Another fizz post.

HongChongDong··5 votes·1,481 views

Since I've honestly ran out of ideas for titles I'll just put that up and see what happens.

I'll suggest a number of different kit ideas for fizz and see if I can figure out what people think about them. In no way are these tied to each other so you can just read it as each ability being completely unrelated to the rest.

Passive: Atlantean Surge

  • 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.

  • Cooldown 25/22/17/12/8/6 seconds. This is not affected by CDR.

  • 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.

  • Seastone Trident's passive DoT will not consume the active by itself. However, the active and the following passive applied through its use on an enemy champion will trigger the passive for both the active bonus magic damage and passive DoT.


Passive: Tidal Trickster/Nimble Fighter

  • Tidal Trickster: Lowers the CD of Urchin strike and Playful/Trickster by 25% for every nearby non targeted projectile that does not hit fizz.

  • This means every ability that would count as a projectile that is not targeted. Examples of this would be every non targeted ability that Yasuo's windwall can block.

  • Nimble Fighter: Fizz blocks 10%/13%/16%/19%/25% of all damage dealt through basic attacks.

  • Fizz gets diminishing returns from armor passed 130 armor. Starting at 50% from 131 to 40% at 150, 25% at 200 and so on.


Q: Urchin Strike

  • Urchin Strike Now amplifies Magic damage from On-hit effects dealt to the target by 10%/15%/20%/25%/30%

  • Also, Fizz will now land on the other side of the target no matter what. He will still dash a fixed distance but if that distance is not long enough to traverse to the other side of a champion then it will automatically put him there.

  • Does not effect any physical damage from On-hit effects,

  • Only amplifies the damage dealt to the target of Urchin Strike and not targets that fizz passes through.


W: Seastone Trident

  • Fizz's next basic attack dealing 65/100/155/195/240 (+75% AP) bonus magic damage and applies a mark that will build up for 2 seconds. Fizz can auto attack a fully built up mark to deal an additional 70/125/160/195/245 (+75% AP) bonus magic damage, consuming the mark.

  • Mark lasts 2 seconds once it has been fully stacked.

  • The rest of the ability remains the same.


W: Seastone Trident

  • Stays the same but using an empowered W on a marked target also applies a massively amplified DoT.

  • Auto attacking a target affected by this amplified DoT refreshes the duration.


R: Chum the Waters/Shark Bomb

  • Fizz places a lure on a targeted enemy champion in close proximity and begins to call Chomper. After 5/6.5/7.75 seconds (or by reactivating the ability) Chomper emerges from Fizz's current location and leaps at the targeted enemy champion dealing magic damage, stunning the target, and knocking aside enemy units.

  • Damage and splash damage radius scales with the distance Chomper traveled from his initial spawn point to his targets current location.

  • The shark can travel an infinite distance.

  • Damage: 150/250/350 (60% AP) up to 650/890/1100 (+ 250% AP)

  • Range: Lure attach range: 275 . Range required for maximum damage: 1500. Minimum splash radius: 150. Maximum Splash radius: 575. Knockback radius: 200.

  • Cooldown: 130/105/95 seconds.


R: Chum the Waters

  • Passive: Fizz stores a charge of Bait every 40/30/20 seconds.

  • Active: Fizz consumes a stack of Bait to throw a lure forward in a line that attracts a shark, causing it to emerge after 2 seconds, and dealing magic damage. If the lure intercepts a champion during flight then it will attach to that champion, slow them for 1.5 seconds, and cause the shark to emerge at their position.

  • If the lure attaches to a target with a full stacked bleed (His W mark) then it will consume the mark and increase the damage the shark deals by 1.5/2/3 times.

  • Champions who've been damaged by Chum the waters will take only take 35% damage from other sharks emerging for 15/10/5 seconds. If the target was hit with an empowered shark then the damage taken is dropped down to 25%.

  • Damage: 200/250/320 (+ 45% AP)

  • Cooldown between casts: 1 second. Not affected by Cooldown reduction.

