he regenerate more when specials are launched at him?
    Keep his regen stable. Or only when he has suffered damage. Maybe increase if he is suffering from a dmg debuff (lizard body adapting to the source of the damage)

    He doesn't inflict poison of any sort. Bleeds and lots of them. He needs to be a slashing, tearing monster that regens like crazy. That s a proper lizard. And poison immunity does make a degree of sense although I don't think he's fully immune to all poisons
  • WednesdayLengthWednesdayLength Member Posts: 1,042 ★★★

    @WednesdayLength idk if you've watched The Amazing Spider-Man, but Lizard regenerated from an entire SQUAD shooting their entire magazines on him, that's gotta be about 300 bullets. So, yes, the regen MUST be insane. Wolverine Weapon X has an absurd amount of dream-crushing regen, but I don't see anyone complaining about that.

    I mean that's nice but not how the game works at all. Immortal hulk is literally immortal and should be more powerful than every other character in the game but gets easily defeated by crossbones in game. Balance is a hugely important thing in the game and just constantly regenning 1% of max health every 2 seconds is absurdly unbalanced.

    Some regen is fine but it has to make sense in the context of the game otherwise there would be 5 characters worth using
  • Archit_1812Archit_1812 Member Posts: 410 ★★
    @Longshot_33 I like that idea!
    @WednesdayLength how many counters do you have for Deadpool, Weapon X, Wolverine in ROL? a lot of characters in total. Solution found: make the health pool smaller.
  • EdisonLawEdisonLaw Member Posts: 6,119 ★★★★★
    I’m surprised we didn’t get him this month
  • Kingering_KingKingering_King Member Posts: 839 ★★★
    This is sweet
  • WednesdayLengthWednesdayLength Member Posts: 1,042 ★★★

    @Longshot_33 I like that idea!
    @WednesdayLength how many counters do you have for Deadpool, Weapon X, Wolverine in ROL? a lot of characters in total. Solution found: make the health pool smaller.

    Defense is not the issue, attack is.
  • Archit_1812Archit_1812 Member Posts: 410 ★★
    then increase base attacks and poison damage.
  • ShadowstrikeShadowstrike Member Posts: 3,110 ★★★★★
    What if each combo had a chance at inflicting some light bleeds? That way it wouldn't be too op but it would still give something on his basic attack.
  • Archit_1812Archit_1812 Member Posts: 410 ★★
    "Additionally, all of Lizard's attacks have a 60% chance to inflict Bleed for 4 seconds."
    @Shadowstrike, it's the second line
  • WednesdayLengthWednesdayLength Member Posts: 1,042 ★★★

    then increase base attacks and poison damage.

    I'm saying that having that regen on attack would be unstoppable. Bringing a heal counter for a defender is a lot more manageable than having an attacker that is basically unkillable
  • Archit_1812Archit_1812 Member Posts: 410 ★★
    edited April 9
    @WednesdayLength for Weapon X you don't NEED to bring a healing counter, do you? Iron Man works well against him, so do high dmg champs like Archangel, Cosmic Ghost Rider, Hulkling, Hercules, Ghost.. the list is a long one. Against Lizard; Nick Fury, Valkyrie, Black Cat, Nimrod (he can even take down Deadpool's constant healing), all high dmg champs, Perify champs, Heal block champs, Human Torch, Sunspot, Omega Sentinel, Omega Red, Ikaris and other incinerate champs.. you see where I'm going with this?

    And then you have champs like Bullseye which need skill and skill only. Lizard is NOT LIKE THAT!
  • WednesdayLengthWednesdayLength Member Posts: 1,042 ★★★

    @WednesdayLength for Weapon X you don't NEED to bring a healing counter, do you? Iron Man works well against him, so do high dmg champs like Archangel, Cosmic Ghost Rider, Hulkling, Hercules, Ghost.. the list is a long one. Against Lizard; Nick Fury, Valkyrie, Black Cat, Nimrod (he can even take down Deadpool's constant healing), all high dmg champs, Perify champs, Heal block champs, Human Torch, Sunspot, Omega Sentinel, Omega Red, Ikaris and other incinerate champs.. you see where I'm going with this?

