Fizz's dexterity allows him to ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from auto attacks.
Nimble Fighter's damage reduction occurs after armor reduction.
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 and magic damage. The physical damage applies on-hit effects and the magic damage applies on-ability effects.
Effects that modify physical damage to gain higher benefits from life steal and any damage modifier to gain increased damage for spell vamp will amplify all damage aspects of Urchin Strike prior to applying the healing effects.
Passive: Fizz's auto attacks 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).
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.
Chum the Waters
Cooldown: 100 / 85 / 70
Cost: 100 Mana
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. 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.
Spell shields will partially block Chum the Waters by causing the fish to drop to the ground instead of latching onto the target; however, the shark will still appear and deal damage around the fish after the normal delay.
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.