Another fizz post.
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
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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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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
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Tidal Trickster: Lowers the CD of Urchin strike and Playful/Trickster by 25% for every nearby non targeted projectile that does not hit fizz.
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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.
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Nimble Fighter: Fizz blocks 10%/13%/16%/19%/25% of all damage dealt through basic attacks.
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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
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Urchin Strike Now amplifies Magic damage from On-hit effects dealt to the target by 10%/15%/20%/25%/30%
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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.
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Does not effect any physical damage from On-hit effects,
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Only amplifies the damage dealt to the target of Urchin Strike and not targets that fizz passes through.
W: Seastone Trident
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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.
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Mark lasts 2 seconds once it has been fully stacked.
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The rest of the ability remains the same.
W: Seastone Trident
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Stays the same but using an empowered W on a marked target also applies a massively amplified DoT.
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Auto attacking a target affected by this amplified DoT refreshes the duration.
R: Chum the Waters/Shark Bomb
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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.
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Damage and splash damage radius scales with the distance Chomper traveled from his initial spawn point to his targets current location.
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The shark can travel an infinite distance.
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Damage: 150/250/350 (60% AP) up to 650/890/1100 (+ 250% AP)
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Range: Lure attach range: 275 . Range required for maximum damage: 1500. Minimum splash radius: 150. Maximum Splash radius: 575. Knockback radius: 200.
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Cooldown: 130/105/95 seconds.
R: Chum the Waters
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Passive: Fizz stores a charge of Bait every 40/30/20 seconds.
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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.
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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.
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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%.
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Damage: 200/250/320 (+ 45% AP)
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Cooldown between casts: 1 second. Not affected by Cooldown reduction.
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Cooldown of storing charges is affected by Cooldown reduction.
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Range: Cast range: 1075. Eruption radius: 265. Does not have a latch on radius so therefore also can not be picked up.
R: Shaarrk!
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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.
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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
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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.
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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.
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This ability can not target a location within a radius around fizz.
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Damage: 300/400/500 (+ 60%/80%/120% AP). Center Damage: 375/500/625 (+ 120% AP)
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Cooldown: 120/100/90 seconds
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Range: Cast range: 3000. Restricted radius: 450. Eruption Radius: 300. Landing Zone: 550. Center Zone: 300. Knockback: 325
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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.
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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