Fizz - The Tidal Trickster

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Fizz
FizzSquare.png
The Tidal Trickster
Region: Runeterra.png Runeterra
Role: Assassins.png Assassin
Release: 11/15/2011
Cost: 4800IP 880RP
Resource: Mana
Statistics
Health: 414 (+86)
HP Regen: 7.0 (+0.7)
Mana: 317.2 (+37)
Mana Regen: 6 (+0.8)
Move Speed: 335

Attack Damage: 53 (+3)
Attack Speed: 0.658 (+3.1%)
Range: 175
Armor: 12.7 (+3.4)
Magic Resist: 30 (+1.25)
Friends/Rivals
Friends:
Rivals:

Fizz, The Tidal Trickster is a melee AP assassin/fighter who often fulfills the role of an AP carry. Fizz is most often played in the top lane or mid lane, but can also be played as a jungler. He is generally picked as a counter to champions with healing or health-reliant champions due to his ability to inflict grievous wounds.

Champion Spotlight

Description

Lore: 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."

- Miss Fortune, the Bounty Hunter

Abilities

PassiveNimble Fighter
NimbleFighter.jpg
INNATE : Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from autoattacks.


QUrchin Strike
UrchinStrike.jpg
ACTIVE : Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage to it. The ability will also apply on-hit effects.
ADDITIONAL MAGIC DAMAGE : 10 / 25 / 40 / 55 / 70 (+55% ABILITY POWER)
COST : 50 mana
COOLDOWN : 8 / 7.5 / 7 / 6.5 / 6 seconds
RANGE : 550


WSeastone Trident
SeastoneTrident.jpg
PASSIVE : Fizz’s basic attacks cause his enemies to bleed for magic damage.

ACTIVE :Fizz’s next basic attack deals magic damage, increased by 300% if the target has bled for at least 2 seconds.
PASSIVE MAGIC DAMAGE : 20 / 30 / 40 / 50 / 60 (+40% ABILITY POWER)
ACTIVE MAGIC DAMAGE : 20 / 30 / 40 / 50 / 60 (+40% ABILITY POWER)
ENHANCED MAGIC DAMAGE : 60 / 90 / 120 / 150 / 180 (+120% ABILITY POWER)
COST : 30 / 40 / 50 / 60 / 70 mana
COOLDOWN : 10 / 9.5 / 9 / 8.5 / 8
PASSIVE DURATION : 3 seconds


EPlayful / Trickster
Playful.jpg

Trickster.jpg
ACTIVE : Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster.jpg Trickster before the effect ends.

If Fizz does not use it, he will slam the ground below him, dealing magic damage and slowing nearby enemies for 2 seconds.

MAGIC DAMAGE : 70 / 120 / 170 / 220 / 270 (+75% ABILITY POWER)

COST : 90 / 95 / 100 / 105 / 110 mana
COOLDOWN : 16 / 14 / 12 / 10 / 8 seconds
RANGE : 400
AoE RADIUS : 250~
SLOW : 40 / 45 / 50 / 55 / 60%
ACTIVE : Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful.jpg Playful. Trickster.jpg Trickster does not apply the slow.
MAGIC DAMAGE : 70 / 120 / 170 / 220 / 270 (+75% ABILITY POWER)
COOLDOWN : 16 / 14 / 12 / 10 / 8 seconds
AoE RADIUS : 150 (estimate)
RANGE : 400


RChum the Waters
ChumtheWaters.jpg
ACTIVE : Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area. The champion that has the fish attached will be slowed by 50%.

Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage, knocking up the target, knocking back all other enemies within the area from the center and slowing all enemies in the area for 1.5 seconds. Fizz's Magic damage against the tagged champion is increased by +20% for 6 seconds. Chum the Waters is not affected by this bonus.

