Fizz rework idea.
Just an idea for people to think about. If you have your issues with it then of course you're free to tell me.
The things I wanted to accomplish with this little idea were as follows:
Keeping with the idea of "delayed damage".
Increasing his overall damage.
Switch ability focus from his E to his W as a primary damage source.
Turn his E into utility only.
Give him an actual passive.
And change his playstyle into what I see as being closer to a slippery trickster that his character is designed as.
Passive: Atlantean Surge
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Fizz's next use of Seastone Trident or Chum the Waters will ignore 10%/15%/20%/25%/35%/40% of the target champions total Magic resist and shields.
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Cooldown 25/22/17/12/8/6 seconds. This is not affected by CDR.
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This passive will be consumed by the first ability to come into contact with a champion. So if Chum the Waters comes into contact first it will consume the passive even if Seastone trident was activated before the cast, or even if Seastone trident is used on an enemy champion before the damage of Chum the Waters Activates.
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This passive affects both damage components that are tied to both abilities.
Q: Urchin Strike
- Stays the same.
W: Seastone Trident
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Fizz's next auto attack deals bonus magic damage and applies a mark of Rend which stacks for 2 seconds and will remain after finished stacking for 3 seconds. If Fizz auto attacks a target affected by a fully stacked mark, Rend will activate dealing an additional (3/4/5/6/7% per 100 AP) of the targets missing health over 4 seconds. If Fizz successfully consumes the mark then Seastone Trident's active cooldown will be reduced by 50%
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If Fizz uses Seastone Trident on a target affected by Chum the Waters then Rend will instantly stack to full.
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Cooldown stays the same
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Damage of the empowered auto attack is 70/120/170/220/270/320 (+100% AP).
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If Seastone Trident kills its target, its cooldown is reduced to 1 second and refunds the mana cost.
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Units can not have another mark of Rend applied for 10 seconds after the first mark is consumed. 5 seconds if the mark expires.
E: Playful/Trickster
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Stays the same mechanically, damage is removed entirely, and the ability gets 3 number changes.
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An additional 50 Range is added to both dashes.
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Cooldown is 18/16/14/10/8. Early is the same as the current cooldown but the last 2 levels is back to the old cooldown.
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90 mana cost at all ranks.
R: Chum the Waters
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Fizz attaches a lure to a target enemy champion that attracts a shark, causing it to emerge after 2.5 seconds, dealing magic damage, knocking aside surrounding enemies and slowing them for 1.5 seconds. If the target has a fully stacked Rend applied, Chum the Waters will consume the mark upon emerging in place of an auto attack modifying Rend's damage by (4%/5%/7%/9%/10% per 100 AP) of the targets missing health.
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If Rend was not already active and the target was not on Cooldown for another stack, Chum the Waters would start stacking Rend.
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Damage is 225/335/445 (+70% AP)
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Cooldown is the same.
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Eruption Radius is 300. Range to place the fish on a target is 250. Knockback radius is 250.
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Surrounding units hit by the ultimate will be slowed for 60% for 1.5 seconds but the target affected by Chum the Waters will not be slowed during the time the lure is latched on nor after the emerging of the shark.
The idea for this kit is to give him a defined role as an assassin. He specializes in weaving in and out of fights while having his role as an assassin strengthened. When your team can't simply dive the carry that needs to die in order for your team to win, a good fizz will be able to almost guarantee a kill if he can use his slipperiness to get passed the frontline and to the carry. The is basically what all assassins should be capable of in my opinion.
I'm trying to make him a hit and run assassin similar to leblanc with dive capabilities similar to Zed. Go in, get out. Get rewarded for sticking around by being able to proc Rend and then try to escape. If you can't proc it then you lose a massive amount of damage but you still remain relevant through your high W damage and ability to jump in and out of fights inbetween uses of Seastone Trident. Unlike before where you were only relevant if you could use your empowered W which only granted a minor reward compared to massive risk you would have to take to proc it. This typically left you with only being able to effectively fight someone through use of your ult but this was countered by mobility or simply blocking it using tankier champions. This meant that if there was no way for you to hit a carry with your ultimate, you were virtually useless.
Then comes the actual dive. With damage no longer stacked onto his E, he doesn't have to worry about not being able to use the mobility just to gain access to the rest of his damage. With that he can dive carries using his mobility and then almost guarantee a kill with his passive ignoring shields and MR.
Outside of diving the passive helps him champions who stack defensive stats against him and also have more than enough mobility to chase him down. With no other option but to fight I wanted to add more counterplay to champions who'd simply use defensive stats (shields, HP resistances, ect.) to negate his damage so they could apply there own with nothing Fizz can do about it. Examples of this would be most AD champions who build Maw which would otherwise make it so he either died or nearly died trying to get the shield to go off or he simply didn't fight them at all and avoided them. Works similar with raw MR. The Magic pen passive would also keep him relevant in the game in situations where he simply couldn't get to the carries for any reason and was only left to assist in taking down the rest of the team, tank or otherwise.
Counterplay, delayed damage, whatever you choose to call it, comes from how his ult will change his engage style.
In his current kit, if the enemy is on the receiving end of the ult then there's nothing they can do if the ult is already attached or if they're in a position where it's undodgeable due to whatever reason. On the other hand, if he can't land the ult due to whatever reason it may be, then he's left with nothing he can do to counterplay his own mechanical weakness.
With this he still remains at a disadvantage when he can't land his ult but he's rewarded a great deal more for doing so and is guaranteed a successful ult if he can get close. Now enemies can simply avoid him, kite him, or use any other means to simply keep him away or force him to waste his mobility in order to make an attempt at closing the gap rather than either dodging his ult or getting hit and not being able to do anything to keep him off.
That's all I could think to type out at this time. I'm completely open to criticism so feel free to comment on what you think about the post. Thanks for reading!