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Fizz

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Champion Background Strategy Skins & Trivia
Statistics Edit
Health 558.48 (+86) Attack damage 58.04 (+3)
Health regen. 8.175 (+0.7) Attack speed [*] 0.658 (+3.1%)
Mana 267.2 (+40) Armor 22.412 (+3.4)
Mana regen. 6 (+0.8) Magic res. 32.1 (+1.25)
Range 175 (Melee) Mov. speed 335

Abilities

Nimble Fighter
Nimble Fighter

Fizz's dexterity allows him to ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from auto attacks.

Ability Details
Nimble Fighter is a self-buff ability.

Additional Information:

  • Nimble Fighter's damage reduction occurs after armor reductions.
Urchin Strike
RANGE: 550
COST: 50 / 55 / 60 / 65 / 70 Mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Urchin Strike

Active: Fizz dashes a fixed distance in the direction of the target enemy unit, dealing 100% of his AD as physical damage plus bonus magic damage. The physical damage applies on-hit effects and the magic damage applies on-ability effects.

  • Magic Damage: 10 / 40 / 70 / 100 / 130 (+ 60% AP)
Ability Details
Urchin Stike is a targeted dash ability.
Seastone Trident
COST: 40 Mana
COOLDOWN: 10
Seastone Trident

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. The total damage caps at 300 against minions and monsters (100 damage per second).

  • Total Magic damage: 30 / 40 / 50 / 60 / 70 (+ 35% AP) (+ 4 / 5 / 6 / 7 / 8% of target's missing health)

Active: Fizz's autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and applying Grievous Wounds for 3 seconds.

  • Magic damage: 10 / 15 / 20 / 25 / 30 (+ 25% AP)
Ability Details
Seastone Trident's passive is a damage over time on-hit effect.

Seastone Trident's active is a non-physical on-hit effect.

Additional Information:

  • Refreshes duration upon additional hits.
  • Seastone Trident's passive percentual damage component will update itself with each tick, as Liandry's Torment item.png Liandry's Torment does, causing a slight increase in damage as the effect remains on a target.
Playful
RANGE: 400
COST: 90 / 100 / 110 / 120 / 130 Mana
COOLDOWN: 16 / 14 / 12 / 10 / 8
Playful

Active: Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster.png Trickster for no additional cost 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
Trickster

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)
Ability Details
Playful/Trickster is a two part dash ability.

Additional Information:

  • Playful/Trickster does not break tethers like FiddlesticksSquare.png Fiddlesticks's Drain.png Drain or SwainSquare.png Swain's Decrepify.png Decrepify.
  • Playful/Trickster can be used to jump over/through walls.
  • Playful can be used to avoid spells such as KarthusSquare.png Karthus's Requiem.png Requiem or CaitlynSquare.png Caitlyn's Ace in the Hole.png Ace in the Hole.
  • After Playful is used, without activating Trickster, you can guide which direction Fizz will fall by right clicking before/as he drops for a longer reach (but same radius) on the slow/damage.
  • Playful cannot be used for approximately 0.5 seconds after using Urchin Strike.png Urchin Strike.
Chum the Waters
RANGE: 1275
COST: 100 Mana
COOLDOWN: 100 / 85 / 70
Chum the Waters

Active: Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. A Shark will come out from the earth to eat the fish after 1.5 seconds, regardless of position.

  • Slow: 50 / 60 / 70%
  • Magic damage: 200 / 325 / 450 (+ 100% AP)

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.

If a champion has the fish attached to them they are knocked up for 1 second. All other enemies within 250-range are knocked away from the shark. All enemies hit are dealt magic damage and are slowed for 1.5 seconds afterwards.

Ability Details
Chum the Waters is a collision linear skillshot that damages enemies in an area centered on the target.

Additional Information:

  • The fish will only attach itself to an enemy champion and will pass through all terrain and non-champion targets.
  • If the fish is thrown onto a target without an active spell shield, the target will be slowed. If the spell shield activates while the fish is already latched on, the slow will remain but the shark's damage and knockup will be negated, consuming the shield.
  • Chum the Waters initial slow can be removed by Cleanse.png Cleanse and Remove Scurvy.png Remove Scurvy.
  • Both of the effects can hit stealthed units, and any stealthed unit hit by the fish will be revealed until the shark appears.
  • Chum the Waters deals 1 true damage every 0.5 seconds as a countdown before the knockup.
  • Chum the Waters' secondary effect will activate immediately if it is attached to a champion and they die prior to the shark emerging.
  • Chum the Waters grants sight around the fish, and reveals any target the fish is attached to.

Map-Specific Differences

Crystal Scar
  • Urchin Strike.png Urchin Strike
    • Cooldown is 11 / 10 / 9 / 8 / 7 instead of 10 / 9 / 8 / 7 / 6.
  • Playful.png Playful
    • Cooldown is 16 / 14.5 / 13 / 11.5 / 10 instead of 16 / 14 / 12 / 10 / 8.

References

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