
Fizz is an amphibious yordle, who dwells among the reefs surrounding Bilgewater. He often retrieves and returns the tithes cast into the sea by superstitious captains, but even the saltiest of sailors know better than to cross him—for many are the tales of those who have underestimated this slippery character. Often mistaken for some manner of capricious ocean spirit, he seems able to command the beasts of the deep, and delights in confounding his allies and enemies alike.
Fizz builds for Wild Rift
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Fizz's Abilities
Seastone Trident

Attacks deal an additional 22 - 50 + 40% Magic Damage over 3s. Deals 105% damage to monsters.
Urchin Strike

Dashes through target enemy, dealing 20/40/60/80 + 55% Magic Damage plus 100% Physical Damage and applying On-Hit Effects.
Rending Wave

Empowers the next attack to gush water around the target, dealing 50/75/100/125 + 50% additional Magic Damage and applying Seastone Trident to enemies hit. Additional attacks within 5s deal 10/15/20/25 + 35% additional Magic Damage per attack. Killing a unit with the first attack reduces Rending Wave's cooldown to 1s.
Playful / Trickster

Vaults to target location, becoming Untargetable while balanced on the trident. After 1,2s, Fizz hops down with a large splash that deals 80/150/220/290 + 80% Magic Damage and slows enemies hit by 40/45/50/55% for 2s. Re-cast: Hop down early towards a direction, but deal damage in a smaller splash that does not slow enemies.
Chum the Waters

Launches a fish in target direction that attaches to the first champion hit and reveals them. After 2s, the fish attracts a shark that knocks up its target and knocks away enemies around them. The farther the fish travels, the larger the shark it will attract, dealing 150/250/350 + 60% to 300/400/500 + 120% Magic Damage and slowing enemies hit by 40% to 80% based on the size of the shark. If the fish does not attach to a champion, it will flop on the ground and still attract a shark at its location.
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