  • Cooldown of storing charges is affected by Cooldown reduction.

  • Range: Cast range: 1075. Eruption radius: 265. Does not have a latch on radius so therefore also can not be picked up.


R: Shaarrk!

  • Fizz calls forth Chomper to launch itself out of the ground from Fizz's current location and fly at a target location. Upon landing Chomper deals magic damage, knocks enemy units aside, and slows units hit. Targets in the center of the landing zone take increased damage and are stunned for 1.5 seconds instead of slowed.

  • Fizz can quickly reactive the ability as Chomper is still exiting the ground to hop on him and ride him into the landing zone. During this duration fizz becomes untargetable. Fizz must be withing 375 units in order to mount Chomper

  • Chomper emerging from the ground knocks nearby enemies aside and does 50% reduced damage. Enemies can not be hit by both instances of the ability.

  • This ability's cast is instantaneous and therefore can not be interrupted, but Fizz can not mount Chomper if he is immobilized or under any effect that would prevent an ability cast.

  • This ability can not target a location within a radius around fizz.

  • Damage: 300/400/500 (+ 60%/80%/120% AP). Center Damage: 375/500/625 (+ 120% AP)

  • Cooldown: 120/100/90 seconds

  • Range: Cast range: 3000. Restricted radius: 450. Eruption Radius: 300. Landing Zone: 550. Center Zone: 300. Knockback: 325

  • The ability has no delay and Chomper exits the ground almost immediately after casting the ability. Fizz has about a 1 second window to mount chomper.

  • Flight time: Scaling from 1.5 seconds at minimum range up to 2.5 seconds at maximum range.


That's all i got for this one. Thank you for reading and let me know what you think about these ideas. If anyone wants to see a rework concept I put together, then I'd love to hear some thoughts on that as well. The link is here > http://boards.na.leagueoflegends.com/en/c/gameplay-balance/NcX2JFFc-fizz-rework-idea

22 Comments

GarthBrooksXD1 votes

I think Riot is pretty happy with their recent rework and I don't imagine they'll touch fizz much for at least 18-24 months.

HongChongDong2 votes

{quoted}

I think Riot is pretty happy with their recent rework and I don't imagine they'll touch fizz much for at least 18-24 months.

Issue with that is that's debatable. Riot is either basing their decisions on competitive balance, or they're basing them on making the large majority of players happy with the game. Considering that it seems that the majority of people agree that the rework failed his character, it failed mechanically, and solved nothing, it's atleast reasonable to assume there might be a chance. Still think that they'll most likely not do anything though. It all comes down to which "design philosophy" they choose to categorize this under and if they choose to care.

IMO the rework feels like they just cut him down to size in order to fit the check list they had for the assassin rework then sent him on his way without actually caring about the champion in any way.

GarthBrooksXD1 votes

i dunno man he has like 50% win rate in plat+, and there are some people who are happy with his rework. So I really think there will be no major change. Maybe like a slight buff on his low lvl e cooldown or something if anything.

HongChongDong2 votes

{quoted}

i dunno man he has like 50% win rate in plat+, and there are some people who are happy with his rework. So I really think there will be no major change. Maybe like a slight buff on his low lvl e cooldown or something if anything.

They didn't change his E CD. It's been the same since it was nerfed a while back. Win rate doesn't mean anything. People will only pick him when he has an advantage, (which are only a handful of matchups) everything else and you're stupid for picking him. You could probably even get an 80%+ winrate on mordekaiser if you just pick him into things he can actually do something against.

Happy with him? I really can't imagine there being that many people out there that'd enjoy him. They definitely killed any variety or fun gameplay in his kit. Satisfied with him? I mean as long as he's playable I Imagine most people will be satisfied with him but that doesn't make him actually good or enjoyable to play as.

He's basically in the same place as urgot in that regard. Did you land Urgots E? If yes, then you do things that may accomplish something. If not, then just bum around till you can try again.

