Fizz rework idea.
This is a concept for a Fizz rework that I've had sitting around for awhile and I thought this is probably the last chance I'll get to share it. Fizz is being looked at so If this isn't posted now then there is no chance in hell they'll listen to any feedback on his rework and change anything once it hits PBE. Not saying this is a definitive option for a rework, just a concept that might spark better ideas than only tweaking the W like they seem to have planned.
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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 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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The "Charge" based system means it would operate identically to akali's ultimate.
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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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