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Гайд по чемпиону
Морской ловкач
Fizz — Морской ловкач. Роль: Мид. Сложность освоения: средняя.




UNIQUE - SPELLBLADE: After using an ability, your next basic attack within 10 seconds deals 75% base AD (+ 50% AP) bonus magic damage on-hit. (1.5 second cooldown which begins after using the empowered attack) UNIQUE - BANE: +5% movement speed


Destiny: 5% Movement Speed Balance: 15 Magic Penetration Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health. Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-75 plus 10% Ability Power to nearby enemies.


UNIQUE - OVERKILL: Increases ability power by 20 - 45 % (based on level).


+150% Mana Regeneration UNIQUE - Magic Break: +8 Magic penetration. UNIQUE - Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions. UNIQUE - Equilibrium: Champions without Mana gain 75% Base Health Regen.


UNIQUE - STASIS: Put yourself in stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration but becoming unable to move, declare basic attacks, cast abilities or item actives, or use any summoner spells during this time. (120 second cooldown) Limited to 1 Boots enchantment.


UNIQUE - SPELLBLADE: After using an ability, your next basic attack within 10 seconds deals 75% base AD (+ 50% AP) bonus magic damage on-hit. (1.5 second cooldown which begins after using the empowered attack) UNIQUE - BANE: +5% movement speed


Destiny: 5% Movement Speed Balance: 15 Magic Penetration Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health. Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-75 plus 10% Ability Power to nearby enemies.


UNIQUE - OVERKILL: Increases ability power by 20 - 45 % (based on level).


Unique Passive - Soul Hunt: +15 magical penetration Unique Passive - Wandering Soul: Every time you take down an enemy champion within 3 seconds of damaging them, your ability cooldowns are reduced by 25%. You steal 10% of their base Movement Speed for 10 seconds and 50% of their Ability Haste until they respawn. Ability Haste stolen this way stacks.


Safeguard: Grant a spell shield that blocks the next enemy ability. When the shield is broken, reduce incoming damage by 40% for 1s (40s cooldown). Poise: Ability Power increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4 seconds.


UNIQUE - STASIS: Put yourself in stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration but becoming unable to move, declare basic attacks, cast abilities or item actives, or use any summoner spells during this time. (120 second cooldown) Limited to 1 Boots enchantment.


Teleport a short distance forward or towards the aimed direction (150 second cooldown).


Ignites target enemy champion, dealing 72 - 380 (based on level) true damage over 5 seconds and inflicting them with Grievous Wounds icon.png Grievous Wounds, reducing healing effects by 60% (100 second cooldown).


Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack heals you, grants increased Movement Speed, and restores mana or energy if you attack a champion. At 100 Energy stacks, your next attack gains 100% Attack Speed. Heal: 15 - 85 + 30% bonus Attack Damage + 30% Ability Power Movement Speed bonus: 20% for 1 second. When attacking a champion, restore 8% missing mana or 8% missing energy. Heals for 35% (Melee) / 15% (Ranged) when attacking minions or monsters.


Every 3 min, gain 2 AD or 4 AP / 5 AD or 10 AP / 9 AD or 18 AP / 14 AD or 28 AP [...] (Adaptive)


When an enemy has less than 40% health, deals 8% bonus adaptive damage.


Gain 1% omnivamp, up to bonus 7% of omnivamp when engaging in taking down monsters, enemy champions and minions.


Damaging an enemy champion deals a bonus 10–80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s. (10s cooldown) The damaging attack/ability gains bonuses at higher levels: Level 5: Deal an additional 10 true damage. Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.


Vaults to target location, becoming untargetable while balanced on the trident. After 1.2 seconds, Fizz hops down with a large splash that deals 80 / 150 / 220 / 290 (+80% AP) magic damage and slows enemies hit by 40% / 45% / 50% / 55% for 2 seconds.Re-cast: Hop down early towards a direction, but deal damage in a smaller splash that does not slow enemies.


Empowers the next attack to gush water around the target, dealing 50 / 75 / 100 / 125 (+45% AP) magic damage and applying Seastone Trident to enemies hit. Additional attacks within 5 seconds deal 10 / 15 / 20 / 25 (+40% AP) bonus magic damage.Killing a unit with the first attack reduces Rending Wave's cooldown to 1 second.