Did you land Fizz's R? If yes, then make an attempt at killing them. If no, then just bum around till it's back up and try again.

Sure you have some other abilities that do things but outside of your primary combo you're not particularly strong and nothing is remotely interesting about how your kit is used.

Even the old fizz had his kit issues but atleast he had more freedom in how you could use his abilities to be effective.

GarthBrooksXD1 votes

Im pretty happy with the buffs to him on the pbe. I guess i havent been punished much for mistakes and people dont harass fizz as much in lane a tier lower than you? Idk bro. I just play fizz annie or ziggs when im mid and never feel bad about my champ, more my misplays is what fucks me up. Think this will most definitely make lvl 2-5 all ins more viable and if successful fizz can farm better and roam with that lead. Im just a noob piece of shit who really hasnt played so much fizz despite my name tho so maybe im wrong :) anyways, cheers to buffs! Think this patch will be a nice one for fizz.

HongChongDong1 votes

{quoted}

Im pretty happy with the buffs to him on the pbe. I guess i havent been punished much for mistakes and people dont harass fizz as much in lane a tier lower than you? Idk bro. I just play fizz annie or ziggs when im mid and never feel bad about my champ, more my misplays is what fucks me up. Think this will most definitely make lvl 2-5 all ins more viable and if successful fizz can farm better and roam with that lead. Im just a noob piece of shit who really hasnt played so much fizz despite my name tho so maybe im wrong :) anyways, cheers to buffs! Think this patch will be a nice one for fizz.

Issue is that they aren't actually buffs. The ult nerf guts the ability, the Q buff adds 60 damage, but the W buff is a stealth nerf. They increased the end game damage by 60 but actually made the DoT weaker during the early game. By extending the duration of a DoT that "Deals X amount of damage over X seconds" that means its per second damage has actually been lowered.

Assuming they're even thinking about fizz at all then they're trying to make it so fizz can apply the DoT once, proc an empowered W, then be able to proc another one within the time it takes for the DoT to run out. At best this will be possible in 1v1's and 2v1's but not in teamfights. You'd never beable to stay in melee range without dying and in order to actually be safe you'd need to be at a distance that would otherwise be impossible to traverse in the time window that you have. This is made doubly impossible by the 2 seconds nerf to his E CD that was implemented pre rework and never reverted.

And keep in mind that's still under the assumption you aren't getting chased down the entire time by some sort of melee carry, bruiser, or tank, or just getting out right 1 shot from a mage or another assassin. Hell, even the ADC who's likely going to be your only killable target could chase you down as well as you aren't going to beable to do anything period for at minimum alittle over 4 seconds.

Finally that's also under the assumption that you managed to land your now impossible to land ulty from a distance to get any amount of damage from it as well as to initiate the first W proc without having to die for it by going melee.

They created a champion who's only capable of all in because he can't use his mobility how he wants but they won't give him any strong power at all because bad players complain about fizz so they want to give him "fun gameplay with equal counterplay". Now they're trying to turn him into a hit and run assassin like he should be but that's also restricted by the shitty design of the "delayed damage" they gave him. The idea to give an assassin delayed damage isn't a bad idea in any way, but they refuse to let assassins become strong passed and certain point and with fizz in particular they just did it in such a horrible manner.

However even though I went on that rant, that isn't the original point of the post. It's simply to put out some ideas for fizz. People can look at them and tell me what they think and I work to improve my ideas. if Riot did manage to see this (really big if here) then my hope for that is rather than trying to get my ideas implemented, was to try an inspire a better mechanic for Fizz. My main thought process is "If they do happen to see this maybe they'll get some sort of idea from looking at these abilities or just what I say about him and come up with a better ability/kit change that can be implemented to improve my champion in a good way."

EDIT- Also forgot to add that the roughly "60" damage buff comes from using his final AP from his full build which is typically 594 precisely with his standard build and runes.