GUPPY SHARK DAMAGE : 150 / 250 / 350 (+60% ABILITY POWER)
NORMAL SHARK DAMAGE : 225 / 325 / 425 (+60% ABILITY POWER)
GIGALODON SHARK DAMAGE : 300 / 400 / 500 (+60% ABILITY POWER)
COST : 100 mana
COOLDOWN : 100 / 85 / 70 seconds
RANGE : 1275
AoE RADIUS : 250~
SLOW : 40% / 60% / 80% (based off shark size)
KNOCKBACK : 150 / 250 / 350 (based off shark size)


Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
Worlds Logosmall.png 2015 World Championship 5 4 2 2 50 12.3
Esltumbnail.png IEM Season IX - Cologne 0 1 1 0 100 7.1
WC2014.png 2014 World Championship 11 13 5 8 38.5 30.8
LPL.png 2014 Season China Regional Finals 6 2 2 0 100 53.3
NA LCS.png 2014 NA LCS Summer Playoffs 0 2 0 2 0 6.9

Patch History

Patch Notes 7.10

W base damages down, ratios up.
Quote.png Stop us if you’ve heard this one before - a sticky assassin builds primarily defensively and yet still does enough damage to threaten tanks and squishies alike. Fizz’s changes this patch are just another shade of updates past - paring down his base damage while boosting his scaling to compensate. Unquote.png

SeastoneTrident.jpg W - Seastone Trident

  • BLEED DAMAGE: 25/40/55/70/85 (+33% ABILITY POWER) ⇒ 20/30/40/50/60 (+40% ABILITY POWER)
  • ACTIVE DAMAGE: 25/40/55/70/85 (+33% ABILITY POWER) ⇒ 20/30/40/50/60 (+40% ABILITY POWER)
  • ACTIVE DAMAGE VS MARKED ENEMIES: 75/120/165/210/255 (+100% ABILITY POWER) ⇒ 60/90/120/150/180 (+120% ABILITY POWER)

Patch Notes 7.9

Quote.png Heading off what would’ve been an unintentionally harsh interaction with Maokai’s updated passive. Unquote.png

SeastoneTrident.jpg W - Seastone Trident

  • CAN’T SAP THIS MAGIC: Seastone Trident’s damage-over-time ticks, including the initial application, no longer count as spell hits (matching similar persistent effects like Teemo’s Toxic Shot)

Patch Notes 7.6

  • BUGFIX
    • Fixed a bug where Fizz's R - Chum of the Waters wouldn't slow enemies properly when the shark erupted

Patch Notes 7.5

Q AP ratio up. W bleed duration down, mark duration up. R pickup radius at the end of travel distance reduced. Whiffed fishes can no longer be picked up.
Quote.png Since Fizz’ changes in the assassin update, a lot of his power has been concentrated in Chum the Waters. Landing the shark spells a briny end for the poor soul that catches the bait, but if misplaced, Fizz can feel less effective than a fish out of water. Rather than continue to prop up his ult with a bunch of failsafes, though, we’re kicking the reliability crutches out from under him and transferring that strength into his basic abilities. Hurling slop at the squishy across the screen is still the best way to send them to the deep end, but a stab from Fizz’ trident is now a more painful affair across the (sea)board. Unquote.png




UrchinStrike.jpg Q - Urchin Strike

  • AP RATIO: 0.35 ⇒ 0.55




SeastoneTrident.jpg W - Seastone Trident

  • BLEED DURATION: 4 seconds ⇒ 3 seconds (total damage unchanged)
  • MARK DURATION: 4 seconds ⇒ 6 seconds




ChumtheWaters.jpg R - Chum the Waters

  • GO FISH: When fishes reach their target location without attaching to anything, the check for a nearby target to attach to is now less generous
  • REMOVED STICKY SCALES: Whiffed fishes are no longer picked up by enemies that walk over them




