Fizz is a champion in League of Legends primarily played in the mid lane position, classified as an Assassin (legacy class: Assassin / Fighter). The Tidal Trickster uses Mana (317 – 1339.58 at max level) and deals Magic damage. Fizz was released on November 15, 2011, and is currently in patch V26.03. With a 51.1% win rate in A tier and 3.9% pick rate, Fizz remains one of the most popular and effective assassins in mid lane.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 640 | 2724.49 |
| Mana (MP) | 317 | 1339.58 |
| Attack Damage (AD) | 58 | 117 |
| Movement Speed (MS) | 335 | 335 (fixed) |
| Attack Range | 175 (Melee) | 175 (fixed) |
| Attack Speed | 0.658 | 0.658 + 60.96% bonus |
| Armor (AR) | 26 | 116.46 |
| Magic Resist (MR) | 32 | 72.31 |
💡 Unique Mechanic: Fizz’s E (Playful/Trickster) makes him completely untargetable — not just invulnerable, but literally impossible to hit with ANYTHING. Tower shots, targeted abilities, skill shots, ignite ticks — nothing touches Fizz during the 0.75-second pole vault. This is the only basic ability in the game that provides full untargetability on a non-ultimate cooldown (as low as 8 seconds). It dodges: Karthus R, Caitlyn R, Zed R damage pop, tower aggro, ignite, and every other source of damage in the game. This single ability makes Fizz the most frustrating assassin to play against because even if you land everything, he hops on his trident and laughs.
🌊 Passive: Nimble Fighter
INNATE: Fizz is permanently ghosted (walks through minions and champions) and reduces every instance of incoming damage by 4 (+1% AP), up to a maximum of 50% reduction. The damage reduction is increased to 14 (+1% AP) against monsters.
| Parameter | Value |
| Damage Reduction (per instance) | 4 (+ 1% AP), max 50% |
| Monster Reduction | 14 (+ 1% AP), max 50% |
| Ghosted | Permanent (walks through units) |
🔱 Q: Urchin Strike
Cost: 50 Mana | Cooldown: 8 / 7.5 / 7 / 6.5 / 6 | Cast Time: NONE
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. Seastone Trident (W) and Chum the Waters (R) can be cast during the dash, allowing Fizz to weave abilities while closing the gap.
| Parameter | Value |
| Magic Damage | 10 / 25 / 40 / 55 / 70 (+ 55% AP) |
| Physical Damage | 100% AD |
| Target Range / Dash Range | 550 / 550 |
🔮 W: Seastone Trident
Cost: 30 / 40 / 50 / 60 / 70 Mana | Cooldown: 7 / 6 / 5 / 4 / 3 | Cast Time: NONE
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 the empowered attack kills the 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. Seastone Trident resets Fizz’s basic attack timer and works on structures at 50% effectiveness. Deals an additional 60 bonus magic damage against monsters.
| Parameter | Value |
| Passive Rend (total over 3s) | 30 / 45 / 60 / 75 / 90 (+ 25% AP) |
| Active Bonus Damage | 50 / 75 / 100 / 125 / 150 (+ 45% AP) |
| On-Hit (if target survives, 5s) | 20 / 25 / 30 / 35 / 40 (+ 30% AP) |
| Kill Refund | CD reduced to 1s + full mana refund |
💡 Pro Tip: The W kill refund is how Fizz farms in lane. Last-hitting with empowered W resets its cooldown to 1 second and refunds the mana, effectively making every minion last-hit free. This is critical in early lane phase where Fizz’s mana pool is limited. Always use W to last-hit, never to trade pre-level 3 — if W doesn’t kill the minion, you’ve burned 30-70 mana and a 7-second cooldown for nothing. At rank 5, W has a 3-second base cooldown — essentially on-demand for every single CS.
🦿 E: Playful / Trickster
Cost: 75 / 80 / 85 / 90 / 95 Mana | Cooldown: 16 / 14 / 12 / 10 / 8 | Cast Time: NONE
PLAYFUL (E1): Fizz dashes to the target location while becoming untargetable, balancing on his trident for 0.75 seconds. He can cast Trickster (E2) after 0.15 seconds. If he doesn’t recast, he hops off his trident over 0.5 seconds, landing and creating a splash that deals magic damage and slows enemies for 2 seconds. While hopping off, Fizz can input movement commands to direct his landing.
TRICKSTER (E2): Fizz dashes to the target location (300 range), hopping down prematurely to deal the same magic damage in a smaller radius (225 vs 375) but without applying the slow.
| Parameter | Value |
| Magic Damage | 80 / 130 / 180 / 230 / 280 (+ 95% AP) |
| Slow (E1 only, no recast) | 40 / 45 / 50 / 55 / 60% for 2 seconds |
| Untargetability | 0.75 seconds |
| E1 Range / E2 Range | 400 / 300 (total: 700 gap close) |
🦈 R: Chum the Waters (Ultimate)
Cost: 100 Mana | Cooldown: 120 / 100 / 80 | Cast Time: 0.25
ACTIVE: Fizz throws down a lure at the target location that attracts a shark. After 2 seconds, the shark emerges, dealing magic damage to nearby enemies, knocking them back, and slowing them for 2 seconds. The further the lure travels before landing, the larger the shark, increasing damage, slow strength, eruption radius, and knockback distance. Enemy champions can intercept the lure mid-flight — it attaches to them, causes the shark to emerge at their position, and they are knocked up for 1 second instead of knocked back.