    And then you have champs like Bullseye which need skill and skill only. Lizard is NOT LIKE THAT!

    Yeah you're going in the wrong direction. I'm not talking about him as a defender, he would be an easy defender, the issue is attack. Hercules isn't a hard defender because you can just bring a counter to his immortality, but the reason he's so strong on attack is that there aren't that many defenders that can counteract it defensively and so he just steamroller through everything.

    There's a reason scarlet witch got nerfed and its because her regen was absurd and you'd basically never end a fight with less than max health, which is the exact same issue you'd have with this. Any champ with a lot of regen has either conditions or a max limit. Champion can only heal on the final node, kindred and absorbing man are based on missing health not max health, morbius has a max heal limit etc. If this kit went through you'd get heal block nodes on every quest just to stop him from winning everything which would screw over anyone with willpower or suicides
  • SymbioticVen9MSymbioticVen9M Member Posts: 92

    @peixemacaco damn that's a good one! Kinda similar tbh, but nice nonetheless

    Kudos to @SymbioticVen9M
    Just read this, god hard to believe this was 5 years ago and I was 15 haha. Very cool memory, still can’t believe he isn’t in the game yet lol
  • peixemacacopeixemacaco Member Posts: 2,280 ★★★★

    @peixemacaco damn that's a good one! Kinda similar tbh, but nice nonetheless

    Kudos to @SymbioticVen9M
    Just read this, god hard to believe this was 5 years ago and I was 15 haha. Very cool memory, still can’t believe he isn’t in the game yet lol
    Ohh you replied 😊👍


    Yes, such a great Spidey comics character not in the game 🤦‍♂️
  • Archit_1812Archit_1812 Member Posts: 410 ★★
    @WednesdayLength so other than adjusting the regen rate, anything else needed to correct?
  • Archit_1812Archit_1812 Member Posts: 410 ★★
    Hello?
  • EdisonLawEdisonLaw Member Posts: 6,119 ★★★★★
    Actually I’m predicting he’s coming in September alongside Shathra
  • Archit_1812Archit_1812 Member Posts: 410 ★★
    Class: Science

    Abilities

    Reptilian Physiology: Lizard's DNA grants him enhanced strength, endurance, and agility, decreasing the potency of Bleed and Poison effects by -30%. Additionally, all of Lizard's basic attacks have a 60% chance to inflict Bleed for 4 seconds. As a defender, this chance is 80%.
    Enhanced Mutation: Lizard's mutated physiology grants him enhanced regenerative capabilities. He regenerates health over time, recovering 1% of his max health every 5 seconds. This regeneration cannot be decreased beyond -100%. If Lizard’s healing is to be reversed by a Petrify or Spectre debuff, he immediately purifies that debuff and gains a Regeneration buff, healing <> health over 10 seconds.
    Lizard’s enhanced senses allow all Miss effects against Mystic champions to fail.
    (If my calculations are correct, Deadpool regenerates up to 3% per second above 2 bars of power, which means 15% in 5 seconds. So 1% in 5 seconds is a decent amount)

    Cornered
    When Lizard backs his opponent to the wall, they are inflicted with a Fear Passive decreasing Unblockable Ability Accuracy by 100%. Each physical hit while the opponent is cornered deals 20% of the damage given by the physical hit as a burst of Bleed damage.

    When a damaging debuff ends
    Lizard starts a non-stacking timer for 1.5 seconds when a damaging debuff ends. Dashing in is Unblockable for this timer. The first successful hit after a damaging debuff ends Life Steals 50% of the damage endured by Lizard during the duration of the damaging debuff from the opponent.

    If an Evade, Auto-Block or Miss fails, or Lizard’s dash is Unblockable
    Lizard gains a Passive Fury for 30 seconds, increasing attack by +30%.

