Nimble Fighter
Nimble Fighter

Innate: Fizz is perpetually Ghost ghosted and takes 4 / 6 / 8 / 10 / 12 / 14 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
TARGET RANGE: 550
COST: 50 Mana
COOLDOWN: 8 / 7.5 / 7 / 6.5 / 6
Urchin Strike

Active: Fizz dashes 550 units towards the target enemy unit, dealing them 100% AD physical damage, and bonus magic damage. The physical damage applies on-hit effects, including both the active and passive of Seastone Trident.

Bonus Magic Damage:
10 / 25 / 40 / 55 / 70 (+ 55% 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 rends enemies on-hit, and those affected by Chum the Water's lure or shark, dealing them magic damage over 3 seconds, and marking them for 6 seconds.

Total Magic damage:
20 / 30 / 40 / 50 / 60 (+ 40% AP)

Active: Fizz's next basic attack is empowered, granting it 50 additional range and resetting his auto attack timer. The empowered strike deals bonus magic damage. If the target has been marked for at least 2 seconds, the damage dealt is tripled.

Bonus Magic Damage:
20 / 30 / 40 / 50 / 60 (+ 40% AP)
Enhanced Magic Damage:
60 / 90 / 120 / 150 / 180 (+ 120% 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
TARGET RANGE: 400
EFFECT RADIUS: 330 / 270
COST: 90 / 95 / 100 / 105 / 110 Mana
COOLDOWN: 16 / 14.5 / 13 / 11.5 / 10
Playful

Single Cast: Fizz vaults towards the target location, becoming Playful untargetable for 0.75 seconds while balancing on his Trident. If the spell is not cast a second time, Fizz completes his vault after a brief pause and splashes onto the ground below him, dealing magic damage in a radius to nearby enemies and Slow icon slowing them for 2 seconds. Both dashes may be directed separately.

Magic Damage:
70 / 120 / 170 / 220 / 270 (+ 75% AP)
Slow:
40 / 45 / 50 / 55 / 60%
Trickster

Double Cast: Fizz dismounts his trident without pausing, allowing him to perform both dashes in succession in order to cover more distance faster. Upon landing, he deals damage to nearby enemies. Damage dealt is the same as the single-cast version, but with a smaller radius and no slow.

Ability Details
Playful / Trickster is a dash.

Additional Information:

  • Playful / Trickster does not break tethers (Drain.png Drain, Decrepify.png Decrepify)
    • Can be used to jump over/through walls.
  • 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
TARGET RANGE: 1300
SPEED: 1300
COST: 100 Mana
COOLDOWN: 100 / 85 / 70
Chum the Waters

Active: Fizz throws a 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, 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.

Seastone Trident is applied to the enemy the fish attaches to and all enemies affected by the emerging shark.

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