
Fizz
Fizz ignores unit collision and takes reduced physical damage from basic attacks.
- Damage6
- Durability4
- Magic7
- Difficulty6
- Mobility8
- CC3
Counters by laneEach lane has counters + tips
Top
Jungle
MidPrimary
ADC
Abilities
Nimble Fighter
PCUrchin Strike
PCActive: Fizz dashes a fixed distance in the direction of the target enemy. If they are in range upon arrival, he deals magic damage plus 100% AD physical damage and applies on-hit effects at 100% effectiveness.
Seastone Trident and Chum the Waters can be cast during the dash.
- Damage
- 20/40/60/80 + 50% Ability Power + 100% Attack Damage
- Ability Power Ratio
- 60%
Seastone Trident
PCPassive: Fizz's basic attacks rend enemies on-hit, dealing magic damage every 0.5 seconds over 3 seconds, refreshing on subsequent hits.
Active: Fizz empowers his next basic attack within 4 seconds to have an uncancellable windup, gain 50 bonus range, and deal bonus magic damage.
If Seastone Trident kills its target, the cooldown is reduced to 1 second and Fizz restores mana. Otherwise, if the target is not killed, Fizz's basic attacks deal bonus magic damage on-hit for the next 5 seconds.
- Damage ratio to monsters
- 105%
- Damage to monsters
- 90%
Playful
PCActive: Fizz dash to the target location while becoming untargetable, balancing on his trident for 0.75 seconds, during which he can cast Trickster after 0.15 seconds into the duration.
He then begins to hop off of his trident over 0.5 seconds, afterwards becoming targetable and landing to create a splash that deals magic damage to nearby enemies and slow them for 2 seconds.
While hopping off of the trident, Fizz may input movement commands to direct his landing. Playful will cast at max range if cast beyond that.
- Ability Power bonus
- 80%
Chum the Waters
PCActive: Fizz throws down a lure at the target location that attracts a shark, granting sight of the area before it emerges to chomp at the lure after 2 seconds, dealing magic damage to nearby enemies, airborne, though not through terrain, and slow them for 2 seconds. The further the lure travels in its initial flight, the larger the shark that is attracted; increasing Chum the Waters' damage, slow, eruption radius and knock back distance.
Guppy (<455): 40% slow, 200 eruption radius and 150 unit knock back distance.
Chomper (455-910): 60% slow, 325 eruption radius and 250 unit knock back distance.
Balance history4 patches
- Urchin Strike · Ability Power Ratio: 50%→60%
- Urchin Strike · Damage: 20/40/60/80 + 55% Ability Power + 100% Attack Damage→20/40/60/80 + 50% Ability Power + 100% Attack Damage
- RENDING WAVE · Empowered basic attack: 50/75/100/125 + 50% Ability Power→50/75/100/125 + 45% Ability Power
- SEASTONE TRIDENT · Damage to monsters: 105%→90%
- SEASTONE TRIDENT · Damage ratio to monsters: 120%→105%
- Playful / Trickster · Ability Power bonus: 70%→80%


























