GarthBrooksXD1 votes

Well really you just want to find a way to get kills with Fizz in the early game and snowball quickly. That is how you win games with Fizz. The q and w ap ratio buffs will make early trading better. I already was able to kill my lane opponents pre-6 fairly often so I think it's nice buffs for him. Maybe practice your fizz up some more? I know several Fizz mains who play him every game and are doing very well with him.

HongChongDong1 votes

{quoted}

Well really you just want to find a way to get kills with Fizz in the early game and snowball quickly. That is how you win games with Fizz. The q and w ap ratio buffs will make early trading better. I already was able to kill my lane opponents pre-6 fairly often so I think it's nice buffs for him. Maybe practice your fizz up some more? I know several Fizz mains who play him every game and are doing very well with him.

You mean levels 1-7? Actually I didn't put enough detail into my explanation, so that's my bad. Both are changes to the scaling. This means that it does nothing at all till you get AP.

The Q change is actually pointless early as not only will you have a low amount of AP, but also you don't even put levels into the ability till after you're done with E then W so it doesn't affect a single thing early.

The W change is an attempt at changing his gameplay, which I covered, but it's also a nerf. As I said above his W DoT does X amount of damage over X seconds. A normal DoT does X amount of damage per second or per half second or something like that. Lets say you have a normal DoT that deals 50 damage per second for 2 seconds and another DoT that deals 100 damage over 4 seconds with a per second tick rate.

So the First DoT has a 50 damage per second for 2 seconds while the second DoT has a rate of 25 damage per second so it can total the amount that it's capped at.

Technically they both do the same amount of damage, but that's only when applied once. Using the examples above: If I auto attack a person once every second to refresh the DoT's duration, and attack a total of 4 times:

Lets label the DoT that does 50 damage per second for 2 seconds DoT B, and the one that does 100 damage over 4 seconds DoT A.

DoT A will tick a total of 8 times and deal 200 damage

DoT B will tick a total of 6 times and deal a total of 300 damage.

So with an obvious nerf in DPS you're actually dealing less damage early game.

The actual numbers is 35-36 damage per half second for a total of 284 over 4 seconds for fizz's current W with a 33.3% AP ratio at max rank with 600 AP which is the average build.

That drops to 23 per half second with an additional 2 seconds to total 6.

This goes to 44 per half second with the ratio buff at a total of 355 damage over 4 seconds.

With the AP ratio and the duration increase this goes to 29 damage per half second with the 45% ratio over 6 seconds.

With a level 1 W and 50 AP the W this would be 6 damage per half second for a total of 47 over 4 seconds. This is using the 45% AP ratio.

The next would be 4 damage per half second for a total of 47 damage over 6 seconds.

If you find anything wrong with this feel free to let me know.

GarthBrooksXD1 votes

what you're missing is that most fizz will have between 30-40 ap brought to lane at the beginning of the game, so it does make lvl 3 all ins better, and also fizz will scale better in the late game. So say u have 36 ap and u all in this next patch vs this patch at lvl 3...

This patch- q 60 +10(+13)=60 phys 23 magic w- 25(+12) bleed +75(+36) if u use this after 2 seconds bleed=148, say u got in 3 aa then something more like 170-180 total on this e-70(+27)= 97 total from abilities~ 60physical dmg +295 magic dmg then add base aa damage180 physical= 240physical +295 magic = 535 before resists.

Next patch q 60+10(+16)=60phys +26 magic w 25(+16)bleed+75(+48)=164 magic, try 3 aa(in aa range for roughly 4 seconds), then roughly 190-200 e-70(+27)=97 total 240 physical,~ 325 magic = 565 before resists.

So you get off like 30 more magic damage at lvl 3 than the prior patch.

It's not huge, but it is significant. ignite does 70 true damage and most mid laners have around 600 hp at lvl 3, so really that small buff could mean the difference in someone saying "not even close" in all chat with 15 hp left vs you getting first blood.

