As the fight continues on, Lizard's regenerative abilities become more and more potent. He regenerates 0.1% to 0.5% of his health every 3 seconds depending on missing health and the amount of time elapsed in the fight. This healing shows double the potency if the opponent's health is at least 3 times his own.
Lizard's DNA grants him enhanced strength, endurance, and agility, decreasing the potency of Bleed 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%.
Owing to reptilian skin, Lizard is immune to Poison.
Curt Connors does not need your help. His regenerative abilities are unlike any seen before, and he shows immunity to the effects of Willpower Mastery, and hence, Daunted. When any DoT effect is active on Lizard, he regenerates 0.25% of his max health per second for each unique DoT effect active on him. This regeneration scales with base health and is not affected by healing modifiers. 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, but one stack of Regeneration is removed for every Petrify or Spectre purified.
Lizard’s enhanced senses allow all Miss effects against Mystic champions to fail.
If an Evade, Auto-Block or Miss fails, Lizard gains a Passive Fury for 30 seconds, increasing attack by +30%.
Heavy Attack:
If cancelling a heavy attack on one of the hits, or ending the heavy attack, gains abilities.
First Hit (Tail Slam): Causes the opponent to suffer from a temporary Armor Break, reducing their Armor Rating by 25% for 15 seconds.
Second Hit (Bite): Inflicts Bleed. Each hit of a special attack has a 100% 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.
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 Poisons for 5 seconds.
Toxic Spew (Special 2):
Lizard launches himself on his opponent, placing a Bleed debuff with every hit. Finally, he jumps up and spews a toxic blast on his opponent, dealing burst damage scaling with the number of Poisons active on him.
Reptile Rage (Special 3):
This special attack can activate only once per fight. Lizard mutants his opponent, inflicting him with 15 Poison debuffs for 20 seconds. He also regenerates 50% of the health lost in the fight, or 30% of his max. health, whichever is higher.
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 passively regenerate 50% of his health over a duration of <2.5-1> seconds.
As the fight continues on, Lizard's regenerative abilities become more and more potent. He regenerates 0.1% to 0.5% of his health every 3 seconds depending on missing health and the amount of time elapsed in the fight. This healing shows double the potency if the opponent's health is at least 3 times his own.
Lizard's DNA grants him enhanced strength, endurance, and agility, decreasing the potency of Bleed 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%.
Owing to reptilian skin, Lizard is immune to Poison.
Curt Connors does not need your help. His regenerative abilities are unlike any seen before, and he shows immunity to the effects of Willpower Mastery, and hence, Daunted. When any DoT effect is active on Lizard, he regenerates 0.25% of his max health per second for each unique DoT effect active on him. This regeneration scales with base health and is not affected by healing modifiers. 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, but one stack of Regeneration is removed for every Petrify or Spectre purified.
Lizard’s enhanced senses allow all Miss effects against Mystic champions to fail.
If an Evade, Auto-Block or Miss fails, Lizard gains a Passive Fury for 30 seconds, increasing attack by +30%.
Heavy Attack:
If cancelling a heavy attack on one of the hits, or ending the heavy attack, gains abilities.
First Hit (Tail Slam): Causes the opponent to suffer from a temporary Armor Break, reducing their Armor Rating by 25% for 15 seconds.
Second Hit (Bite): Inflicts Bleed. Each hit of a special attack has a 100% 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.
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 Poisons for 5 seconds.
Toxic Spew (Special 2):
Lizard launches himself on his opponent, placing a Bleed debuff with every hit. Finally, he jumps up and spews a toxic blast on his opponent, dealing burst damage scaling with the number of Poisons active on him.
Reptile Rage (Special 3):
This special attack can activate only once per fight. Lizard mutants his opponent, inflicting him with 15 Poison debuffs for 20 seconds. He also regenerates 50% of the health lost in the fight, or 30% of his max. health, whichever is higher.
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 passively regenerate 50% of his health over a duration of <2.5-1> seconds.
This is pretty solid overall, definitely a big improvement from the last iteration of it. The only thing that should probably be changed is that his sig ability kinda makes his sp1 pretty irrelevant unless you're fighting a skill champion. If I was to make any suggestion it would be that his sig ability true strike is changed to true accuracy since he already has a way to bypass physical resistance in the opponent so giving him true strike is a little redundant.
Beyond that its mostly just wording and specific ability mechanics that need to be worded differently. True Strike didn't reduce evade ability accuracy, it prevents evade. This is important because it's what makes it work against champions like bullseye. The other big one I noticed was the clause about willpower and daunted. Daunted as an ability doesn't reduce willpower, that's exclusively an onslaught ability, so him being immune to daunted because he can't get willpower is confusing if not unconnected. There's also the fact that it's worded as if not having willpower would obviously give someone immunity to daunted, even though there after plenty of champions that don't have willpower that aren't immune to daunted. It's just a little thing that I don't think makes sense, and tbh I don't know why he would be immune to daunted anyway, but those are just little wording changes.
