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Abilities

Nimble Fighter

Fizz's dexterity allows him to ignore unit collision and take Error: Parameter '3' is not accepted. reduced physical damage from auto attacks.

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Urchin Strike

Active: Fizz dashes a fixed distance in the direction of the target enemy unit, dealing physical damage and magic damage. The physical damage applies on-hit effects and the magic damage applies on-ability effects.

  • Physical Damage: 100% AD
  • Magic Damage: 10 / 40 / 70 / 100 / 130 (+ 60% AP)

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Seastone Trident

Passive: Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that is increased based on a percentage of the target's missing health. This effect does not stack and multiple attacks will only refresh the duration. The total damage caps at 300 against minions and monsters (100 damage per second).

  • Total Magic damage: 30 / 40 / 50 / 60 / 70 (+ 35% AP) (+ 4 / 5 / 6 / 7 / 8% of target's missing health)

Active: Fizz's autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and applying Grievous Wounds for 3 seconds.

  • Magic damage: 10 / 15 / 20 / 25 / 30 (+ 25% AP)

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Playful

Active: Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster Trickster before the effect ends.

If Fizz does not use Trickster Trickster, he will slam the ground below him, dealing magic damage and slowing nearby enemies within 330-range for 2 seconds.

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

Trickster

Active: Fizz hops off from his trident to a nearby location, dealing magic damage to nearby enemies within 270-range. Trickster does not apply a slow.

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

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Chum the Waters

Active: Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. A Shark will come out from the earth to eat the fish after 1.5 seconds, regardless of position.

If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area. The fish will slow and reveal any enemy champion it is attached to.

If a champion has the fish attached to them they are knocked up for 1 second. All other enemies within 250-range are knocked away from the shark. All enemies hit are dealt magic damage and are slowed for 1.5 seconds afterwards.

  • Slow: 50 / 60 / 70%
  • Magic damage: 200 / 325 / 450 (+ 100% AP)

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References

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