Also, putting in levels to q and w have nothing to do with their ap scalings. It's just base damage and cd change. So say you do get a kill and come back to lane with 2 amp tomes or a revolver, then u have ~75ap and u get q 60+10(+34) rather than 60+10(+26) and w-25(+34)+75(+102) rather than 25(+25)+75(+75). On the w there is a huge difference because of the active on 2 second bleed.

So it is already pretty much gg lane when u get a lead in lane as fizz, the scalings buff is just going to help him snowball even harder (and be less reliant on his ult for damage...). It will also help him be more relevant in mid/late in games where fizz does not get a lead.

I didn't even feel like he was bad this patch anyways. I got a penta one game and had like 60% win rate with him and i don't even main him(I've played less than 100 career fizz games), but i guess he struggles in high elo. Kinda just the nature of the meta that a melee champion will get abused early on in mid lane and what he really needs to play in high elo is a role change(ie...being able to go bruiser top or do well in the jungle) or cool down buffs on his e so he doesn't get punished so hard for last hitting minions vs ranged champs in mid lane.

TL;DR It's a moderate buff on his damage in return for fizz players requiring more skillful R casting.

Penns1 votes

I really like the ult changes, all 3 would probably feel better than his current one lol I wouldnt just give him damage reduction tho, Id rather have 1 free auto attack dodge with a cooldown that scales with level or something like that.

HongChongDong1 votes

I was thinking of one that gave let him completely dodge auto attack damage on every 4th auto, scaling to every other auto at level 16. Issue with that one though is that it's a pretty uninteractive passive and would be boring. The main reason I put out that one up is because I thought it'd be a simple change that's easy to implement.

CyberViper1 votes

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HongChongDong1 votes

[{quoted}](name=Daniel Michael,realm=NA,application-id=3ErqAdtq,discussion-id=oy7Ea4aX,comment-id=0002,timestamp=2017-02-14T12:42:23.687+0000)

As a Fizz main this is possibly the best thing that could happen to him, but I disagree with E doing no damage, riot would never do such thing.

They did it with talon so it's not like it's against their policies for designing champions. And the way they've gated Fizz by forcing damage onto his E is inherently bad based on how his kit is designed. It's simply a horrible idea.

CyberViper1 votes

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HongChongDong1 votes

[{quoted}](name=Daniel Michael,realm=NA,application-id=3ErqAdtq,discussion-id=oy7Ea4aX,comment-id=000200000000,timestamp=2017-02-14T15:09:03.001+0000)

This is his indentity, Talon's E didn't define him.

Depends on what you mean by "identity". A champions identity by normal standards is a specific playstyle that defines him/her and is based on the champions theme. In which case mobility is definitely in fizz's identity as a slippery trickster but at the same time that also means that tying his kits success to using it for damage or not using it for damage wouldn't fit the character. If you're referring to "identity" as an ability that sits as a champions primary ability that defines the rest of his kit then I'd say that talons old E was also pretty central. It was your only mobility afterall.

I'd agree that assassins should have to weigh risks VS reward but at the same time the proper assassins also have the option of bailing out if they think that things are getting sticky.

But with fizz you're using your best mobility spell and only form of survivability to risk dealing damage but at the cost of paying with your only reliable escape. Now that's all well and good, I honestly wouldn't have an issue with that. The issue I do have with it however, is that even if I do this I'm not rewarded enough.

The E is dodgeable, and even if it does hit the total damage of your rotation can be completely negated easily by MR or even shields, heals, and exhaust. All of those things are actually pretty common on most champions and items as well so there's constantly situations where you're just out stat'd and just dying for nothing by trying to throw a full combo.

I want fizz to have counterplay and risks, but I also want to be rewarded for taking those risks rather than being negated and made useless because the enemy atleast knew to utilize those defensive options.