  • BUGFIX
    • Fizz and Katarina’s intermediate bots now have Keystone Masteries

Patch Notes 6.24

Clarity improvements around how whiffed R fishes attach to enemies that step on them.
Quote.png One of the side effects of Chum the Waters growing with distance is that when Fizz misses, the fish pick-up radius tends to be much bigger than before. That increased size exposed some shortcomings in terms of how that pick-up mechanic is displayed, so we’re making a few visual improvements. Unquote.png
  • ChumtheWaters.jpg R - Chum the Waters
    • CAUTION TAPE: Whiffed fishes now display their attachment radius to enemies
    • ENTHUSIASM: Whiffed fishes now visually hop onto enemies they attach to, rather than instantly teleporting onto them
    • IT’S DEAD, JIM: Fishes that can’t attach to enemies (dropped after hitting a spell shield or when the original target dies) don’t display the attachment ring and instead flop over onto their bellies
  • Bugfixes
    • Fixed a bug where W - Seastone Trident’s cooldown wasn’t refunded if it killed an enemy champion with a post-death form (ex. Karthus, Sion)

Patch Notes 6.23

  • Bugfix
    • E - Playful / Trickster’s damage no longer fires if Fizz dies while on top of his pole

Patch Notes 6.22

R now grows as the fish travels along its path, resulting in different sizes of sharks.
Quote.png As one of our more all-or-nothing assassins, Fizz occupies a tricky spot on the balance spectrum. On one hand, it’s easy for Fizz to feel shut out of a matchup due to his lack of laning tools. On the other, thanks to the effectiveness of using Chum the Waters up close, it’s pretty difficult to avoid Fizz’s all-in when he decides to get frisky. Our changes this patch are aimed at embracing what makes Fizz unique among assassins—best-in-class ranged initiation—while better telegraphing the moments when he’s able to go in for the kill. Unquote.png
  • UrchinStrike.jpg Q - Urchin Strike
    • COOLDOWN: 10/9/8/7/6 seconds ⇒ 8/7.5/7/6.5/6 seconds
    • COST: 50/55/60/65/70 mana ⇒ 50 mana at all ranks
    • FIXED: Sheen now properly activates when used on targets right next to Fizz
  • UPDATED SeastoneTrident.jpg W - Seastone Trident
    Passively, 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.
    • COOLDOWN: 10 seconds ⇒ 10/9.5/9/8.5/8 seconds
    • COST: 40 mana at all ranks ⇒ 30/40/50/60/70 mana
    • PASSIVE DAMAGE: 20/30/40/50/60 ⇒ 25/40/55/70/85
    • PASSIVE RATIO: 0.45 ability power ⇒ 0.33 ability power
    • PASSIVE DURATION: 3 seconds ⇒ 4 seconds
    • REMOVED SEEYASTONE: No longer empowers Fizz’s basic attacks for 6 seconds
    • NEW SUPER TRIDENT: Now resets Fizz’s basic attack timer and empowers his next attack
    • ACTIVE DAMAGE: 10/15/20/25/30 ⇒ 25/40/55/70/85
    • NEW BLOOD IN THE WATER: If Fizz’s target has bled for at least 2 seconds, Seastone Trident’s damage increases to 75/120/165/210/255 (+1.0 ability power)
    • NEW ALMOST GOT THE RESET: If Seastone Trident’s active kills a unit, 20/28/36/42/50 mana is refunded and its cooldown is set to 1 second
    • NEW MORE TRIDENT: In addition to basic attacks, Seastone Trident’s passive is also applied onto enemies Fizz dashes through during Urchin Strike and any enemies affected by Chum the Waters
  • Playful.jpg E - Playful / Trickster
    • THAT’S THE ACTUAL SIZE: Now shows Fizz an indicator of the area damaged before he lands. Enemies see a red flash of this area after he lands.
    • COST: 90/100/110/120/130 mana ⇒ 90/95/100/105/110 mana
  • FIXED: Zhonya’s Hourglass now properly delays Playful / Trickster’s damage
  • ChumtheWaters.jpg R - Chum the Waters
    • DELAY BEFORE SHARK: 1.5 seconds ⇒ 2 seconds
    • NEW SHARK WEEK: Fizz summons different sharks based on how far the fish traveled before latching onto an enemy. The further the fish travels, the larger and more damaging the shark.
    • GUPPY SHARK: If Chum the Waters travels less than 455 units, it will summon a Guppy Shark after 2 seconds.
    • GUPPY AREA OF EFFECT: 200
    • DAMAGE: 150/250/350 (+0.6 ability power)
    • SLOW: 40%
    • KNOCKBACK: 150
    • NORMAL SHARK: If Chum the Waters travels between 455 and 910 units, it will summon a normal (but still terrifying) shark.
    • NORMAL AREA OF EFFECT: 325
    • DAMAGE: 225/325/425 (+0.8 ability power)
    • SLOW: 60%
    • KNOCKBACK: 250
    • GIGALODON SHARK: If Chum the Waters has traveled at least 910 units, it will summon a massive Gigalodon Shark
    • GIGA AREA OF EFFECT: 450
    • DAMAGE: 300/400/500 (+1.2 ability power)
    • SLOW: 80%
    • KNOCKBACK: 350
    • NEW GET OUT OF THE WALL: Chum the Water’s fish can no longer be placed inside of terrain.

