Fizz is perpetually Ghost ghosted and takes 4 / 6 / 8 / 10 / 12 / 14 less physical damage from basic attacks, calculated before armor.
Fizz dashes towards the target enemy unit, dealing them 100% AD physical damage, and bonus magic damage. The physical damage applies on-hit effects, including both the active and passive of Seastone Trident.
PASSIVE: Fizz rends enemies on-hit, and those affected by Chum the Water's lure or shark, dealing them magic damage over 3 seconds, and marking them for 6 seconds.
ACTIVE: Fizz's next basic attack is empowered, granting it 50 additional range and resetting his auto attack timer. The empowered strike deals bonus magic damage. If the target has been marked for at least 2 seconds, the damage dealt is tripled.
ACTIVE: Fizz vaults towards the target location, becoming Playful untargetable for 0.75 seconds while balancing on his Trident. If the spell is not cast a second time, Fizz completes his vault after a brief pause and splashes onto the ground below him, dealing magic damage in a radius to nearby enemies and slowing them for 2 seconds. Both dashes may be directed separately.
ACTIVE: Fizz's next basic attack is empowered, granting it 50 additional range and resetting his auto attack timer. The empowered strike deals bonus magic damage. If the target has been marked for at least 2 seconds, the damage dealt is tripled.
ACTIVE: Fizz throws a lure forward in a line that attracts a shark, causing it to emerge after 2 seconds, dealing magic damage, knocking aside surrounding enemies and slowing them for 1.5 seconds. The further the lure travels in its initial flight, the larger the shark that is attracted, increasing its slow, eruption radius and knockback distance.