CyberViper1 votes

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HongChongDong2 votes

[{quoted}](name=Daniel Michael,realm=NA,application-id=3ErqAdtq,discussion-id=oy7Ea4aX,comment-id=00020000000000000000,timestamp=2017-02-14T15:52:45.643+0000)

Waveclear?? Zed has Q Talon has W Leblanc has W. Fizz has E

I never mentioned anything about Waveclear at all? Also, you should know that Fizz can't actually use his E for waveclear for a majority of the game as it simply opens him up to harass, kill pressure, and even free ganks.

CyberViper1 votes

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HongChongDong1 votes

[{quoted}](name=Daniel Michael,realm=NA,application-id=3ErqAdtq,discussion-id=oy7Ea4aX,comment-id=0002000000000000000000000000,timestamp=2017-02-14T16:39:04.136+0000)

If ur getting rid of his E ur getting rid of his waveclear and basically the ability to be played mid lane

Ah i understand now. Should've said that from the beginning. It would never happen but IF my ideas could be implemented then it'd be a sacrifice of his laning phase. What the design entails is out right hard core late game assassinations and diving. He is a killer, and would perform that role beautifully on top of being a great slippery hit and run assassin. So, what better way to balance out a champions mid-late game potential than to cut off his waveclear?

He wouldn't reasonably use it any way till mid game-late game where he doesn't pose as much of a risk for using it to kill minions, this would also gate his insane roam potential as a high damage, high mobility assassin, and his W's farming mechanics stay the same but with vastly increased damage on it so he can still CS quite well.

Blue Kaozi1 votes

"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" and "Tidal Trickster: Lowers the CD of Urchin strike and Playful/Trickster by 25% for every nearby non targeted projectile that does not hit fizz." are kinda broken. (Theres no ability in the game that can ignore shields, even true damage is soaked by it)

I really like the enhanced W also having an enhanced bleed. The only other change I'd like is for Fizz's current passive to block damage AFTER resistances instead of before. Might buff tank fizz too much though. I don't mind his rework, its harder to get damage off, but procing that w after 2 seconds feels good.

He does have a hard time late game though where he's just an ult bot or a splitpush threat. Once his e is down hes dead in the water. (and many can easily dodge it)

I haven't seen the effects of the modified ult hitbox, are they that bad? I saw some ults that should NOT have hit that did pre change so it was probably needed.

HongChongDong1 votes

[{quoted}](name=Blue Kaozi,realm=NA,application-id=3ErqAdtq,discussion-id=oy7Ea4aX,comment-id=0003,timestamp=2017-02-14T13:35:53.275+0000)

"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" and "Tidal Trickster: Lowers the CD of Urchin strike and Playful/Trickster by 25% for every nearby non targeted projectile that does not hit fizz." are kinda broken. (Theres no ability in the game that can ignore shields, even true damage is soaked by it)

I really like the enhanced W also having an enhanced bleed. The only other change I'd like is for Fizz's current passive to block damage AFTER resistances instead of before. Might buff tank fizz too much though. I don't mind his rework, its harder to get damage off, but procing that w after 2 seconds feels good.

He does have a hard time late game though where he's just an ult bot or a splitpush threat. Once his e is down hes dead in the water. (and many can easily dodge it)

I haven't seen the effects of the modified ult hitbox, are they that bad? I saw some ults that should NOT have hit that did pre change so it was probably needed.

As for the first passive, it's gated with a clear Cooldown and can only be used by either his W or his R. If you check it out, I linked a full rework Idea that I put together. it's at the bottom of the post. I thought of the passive specifically to work with that rework but added in this bucket of ideas type post just to get some feedback on it. But the intention of it is to give fizz a role as an assassin among assassins. He isn't the safest. He can't completely blink over an entire frontline to get to a squishy like zed can, nor can he blink back out and escape when things go south like Leblanc can. So he'd be a true and blue dedicated dive champion. If he can successfully get to the back line and target a valuable target then he'd be rewarded FAR more than other champions.

Though again, this was thought up in conjunction with my dopey little rework idea so you'd probably have to see it to understand the context. In short, the rework focuses on giving him far more hit and run potential, eliminating the "initiator" playstyle he has with his current ultimate, and making his effective range melee only. So by having far less capability to engage from a distance, he's rewarded for successfully catching his opponent, though still punished equally for failing in the proper use of his mobility spells.

