6.21.1 → 6.22.1
Q
− Fizz strikes his target and runs them through, dealing magic damage and applying on hit effects.
+ Fizz dashes through his target, dealing magic damage and applying on hit effects.
− Fizz dashes through his target, dealing normal attack damage plus 10/25/40/55/70 (+0.35 AP) magic damage. This spell applies on-hit effects.
+ Fizz dashes through his target, dealing 1 AD physical damage plus 10/25/40/55/70 (+0.35 AP) magic damage. This spell applies on-hit effects. Seastone Trident is applied to all enemy units Fizz passes through during his dash.
W
− Fizz's attacks passively rend his enemies, dealing magic damage over several seconds based on the target's missing Health. When activated, for a short duration, Fizz's attacks deal additional magic damage.
+ Fizz's attacks bleed his enemies, dealing magic damage over several seconds. Fizz can empower his next attack to deal bonus damage, increased by how long the bleed was active on his target.
− Passive: Fizz's attacks rend his enemies, dealing 20/30/40/50/60 (+0.45 AP) plus 4/4.5/5/5.5/6% of the target's missing Health as magic damage over 3 seconds. Active: For 6 seconds, Fizz's attacks deal an additional 10/15/20/25/30 (+0.30 AP) magic damage on hit.
+ Passive: Fizz's basic attacks bleed his enemies, dealing 25/40/55/70/85 (+0.33 AP) magic damage over 4 seconds. Active: Fizz's next basic attack deals 75/120/165/210/255 (+0.33 AP) bonus magic damage. If the target has been bleeding for at least @Effect4Amount*.5@ seconds, this bonus increases to 75/120/165/210/255 (+1 AP). Seastone Trident refunds 20/28/36/42/50 mana and sets its cooldown to 1 second if it kills its target.
E
− Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 (+0.75 AP) magic damage to nearby enemies and slowing them by 40/45/50/55/60% for 2 seconds.(+0.75 AP) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
+ Fizz hops on his trident towards the cursor, becoming briefly untargetable.Reactivation: Fizz cancels the spell early, jumping towards the cursor a second time and dealing 70/120/170/220/270 (+0.75 AP) magic damage to nearby enemies.If Fizz does not reactivate, he deals damage in a larger area and slows all enemies hit by 40/45/50/55/60% for 2 seconds.
R
− Fizz releases a magical fish toward a location that attaches to any champion that touches it, slowing the target and amplifying all of Fizz's magic damage to them (except for Chum the Waters). After a short delay, a shark erupts from the ground, knocking up the target and knocking any nearby enemies aside. All enemies hit are dealt magic damage and slowed.
+ Fizz tosses a fish in a direction that attaches to any champion that touches it, slowing the target. After a short delay, a shark erupts from the ground, knocking up the target and knocking any nearby enemies aside. All enemies hit are dealt magic damage and slowed.
− Fizz releases a magical fish toward a location that attaches to any enemy champion that gets near it. The fish slows movement by 50/60/70% and increases magic damage by Fizz to the target by 20% for 6 seconds (does not affect Chum the Waters). (+1 AP) magic damage and slowing them by 50/60/70% for 1.5 seconds.
+ Fizz launches a fish that attaches to the first enemy champion it hits, slowing them and attracting a shark. After 2 seconds, the shark erupts out of the ground, knocking its target up and knocking other enemies aside.(+0.60 AP) to 300/400/500 (+1.20 AP) magic damage and slowing by 40% to 80%.Seastone Trident applies to the champion the fish attaches to and targets hit by the shark.
Fizz