WildPick
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Fizz
the Tidal Trickster

Fizz

Passive · Nimble Fighter

Fizz ignores unit collision and takes reduced physical damage from basic attacks.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage6
  • Durability4
  • Magic7
  • Difficulty6
  • Mobility8
  • CC3
Counters by laneEach lane has counters + tips
Top

How to play as Fizz

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Fizz

Top: punish wave-states and ward river/jungle to dodge ganks.

Jungle

How to play as Fizz

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Fizz

Jungle: ward objectives, never walk blind into brush.

Mid
Primary

How to play as Fizz

Mid: shove wave fast and roam to side lanes.

How to beat Fizz

Mid: watch for roams and save Flash for the next gank.

ADC

How to play as Fizz

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Fizz

ADC: stay behind minions and focus the enemy ADC in fights.

Support

How to play as Fizz

Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.

How to beat Fizz

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Abilities

Nimble Fighter

PC
Passive

Innate: Fizz gains ghosting and reduces every instance of incoming damage by 4 (+ 1% AP), up to a maximum of 50% reduction.

Urchin Strike

PC
Q

Active: 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.

Cooldown8 to 6Range550

Seastone Trident

PC
W

Passive: 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.

Cooldown7 to 5

Playful

PC
E

Active: 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.

Cooldown16 to 8

Chum the Waters

PC
Ultimate

Active: 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.

Cooldown100 to 70