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Nimble Fighter
Nimble Fighter

Innate: Fizz is perpetually Ghost ghosted and takes 4 - 14 (based on level) less physical damage from basic attacks, calculated before armor.

Ability Details
Nimble Fighter is a self-targeted buff.

Additional Information:

  • Nimble Fighter's damage reduction is applied first and foremost and only then armor reductions are.


Urchin Strike
RANGE: 550
COST: 50 Mana
COOLDOWN: 8 / 7.5 / 7 / 6.5 / 6
Urchin Strike

Active: Fizz dashes a fixed distance towards the target enemy unit, dealing them 100% AD physical damage, and bonus magic damage. The physical damage applies on-hit effects and the magic damage applies spell effects.

Bonus Magic Damage: 10 / 25 / 40 / 55 / 70 (+ 35% AP)
Ability Details
Urchin Strike is a single-targeted dash.

Additional Information:

Once Fizz has used it, Urchin Strike can be dodged with sufficiently fast displacement, resulting in no damage dealt.


Seastone Trident
COST: 30 / 40 / 50 / 60 / 70 Mana
COOLDOWN: 10 / 9.5 / 9 / 8.5 / 8
Seastone Trident

Passive: Fizz's rends enemies on-hit, and those affected by Chum the Water's lure or shark, dealing them magic damage over 4 seconds.

  • Total Magic damage: 25 / 40 / 55 / 70 / 85 (+ 33.3% AP)

Active: Fizz's next basic attack deals bonus magic damage. If the target has been bleeding for at least 2 seconds, the damage dealt is tripled.

「 Bonus Magic Damage: 25 / 40 / 55 / 70 / 85 (+ 33.3% AP) 」「 Enhanced Magic Damage: 75 / 120 / 165 / 210 / 255 (+ 100% AP) 」

If Seastone Trident kills its target, its cooldown is reduced to 1 second and refunds mana.

  • Mana Refunded: 20 / 28 / 36 / 42 / 50
Ability Details

Additional Information:

  • The passive's damage-over-time applies every 0.5 seconds.
    • Every subsequent hit over the active's duration will refresh the passive's.


Playful / Trickster
RANGE: 400 / 330 / 270
COST: 90 / 95 / 100 / 105 / 110 Mana
COOLDOWN: 18 / 16 / 14 / 12 / 10
Playful

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 Slow icon slowing them for 2 seconds.

Magic Damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)

  • Slow: 40 / 45 / 50 / 55 / 60%
Trickster

Second Cast: Fizz immediately hops off his trident towards the target location, dealing the same damage to nearby enemies but without applying the slow.

Ability Details
Playful / Trickster is a dash.

Additional Information:

  • Playful/Trickster does not break tethers (Drain.png Drain, Decrepify.png Decrepify)
  • After Playful is used (without activating Trickster) Fizz can be directed where to land by right-clicking before/as he drops for a longer reach (but same radius) on the slow/damage.
    • Playful cannot be used for approximately 0.5 seconds after using Urchin Strike.png Urchin Strike.


Chum the Waters
RANGE: 1275
SPEED: 1300
COST: 100 Mana
COOLDOWN: 100 / 85 / 70
Chum the Waters

Active: Fizz throws lure forward in a line that attracts a shark, causing it to emerge after 2 seconds, dealing magic damage, Airborne icon knocking aside surrounding enemies and Slow icon 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 Slow icon slowed for the duration and Airborne icon knocked up for 1 second instead of away.

Ability Details
Chum the Waters is a linear, collision skillshot with an area of effect component.

Additional Information:

  • 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.
  • The fish's slow can be removed by Cleanse.png Cleanse, Quicksilver Sash item.png Quicksilver Sash, Mikael&#039;s Crucible item.png Mikael's Crucible, Unbreakable Will.png Unbreakable Will, Dark Frenzy.png Dark Frenzy, Remove Scurvy.png Remove Scurvy, Decisive Strike.png Decisive Strike, Highlander.png Highlander, and Ragnarok.png Ragnarok.
    • The fish will still remain and the shark will still appear.
  • Chum the Waters can hit stealthed units and will be revealed if the fish hits them and until the shark appears.
    • The shark will also damage untargetable champions.
      • If the target the fish latched on to dies before the shark appears, the moment the target dies the shark will appear immediately.


References

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