Overall pretty solid, maybe done of the regen could be toned down a little bit but none of it sticks out as being ridiculous on first read
As the fight continues on, Lizard's regenerative abilities become more and more potent. He regenerates 0.1% to 0.5% of his health every 3 seconds depending on missing health and the amount of time elapsed in the fight. This healing shows double the potency if the opponent's health is at least 3 times his own.
Lizard's DNA grants him enhanced strength, endurance, and agility, decreasing the potency of Bleed 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%.
Owing to reptilian skin, Lizard is immune to Poison.
Curt Connors does not need your help. His regenerative abilities are unlike any seen before, and he shows immunity to the effects of Willpower Mastery, and hence, Daunted. When any DoT effect is active on Lizard, he regenerates 0.25% of his max health per second for each unique DoT effect active on him. This regeneration scales with base health and is not affected by healing modifiers. 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, but one stack of Regeneration is removed for every Petrify or Spectre purified.
Lizard’s enhanced senses allow all Miss effects against Mystic champions to fail.
If an Evade, Auto-Block or Miss fails, Lizard gains a Passive Fury for 30 seconds, increasing attack by +30%.
Heavy Attack:
If cancelling a heavy attack on one of the hits, or ending the heavy attack, gains abilities.
First Hit (Tail Slam): Causes the opponent to suffer from a temporary Armor Break, reducing their Armor Rating by 25% for 15 seconds.
Second Hit (Bite): Inflicts Bleed. Each hit of a special attack has a 100% 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.
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 Poisons for 5 seconds.
Toxic Spew (Special 2):
Lizard launches himself on his opponent, placing a Bleed debuff with every hit. Finally, he jumps up and spews a toxic blast on his opponent, dealing burst damage scaling with the number of Poisons active on him.
Reptile Rage (Special 3):
This special attack can activate only once per fight. Lizard mutants his opponent, inflicting him with 15 Poison debuffs for 20 seconds. He also regenerates 50% of the health lost in the fight, or 30% of his max. health, whichever is higher.
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 passively regenerate 50% of his health over a duration of <2.5-1> seconds.
This is pretty solid overall, definitely a big improvement from the last iteration of it. The only thing that should probably be changed is that his sig ability kinda makes his sp1 pretty irrelevant unless you're fighting a skill champion. If I was to make any suggestion it would be that his sig ability true strike is changed to true accuracy since he already has a way to bypass physical resistance in the opponent so giving him true strike is a little redundant.
Beyond that its mostly just wording and specific ability mechanics that need to be worded differently. True Strike didn't reduce evade ability accuracy, it prevents evade. This is important because it's what makes it work against champions like bullseye. The other big one I noticed was the clause about willpower and daunted. Daunted as an ability doesn't reduce willpower, that's exclusively an onslaught ability, so him being immune to daunted because he can't get willpower is confusing if not unconnected. There's also the fact that it's worded as if not having willpower would obviously give someone immunity to daunted, even though there after plenty of champions that don't have willpower that aren't immune to daunted. It's just a little thing that I don't think makes sense, and tbh I don't know why he would be immune to daunted anyway, but those are just little wording changes.
Overall pretty solid, maybe done of the regen could be toned down a little bit but none of it sticks out as being ridiculous on first read
Is there a use of having a Daunted applied if you don't heal through willpower?
As the fight continues on, Lizard's regenerative abilities become more and more potent. He regenerates 0.1% to 0.5% of his health every 3 seconds depending on missing health and the amount of time elapsed in the fight. This healing shows double the potency if the opponent's health is at least 3 times his own.
Lizard's DNA grants him enhanced strength, endurance, and agility, decreasing the potency of Bleed 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%.
Owing to reptilian skin, Lizard is immune to Poison.
Curt Connors does not need your help. His regenerative abilities are unlike any seen before, and he shows immunity to the effects of Willpower Mastery, and hence, Daunted. When any DoT effect is active on Lizard, he regenerates 0.25% of his max health per second for each unique DoT effect active on him. This regeneration scales with base health and is not affected by healing modifiers. 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, but one stack of Regeneration is removed for every Petrify or Spectre purified.
Lizard’s enhanced senses allow all Miss effects against Mystic champions to fail.
If an Evade, Auto-Block or Miss fails, Lizard gains a Passive Fury for 30 seconds, increasing attack by +30%.
Heavy Attack:
If cancelling a heavy attack on one of the hits, or ending the heavy attack, gains abilities.
