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Choose Champion Build:
- Mid Lane Fizz
- Top Fizz
- Jungle Fizz
Recommended Items
Spells:
Ignite
Flash
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
Diana
Diana will eat you. Sustain and gank.
Synergies
Ideal
Strong
Ok
Low
None
Introduction
Passive:
Fizz's dexterity allows him to ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from auto attacks.
Q:
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
W:
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
E:
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)
R:
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)
Fizz's dexterity allows him to ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from auto attacks.
Q:
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
W:
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
E:
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)
R:
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)
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