Fizz Rework concept.
Feel free to skip straight to the abilities. This large block is ignorable if you don't want to read it.
Fizz has been a bad design since his inception. People say pre rework fizz was fine in terms of being good enough because he had significantly higher damage, but it was a horribly different meta where mages were free farm mid lane, they were alot less good defensive options, and things like AD's were guaranteed to die if they got hit with ult. It wasn't a healthy balance that a champion who was bad by design was left alone simply because he one shot everything. It wasn't fun for the community facing him either.
Since his rework his overall power has been tuned down and created various counterplay mechanics to every part of his kit. He still holds some power as a lane bully but quickly falls off late game due to a lack of power from his own kit, lack of itemization due to Riot not being sure how to implement AP assassin itemization without breaking Mages, and most importantly massive counterplay mechanics that leave very little or in most cases nothing for a Fizz to do to overcome the situation.
The general player might complain about fizz because they've had negative experiences with him being frustrating to play against, but the majority appear to agree that in a burst meta dominated by artificially tanky ADC's, Increasingly impactful and hard to punish Mage mid lanes, and everyone else and their grandmother stacking lethality items, that the AP assassins are abit lacking. Some like Ekko and Leblanc have mechanics that allow them to outplay the situation IF the player is very skilled (though they still suffer as well), others like Akali and Fizz are in the lower tier of assassins.
Either way, after playing Fizz for 2 years straight and seeing him through low elo, high elo, good to bad, fun to frustrating, I constantly end up thinking about how he could be changed to make him better. Now better could mean a large number of things in this context, but in this case It means I'm looking at issues with the champion from Fizz's perspective and presenting a rework concept that could possibly be good or possibly be bad. From my perspective and experience it seems like a starting point for a proper fizz rework but you're more than welcome to debate the issue and point out any flaws.
However I will state this. There is 1 major issue with reworking fizz and that's interaction. With his current iteration he displays too much interaction late game for his teamfights to go smoothly but it's basically fine during the laning phase. Depending on how you change him to fit late game teamfights it may leave little to no interaction for people during the laning phase which would probably further increase the average players frustration with him. I'm focusing on the latter of the 2 options.
Abilities
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Passive: Seastone Wounds (Can't think of a better name)
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Enemies hit by Fizz's Basic attacks, Chum the Waters and Urchin Strike are marked instantly for 6 seconds. Chum The Waters and Seastone Trident gain Magic Penetration towards marked enemy Champions, Resets the cooldown of Playful/Trickster and adds 1 charge of Urchin Strike, as well as additional effects for each ability. The mark is then consumed on use and will go on cooldown. Upon getting a champion kill or assist the total cooldown is reduced.
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Magic Penetration: equal to a total of 5/10/15/20/25/30 Flat or Percentage magic pen depending on which ever is more effective vs the target, at levels 1/4/7/10/13/16. By more effective this means which ever equals the higher value. A target with 60 MR for example would take flat penetration because the Flat is higher than the percentage, but a target with over 100 MR would proc the percentage penetration.
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Cooldown: 40/35/30/20/ 10 seconds at levels 1/4/8/10/12, and the reduction on champion kills and assists is 85% for kills and 50% for assists. That is a percentage reduction of the total Cooldown. An expiring mark does not trigger the cooldown and only consuming the mark will.
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Several Marks can be active at once with no limit, but once a mark is consumed all marks disappear. The conditions for if an ability consumes the mark is if the empowered damage on hit damage from Seastone Trident makes contact with a marked Champion, or if Chum the Watersattaches to a marked Champion. Chum the Waters attaching to an enemy that gets marked after the attachment but before it detonates will NOT consume the mark. Even if the mark is applied by Chum the Waters and then it detonates, it still will not consume the mark.
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Minions and Monsters marked by Seastone Wounds Instead stack the Mark over 1.5 seconds. Marks activated on minions can be reapplied and activated unrestricted and do not count towards activating Seastone Wounds Cooldown nor does it activate the Magic Pen and cooldown resets on Playful/Trickster and Urchin Strike. This special Minion/Monster mark can be applied even if the ability is on Cooldown.
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Passive: Nimble Fighter
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Fizz can not exceed a hard cap of 110 armor and MR no matter what. Any additional resistances will not apply and he will not gain any benefits from the additional resistances.
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Q: Urchin Strike
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Fizz dashes to a target location dealing magic damage to all enemies hit and applying on hit effects including Seastone Wounds. This ability uses a charge based system with up to a maximum of 2 charges being held at once.
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Damage: 30/45/60/80/100 (+ 55% AP).
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Cooldown: .75 after finishing the cast. Recharge cooldown 16/13.5/10.5/8/6.
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Mana Cost: 60/65/70/75/80
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Range: 600
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Urchin Strike Can be canceled at any point during the dash using Playful/Trickster.
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To be clear I am saying this would no longer be a targeted unit dash and instead a free aim dash.
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- W: Seastone Trident
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Everything stays mostly the same so no need to add the description
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Damage: 70/110/140/170/220 (+ 100% AP), this grants 65% Effectiveness VS Minions and Monsters.
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If the target is marked by Seastone Wounds you deal an Additional 60-450 (Based on Champion Level) (+ 25%-65% AP ) (Based on Champion Level) Magic Damage, and then resets the cooldown for Seastone Trident.
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If Seastone Trident kills a unit, 100% of the mana cost is refunded and resets the cooldown. If the target is marked it will instead restore 150% of the mana cost, or 10% of your maximum mana if it is a champion.
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Initial damage is reduced to 65% effectiveness on minions and monsters while the empowered damage is reduced to 45% effectiveness.
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E: Playful/Trickster
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Stays mostly the same mechanically but loses all damage.
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Range on the Initial hop is reduced by 50 units.
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Cooldown: 20/18/16/13/10
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At any point during the ability you can cancel it by using Urchin Strike. Meaning I can dash out of my E using Q, or I can switch over to my E during Q.
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R: Chum the Waters
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I wanted to consider removing the ability to throw the shark from a range, but that's up for discussion so for now I'll just mention the other ideas.
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Fizz can directly place the shark onto an enemy Champion that is within 200 units of fizz.
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Damage: 250/350/450 (+ 40% AP). Marked targets take an additional 80-450 (+ 35% AP) Magic damage based on Champion level, starting at level 6 and ending at level 16. Additionally, 2 seconds after the shark detonates the target then bleeds for 3% (+ 1% per 50 AP) of their missing health in magic damage.
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Chum the Waters can be activated while using both Urchin Strike and Playful/Trickster.
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Cooldown and Mana costs stays the same.
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As Fizz is generally associated with hate (as the king trickster should be) I'm very much expecting hate from people in some way shape or form. I'm perfectly fine with that, just I kindly ask you if you are going to provide criticism then at the very least provide a legitimate argument and be polite. Simply popping in and making non constructive comments like "You're dumb", or "Stupid OP broken champion should get deleted", or even a random sarcastic/ironic comment helps no one and especially won't further any point you might have. Please, thank you, and I look forward to our future discussions.