Patch Notes 6.20

  • Bugfix
    • Cottontail Fizz’s health bar has been moved up to match his base skin

Patch Notes 6.12

Fizz’s hitbox is larger. W base damage down, E cooldown up.
Quote.png Stop us if you’ve heard this one before - a sticky assassin builds primarily defense and is hard to interact with. Snark aside, Fizz’s changes this patch are just another shade of Ekko’s from updates past - namely, cutting the amount of base damage he has access to and limiting his effectiveness with cooldown reduction. Expanding on that last point, cooldown reduction was previously a hard stat to come by - making things like ‘8 second cooldown on Playful/Trickster’ feel more acceptable, given the inherent sacrifices in Fizz’s build. Now that we’re embracing CDR heavy builds, limiting what Fizz (and other assassins like him) can do when capped is key to their long-term health. In the end, these changes should make Fizz less threatening when he’s not investing in the necessary offense. Unquote.png

General

  • HITBOX RADIUS: 30 ⇒ 55 (now matches Teemo)

SeastoneTrident.jpg W - Seastone Trident

  • DAMAGE OVER TIME: 4/5/6/7/8% target's missing health over 3 seconds ⇒ 4/4.5/5/5.5/6% target's missing health over 3 seconds

Playful.jpg E - Playful / Trickster

  • COOLDOWN: 16/14/12/10/8 seconds ⇒ 18/16/14/12/10 seconds

Patch Notes 6.10

R’s fish can’t be cleansed.
Quote.png 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 behaviour, 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. Unquote.png

ChumtheWaters.jpg R - Chum the Waters

  • REMOVED SHARKBAIT: Cleansing Chum the Waters’ slow no longer detaches the shark from the target.

Patch Notes 5.22

  • BASE MANA: 267.2 ⇒ 317.2
  • MANA GROWTH STAT: 40 ⇒ 37

Patch Notes 5.17

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."

  • UrchinStrike.jpg Q - Urchin Strike
    • RATIO: 0.3 ability power ⇒ 0.35 ability power
  • SeastoneTrident.jpg 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
  • ChumtheWaters.jpg R - Chum the Waters
    • REMOVED LET’S GET PHYSICAL: No longer amps physical damage on Fizz's target by 20% (still amplifies magic damage)

Patch Notes 5.7

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'."

