Ranked by how close their five-axis heatmap looks — role-agnostic.
Where it thrives (5-comp fit)
Catchnatural · 80%
Attackworkable · 30%
Splitworkable · 30%
Fizz deletes the target the moment someone is caught. Enough Attack and Split sits in the kit to fight front-to-back when the enemy forces it. Passive grants permanent ghosting plus scaling flat damage reduction.
Kit quirks
Passive grants permanent ghosting plus scaling flat damage reduction
E (Playful/Trickster) dashes and makes Fizz untargetable for 0.75s, recastable to jump again or slam for AoE magic damage + slow
R (Chum the Waters) damage scales with the shark's travel distance (Guppy/Chomper/Gigalodon tiers)
How Fizz actually performs in ranked solo queue · 52 weighted games
Base stats and every ability with its per-rank values and ratios. Search all champions →
Fizz — The Tidal Trickster
Class
Assassin
Resource
Mana
Range type
Melee
Adaptive type
Magic
Positions
Middle
Released
2011-11-15 (V1.0.0.129)
Last changed
V26.04
Price
675 BE · 585 RP
Damage
Toughness
Control
Mobility
Utility
Difficulty
Base stats
Stat
Base
Per level
Level 18
Health
640
+106
2442
Health regen (per 5s)
8
+0.7
19.9
Mana
317
+52
1201
Mana regen (per 5s)
6
+0.8
19.6
Armor
26
+4.6
104.2
Magic resist
32
+2.05
66.85
Attack damage
58
+3
109
Attack speed
0.658
+3.1%
1.005
Attack speed ratio
0.658
Attack range
175
Movement speed
335
Level 18 uses League's growth curve (base + 17 × per-level); attack speed grows as bonus % scaled by the attack speed ratio.
Advanced stats & game-mode balance
Acquisition radius
400
Selection height
138.8889
Selection radius
108.3333
Pathing radius
30
Gameplay radius
55
Attack delay offset
-0.097
ARAM:damage dealt ×1.05 · damage taken ×0.95 · tenacity ×1.1
Arena:health per level 15
URF:damage dealt ×0.9 · damage taken ×1.1
Abilities
Passive
Nimble Fighter
Innate: Fizz is permanently ghosted and reduces every instance of pre-mitigation damage taken by 4 (+ 1% AP), up to a maximum of 50% reduction. The damage reduction is increased to 14 (+ 1% AP) against monsters.
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.
Magic Damage
10 / 25 / 40 / 55 / 70 (+ 55% AP)
Seastone Trident and Chum the Waters can be cast during the dash.
Targeting input: UnitTarget out-of-range override: Walk in range of the target unit to castAffects: EnemiesDamage type: Ability damageDamage sub-types: Physical, MagicMinion Aggro: DrawnSpell shield: BlockedParries: BlockedGrounded: DisabledKnockdown: Interrupted
Notes (5)
Urchin Strike can only go through walls if the target is on the other side.
Urchin Strike only damages targets if within 200 units of their original location upon completion of the dash.
Fizz will be automatically ordered to basic attack the target after Urchin Strike.
Urchin Strike does not deal damage if the target is untargetable.
Life steal applies only on the physical damage component. Spell vamp applies to both the physical damage and bonus magic damage.
Passive: Fizz's basic attacks rend enemies on-hit, dealing magic damage every 0.5 seconds over 3 seconds, refreshing on subsequent hits.
Total Passive Magic Damage
30 / 45 / 60 / 75 / 90 (+ 25% AP)
Passive Magic Damage per Tick
5 / 7.5 / 10 / 12.5 / 15 (+ 4.17% AP)
Active: Fizz empowers his next basic attack within 4 seconds to have an uncancellable windup, gain 50 bonus range, and deal bonus magic damage.
Active Magic Damage
50 / 75 / 100 / 125 / 150 (+ 45% AP)
If Seastone Trident kills its target, the cooldown is reduced to 1 second and the mana cost is refunded. Otherwise, if the target is not killed, Fizz's basic attacks deal bonus magic damage on-hit for the next 5 seconds.
Active On-Hit Magic Damage
20 / 25 / 30 / 35 / 40 (+ 30% AP)
Seastone Trident's active damage can be applied against structures at 50% effectiveness. Active and on-hit damage deal an additional 90 bonus magic damage against monsters.
Targeting input: AutoAffects: EnemiesDamage type: See NotesDamage sub-types: MagicSpell shield: BlockedParries: See Notes
Notes (7)
Applies spell damage on the empowered attack, persistent damage additionally tagged as indirect damage on the damage over time effect, and proc damage on the bonus damage on-hit.
Seastone Trident's interactions with dodging, blocking, and blinding effects.
The passive bonus damage gets negated by dodging or blocking the attack, or if Fizz is blinded.
