7.2.1 → 7.3.1
Q
− 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.
+ 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. 16
W
− 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 2 seconds, this bonus increases to 75/120/165/210/255 (+1 AP). If the Active kills a target it refunds 20/28/36/42/50 mana and resets its cooldown to 1 second.
+ 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 2 seconds, this bonus increases to 75/120/165/210/255 (+1 AP). 16
R
− Fizz launches a fish that attaches to the first enemy champion it hits, slowing them, granting True Sight, 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 launches a fish that attaches to the first enemy champion it hits, slowing them, granting True Sight, 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%.16
Fizz