The damage type that Fizz deals is mostly Magic Damage.
Fizz's damage type breakdowns as follows:
Fizz's dexterity allows him to move through units and take 8 (+ 2% bonus Ability Power) less physical damage from all sources of damage.
Fizz dashes through his target, dealing 100% Attack Damage physical damage plus 10/25/40/55/70 (+55% bonus Ability Power) magic damage. This spell applies on-hit effects. Seastone Trident is applied to all enemy units Fizz passes through during his dash.
Passive: Fizz's basic attacks bleed his enemies, dealing 20/30/40/50/60 (+50% bonus Ability Power) magic damage over 3 seconds. Active: Fizz's next basic attack deals an additional 50/70/90/110/130 (+50% bonus Ability Power) bonus magic damage and empowers Fizz's attacks for 3 seconds, dealing an additional 10/15/20/25/30 (+35% bonus Ability Power) magic damage on hit.If the first attack kills a target, it refunds 30/40/50/60/70 mana, resets its cooldown to 1 second and does not grant the 3 second on-hit buff.
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 80/130/180/230/280 (+90% bonus Ability Power) 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.
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.The farther the fish travels before attaching, the bigger the shark it attracts, dealing 150/250/350 (+80% bonus Ability Power) to 300/400/500 (+120% bonus Ability Power) magic damage and slowing by 40% to 80%.Seastone Trident applies to the champion the fish attaches to and targets hit by the shark.
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