For the second one, I thought of it primarily as a more thematic passive. The worlds slipperiest trickster loves to slip passed his enemies so naturally if he sees himself dodging his opponents left and right then he'd probably want to prank his enemies some more by getting even slipperier.

As for the actual balance of it, I was think of a few different things. Depending on the radius given to the passive then it could be perfectly balanced. A small enough radius ensures that most of what's procing the passive is aimed at him, in which case he should be rewarded for successfully dodging abilities. That's what his character is about. Though if the radius is abit too large then I could see it being a problem with random things not even intended for him giving him free CDR on his mobility.


Statistically the passive is obviously considerably weak, both early and mid game, but probably more importantly it violates a majority of what riot is implementing into modern champion design. Counterplay, interactivity for both sides, and impact on the game.

While the W isn't bad, it's definitely a bad design to force the champion into a situation where you either land an ult on a valuable target, or you don't and don't do anything. I don't mind delayed damage but this was definitely done in the wrong way. The ability/kit should reward you for the risks a kit like Fizz puts him in while keeping enough power to fall back on and be effective. However the current W simply becomes averagely effective when empowered and badly under powered when you can't get the mark. I don't like that design.

His E ability is also another thing that I think is a bad design. It's their way of gating fizz but it puts him into a position where he will not actually assassinate anything without it, if he uses it then he gets put at a unbelievably high risk, and with the current meta of defensive stats offered in offensive items + things like exhaust, shields, and heals being everywhere, it's highly possible people can still survive full rotations which means you'll likely die for nothing.


Finally the hitbox was never changed. That was simply a mis-understanding by what appears to be a laughably high amount of people who refuse to thoroughly read patch notes in order to understand what's happening. They added on a latch on radius which attached the lure to them when the fish stops moving, which also scaled in size based on how far it traveled. So a majority of people were under the impression that they had dodged the ulty only to have the fish stop and them get hit by the latch on radius and assume a broken hitbox.

At the very least Riot understood that without this ability, Fizz was pointless and useless. So they added the latch on radius to make sure he wasn't simply beaten by any amount of mobility or the narrow hitbox of the actual ultimate and thus made irrelevant.

Hope that answered a few things for you.

HongChongDong1 votes

That was a very well done response but I'd like to point out is how trading goes. Mid lane matchups consist of Orianna, Syndra, Ryze, Zed, Talon, Gangplank, Jayce and Corki. Against everyone of these matchups but syndra, you will only stay long enough to proc 1 empowered W then you will E away, not use it for damage. 3 Auto's is not impossible if you were counting the auto that you use for your Empowered W as one, but if not then 3 auto's + an empowered W auto is TOO long.

All of these matchups have far superior trading in extended trades due to their low cooldowns and superior auto attacks (especially the AD matchups), and by using your E you leave yourself without escape which would mean death or having to leave lane to back. if the Zed has used his W and talon has used his Q then you can technically hit them with a kiting E by hitting them with the edge and using the slow to escape but they can still chase with Zed's Q and talon's W for extra damage.

With the mage, Jayce, Corki, and Varus matchups, their CD's are far too low (or auto's are too strong for Jayce, corki and varus) for anything good to come from trading them so you wouldn't trade with them early at all. The situations where this isn't the case is if They:

A Don't have exaust

B Don't have MR

and C if they don't have a jungler that can put pressure on you.

All of the above are irrelevant for Jayce, Corki and Varus because they'll harass you out of lane far too much for you to be in any position to trade.

Syndra is a wildcard where it can go either way because she doesn't have something empowering her auto's and her abilities are infact dodgable so a good fizz can go for the extended trades. So her matchup is skill based.

Also remember that I'm NOT High elo. I'm but a meager plat player with a passion for fizz and too many games on my hand in a variety of skill levels.

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