Champion rework concepts (Aatrox, Fizz, Singed)

TŒŒMØ·9/10/2015, 8:44:32 PM·2 votes·643 views

Aatrox Summary: Aatrox is one of a few champions that use health as a resource, but unlike Mundo, Vladamir, and Zac, Aatrox can't make full use of his abilities (namely W: Blood Price) without the health cost next to suicidal. Where Vladimir's E procs spellvamp to (over)compensate for the cost, Zac spawns blobs to restore % max HP, and Mundo's costs are so low as to be unnoticeable, Aatrox's blood price costs a LOT of health and doesn't benefit from life steal. Additionally, Aatrox is an auto-attack based melee champion who can't fully benefit from building health due to his %max HP costs, meaning that there are very few times when he can use his Blood Price over Blood Thirst without killing himself on the front line.

(W)Blood Price: (change) Every 3rd attack, Aatrox ignores 20, 30, 40, 50, 60% of the target's armor at the cost of 25, 35, 45, 55, 65 health.

Reasoning: Giving Aatrox flat HP costs instead of % max HP costs on Blood Price would allow him to itemize HP and use the new bruiser items Riot has recently added to the game. Giving Aatrox % penetration would allow Blood Price to benefit more from life steal without ever outshining Blood Thirst in terms of its sustain ability. This would hopefully make both of the toggled abilities useful at all stages of the game.


Singed (Q)Poison Trail: (change) Increase the size of the hitbox at particle spawn time so that any enemies touching Singed on any side are poisoned even if moving away or standing still.

Reasoning: Sometimes it takes a few seconds for enemies who are not moving to be effected by poison trail since the hit box seems to start out small and expand. Theomatically that makes sense, but allowing Singed to poison people instantly by coming in contact with them as long as Poison Trail is active would be a nice little buff to increase his playability without increasing his numbers.

(W)Mega Adhesive: (new) Enemy units which remain in mega adhesive's area of effect for 2 or more seconds are snared for 1 second.

Reasoning: Mega adhesive is already a powerful slow but is outshined by the CC and utility a lot of other tanks and bruisers bring to teamfights, and those other champions often also bring more reliable damage as well. Adding a conditional snare to Mega Adnesive would give Singed more control and presence in teamfights by controlling enemy movement and would make his kit more reliable overall.


Fizz Passive (removed) auto attack damage reduction (unchanged) Fizz ignores unit collision (new) Auto attacks deal (4/5/6/7/8%) of the target's missing health (+45%) AP over 3 seconds as magic damage.

(Q)Urchin Strike: unchanged (W) Seastone Trident: Fizz throws his trident as a line skillshot 650 units, dealing 50/65/80/95/110 (+45% AP) magic damage to all targets struck, and applying on-hit effects to the first champion hit. Fizz' trident sticks in the ground where the trident lands. While the trident is in the ground, Fizz' passive auto attack damage is disabled. Fizz can walk over his trident to pick it up, or target it with Urchin Strike to dash to it, dealing Urchin Strike's damage to any champions he passes through. If Fizz does not pick up his Trident, it returns to him automatically when Seastone Trident's cooldown expires. (E) unchanged (R) unchanged

Reasoning: Riot has made it clear that they want Fizz to be an AP assassin and not a bruiser. However, unlike every other assassin in the game, Fizz has no ranged harass/farm tool, but does have built in tankiness from his passive and powerful auto attacks from his W, making his current kit more fit for a bruiser. At present he also has lower damage ratios than every other assassin (unless you can get a lot of W enhanced auto attacks off, like a bruiser...). This rework would give Fizz a little bit more burst damage at the cost of his sustained on-hit damage. The change would also give him more AOE damage potential, maintaining his presence in team fights and his ability to wave clear like other assassins but reducing his 1v1 melee dueling potential.

3 Comments

Gnart Even Close9/10/2015, 9:23:28 PM1 votes

Pls no on Fizz. I think you have the wrong wording for the passive (because with 400 AP you would kill a tank in 3 seconds without using any abilities...) And Fizz should never have ranged harass, as he already has way too much safety with his mobility and invulnerability.