Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Fizz, however, harbored a curious spirit that could not be satisfied living so cushioned a life. Unable to resist the allure of danger, Fizz had a habit of sneaking out of the city to look for trouble. In his many adventures he grew to be a powerful fighter with a keen resourcefulness that let him skirt danger with clever ease. One day, Fizz returned to find the city abandoned: his people had vanished, leaving Fizz without a clue to explain their disappearance. With nothing left in the city to keep him, Fizz salvaged an enchanted trident from the ruins and set out alone.
For years, Fizz wandered the ocean, using the skills he'd learned during his adventures as a young boy to survive. Finally, Fizz discovered the port of Bilgewater. He was fascinated with the existence of life above the water and could not resist exploring the island. In his endless curiosity, Fizz inadverently meddled in the affairs of the humans who lived there and his presence did not go unnoticed. His mischief angered many residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he'd come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creatures' weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. He joined the League of Legends to further serve his new home.
"Fizz makes even the saltiest sailors of Bilgewater look like drunken landlubbers in a fight. Good thing he's on our side."
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(Passive) Fizz’s basic attacks cause his enemies to bleed for magic damage. When activated, Fizz’s next basic attack deals magic damage, increased by 300% if the target has bled for at least 2 seconds.
(Active) Fizz's next basic attack deals bonus magic damage. If the target has been bleeding for at least 2 seconds, this bonus is increased by 75/120/165/210/255 (100% ability power)
Seastone Trident: If Seastone Trident’s active kills a unit, 20/28/36/42/50 mana is refunded and its cooldown is set to 1 second
Due to the changes to Quicksilver Sash only removing crowd control, a nasty bug surfaced where any ability that cleansed slows (like Garen’s Q - Decisive Strike) would completely detach Fizz’s shark from the target. Rather than just reverting it to its previous behavior, we’re instead making it consistent with QSS’s debuff interaction. Cleansing the slow will allow you to move at full speed, but won’t detach the shark. Like with QSS’s interactions with other high-profile abilities (ex. Zed’s R - Death Mark and Fiora’s R - Grand Challenge), we’ll be closely monitoring how these changes affect Fizz’s performance.
R - Chum the Waters
REMOVED SHARKBAIT : Cleansing Chum the Waters’ slow no longer detaches the shark from the target.
In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary.
The following champs have +50 base mana and -3 mana scaling (net -1 mana at level 18):
v5.17 Q and W AP ratios slightly up. W active on-hit damage down. R only amps magic damage.
We’ve covered this concept a number of times here in the Patch Notes, so let’s review: cool offbuilds are neat-o, provided that you aren’t completely covering your weaknesses while doing it. We actually talked about this extensively back in 5.15’s Ekko section, if you want to go read up on that. We’ll wait.
Like Ekko before him, Fizz having the luxury of building a heavy defense and focusing his damage output through basic attacks and cooldown reduction doesn’t really play well for a champion whose balance is derived from having downtime and tension between cooldowns. Cutting some of the free power ‘Bruiser Fizz’ was coasting on while nudging AP ratios means his assassin builds shouldn’t foot the bill for the changes made to keep his fighter side in line.
Q - Urchin Strike
RATIO : 0.3 ability power⇒ 0.35 ability power
W - Seastone Trident
ACTIVE ON-HIT DAMAGE : 10/20/30/40/50 on-hit⇒ 10/15/20/25/30 on-hit
ACTIVE ON-HIT RATIO : 0.25 ability power⇒ 0.3 ability power
R - Chum the Waters
REMOVED LET’S GET PHYSICAL : No longer amps physical damage on Fizz's target by 20% (still amplifies magic damage)
v5.7 Moving the execute damage back to W's passive DoT and putting the AP ratio back to W's active on-hit.
"Back in 5.2 we made some changes to Fizz that reduced the amount of reliable damage he did with his in-and-out pattern, leaving him feeling a little less tricky (and certainly less playful) than usual. By switching the passive and active components once again, we're aiming to help Fizz's AP builds chum the waters of success by landing sharks and capitalizing at key moments. We'll continue to monitor Fizz's performance, but the hope is to have him back up to his old 'risky assassination tricks' and less 'building full tank and killing everybody'. "
W - Seastone Trident
PASSIVE DAMAGE (OVER TIME) : 20/30/40/50/60 + (0.45 ability power) over 3 seconds⇒ 20/30/40/50/60 (0.45 ability power) + 4/5/6/7/8% of target's missing health over 3 seconds
ACTIVE DAMAGE (ON-HIT) : 10/20/30/40/50 + 4/5/6/7/8% of target's missing health over 3 seconds⇒ 10/20/30/40/50 + (0.25 ability power)
Fizz's damage against an opponent tagged with R is increased by +20%. Q's damage has been significantly reduced in base damage and scaling, W no longer applies Grievious Wounds, deals missing health damage on active, and deals less passive damage over time.
"When talking about flashy assassins, it's never long before Fizz comes up. Always a crowd-pleaser, this playful trickster can devastate teams lacking lockdown with a few troll-poles and a well-placed shark. These days however, Urchin Strike + Seastone Trident's active end up doing most of the work, often leaving Chum the Waters either irrelevant or overkill. Pulling power from Fizz's basic spells and loading them into his ultimate makes sure skilled Fizz players can still slip in and take out priority targets, but now gives some room to breathe when he doesn't line up his shark-bait just right.
Second thing: back in 5.1 we made a change to Fizz's Urchin Strike where if you flashed before he physically hit with his Q, you could dodge the damage completely. A: our bad for not documenting the change. B: this is definitely a power nerf to Fizz, but it's one we're intentionally committing to, if just to give a slight amount more 'reaction potential' for his fishy victims. Not a whole lot, but it's something. We may examine other champions with abilities like this in the future - for the sake of consistency - but it'll definitely be something we weigh on a case by case basis in relation to their entire kit."
"Fizz's mobility and damage are a little too high for the "skirmishy" nature of Dominion. With some CDR, Fizz could jump in and out of fights with ease. Increasing his cooldowns will force Fizz to be more careful when using his mobility."
BUGFIX: Fixed some cases where Fizz could be stunned or rooted while on his troll pole
v4.4 Lich Bane's a pretty key item for Fizz, so we're giving the little fish dude a buff to compensate for the item change.
W - Seastone Trident
ACTIVE ABILITY POWER RATIO: 0.15 ⇒ 0.25
v3.13 Summary: The active ability power ratio of Seastone Trident has been reduced significantly.
Context: We’re aiming to reduce some of Fizz’s late game damage so that he has to rely more on successfully landing his ultimate or finding a way to stall until his next set of cooldowns come up in order to successfully assassinate targets in late game fights.
Playful / Trickster
Fixed a bug where Fizz became targetable while still descending from Playful (he now only becomes targetable after landing, just like Trickster)
Active Ability Power ratio reduced to 0.15 (from 0.35)