First Hit (Tail Slam): Causes the opponent to suffer from a temporary Armor Break, reducing their Armor Rating by 25% for 15 seconds.
Second Hit (Bite): Inflicts Bleed. Each hit of a special attack has a 100% 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.
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 Poisons for 5 seconds.
Toxic Spew (Special 2):
Lizard launches himself on his opponent, placing a Bleed debuff with every hit. Finally, he jumps up and spews a toxic blast on his opponent, dealing burst damage scaling with the number of Poisons active on him.
Reptile Rage (Special 3):
This special attack can activate only once per fight. Lizard mutants his opponent, inflicting him with 15 Poison debuffs for 20 seconds. He also regenerates 50% of the health lost in the fight, or 30% of his max. health, whichever is higher.
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 passively regenerate 50% of his health over a duration of <2.5-1> seconds.
This is pretty solid overall, definitely a big improvement from the last iteration of it. The only thing that should probably be changed is that his sig ability kinda makes his sp1 pretty irrelevant unless you're fighting a skill champion. If I was to make any suggestion it would be that his sig ability true strike is changed to true accuracy since he already has a way to bypass physical resistance in the opponent so giving him true strike is a little redundant.
Beyond that its mostly just wording and specific ability mechanics that need to be worded differently. True Strike didn't reduce evade ability accuracy, it prevents evade. This is important because it's what makes it work against champions like bullseye. The other big one I noticed was the clause about willpower and daunted. Daunted as an ability doesn't reduce willpower, that's exclusively an onslaught ability, so him being immune to daunted because he can't get willpower is confusing if not unconnected. There's also the fact that it's worded as if not having willpower would obviously give someone immunity to daunted, even though there after plenty of champions that don't have willpower that aren't immune to daunted. It's just a little thing that I don't think makes sense, and tbh I don't know why he would be immune to daunted anyway, but those are just little wording changes.
Overall pretty solid, maybe done of the regen could be toned down a little bit but none of it sticks out as being ridiculous on first read
Is there a use of having a Daunted applied if you don't heal through willpower?
No but that's not really the point. I don't think he needs to be immune to daunted at all since he's already got so much regen and other stuff going on, but my point is that you worded it as "he doesn't heal through willpower, thus he is immune to daunted" which doesn't make sense. Daunted as a debuff has no more interaction with willpower healing than any other debuff unless its applied by onslaught. If you want him to be immune to the effect of daunted, taking increased damage during specials, you can just say he's immune to daunted because as a debuff it has nothing to do with willpower. Generally speaking though why does he need to be immune to daunted? He's not a very good onslaught counter and onslaught is the only champ that can inflict it on his base kit as if now so it only exists to stop onslaught
As the fight continues on, Lizard's regenerative abilities become more and more potent. He regenerates 0.1% to 0.5% of his health every 3 seconds depending on missing health and the amount of time elapsed in the fight. This healing shows double the potency if the opponent's health is at least 3 times his own.
Lizard's DNA grants him enhanced strength, endurance, and agility, decreasing the potency of Bleed 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%.
Owing to reptilian skin, Lizard is immune to Poison.
Curt Connors does not need your help. His regenerative abilities are unlike any seen before, and he shows immunity to the effects of Willpower Mastery, and hence, Daunted. When any DoT effect is active on Lizard, he regenerates 0.25% of his max health per second for each unique DoT effect active on him. This regeneration scales with base health and is not affected by healing modifiers. 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, but one stack of Regeneration is removed for every Petrify or Spectre purified.
Lizard’s enhanced senses allow all Miss effects against Mystic champions to fail.
If an Evade, Auto-Block or Miss fails, Lizard gains a Passive Fury for 30 seconds, increasing attack by +30%.
Heavy Attack:
If cancelling a heavy attack on one of the hits, or ending the heavy attack, gains abilities.
First Hit (Tail Slam): Causes the opponent to suffer from a temporary Armor Break, reducing their Armor Rating by 25% for 15 seconds.
Second Hit (Bite): Inflicts Bleed. Each hit of a special attack has a 100% 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.
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 Poisons for 5 seconds.
Toxic Spew (Special 2):
Lizard launches himself on his opponent, placing a Bleed debuff with every hit. Finally, he jumps up and spews a toxic blast on his opponent, dealing burst damage scaling with the number of Poisons active on him.
Reptile Rage (Special 3):
This special attack can activate only once per fight. Lizard mutants his opponent, inflicting him with 15 Poison debuffs for 20 seconds. He also regenerates 50% of the health lost in the fight, or 30% of his max. health, whichever is higher.
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 passively regenerate 50% of his health over a duration of <2.5-1> seconds.
