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.
Seastone Trident'spassive 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.
Cooldown: 16 / 14 / 12 / 10 / 8
Cost: 90 / 100 / 110 / 120 / 130 Mana
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.
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. 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.
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.