  • SeastoneTrident.jpg 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 ⇒ 10/20/30/40/50 + (+0.25 ABILITY POWER)

Patch Notes 5.2

  • UrchinStrike.jpg Q - Urchin Strike
    • DAMAGE: 10/40/70/100/130 (+0.6 ABILITY POWER) magic damage ⇒ 10/25/40/55/70 (+0.3 ABILITY POWER) magic damage
    • BUT CAN YOU DODGE A FISH?: Fizz no longer deals damage to the target if they move out of range of Urchin Strike before it completes
  • SeastoneTrident.jpg W - Seastone Trident
    • "REMOVED" SO THEMATICALLY CONFUSED: No longer applies Grievous Wounds
    • ACTIVE ON-HIT DAMAGE: 10/15/20/25/30 (+0.25 ABILITY POWER) magic damage ⇒ 10/20/30/40/50 (+0.0 ABILITY POWER) + 4/5/6/7/8% missing health as magic damage
    • PASSIVE DAMAGE OVER 3 SECONDS: 30/40/50/60/70 (+0.35 ABILITY POWER) (+4/5/6/7/8 OF target's missing HEALTH) over 3 seconds ⇒ 20/30/40/50/60 (+0.45 ABILITY POWER) over 3 seconds
  • ChumtheWaters.jpg R - Chum the Waters
    • "NEW" SHARKS MAKE EVERYTHING BETTER: Fizz's damage against the tagged champion is increased by +20% for 6 seconds. Chum the Waters is not affected by this bonus.

Patch Notes 5.1

"Previously, Urchin Strike wasn't applying sheen effects when it was used too close to his targets. Now you can Q in without fear of your spells...fizzling. Excellent."

  • UrchinStrike.jpg Q - Urchin Strike
    • NOW WE STRIKE: Fixed a bug where Fizz wouldn't proc Sheen if Urchin Strike was used too close to the target

Patch Notes 4.7

  • Playful.jpg E - Playful / Trickster
    • BUGFIX: Fixed some cases where Fizz could be stunned or rooted while on his troll pole

Patch Notes 4.4

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.

  • SeastoneTrident.jpg W - Seastone Trident
    • ACTIVE ABILITY POWER RATIO: 0.15 ⇒ 0.25

Patch Notes 3.13

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)
  • Seastone Trident
    • Active Ability Power ratio reduced to 0.15 (from 0.35)

Patch Notes 3.10

  • Playful/Trickster
    • Fixed a bug that occasionally caused rapid casts to deal no damage

Patch Notes 1.0.0.152

  • Base Movement Speed increased by 25.

Patch Notes 1.0.0.140

  • Fixed a bug where Playful / Trickster would prevent Fizz from casting spells for longer than intended

Patch Notes 1.0.0.135

  • Base damage increased to 56 from 54
  • Armor per level increased to 3.4 from 3.1
  • Chum the Waters mana cost reduced to 100 from 150

Patch Notes 1.0.0.132

  • Implemented the following changes to Chum the Waters which were in Ahri patch changelog, but not actually moved into the patch:
    • Fixed a bug where Chum the Waters stopped working if Fizz died
    • Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling
    • Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately
    • Added a 3-2-1 timer like Time Bomb
    • No longer hits nontargetable units like
      Vladimir
      in Sanguine Pool

Patch Notes 1.131

  • Base health regen per 5 reduced to 7 from 9
  • Chum the Waters
    • Fixed a bug where Chum the Waters stopped working if Fizz died
    • Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling
    • Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately
    • Added a 3-2-1 timer like Time Bomb
    • No longer hits nontargetable units like Vladimir in Sanguine Pool
  • Urchin Strike ability power ratio reduced to 0.6 from 0.7
  • Seastone Trident active base damage reduced to 10 / 15 / 20 / 25 / 30 from 10 / 20 / 30 / 40 / 50

Patch Notes 1.0.0.130

  • Urchin Strike
    • Targeting updating to hit targets slightly earlier
    • Attack component can no longer be dodged

Other Contents

Gallery

  • Classic Fizz
  • Atlantean Fizz
  • Tundra Fizz
  • Fisherman Fizz
  • Void Fizz
  • Cottontail Fizz
  • Super Galaxy Fizz


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