Fizz
the Tidal Trickster
8.6%
Pick Rate
36.1%
Ban Rate
49.6%
Win Rate
Easiest Lane Matchup
Ryze
65.7% Win Rate
Hardest Lane Matchup
Annie
48.7% Win Rate
6.7%
Top
5.9%
Jungle
87.1%
Mid
0.1%
Marksman
0.2%
Support

Most Popular Build #1

19.2% Popularity

Most Popular Build #2

6.2% Popularity

Most Popular Build #3

6.2% Popularity

Nimble Fighter (Passive)

Fizz's dexterity allows him to move through units and take less physical damage from basic attacks.

Urchin Strike (Q)

Cooldown: 8/7.5/7/6.5/6

Cost: 50 Mana

Range: 550

Fizz dashes through his target, dealing 1 physical damage plus 10/25/40/55/70 (+0.55) magic damage. This spell applies on-hit effects.

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Seastone Trident (W)

Cooldown: 10/9.5/9/8.5/8

Cost: 30/40/50/60/70 Mana

Range: 600

Passive: Fizz's basic attacks bleed his enemies, dealing 20/30/40/50/60 (+0.4) magic damage over 3 seconds.

Active: Fizz's next basic attack deals 60/90/120/150/180 (+0.4) bonus magic damage. If the target has been bleeding for at least 2 seconds, this bonus increases to 60/90/120/150/180 (+1.2).

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Playful / Trickster (E)

Cooldown: 16/14.5/13/11.5/10

Cost: 90/95/100/105/110 Mana

Range: 400

Fizz hops on his trident towards the cursor, becoming briefly untargetable.

Reactivation: Fizz cancels the spell early, jumping towards the cursor a second time and dealing 70/120/170/220/270 (+0.75) magic damage to nearby enemies.

If Fizz does not reactivate, he deals damage in a larger area and slows all enemies hit by 40/45/50/55/60% for 2 seconds.

Chum the Waters (R)

Cooldown: 100/85/70

Cost: 100 Mana

Range: 1300

Fizz launches a fish that attaches to the first enemy champion it hits, slowing them, granting True Sight, and attracting a shark. After 2 seconds, the shark erupts out of the ground, knocking its target up and knocking other enemies aside.

The farther the fish travels before attaching, the bigger the shark it attracts, dealing 150/250/350 (+0.6) to 300/400/500 (+1.2) magic damage and slowing by 40% to 80%.

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