![]() But there is still a vestige of greatness, a memory of that mighty empire remains. Most have reverted to barbarism, many embraced their bestial nature. Today, the tribes of Lizardmen are but a shadow of their former selves. Their domain stretched far and wide, and none could challenge them… But all that now lies in the past. Skull Lord Var-Gall Mastery Guide Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction WarsĪeons ago, before the rise of Humans and Elves, Lizardmen – or Dragonkin, as they were known at the time – were an empire unto themselves. Skull Lord Var-Gall Equipment Guide Arena, Doom Tower, Faction Wars If there are multiple Skullsworns on the team, only one of them will be revived. Revives Skullsworn with 50% HP and 50% Turn Meter at the start of each turn. Has a 50% chance of placing a debuff on targets whose MAX HP has been decreased by 20% or more. Cannot decrease a single enemy’s MAX HP by more than 50%. ![]() Decreases the MAX HP of Bosses by 2.5% instead (except the Scarab King, whose MAX HP will be decreased by 0.5%). When attacked, decreases the attacker’s MAX HP by 5%. Has a 75% chance of placing a 50% debuff for 2 turns. Has a 75% chance of placing a debuff on a target for 1 turn.Īttacks all enemies. Places a 25% buff on this Champion for 2 turns. Places a 100% debuff on the target for 2 turns if this skill is repeated. ![]() Each hit fills this Champion’s Turn Meter by 5%.
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