Fizz Rework Concept: Explanation of abilities only
Not a complaint thread about fizz or anything like that. Since they are looking at him for rework anyways I thought of a kit based on my experience playing the champion for almost several months straight. As one final note this will not be including in depth stats and instead will have the simple explanations of how the abilities work, but I hope you like it anyways.
Passive: Sea Stone Trident.
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Fizz turns all Attack Damage dealt into magic damage with an AP scaling.
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On Hit passives like Titanic Hydra or Sheen will not be affected by this passive.
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Functions the same way corki's passive works except it has an AP scaling to it and 100% of the physical damage dealt is turned into magic damage.
Q: Nimble Fighter
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Fizz dashes to the target enemy unit and within 1.5 seconds can dash to a different target enemy unit for free and get another free dash.
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The ability goes on CD the moment fizz stops dashing to targets and let the 1.5's timer end.
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Fizz can not dash to the same target twice until the ability ends, goes on cooldown, then comes back up again.
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The ability would retain the same damage levels it does now but have a longer CD and higher mana costs.
W: Atlantean Surge
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Fizz empowers his next auto attack, dealing a large amount of magic damage with a side component that deals additional magic damage based on the targets missing HP and applies Blood Trail for 5 seconds.
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The missing HP component will have no starting base damage at any rank of the ability, but rather will purely gain damage from AP scaling and each rank increases the scaling. This is to stop tank fizz in its tracks.
W- Passive: Blood Trail
- After a champion is marked from Atlantean Surge with Blood Trail they will become the prioritized target for Chum the waters
E: Playful/Trickster
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Fizz hops onto his trident towards the target location, becoming untargetable for 1 second before dropping off. Fizz can reactivate Playful/Trickster while untargetable to hop off of his pole immediately towards a target direction, or he can activate Atlantean Surge, leaping to a target area and dealing the same damage of the ability on impact to units in the area.
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This ability would no longer deal damage by itself and would be pure utility focused.
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My idea is that the Atlantean Surge combo would be a medium ranged ability.
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Using the Atlantean Surge Combo would not apply the Blood trail passive
R: Chum The Waters
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Fizz throws a fish at a targeted area with a small radius and summons his pet shark, Chomper. Chomper will idle in the spot where the fish was thrown for 15 seconds and will become active and attack if an enemy champion moves within a small aggro range of the shark, dealing magic damage to the target upon impact and enemy units within a small radius of the target.
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If a target within a large radius of Chomper is affected by Blood trail Chomper will immediately seek out the target and attack.
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Enemy champions affected by Blood Trail will take 20% increased damage from Chum the Waters if directly attacked.
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If multiple champions are affected by Blood Trail at once then Chomper will seek out the last champion hit.
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If enemy champions are in the way of Chomper as he seeks out an enemy champion then they will be knocked aside and take a % of the magic damage Chomper deals upon impact. Similar to Vi ult.
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If an enemy champion is within a close enough range to fizz Chum the waters can be directly applied through point and click at melee range and will act in the same way it does now.
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This ability would be refocused into being Fizz's primary nuke tool for fighting rather than being a setup for the rest of his kit.
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Chomper can not be affected by damage or CC.
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If Chomper is currently seeking out an enemy champion and Blood trail is applied then Chomper will redirect to seeking out the affected champion.
To those of you who've took the time to read this, thank you very much. If they're are any issues that you see or have a problem with how an ability works let me know in the comments, have a nice day.