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ehemkeh's avatar

Playing lizards in a league now for the second time (first time in BB2025). Agree with a lot of your comments. In my 12 player league weirdly skewed with more finesse teams so I’m actually doing pretty well. Just got my Krox after game three so I’ll see how it goes. Just one note on the saurus movement. I don’t mind jamming str 4 guys to create pockets for my skinks to get setup. My opponents have to dedicate at least three players to get two dice blocks against str4. This is the passive strength of lizards

Simon Reid's avatar

I have put more games on record in with Lizards than just about any BB player in the world at the moment, and I wholeheartedly agree that they are weak in this ruleset. In fact, they were also weak in BB2020. The Saurus probably deserved their +5k price for BB2020, but the Skinks should have gotten -5K to compensate. The further increase in BB2025 has made virtually any starting 1,000k roster extremely unprepared for most matches. The fact they are still considered 'Tier 1' in some places is entirely a legacy perception, likely by coaches who don't actually play them. The new reality is that teams are paying top-dollar for skills in this edition— 30k for Block/MB/Guard on saurus, 50k for Block on a skink or Dodge on a Saurus—so the 'start with no skills' team is totally out of its depth.

As for the analysis of ~'You're either missing out on ST or MV'—while partially true in a technical sense, this is an oversimplification of a more complex dynamic. Lizards are paying a tax of a sort for having options. So, yes, a Zombie can theoretically tie down a saurus, but any such saurus can also use its blitz to put that Zombie on the ground and then get far enough from it that it cannot follow. Furthermore, the MA6 means that Lizards can reliably pull off a 2TTD, which other similar Big&Little teams (BlackOrcs, Ogres, TombKings, etc) cannot.

You're not incorrect about the ability—in a vacuum—of most linemen to tie up a saurus indefinitely. In practice, however, with a little understanding of positioning, it's not too difficult to prevent your saurus from being pinned down; certain matchups will see this more or less a problem.

I also think you have overlooked some extremely important buffs that Lizards got in this new edition. Secure the Ball means that the team isn't relying on a single T1 3+ pickroll to decide the entire game when playing offense against Vampires, Wardancers or Gutter Runners, which was largely the case against a skilled opponent. Juggernaut also marginally reduces the team's reliance on RRs, since you will likely make ~8 saurus blitzes per half, and 1/12 of those will make the rookie saurus fall on his face when Juggernaut would save him. So, if you squint, this is ~75% of TRR not needed for the game. Juggernaut is also the perfect synergy for Frenzy, which is—without question—the first skill that should be taken by your first Saurus to level.

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