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Choose Champion Build:
Spells:
Ignite
Ghost
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Lore
For years, Fizz wandered the ocean, using the skills he'd learned during his adventures as a 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 inadverently 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 creatures' weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. He joined the League of Legends to further serve his new home.
''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.
Stats
Urchin Strike - Fizz strikes his target and runs them through, dealing magic damage and applying on hit effects.
Fizz dashes through his target, dealing normal attack damage plus 10/40/70/100/130 (+0.6) magic damage. This ability can trigger on-hit effects.
Cost
50/55/60/65/70 Mana
Range
550
Seastone Trident - Fizz's Trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health.
Passive: Fizz's attacks rend his enemies, dealing 30/40/50/60/70 (+0.35) plus 4/5/6/7/8% of the target's missing health as magic damage over 3 seconds. (Max 300 vs. minions)
Active: For 5 seconds, Fizz's attacks deal an additional 10/15/20/25/30 (+0.35) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.
Cost
40 Mana
Range
600
Playful / Trickster - Fizz hops into the air, landing gracefully upon his spear becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 (+0.75) magic damage to nearby enemies and slowing them by 40/45/50/55/60% for 2 seconds.
Reactiving this ability while Fizz is on top of his spear, causes Fizz to jump again towards your cursor and deal 70/120/170/220/270 (+0.75) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
Cost
90/100/110/120/130 Mana
Range
400
Chum the Waters - Fizz unleashes a magical fish that latches onto enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish and knocking them aside.
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50/60/70%. If the fish misses an enemy champion, it will remain on the ground for a brief time, binding to any enemy champion walking over it.
After 1.5 seconds, a shark erupts from the earth, dealing 200/325/450 (+1) magic damage in a large area, knocking up the target the fish is attached to, knocking other enemies aside and reducing the movement speed of all enemies hit by 50/60/70% for 1.5 seconds.
Cost
150 Mana
Range
1275
Nimble Fighter - Fizz's dexterity allows him to ignore unit collision and take less physical damage from basic attacks.
Fizz dashes through his target, dealing normal attack damage plus 10/40/70/100/130 (+0.6) magic damage. This ability can trigger on-hit effects.
Cost
50/55/60/65/70 Mana
Range
550
Seastone Trident - Fizz's Trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health.
Passive: Fizz's attacks rend his enemies, dealing 30/40/50/60/70 (+0.35) plus 4/5/6/7/8% of the target's missing health as magic damage over 3 seconds. (Max 300 vs. minions)
Active: For 5 seconds, Fizz's attacks deal an additional 10/15/20/25/30 (+0.35) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.
Cost
40 Mana
Range
600
Playful / Trickster - Fizz hops into the air, landing gracefully upon his spear becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 (+0.75) magic damage to nearby enemies and slowing them by 40/45/50/55/60% for 2 seconds.
Reactiving this ability while Fizz is on top of his spear, causes Fizz to jump again towards your cursor and deal 70/120/170/220/270 (+0.75) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
Cost
90/100/110/120/130 Mana
Range
400
Chum the Waters - Fizz unleashes a magical fish that latches onto enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish and knocking them aside.
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50/60/70%. If the fish misses an enemy champion, it will remain on the ground for a brief time, binding to any enemy champion walking over it.
After 1.5 seconds, a shark erupts from the earth, dealing 200/325/450 (+1) magic damage in a large area, knocking up the target the fish is attached to, knocking other enemies aside and reducing the movement speed of all enemies hit by 50/60/70% for 1.5 seconds.
Cost
150 Mana
Range
1275
Nimble Fighter - Fizz's dexterity allows him to ignore unit collision and take less physical damage from basic attacks.
Since Fizz ignores unit collision, find opportunities in lane to walk through minions and apply your 'Seastone Trident' ability - the damage will rapidly add up as the opponent's health drops.
Fizz's ultimate ability, 'Chum the Waters', can be aimed at an enemy or towards the area where you think they'll be going.
Fizz's spells scale off ability power - consider getting items like Rod of Ages or Rylai's Crystal Scepter against teams that have high burst threat - and items like Rabadon's Deathcap if you think you can survive without the health.
Fizz's ultimate ability, 'Chum the Waters', can be aimed at an enemy or towards the area where you think they'll be going.
Fizz's spells scale off ability power - consider getting items like Rod of Ages or Rylai's Crystal Scepter against teams that have high burst threat - and items like Rabadon's Deathcap if you think you can survive without the health.
Pros
+ Good Initiator
+ Great Chaser
+ Good Scaling
+ Great burst damage
+ Great sustained damage
+ Great Escape Mechs
+ Can dodge enemy harass
+ OP with a sheen
+ Saves cute little hawaiian girls
Cons
- Hard to master
- Gold Dependent
- Hard to make use of Auto Attacks
- Early game he is squishy (who isnt?)
- No robot laser shark skin yet
- He might steal other peoples children
- Wont listen till you give him bananas
+ Good Initiator
+ Great Chaser
+ Good Scaling
+ Great burst damage
+ Great sustained damage
+ Great Escape Mechs
+ Can dodge enemy harass
+ OP with a sheen
+ Saves cute little hawaiian girls
Cons
- Hard to master
- Gold Dependent
- Hard to make use of Auto Attacks
- Early game he is squishy (who isnt?)
- No robot laser shark skin yet
- He might steal other peoples children
- Wont listen till you give him bananas
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