While this ability has a very high AP ratio (especially at max range), it's still effective with little to no Ability Power because of it's high base damage. You'll want to try to use it at max range to apply the most damage and CC, but you can still use it point blank if necessary. Chum the Waters is Fizz's hard engage tool. The lure's holder is slowed for the duration and knocked up for 1 second instead of away. If an enemy champion intercepts the lure as it flies, it binds to them and causes the shark to emerge at their position. If Chum the Waters travels at least 910 units, it will summon a massive Gigalodon Shark, dealing 300/400/500 (+120% of Ability Power) Magic Damage in a 450 area of effect, knocking back enemies 350 units and slowing them by 80%. If Chum the Waters travels between 455 and 910 units, it will summon a normal shark, dealing 225/325/425 (+100% of Ability Power) Magic Damage in a 325 area of effect, knocking back enemies 250 units and slowing them by 60%. If Chum the Waters travels less than 455 units, it will summon a Guppy Shark, dealing 150/250/350 (+80% of Ability Power) Magic Damage in a 200 area of effect, knocking back enemies 150 units and slowing them by 40%. The further the lure travels in its initial flight, the larger the shark that is attracted, increasing its slow, eruption radius and knockback distance. Grasp of the Undying Aftershock Font of Life Kraken Slayer Lethal Tempo Patch History V3.3 New Effect: Now deals additional damage equal to 20 AD and 10 AP. Lastly, a large portion of Mana is refunded if you kill an enemy with the active, so this is a very effective farming tool.Ĭhum the Waters: Fizz throws down a lure in the target direction that attracts a shark, causing it to emerge after 2 seconds, dealing Magic Damage, knocking aside surrounding enemies and slowing them for 2 seconds. Plus, thanks to this ability, Fizz's damage becomes hybrid because you'll be building items that deal Physical Damage ( Blade of the Ruined King, Trinity Force, etc) while this ability deals Magic Damage. Is affected by range bonuses ( Far Out Man, Farsight) Cannot be deflected. Scales with level, intelligence and Warfare. It has very high base damage and deals % missing Health damage, allowing him to effectively DPS both squishy and tanky enemies. Scroll can be crafted by combining a Sheet of Paper, Source Orb, and Disembodied Hand. Seastone Trident is what allows bruiser Fizz to work. If Seastone Trident's active does not kill a unit, Fizz's basic attacks deal 10/15/20/25/30 (+40% of Ability Power) bonus Magic Damage on-hit for 5 seconds. If Seastone Trident's active kills a unit, 20/28/36/44/52 Mana is refunded and its cooldown is set to 1 second. 300k Cho main here, I feel like grasp is such an underwhelming rune and is just something that most solo tanks HAVE to take because there’s nothing else, and in a world of Setts and Mordekaisers, going in just for the stack has a 50 chance to lose 50 of your HP. Active: Resets Fizz's basic attack timer and empowers his next attack, dealing 50/70/90/110/130 (+50% of Ability Power) bonus Magic Damage. The damage caps at 270 against minions and monsters. Multiple basic attacks will refresh the duration.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |