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Fizz

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Champion Background Strategy Skins & Trivia
FizzSquare Fizz
the Tidal Trickster
Cost: IP 6300 or RP 975
Primary: Assassin Secondary: Fighter Release date 2011-11-15
60
40
70
80
Statistics
Health 414 (+86) Attack damage 53 (+3)
Health regen. 7 (+0.7) Attack speed 0.658 (+3.1%)
Mana 200 (+40) Armor 16.7 (+3.4)
Mana regen. 6.1 (+0.45) Magic res. 30 (+1.25)
Range 175 (Melee) Mov. speed 335
Fizz, the Tidal Trickster is a champion in League of Legends.[1]

Abilities

Nimble Fighter
    Nimble Fighter

    Fizz's dexterity allows him to ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from auto attacks.

    Ability Details
    Nimble Fighter is a self-buff ability.

    Additional Information:

    • Nimble Fighter's damage reduction occurs after armor reductions.


    Urchin Strike
    • Range: 550
    • Cooldown: 10 / 9 / 8 / 7 / 6
    • Cost: 50 / 55 / 60 / 65 / 70 Mana
    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)
    Ability Details
    Urchin Stike is a targeted dash ability.
    • Fizz will travel a set distance regardless of when he strikes his target.
    Fizz QVideo


    Seastone Trident
    • Cooldown: 10
    • Cost: 40 Mana
    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)
    Ability Details
    Seastone Trident's passive is a damage over time on-hit effect.

    Seastone Trident's active is a non-physical on-hit effect.

    Additional Information:

    • Refreshes duration upon additional hits.
    • Seastone Trident's passive percentual damage component doesn't upgrate itself per second as Liandry's Torment; however, this refreshes its value on-hit. The value will remain static as long as the affected target isn't attacked.
    Fizz WVideo


    Playful
    • Range: 400
    • Cooldown: 16 / 14 / 12 / 10 / 8
    • Cost: 90 / 100 / 110 / 120 / 130 Mana
    Playful

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

    If Fizz does not use  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
    • Range: 400
    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)
    Ability Details
    Playful/Trickster is a two part dash ability.

    Additional Information:

    • Playful/Trickster does not break tethers like  Fiddlesticks's  Drain or  Swain's  Decrepify.
    • Playful/Trickster can be used to jump over/through walls.
    • Playful can be used to avoid spells such as  Karthus's  Requiem or  Caitlyn's  Ace in the Hole.
    • After Playful is used, without activating Trickster, you can guide which direction Fizz will fall 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.
    Fizz EVideo


    Chum the Waters
    • Range: 1275
    • Cooldown: 100 / 85 / 70
    • Cost: 100 Mana
    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)
    Ability Details
    Chum the Waters is a collision linear skillshot that damages enemies in an area centered on the target.

    Additional Information:

    • The fish will only attach itself 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.
    • Chum the Waters' initial slow can be removed by Cleanse and  Remove Scurvy.
      • Using Quicksilver Sash will remove the slow but will NOT drop the fish to the ground.
    • Both of the effects can hit stealthed units, and any stealthed unit hit by the fish will be revealed until the shark appears.
    • Chum the Waters deals 1 true damage every .5 seconds as a countdown before the knockup.
    • Chum the Waters' secondary effect will activate immediately if it is attached to a champion and they die prior to the shark emerging.
    Fizz RVideo


    References

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