    Feral Fury (Special 1):
    Lizard gains a True Strike buff for 20 seconds, reducing Evade and Auto-Block ability accuracy by 100%. The last hit of this attack places an Injury debuff on the opponent for 30 seconds, bypassing 100% of Physical Resistance on the opponent.
    If this True Strike is Nullified by a Mystic opponent, they are inflicted with an indefinite 10% Bleed Vulnerability passive.
    Pauses all Bleeds for 5 seconds.

    Toxic Spew (Special 2):
    Charging a heavy for 0.5 seconds before launching this special attack makes all hits Guaranteed Critical, and each Critical Hit in this attack places a high-damaging Bleed for 10 seconds.

    Reptile Rage (Special 3):
    If the opponent is at 3 bars of power when this special attack ends, inflict Weakness, Fatigue and Cowardice on the opponent, all of 85% potency for 7.5 seconds. If these debuffs are active and the opponent launches a special attack, they are converted into Degeneration Debuffs, dealing <> over 10 seconds.

    Signature Ability:
    As a defender against non-Skill champions, or if attacking or defending against Spider-Verse champions, Lizard starts the fight with an indefinite True Strike passive, preventing Evade and Auto-Block ability accuracy by 100%.
    Increase the potency of all damaging debuffs by <10-30%>.
    Once per fight: If Lizard is to be knocked out by DoT debuffs or a basic hit, he has a <25-40> chance to regenerate 50% of his health over a duration of < 3-1> seconds.


    Rotation
    • Against heavy evading opponent, build to sp1 and launch. Follow steps given below.
    • Build to over 2.5 bars of power.
    • Launch sp2
    • Build and launch sp1 asap
    • If you can manage to, launch another sp1

    Note: Use sp3 spam against high power gain champions to lose minimal health from special attacks.
  • Archit_1812Archit_1812 Member Posts: 410 ★★
    Corrections made with kudos to @Magrailothos, @WednesdayLength, @Longshot_33 and all of you
  • WednesdayLengthWednesdayLength Member Posts: 1,042 ★★★

    Class: Science

    Abilities

    Reptilian Physiology: Lizard's DNA grants him enhanced strength, endurance, and agility, decreasing the potency of Bleed and Poison effects by -30%. Additionally, all of Lizard's basic attacks have a 60% chance to inflict Bleed for 4 seconds. As a defender, this chance is 80%.
    Enhanced Mutation: Lizard's mutated physiology grants him enhanced regenerative capabilities. He regenerates health over time, recovering 1% of his max health every 5 seconds. This regeneration cannot be decreased beyond -100%. If Lizard’s healing is to be reversed by a Petrify or Spectre debuff, he immediately purifies that debuff and gains a Regeneration buff, healing <> health over 10 seconds.
    Lizard’s enhanced senses allow all Miss effects against Mystic champions to fail.
    (If my calculations are correct, Deadpool regenerates up to 3% per second above 2 bars of power, which means 15% in 5 seconds. So 1% in 5 seconds is a decent amount)

    Cornered
    When Lizard backs his opponent to the wall, they are inflicted with a Fear Passive decreasing Unblockable Ability Accuracy by 100%. Each physical hit while the opponent is cornered deals 20% of the damage given by the physical hit as a burst of Bleed damage.

    When a damaging debuff ends
    Lizard starts a non-stacking timer for 1.5 seconds when a damaging debuff ends. Dashing in is Unblockable for this timer. The first successful hit after a damaging debuff ends Life Steals 50% of the damage endured by Lizard during the duration of the damaging debuff from the opponent.

    If an Evade, Auto-Block or Miss fails, or Lizard’s dash is Unblockable
    Lizard gains a Passive Fury for 30 seconds, increasing attack by +30%.

