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Agile (passive).
Fizz is very nimble, ignoring collision size while moving, and reduces the damage taken from normal attacks. (Not sure if it's just creep damage or if it includes the hero's normal attacks.)
Puncture blow (Q).
Fizz pierces the target, dealing normal attack damage as well as additional magic damage.
Trident (W).
Passive Effect: Fizz's attack tears the target, dealing extra damage to the target, and targets with low health will take even more extra damage.
Active Effect: Fizz's attacks are buffed, dealing additional magic damage.
Juggling fraud (e).
Fizz jumps on his ** and becomes unselectable. Fizz can then choose to jump off the top and hit the ground hard, or jump to another place.
Shark Attack (R).
Fizz throws a bait that sticks to an enemy hero. After a short delay, a giant shark rushes out and eats the bait. The Shark deals damage to the area where the bait is located and knocks back enemy heroes in the area.
Personally, I feel that the positioning of this product is similar to Akali.,It's simple to kill people in the early stage.,Passively reduce the damage of the general attack.,This is very beneficial to the AD behind the gank line.,And it's an AP bonus.,The magic resistance in the early stage is generally lower than the physical resistance.,It belongs to the early suppression type.,Kill people by equipment advantage in the later stage.。
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Q rushes, W continues to lose blood, E jumps twice, core skills, QE can go through the mountain. r at a distance still small fish, then a shark comes out and bites. It's an AP bonus, but I play AD, the same as the Undead Warriors.
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Let's go play more and see it yourself, the hero's explanation is very detailed.
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Naughty Strike Cooldown: 10 9 8 7 6 Range: 550 Blue Consumption:
50 55 60 65 70 Mana Fiz sprints straight at his target, dealing basic attack damage plus 10 40 70 100 130 (+ magic damage.) This skill can trigger an attack modifier. Seastone Trident Cooldown:
10 Range: 0 Blue Cost: 40 Mana Passive Effect:
Fitz's attack tears his enemies apart, dealing 30 40 50 60 70 (+ plus 4 5 6 7 8% of the target's lost health for 3 seconds.) (Deals up to 300 damage to creeps) Active Effect: Over a 5 second duration, Fizz's attack deals an additional 10 15 20 25 30 (+magic damage, and applies Critical Damage to the target, halving the target's upcoming ** effect.)
Quaint Spirit Cooldown: 16 14 12 10 8 Range: 400 Blue:
90 100 110 120 130 Mana Fitz jumps onto the spear and moves in the direction of your pointer, which cannot be targeted, then slams the ground, dealing 70 120 170 220 270 (+magic damage to nearby enemies and reducing their speed by 40 45 50 55 60% for 2 seconds. Reactivating this skill while Fiz is on a spear will cause Fiz to jump in the direction of your pointer again, dealing 70 120 170 220 270 (+magic damage to enemies in a small area, without slamming the ground.) Shark Strike Cooldown:
100 85 70 Range: 1275 Blue Cost: 100 Mana Fitz unleashes a magic fish towards the target area, which entangles the enemy hero it hits, reducing his movement speed by 50 60 70%.
If the fish does not hit an enemy, it will remain on the ground for a short time, entanglement of enemy heroes walking past it. After a few seconds, a shark emerges from the ground, dealing 200 325 450 (+1) magic damage to enemies in a large area, knocking the target entangled by the fish into the air, knocking other enemies out of the way, and reducing the movement speed of all enemies hit by 50 60 70% for seconds. Clever Fighter Cooldown:
None Range: None Blue: None Fitz's dexterity allows him to ignore the collision volume of units and reduce physical damage from normal attacks.
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The fish-man can be said to be the master of anything.
The main ones are: main W and secondary E, Q as offense and rush.
Of course, there is also the main Q, the secondary W, and the little EMain e deputy w a little q.
An Changli is still the most mainstream effective fruit, after all, countless people have played it and come out firmly.
You have to ask the Lord something. I'm telling you that if you want to play Fishman, you have to be the main A, not one. The rest are all vices.
The main W station pile, the output is also a high B. But. Small-scale explosion requires a certain amount of AOE. At the moment of escape,Maybe it's just 3 seconds away from e.。。 There is also a quick clearing of troops that push the tower. The main w is not good here.
So there is also a saying that the main e-stream, the main e-stream, focuses on offense and defense, and has a bit of an ez feeling. The output of the main W monomer is strong, and it is understandable.
You can try them all, and when you play to a certain extent, you'll be flexible. There is no uniqueness to this.
Fish-people can master qwe. No problem. But Lord A is the premise.
Hand hit. Let's take it.
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Generally, it's the main w and vice e, and you can also see the main e.
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Upstairs is not right, should be the main e deputy Q
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You can raise them in groups and hide more. White clouds are oviparous.
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