Fizz's dexterity allows him to ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from auto attacks.
Cooldown: 10 / 9 / 8 / 7 / 6
Cost: 50 / 55 / 60 / 65 / 70 Mana
Active: Fizz dashes a fixed distance in the direction of the target enemy unit, dealing physical damage equal to his attack damage plus additional magic damage. The physical damage applies on-hit effects and the magic damage applies on-ability effects.
Magic Damage: 10 / 40 / 70 / 100 / 130 (+ 60% AP)
Cost: 40 Mana
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 autoattacks will only refresh the duration. The total damage caps at 300 against minions and monsters.
Active: Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. 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.
Slow: 50 / 60 / 70%
Regardless of position, after 1.5 seconds, a Shark will come out from the earth to eat the fish, dealing magic damage to all enemies within 250 range. The target is knocked up for 1 second, and all other enemies hit are knocked away from the center. All enemies hit are slowed for 1.5 seconds afterwards.