This is pretty solid overall, definitely a big improvement from the last iteration of it. The only thing that should probably be changed is that his sig ability kinda makes his sp1 pretty irrelevant unless you're fighting a skill champion. If I was to make any suggestion it would be that his sig ability true strike is changed to true accuracy since he already has a way to bypass physical resistance in the opponent so giving him true strike is a little redundant.
Beyond that its mostly just wording and specific ability mechanics that need to be worded differently. True Strike didn't reduce evade ability accuracy, it prevents evade. This is important because it's what makes it work against champions like bullseye. The other big one I noticed was the clause about willpower and daunted. Daunted as an ability doesn't reduce willpower, that's exclusively an onslaught ability, so him being immune to daunted because he can't get willpower is confusing if not unconnected. There's also the fact that it's worded as if not having willpower would obviously give someone immunity to daunted, even though there after plenty of champions that don't have willpower that aren't immune to daunted. It's just a little thing that I don't think makes sense, and tbh I don't know why he would be immune to daunted anyway, but those are just little wording changes.
Overall pretty solid, maybe done of the regen could be toned down a little bit but none of it sticks out as being ridiculous on first read
Is there a use of having a Daunted applied if you don't heal through willpower?
No but that's not really the point. I don't think he needs to be immune to daunted at all since he's already got so much regen and other stuff going on, but my point is that you worded it as "he doesn't heal through willpower, thus he is immune to daunted" which doesn't make sense. Daunted as a debuff has no more interaction with willpower healing than any other debuff unless its applied by onslaught. If you want him to be immune to the effect of daunted, taking increased damage during specials, you can just say he's immune to daunted because as a debuff it has nothing to do with willpower. Generally speaking though why does he need to be immune to daunted? He's not a very good onslaught counter and onslaught is the only champ that can inflict it on his base kit as if now so it only exists to stop onslaught
Trust me, man. With the last war meta and Onslaught and other quest nodes, there are going to be a lot of Daunted-based champions coming. I'll correct anyway.
Comments
Abilities
Reptilian Physiology
As the fight continues on, Lizard's regenerative abilities become more and more potent. He regenerates 0.1% to 0.5% of his health every 3 seconds depending on missing health and the amount of time elapsed in the fight. This healing shows double the potency if the opponent's health is at least 3 times his own.Lizard's DNA grants him enhanced strength, endurance, and agility, decreasing the potency of Bleed 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%.
Owing to reptilian skin, Lizard is immune to Poison.
Curt Connors does not need your help. His regenerative abilities are unlike any seen before, and he shows immunity to the effects of Willpower Mastery, and hence, Daunted. When any DoT effect is active on Lizard, he regenerates 0.25% of his max health per second for each unique DoT effect active on him. This regeneration scales with base health and is not affected by healing modifiers. 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, but one stack of Regeneration is removed for every Petrify or Spectre purified.
Lizard’s enhanced senses allow all Miss effects against Mystic champions to fail.
If an Evade, Auto-Block or Miss fails, Lizard gains a Passive Fury for 30 seconds, increasing attack by +30%.
Heavy Attack:
If cancelling a heavy attack on one of the hits, or ending the heavy attack, gains abilities.First Hit (Tail Slam): Causes the opponent to suffer from a temporary Armor Break, reducing their Armor Rating by 25% for 15 seconds.
Second Hit (Bite): Inflicts Bleed. Each hit of a special attack has a 100% 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.
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 Poisons for 5 seconds.
Toxic Spew (Special 2):
Lizard launches himself on his opponent, placing a Bleed debuff with every hit. Finally, he jumps up and spews a toxic blast on his opponent, dealing burst damage scaling with the number of Poisons active on him.Reptile Rage (Special 3):
This special attack can activate only once per fight. Lizard mutants his opponent, inflicting him with 15 Poison debuffs for 20 seconds. He also regenerates 50% of the health lost in the fight, or 30% of his max. health, whichever is higher.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 passively regenerate 50% of his health over a duration of <2.5-1> seconds.
Beyond that its mostly just wording and specific ability mechanics that need to be worded differently. True Strike didn't reduce evade ability accuracy, it prevents evade. This is important because it's what makes it work against champions like bullseye. The other big one I noticed was the clause about willpower and daunted. Daunted as an ability doesn't reduce willpower, that's exclusively an onslaught ability, so him being immune to daunted because he can't get willpower is confusing if not unconnected. There's also the fact that it's worded as if not having willpower would obviously give someone immunity to daunted, even though there after plenty of champions that don't have willpower that aren't immune to daunted. It's just a little thing that I don't think makes sense, and tbh I don't know why he would be immune to daunted anyway, but those are just little wording changes.
Overall pretty solid, maybe done of the regen could be toned down a little bit but none of it sticks out as being ridiculous on first read