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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Threats & Synergies
Diana
Very hard match-up. She is very good at sticking to her target. Post-6 you don't stand much of a chance. Do your best to get ahead of her before she snowballs. Get the help of your jungler before it's too late.
Introduction
- High mobility
- High damage
- Easy to pick up
- Very fun
- Can outplay the enemy completely with a single well-timed Playful/Trickster
- Snowballs hard
-_- Cons -_-
- Enemy team will hate you
- Fairly rigid build options
- Hard to master
- Hard to stay relevant when behind
- Nimble Fighter's damage reduction occurs after armor reductions.
This ability allows Fizz to trade more effectively than other champions, especially in a minion wave. His passive reduces the damage taken by auto attacks (from champions and minions) and he also ignores unit collision. When going in to trade with Fizz, you can simply walk up through the minion wave, and auto attack a couple times with your W - Seastone Trident, and retreat through your minion wave where your enemy laner can't follow. The damage reduction part of Fizz's passive is good early game, but falls off towards mid-late game. Everyone will be doing so much damage that you hardly even notice the mitigation. However, the unit collision part will never fall off. Have you ever gone in for a trade and tried to back out, only to be creep blocked and die because of it? That will NEVER happen to Fizz.
RANGE: 550 COST: 50 / 55 / 60 / 65 / 70 MANA COOLDOWN: 10 / 9 / 8 / 7 / 6
BONUS MAGIC DAMAGE: 10 / 25 / 40 / 55 / 70 (+ 35% AP)
***Urchin Strike can be dodged with sufficiently fast displacement once Fizz has cast the ability, resulting in no damage dealt.
This ability is why you want to rush a Sheen on your first back. The damage output from this ability combined with W - Seastone Trident and Sheen proc leads to some really strong burst damage. ***Something worth noting that a lot of players don't realize, Urchin Strike, though it is a targeted ability, can miss. For example, if Fizz activates Q on an enemy who then flashes out of the way, your Q will do no damage. Also, your Q will always cause you to travel 550 units, no matter where the ability is cast from. Be cautious of this, if you Q an enemy at point blank range, you can go through thin walls (when angled correctly) and you may find yourself under the enemy turret, or just a bad place in general.
ACTIVE: Fizz's basic attacks deal bonus magic damage for the next 6 seconds.
TOTAL MAGIC DAMAGE: 20 / 30 / 40 / 50 / 60 (+ 45% AP) (+ 4 / 5 / 6 / 7 / 8% of the target's missing health)
MAXIMUM NON-CHAMPION DAMAGE: 320 / 330 / 340 / 350 / 360 (+ 45% AP)
BONUS MAGIC DAMAGE: 10 / 15 / 20 / 25 / 30 (+ 30% AP)
I love this ability. It is incredibly powerful and a lot of the time, your enemy wont even realize just how much they lost the trade. Landing a couple auto attacks with this ability activated will start to chunk down even the most bulky enemies. Even a Dr. Mundo will rapidly lose health if you keep poking away at him with this ability. There have been countless times where I attempt to all in someone and they escape with very low health and flash away, but wait a couple seconds and the poison will tick away their last bit of health. I love complimenting this ability with Ignite. It's like the good old days when Seastone Trident used to apply Grievous Wounds (reduces self-healing of the target by 40%). Seastone Trident active + Ignite can easily finish off a kill that most enemies won't expect will kill them.
SECOND CAST: Fizz immediately hops off his trident towards the target location, dealing magic damage to nearby enemies.
RANGE: 400 / 330 / 270 COST: 90 / 100 / 110 / 120 / 130 MANA COOLDOWN: 16 / 14 / 12 / 10 / 8
MAGIC DAMAGE: 70 / 120 / 170 / 220 / 270 (+ 75% AP)
SLOW: 40 / 45 / 50 / 55 / 60%
By far my favorite ability in the entire game. There are a few intricacies to using this ability properly, and it's what separates the good from the bad Fizz's.
- Only using the first cast of this ability, and allowing it to time out will cause the AOE (area-of-effect) to be larger.
- The slow is only applied to the ability if only the first cast is used. Activating both casts of the ability will cause a smaller AOE and no slowing effect.
- Activation of the second cast should only be used for the following
- Close the gap between you and your target.
- Increase the distance between you and the threat.
- Closing the gap using this ability can be very dangerous. It is what keeps Fizz safe. If you E into a fight, there is a ~5 second window where you are vulnerable. Most of the time, you are going to want to save this ability to get you out of a sticky situation.
That being said, this ability is incredibly useful. Use it wisely.
For the next 6 seconds, Fizz's magic damage against them is increased by 20% for 6 seconds, excluding Chum the Waters's damage.
After 1.5 seconds, a shark comes out from the earth to eat the fish, regardless of its position. Enemies hit are dealt magic damage and are slowed for 1.5 seconds afterwards.
If a champion has the fish attached to them, the shark knocks them up for 1 second. Other nearby enemies are knocked away instead. The fish provides true sight of its area of effect, and stays at the location it was thrown to until it binds to an enemy champion or is eaten.
RANGE: 1275 / 250 SPEED: 1300 COST: 100 MANA COOLDOWN: 100 / 85 / 70
MAGIC DAMAGE: 200 / 325 / 450 (+ 100% AP)
Although many Fizz players were sad to see Deathfire Grasp depart from the rift in patch 5.2, Fizz was compensated for his loss. The enemy tagged with Chum the Waters takes 20% increased magic damage for 6 seconds (YAY DFG LIVES ON). This is what allows Fizz to 100%-0% most targets without any problem. The skill shot is very slow moving and very noticeable when cast at long range, so it can be tricky to land sometimes against good players who will see it coming and dodge. A good way to land the ability is to not give them time to react to it. If you can just walk up to them, that works, but most players won't let that happen. When in lane, you can Q - Urchin Strike through a minion and throw out your ultimate while mid-dash to not allow your enemy to dodge as effectively. Since Fizz's cooldowns are very low to begin with, your Q - Urchin Strike will be back up by the time you need to chase them down when the slow wears off. Another good use of this ability is to escape through choke points in the jungle. The first person who steps on the fish will then be tagged, and carry it with them, causing a slow and knock-up to any would-be pursuers.
If by chance you fell behind, you need to ask yourself, "Can I one-shot the priority target"? If the answer is yes, you farmed up properly and can now properly assist your team in team fighting. If not, advise your team to play safely and avoid fighting as you need to farm up and become relevant again. A Fizz is not of much use when his full combo only does 50-75% of the targets health and you die as a result. In this fashion, Fizz doesn't play any different strategically than any other assassin out there. All that changes is how he does the damage and if he can get out alive. By this point, you should have 45% CDR, max level E - Playful/Trickster, and a Zhonya's Hourglass. Once you get to this point, which should be mid/late game, you need to be aware that you are incredibly hard to kill. If you can all-in their carry and kill them, you will draw a lot of attention to yourself. If you used your E - Playful/Trickster already, use your Zhonya's Hourglass to wait for your abilities to come off cooldown. This will allow your team ample time to follow-up and do their job. Right as you come out of the stasis, you can use your E - Playful/Trickster again to avoid even more damage and assassinate the last target.
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