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 / 100 / 110 / 120 / 130 Mana
COOLDOWN: 18 / 16 / 14 / 12 / 10
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.
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.
Chum the Waters
RANGE:1275 / 250
COST: 100 Mana
COOLDOWN: 100 / 85 / 70
Active:Fizz throws a fish in a line that binds itself onto the first enemy champion it hits, slowing them for 1.5 seconds.
Slow: 50 / 60 / 70%
For the next 6 seconds, Fizz's magic damage against them is increased by 20% excluding Chum the Waters's own.
After 1.5 seconds, a shark comes out from the earth to eat the fish, regardless of its position. Enemies hit are dealt magic damage and are slowed for 1.5 seconds afterwards.
Magic Damage: 200 / 325 / 450 (+ 100% AP)
If a champion has the fish attached to them, the shark knocks them up for 1 second. Other nearby enemies are knocked away instead. The fish provides true sight of its area of effect, and stays at the location it was thrown to until it binds to an enemy champion or is eaten.
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.