The active:
If the attacked enemy is dodging or if Fizz is blinded, the empowered attack won't deal any damage, but the empowered attack won't be consumed.
If the attacked enemy is blocking, the empowered attack won't deal any damage despite being consumed. But the attack will apply the passive bonus damage of Seastone Trident.
The empowered attack will trigger against structures.
Map-specific differences (1)
Active base damage changed to 70 / 90 / 110 / 130 / 150.
Active: Fizz dashes 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, during which he gains 50% bonus movement speed, and afterwards becoming targetable and landing to create a splash that deals magic damage to nearby enemies and slows them for 2 seconds.
Magic Damage
80 / 130 / 180 / 230 / 280 (+ 95% AP)
Slow
40 / 45 / 50 / 55 / 60%
While hopping off of the trident, Fizz may input movement commands to direct his landing.
Targeting input: LocationTarget out-of-range override: Target at maximum range (clamped)Affects: EnemiesDamage type: Area damageDamage sub-types: MagicSpell shield: BlockedGrounded: DisabledKnockdown: See Notes
Notes (13)
This ability always employs Quick cast.
Playful counts as an ability activation for the purposes of on-cast effects such as Spellblade and triggering Force Pulse's passive.
Detonating the ability early for Trickster does not.
The distance covered during Playful's directed splash is equal to half of Fizz's movement speed.
Playful cannot be used for approximately 0.5 seconds after using Urchin Strike.
Flash can be used while hopping off the trident, but not while balanced on it.
Fizz can receive aggro while hopping off the trident, but not while balanced on it
If the first dash is interrupted, Fizz initiates the hop immediately, and if the second one is, the splash will not occur.
In either cases, Fizz loses the untargetability. [1] (unexpected)
If Playful is cast while under the effect of a move block, Fizz will not become untargetable and will initiate the hop instantly.(bug)
If Trickster is cast, the splash will not occur.(bug)
If Fizz casts Playful on top of himself after blinking and not moving from the blinked-to spot, the minimum dash distance of 25 units will not apply (casts at 0 range).(bug)
If Fizz enters stasis during either Playful or Trickster, the splash occurs after the stasis ends.
Active: Fizz dashes to the target location, hopping down and splashing onto the ground prematurely upon arrival to deal the same magic damage in a smaller radius but not applying the slow.
Magic Damage
80 / 130 / 180 / 230 / 280 (+ 95% AP)
Targeting input: LocationTarget out-of-range override: Target at maximum range (clamped)Affects: EnemiesDamage type: Area damageDamage sub-types: MagicSpell shield: BlockedGrounded: DisabledKnockdown: Interrupted
Notes (5)
This ability always employs Quick cast.
Trickster does not count as an ability activation.
Both Playful's and Trickster's dashes may be directed separately.
Flash cannot be used during the dash.
The splash occurs immediately if Fizz encounters terrain that cannot be dashed through (he has to be particularly close to the wall).
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, knocking them back, though not through terrain, and slowing 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.
Guppy Damage
180 / 300 / 420 (+ 60% AP)
Chomper (455-910): 125% damage, 60% slow, 325 eruption radius and 250 unit knock back distance.
Chomper Damage
225 / 375 / 525 (+ 75% AP)
Gigalodon (>910): 150% damage, 80% slow, 450 eruption radius and 350 unit knock back distance.
Gigalodon Damage
270 / 450 / 630 (+ 90% AP)
Enemy champions can intercept the lure while it is in flight, which attaches to them upon contact and causes the shark to emerge at their position after the same delay. The lure's holder is slowed and revealed for the duration and afterwards is impacted by the eruption but is knocked up for 1 second instead of knocked back.
Targeting input: LocationTarget out-of-range override: Target at maximum range (clamped)Affects: EnemiesDamage type: Area damageDamage sub-types: MagicSpell shield: See NotesProjectile: See Notes
Notes (6)
Chum the Waters will not attach the lure to an enemy champion if they have a spell shield as well as against an enemy Malzahar with his Void Shift active (mitigation effect is consumed in both cases).
The area of effect for the eruption will be at the target's location at the time of the attachment being blocked; the target will intercept the lure without getting attached to it.
Chum the Waters' lure missile will stop its movement upon colliding with Samira's Blade Whirl or Yasuo's Wind Wall specifically, creating the area of effect for the eruption prematurely without destroying the missile. Collision with Mel's Rebuttal will destroy it altogether, however.
This ability will cast from wherever the caster is at the end of the cast time.
The targeted area does not change unless the ability was cast beyond maximum range.
If the lure attaches to an enemy champion, a countdown will appear at their position to signify when the shark is about to emerge. The countdown begins from 4, and ticks down by one every 0.5 seconds.