My Concept for The Lizard - Science
BartekTymoczko
Member Posts: 309 ★★
Basic Attacks:
- Light attacks have an 80% chance to inflict a Poison debuff on the opponent, dealing 230 direct damage for 8 seconds.
- Medium attacks have a 90% chance of inflicting the Bleed debuff on the opponent for 250 direct damage for 8 seconds.
Heavy Attack (2 Hits):
The Lizard attacks the opponent with its tail.
- The last hit of Heavy Attacks applies the Petrify debuff to the opponent, reducing Regeneration and Power Gain Rate by 35% for 9 seconds.
Special 1 “Animal Instincts" (6 Hits):
The Lizard charges in with its fangs, claws, and finally strikes with its tail.
- Each hit has a 70% chance to impose the Armor Break debuff on the opponent, which reduces Armor Rating by 15% for 8 seconds.
- Each hit has a 100% chance of inflicting Bleed on the opponent.
- The final hit applies the Slow debuff that reduces the Accuracy ability of the Unstoppable effect by 100% for 15 seconds.
Special 2 “Toxic Fumes” (3 Hits):
The Lizard jumps and vomits toxic fumes at the opponent.
- The first hit has a 100% chance to inflict the Concussion debuff on the opponent, reducing the opponent's Ability Accuracy by 50% for 15 seconds.
- The last two hits have a 100% chance to inflict the Poison debuff on the opponent.
- This attack stuns the enemy for 4.5 seconds.
Special 3 “Hunter’s Rules” (8 Hits):
The 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.
- Each hit has a 100% chance to inflict Bleed and Poison debuffs on the opponent.
- This attack inflicts the Trauma debuff on the opponent that causes hits to deal an additional 70% of the damage recently dealt as burst Physical Damage
- Lizard gains +2000 to his Attack Rating while using this Special Attack.
Passive Abilities:
- Blood Hunter: Lizard gets a permanent +15% to their Physical Resistance for each Bleed on the opponent, up to a maximum of 5 Bleeds. If the Lizard applies more than 6 Bleeds to an opponent, they will turn into one Passive Deep Wounds dealing 550 direct damage for 9 seconds.
- Toxic Scale: For each Poison on the foe, the Lizard gets a permanent +15% to their Crit Resistance, up to a maximum of 5 Poisons. If the Lizard casts more than 6 Poisons, they become one Passive Neurotoxin that deals 530 direct damage for 9 seconds. After activating Special Attack 2, the Lizard will get the "Toxic Scale" passive buff for 10 seconds, which causes the opponent to suffer from Poison's effects on every physical contact, and if the opponent is immune to Poison's effects, they will instead gain an additional 20 % direct damage based on Lizard's Armor Rating.
- Aggressive Beast: If the opponent suffers from Deep Wounds or Neurotoxin, the Lizard has a 100% chance to activate Passive Unblockable for 3 seconds when hitting the opponent's block with a second hit. However, if the opponent hits the Lizard in the block, the second hit activates the Lizard's Passive Unstoppable for 3 seconds. The first hits of Special Attacks are Unblockable. If the opponent purifies the debuffs imposed by the Lizard, they will automatically become Passive and when they become Passive, they’re also reset.
Sig Ability - Shed Skin:
- Lizard starts the fight with 5 "Shed Skin" buffs that allow Lizard to purify negative debuffs for him, which costs him one Shed Skin for one debuff. The Lizard gains more Shed Skin buffs when performing a Well-Timed Block, would get any buff, or fails to apply Bleed or Poison debuffs. There can be a maximum of 20 of these buffs. As a defender, Lizard starts the fight with 10 Shed Skin buffs.
- Shed Skin buffs also allow Lizard to block Unblockable attacks. Each Unblockable hit costs the Lizard 1 Shed Skin buff.
- If the Lizard runs out of Shed Skin buffs, there will be a 15 second cooldown for Shed Skin to return. As a defender, the cooldown lasts 20 seconds.
- Additionally, for each purified effect, Lizard will get Passive Fury increasing his Attack Rating by 5%-35% (based on Signature Ability Level).
Always Active - Top of the Food Chain:
- Lizard, thanks to the experiments conducted on himself, is immune to Buffs, Coldsnap, Frostbite and Rupture.
- Against Champions immune to Bleed or Poison effects, Lizard will instead apply Rupture debuffs that deal 240 physical damage.
- In fights against Champions tagged with Spider-Verse Heroes, the potential and duration of any damage over time debuffs will be increased by 100%.
- Lizard's attacks due to its enhanced predator senses cannot be Missed, Evaded, or Auto-Blocked.
- If Lizard's health drops below 30%, he activates Passive Regen that heals 56,690 health over 15 seconds, which is once for the entire fight. It cannot be subjected to reducing effects.
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Comments
But I’m afraid it’s doing way too much
Like, I don’t see why Lizard would need the Rupture application, specially if failing to apply Bleed or Poison is already giving him extra Sheds
And maybe, just maybe, he’s applying too many debuffs… Bleed, Poison, Trauma, Concussion, Armor Break, Slow, Petrify, Deep Wounds, Neurotoxin and Stun and also being able to become Unstoppable and Unblockable
The sig ability btw is probably my favorite part of the design. I think it was very creative
I love the design as a whole and I think you took a pretty good direction with it, but maybe you overdid it a little bit? Idk
I know he would be INSANE to play as though, very fun