Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Ignite
Teleport
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Irelia
Synergies
Ideal
Strong
Ok
Low
None
Introduction
This is my first guide. I hope this guide will be useful!
Fizz AD is coming back in the summoner's rift because of the 6.11 trinity buff: 40% AS and 20% cdr.
“ Fizz makes even the saltiest sailors of Bilgewater look like drunken landlubbers in a fight. Good thing he’s on our side.” – Miss Fortune, the Bounty Hunter
Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Fizz, however, harbored a curious spirit that could not be satisfied living so cushioned a life. Unable to resist the allure of danger, Fizz had a habit of sneaking out of the city to look for trouble. In his many adventures he grew to be a powerful fighter with a sharp cleverness that let him skirt danger with ease. One day Fizz returned to find the city abandoned: his people had vanished, leaving Fizz without a clue to explain their disappearance. With nothing left in the city to keep him, Fizz salvaged an enchanted seastone trident from the ruins and set out alone.
Fizz wandered the ocean in search of his people for years, using the skills he’d learned during his adventures as young boy to survive. Finally, Fizz discovered the port of Bilgewater. He was fascinated with the existence of life above the water and could not resist exploring the island. In his endless curiosity, Fizz inadvertently meddled in the affairs of the humans who lived there, and his presence did not go unnoticed. His mischief angered many residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he’d come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creature’s weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. To further serve his new home, he joined the League of Legends.
Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Fizz, however, harbored a curious spirit that could not be satisfied living so cushioned a life. Unable to resist the allure of danger, Fizz had a habit of sneaking out of the city to look for trouble. In his many adventures he grew to be a powerful fighter with a sharp cleverness that let him skirt danger with ease. One day Fizz returned to find the city abandoned: his people had vanished, leaving Fizz without a clue to explain their disappearance. With nothing left in the city to keep him, Fizz salvaged an enchanted seastone trident from the ruins and set out alone.
Fizz wandered the ocean in search of his people for years, using the skills he’d learned during his adventures as young boy to survive. Finally, Fizz discovered the port of Bilgewater. He was fascinated with the existence of life above the water and could not resist exploring the island. In his endless curiosity, Fizz inadvertently meddled in the affairs of the humans who lived there, and his presence did not go unnoticed. His mischief angered many residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he’d come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creature’s weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. To further serve his new home, he joined the League of Legends.
Fizz's dexterity allows him to ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from auto attacks.
Active: Fizz dashes a fixed distance in the direction of the target enemy unit, dealing physical damage and magic damage. The physical damage applies on-hit effects and the magic damage applies on-ability effects.
Physical Damage: 100% AD
Magic Damage:10/25/40/55/70 (+0.3 ability power) magic damage
Passive: Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that is increased based on a percentage of the target's missing health. This effect does not stack and multiple autoattacks will only refresh the duration. The total damage caps at 300 against minions and monsters.
Total Magic damage: 10/20/30/40/50 (+0.0 ability power) + 4/5/6/7/8% missing health) as magic damage
Active: Fizz's autoattacks are empowered for the next 3 seconds, dealing additional magic damage on-hit.
Magic damage: 20/30/40/50/60 (+0.45 ability power) over 3 seconds
Active: Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends.
If Fizz does not use Trickster, he will slam the ground below him, dealing magic damage and slowing nearby enemies within 330 range for 2 seconds.
Magic damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)
Slow: 40 / 45 / 50 / 55 / 60%
Trickster Range: 400
Active: Fizz hops off from his trident to a nearby location, dealing magic damage to nearby enemies within 270 range. Trickster does not apply a slow.
Magic damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)
Active: Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area. The fish will slow and reveal any enemy champion it is attached to.
Slow: 50 / 60 / 70%
Regardless of position, after 1.5 seconds, a Shark will come out from the earth to eat the fish, dealing magic damage to all enemies within 250 range. The target is knocked up for 1 second, and all other enemies hit are knocked away from the center. All enemies hit are slowed for 1.5 seconds afterwards.
NEW : SHARKS MAKE EVERYTHING BETTER : Fizz's damage against the tagged champion is increased by +20% for 6 seconds. Chum the Waters is not affected by this bonus.
Magic damage: 200 / 325 / 450 (+ 100% AP)
Active: Fizz dashes a fixed distance in the direction of the target enemy unit, dealing physical damage and magic damage. The physical damage applies on-hit effects and the magic damage applies on-ability effects.
Physical Damage: 100% AD
Magic Damage:10/25/40/55/70 (+0.3 ability power) magic damage
Passive: Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that is increased based on a percentage of the target's missing health. This effect does not stack and multiple autoattacks will only refresh the duration. The total damage caps at 300 against minions and monsters.
Total Magic damage: 10/20/30/40/50 (+0.0 ability power) + 4/5/6/7/8% missing health) as magic damage
Active: Fizz's autoattacks are empowered for the next 3 seconds, dealing additional magic damage on-hit.
Magic damage: 20/30/40/50/60 (+0.45 ability power) over 3 seconds
Active: Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends.
If Fizz does not use Trickster, he will slam the ground below him, dealing magic damage and slowing nearby enemies within 330 range for 2 seconds.
Magic damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)
Slow: 40 / 45 / 50 / 55 / 60%
Trickster Range: 400
Active: Fizz hops off from his trident to a nearby location, dealing magic damage to nearby enemies within 270 range. Trickster does not apply a slow.
Magic damage: 70 / 120 / 170 / 220 / 270 (+ 75% AP)
Active: Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area. The fish will slow and reveal any enemy champion it is attached to.
Slow: 50 / 60 / 70%
Regardless of position, after 1.5 seconds, a Shark will come out from the earth to eat the fish, dealing magic damage to all enemies within 250 range. The target is knocked up for 1 second, and all other enemies hit are knocked away from the center. All enemies hit are slowed for 1.5 seconds afterwards.
NEW : SHARKS MAKE EVERYTHING BETTER : Fizz's damage against the tagged champion is increased by +20% for 6 seconds. Chum the Waters is not affected by this bonus.
Magic damage: 200 / 325 / 450 (+ 100% AP)
You must be logged in to comment. Please login or register.