First Cast:Fizz hops onto his trident towards the target location, becoming untargetable for 0.75 seconds, before splashing onto the ground below him, dealing magic damage to nearby enemies and slowing them for 2 seconds.
Active:Fizz throws lure forward in a line that attracts a shark, causing it to emerge after 2 seconds, dealing magic damage, knocking aside surrounding enemies and slowing them for 1.5 seconds. The further the lure travels in its initial flight, the larger the shark that is attracted, increasing its slow, eruption radius and knockback distance.
Guppy (<455): 40% slow, 200 eruption radius and 150 unit knockback distance.
Guppy Damage: 150 / 250 / 350 (+ 60% AP)
Chomper (455-910): 60% slow, 320 eruption radius and 250 unit knockback distance.
Chomper Damage: 225 / 325 / 425 (+ 80% AP)
Gigalodon (>910): 80% slow, 450 eruption radius and 350 unit knockback distance.
Gigalodon Damage: 300 / 400 / 500 (+ 120% AP)
If an enemy champion intercepts the lure as it flies or moves nearby it on the ground, it binds to them and causes the shark to emerge at their position. The lure's holder is slowed for the duration and knocked up for 1 second instead of away.
Spell shields will partially block Chum the Waters (the fish will drop to the ground instead of latching onto the target but the shark will still appear and deal damage around the fish after the normal delay)
Chum the Waters will only attach the fish to an enemy champion and will pass through all terrain and non-champion targets.
If the fish is thrown onto a target without an active spell shield, the target will be slowed. If the spell shield activates while the fish is already latched on, the slow will remain but the shark's damage and knockup will be negated, consuming the shield.