Fizz Build Guide by demegerok1
FIZZ JUNGLE THE 1-SHOT Monstr FROG! 11.12
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order SKILLS
Threats & Synergies
Champion Build Guide
[Passive] - NIMBLE FIGHTER
Fizz's dexterity allows him to ignore unit collision and take 4 (+1% of ability power) less damage from all sources of damage, up to a maximum of 50% reduction.
[Q] - URCHIN STRIKE
Cooldown: 8 / 7.5 / 7 / 6.5 / 6 Cost: 50
Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional 10 / 25 / 40 / 55 / 70 (+55% of ability power) magic damage to it. The ability will also apply on-hit effects.
[W] - SEASTONE TRIDENT
Cooldown: 7 / 6.5 / 6 / 5.5 / 5 Cost: 30 / 40 / 50 / 60 / 70
PASSIVE: Fizz's basic attacks rend enemies on-hit, dealing 20 / 30 / 40 / 50 / 60 (+40% of ability power) magic damage every 0.5 seconds for 3 seconds, refreshing on-hit.
ACTIVE: Fizz's next basic attack becomes unstoppable, deals 50 / 70 / 90 / 110 / 130 (+50% of ability power) bonus magic damage and gains 50 bonus range.
If Seastone Trident kills its target, its cooldown is reduced to 1 second and refunds 20 / 28 / 36 / 44 / 52 mana. Otherwise, if Seastone Trident doesn't kill its target, Fizz's basic attacks gain 10 / 15 / 20 / 25 / 30 (+35% of ability power) bonus on-hit magic damage for 5 seconds.
Seastone Trident resets Fizz's basic attack timer.
[E] - PLAYFUL / TRICKSTER
Cooldown: 16 / 14.5 / 13 / 11.5 / 10 Cost: 90 / 95 / 100 / 105 / 110
Playful (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 70 / 120 / 170 / 220 / 270 (+75% of ability power) magic damage and slowing nearby enemies by 40 / 45 / 50 / 55 / 60 % for 2 seconds.
Trickster (Active): Fizz hops off from his trident to a nearby location, dealing 70 / 120 / 170 / 220 / 270 (+75% of ability power) magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.
[R] - CHUM THE WATERS
Cooldown: 100 / 85 / 70 Cost: 100
Fizz throws down a lure in the target direction that attracts a shark, causing it to emerge after 2 seconds, dealing magic damage, knocking aside surrounding enemies and slowing them for 2 seconds. The further the lure travels in its initial flight, the larger the shark that is attracted, increasing its slow, eruption radius and knockback distance.
If Chum the Waters travels less than 455 units, it will summon a Guppy Shark, dealing 150 / 250 / 350 (+80% of ability power) magic damage in a 200 area of effect, knocking back enemies 150 units and slowing them by 40%.
If Chum the Waters travels between 455 and 910 units, it will summon a normal shark, dealing 225 / 325 / 425 (+100% of ability power) magic damage in a 325 area of effect, knocking back enemies 250 units and slowing them by 60%.
If Chum the Waters travels between at least 910 units, it will summon a massive Gigalodon Shark, dealing 300 / 400 / 500 (+120% of ability power) magic damage in a 450 area of effect, knocking back enemies 350 units and slowing them by 80%.
If an enemy champion intercepts the lure as it flies, it binds to them and causes the shark to emerge at their position. The lure's holder is slowed for the duration and knocked up for 1 second instead of away.