9/4/2023 0 Comments Grasp of the undying![]() Both the damage and healing is halved if you're ranged, and the health gained is reduced to 2.The empowered attack is primed for 6 seconds, refreshing whenever you deal or receive damage. At 4 stacks, your next attack against an enemy champion will deal 4% of your maximum health bonus magic damage, restore 2% of your maximum health, and permanently grants 5 maximum health. Rapid Firecannon Lyrics 5.8K 10 Blade of the Ruined King Lyrics 8.7K About II: Grasp of the Undying When the sky in the far north of the Freljord grows dark, and warriors gather around the. Well the dmg you deal if ignoring resistances will be 2,4 per 100hp to enemies so lvl1 around 12- 14,4 (500-600hp). This will be around 6,4 hp-26hp from 1-18 (ignoring 3hp you get from procs, runes or items. Escuche de forma ilimitada o descargue de forma permanente el título II: Grasp of the Undying por Pentakill en calidad Hi-Res en Qobuz. Passive: If you have dealt or received damage in the last 2 seconds, you will generate stacks of Grasp of the Undying every second. Grasp gives you 1,2 max hp heal, 3 bonus hp and deals 2,4 max hp dmg.Bug Fix: No longer apply its effect if the attack that would apply it is blocked.Permanent health gained for ranged champions increased to 3 from 2.Permanent health on ranged champion reduction reduced to 40% from 60%.Health ratio on heal for ranged champions increased to 1.Healing reduction on ranged champions reduced to 40% from 50%.Health ratio on damage for ranged champions increased to 2.Damage reduction on ranged champions reduced to 40% from 50%.New Effect: Now has a base heal of ( 3 / 1.Bonus health increased to ( 7 / 4) from ( 5 / 3). ![]() 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. Additional stacks may be generated by re-entering combat. 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. Passive: Entering combat generates one stack every second for the next 3 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. It has very high base damage and deals % missing Health damage, allowing him to effectively DPS both squishy and tanky enemies. 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. 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. Passive: Fizz's basic attacks rend enemies, dealing 20/30/40/50/60 (+35% of Ability Power) Magic Damage over 3 seconds. ![]()
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