    Feral Fury (Special 1):
    Lizard gains a True Strike buff for 20 seconds, reducing Evade and Auto-Block ability accuracy by 100%. The last hit of this attack places an Injury debuff on the opponent for 30 seconds, bypassing 100% of Physical Resistance on the opponent.
    If this True Strike is Nullified by a Mystic opponent, they are inflicted with an indefinite 10% Bleed Vulnerability passive.
    Pauses all Bleeds for 5 seconds.

    Toxic Spew (Special 2):
    Charging a heavy for 0.5 seconds before launching this special attack makes all hits Guaranteed Critical, and each Critical Hit in this attack places a high-damaging Bleed for 10 seconds.

    Reptile Rage (Special 3):
    If the opponent is at 3 bars of power when this special attack ends, inflict Weakness, Fatigue and Cowardice on the opponent, all of 85% potency for 7.5 seconds. If these debuffs are active and the opponent launches a special attack, they are converted into Degeneration Debuffs, dealing <> over 10 seconds.

    Signature Ability:
    As a defender against non-Skill champions, or if attacking or defending against Spider-Verse champions, Lizard starts the fight with an indefinite True Strike passive, preventing Evade and Auto-Block ability accuracy by 100%.
    Increase the potency of all damaging debuffs by <10-30%>.
    Once per fight: If Lizard is to be knocked out by DoT debuffs or a basic hit, he has a <25-40> chance to regenerate 50% of his health over a duration of < 3-1> seconds.


    Rotation
    • Against heavy evading opponent, build to sp1 and launch. Follow steps given below.
    • Build to over 2.5 bars of power.
    • Launch sp2
    • Build and launch sp1 asap
    • If you can manage to, launch another sp1

    Note: Use sp3 spam against high power gain champions to lose minimal health from special attacks.

    It's better but there's still issues.

    First of all true strike doesn't reduce ability accuracy. This is more of a wording thing, but it specifically prevents evade and auto block, it doesn't reduce their ability accuracy.

    Second I'm a little confused by what you mean by when a damaging debuff ends. Do you mean that when a debuff ends on the opponent he becomes unblockable for 1.5 seconds?

    I don't quite get why he needs to have an increased Bleed chance on defense either?

    The mystic counter seems a little bit pointless with the true Strike. I mean him gaining True Strike to begin with is a little odd but gaining a 10% Bleed vulnerability for a little bit of time instead of being able to counter Evade and auto block is not that great of a trade and a lot of nasty Mystic defenders are Bleed immune any way.

    If sp2 is called toxic spew why does it apply Bleed

    Why does he gain an indefinite True Strike against spider verse champs on his sig if he gains one on his sp1 anyway? His sp1 becomes borderline useless if you're fighting spider verse champs

    His sp3 is simply not usable like this. Actively pushing an opponent to sp3 in order to do some degen damage is not ideal and especially not like this. Even with the Cowardice and weakness any kind of story fight is still going to wreck you, and if they inflict any kind of stun or dot on you the fight is done. It's also just not worth taking that risk for 7 seconds of weakness and fatigue and it's not like he's got any way of using specials quicker so it's just not practical.

    I'm sorry if it seems like I'm being overly negative, I just think that there's not much of an actual kit here. If we were in 2016 this would be about what I'd expect but now kits are more thought out. It's not just about the individual abilities he has, of which there really isn't much, it's about how they work with one another, how they play into his general rotation, how they counter specific abilities etc etc. Right now this kit is just an Evade counter without any damage or utility that doesn't feel like a science character in almost any capacity.

    The idea behind the sp3 is interesting but just doesn't work as a useful ability. Maybe you could play with the idea of him inflicting different debuffs or passives and when the opponent uses a special attack each of those debuffs triggers a different effect (ex: his sp1 inflicts a slow debuff, whenever an opponent uses a special attack while a slow is on them they also gain a weakness, then some other debuff from a heavy could inflict exhaustion on special activation etc.)
  • Awesomep12Awesomep12 Member Posts: 785 ★★★
    So cool!!!
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