Dashes through target enemy, dealing 20 / 40 / 60 / 80 (+50% AP ) magic damage + 58 physical damage (100% AD) and applying on-hit effects.


Unique Passive - Soul Hunt: +15 magical penetration Unique Passive - Wandering Soul: Every time you take down an enemy champion within 3 seconds of damaging them, your ability cooldowns are reduced by 25%. You steal 10% of their base Movement Speed for 10 seconds and 50% of their Ability Haste until they respawn. Ability Haste stolen this way stacks.


Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3s (Area of effect abilities apply 5% of bonus Ability Power + 25% shield reduction, capped at 45%; while single target abilities apply 5% of bonus Ability Power + 40% shield reduction, capped at 60%). When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.


When an enemy has less than 40% health, deals 8% bonus adaptive damage.


Deals bonus damage based on the enemy champion's bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.


Damaging an enemy champion deals a bonus 10–80 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s. (10s cooldown) The damaging attack/ability gains bonuses at higher levels: Level 5: Deal an additional 10 true damage. Level 9: Deal an additional 20 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.


Blocks damage from the next triggering champion attack and 2 more attacks.


UNIQUE - SPELLBLADE: After using an ability, your next basic attack within 10 seconds deals 75% base AD (+ 50% AP) bonus magic damage on-hit. (1.5 second cooldown which begins after using the empowered attack) UNIQUE - BANE: +5% movement speed


Destiny: 5% Movement Speed Balance: 15 Magic Penetration Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health. Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-75 plus 10% Ability Power to nearby enemies.


UNIQUE - OVERKILL: Increases ability power by 20 - 45 % (based on level).


Unique Passive - Soul Hunt: +15 magical penetration Unique Passive - Wandering Soul: Every time you take down an enemy champion within 3 seconds of damaging them, your ability cooldowns are reduced by 25%. You steal 10% of their base Movement Speed for 10 seconds and 50% of their Ability Haste until they respawn. Ability Haste stolen this way stacks.


Safeguard: Grant a spell shield that blocks the next enemy ability. When the shield is broken, reduce incoming damage by 40% for 1s (40s cooldown). Poise: Ability Power increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4 seconds.


UNIQUE - STASIS: Put yourself in stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration but becoming unable to move, declare basic attacks, cast abilities or item actives, or use any summoner spells during this time. (120 second cooldown) Limited to 1 Boots enchantment.


Автоатаки Физза наносят дополнительный периодический урон.
Автоатаки Физза наносят дополнительный периодический урон.


Физз совершает рывок сквозь свою цель, нанося дополнительный магический урон и накладывая эффекты при попадании.
Физз совершает рывок сквозь свою цель, нанося дополнительный магический урон и накладывая эффекты при попадании.


Следующая автоатака Физза становится усиленной и наносит дополнительный урон. Если Физз убивает бойца усиленной автоатакой, перезарядка Кровожадной волны сбрасывается. Дополнительные автоатаки наносят больше урона.
Следующая автоатака Физза становится усиленной и наносит дополнительный урон. Если Физз убивает бойца усиленной автоатакой, перезарядка Кровожадной волны сбрасывается. Дополнительные автоатаки наносят больше урона.


Физз подпрыгивает в воздух и грациозно приземляется на свой трезубец, становясь недоступным для выбора в качестве цели. Из этого положения Физз может либо спрыгнуть вниз и ударить по земле, либо прыгнуть снова, прежде чем обрушиться на землю.
Физз подпрыгивает в воздух и грациозно приземляется на свой трезубец, становясь недоступным для выбора в качестве цели. Из этого положения Физз может либо спрыгнуть вниз и ударить по земле, либо прыгнуть снова, прежде чем обрушиться на землю.


Физз выпускает рыбку в выбранном направлении, которая прикрепляется к первому вражескому чемпиону, дотронувшемуся до нее, уменьшая его скорость передвижения. Через некоторое время из-под земли прорывается акула, которая подбрасывает цель в воздух и разбрасывает остальных врагов, находящихся рядом, нанося при этом всем пораженным магический урон и замедляя их.
Физз выпускает рыбку в выбранном направлении, которая прикрепляется к первому вражескому чемпиону, дотронувшемуся до нее, уменьшая его скорость передвижения. Через некоторое время из-под земли прорывается акула, которая подбрасывает цель в воздух и разбрасывает остальных врагов, находящихся рядом, нанося при этом всем пораженным магический урон и замедляя их.