| Shark Size | Distance / Stats | Damage |
| Guppy | < 455 range, 40% slow, 200 radius | 180/300/420 (+60% AP) |
| Chomper | 455-910 range, 60% slow, 325 radius | 225/375/525 (+75% AP) |
| Gigalodon | > 910 range, 80% slow, 450 radius | 270/450/630 (+90% AP) |
💡 Pro Tip: At level 6 with just 100 AP, a max-range Gigalodon shark deals 270 + 90 = 360 magic damage BEFORE you even touch them. Then Q (10 + 55 + AD) → W empowered auto (50 + 45) → E (80 + 95) = an additional ~500+ magic damage. That’s 860+ total burst at level 6 with one item — enough to 100-0 any mid laner. This is why Fizz’s level 6 all-in is one of the most lethal power spikes in the entire game. If you hit the shark, the target is dead. Period.
🎮 Strategies and Gameplay Tips
Early Game (Levels 1-5)
- Farm with W Kill Refund: Fizz’s early laning is weak because he’s a melee champion against ranged mid laners. Use W to last-hit minions — the kill refund resets CD to 1 second and refunds mana, making every CS effectively free. Don’t use W to trade before level 3 unless the enemy overextends. Focus on hitting level 6 with as much CS as possible without dying.
- E Is Your Escape, Not Damage: Pre-6, Playful/Trickster is your ONLY escape from ganks and bad trades. Using E offensively leaves you with no way out for 16 seconds (rank 1). If the enemy jungler ganks while your E is on cooldown, you’re dead. Save E exclusively for dodging enemy key abilities or escaping ganks until you have enough AP to one-shot with the full combo.
- Level 3 Short Trade: At level 3 with Q/W/E, Fizz gets his first meaningful trade pattern: Q onto enemy (applies 100% AD + magic damage + W passive rend) → auto + W reset (bonus damage) → E out (untargetable escape + damage). This trade deals ~250 damage at level 3 and the enemy can’t retaliate because you’re untargetable during E. The entire trade takes about 1.5 seconds. Repeat every time Q and E are both available.
Mid Game – Level 6 Kill Pressure
- The Level 6 All-In: Fizz’s level 6 is one of the strongest power spikes in the game. The full combo: R (max range for Gigalodon) → wait 2 seconds for shark → Q onto stunned target → W empowered auto → E for finishing damage or escape. At level 6 with Doran’s Ring + component items, this combo deals 800-1000 total damage depending on AP. Most mid laners have 900-1100 HP at level 6 — that’s a guaranteed kill if the shark lands.
- Roaming with R: After getting a kill mid or pushing the wave, immediately roam to bot lane or top lane. Fizz’s roam threat is terrifying because his R from fog of war is nearly impossible to dodge (1300 range, 1300 speed), and Q + E provide two gap closers for chasing. Walk through river, throw R from over a wall at the enemy bot lane, then Q in for the cleanup. Coordinate with your jungler for devastating 3-man dives.
- Q + R Mid-Dash: You can cast R during Q’s dash, throwing the shark WHILE dashing toward the target. This gives the enemy almost zero reaction time because the fish appears at point-blank range. Q toward enemy → press R during dash → shark attaches directly (Guppy range, but guaranteed hit) → knocked up 1 second → W auto → E. The reduced shark range means less damage than max-range Gigalodon, but the guaranteed hit is worth the tradeoff when you need to secure the kill.
Late Game (Level 14+)
- Target Priority: In the late game, your sole job is to delete the enemy carry. Fizz’s full combo with 500+ AP deals ~2500+ burst damage in under 2 seconds. Position on the flank, throw max-range R at the ADC, then Q → W → auto for the kill. E out after the kill to safety. Don’t waste your combo on tanks or bruisers — they survive it and your team loses without your assassin threat for 8-16 seconds.
- E Dodges Everything: In the late game, save E to dodge critical abilities rather than using it for damage. E dodges: Karthus R, Caitlyn R, Zed R pop, Syndra R, Veigar R, and literally every other targeted or skillshot ability. If the enemy has a fed mage with an AOE ultimate, time your E to dodge it during the teamfight. The 0.75-second untargetability window at the perfect moment is worth more than E’s damage.
- Side Lane Pressure: Fizz is a strong split-pusher because W resets on minion kills (1-second CD + mana refund), giving fast waveclear. With Lich Bane, his W-empowered autos melt turrets. If someone comes to match your split, you can all-in them with R combo. If they send two people, your team fights 4v3 elsewhere. Fizz’s E always provides an escape route if the situation turns bad.
❌ Common Mistakes and How to Avoid Them
- Using E Offensively Without Kill Potential: E is Fizz’s only escape and costs 75-95 mana. If you E aggressively and don’t get the kill, you’re a melee champion with no gap closer, no escape, and no untargetability for 8-16 seconds. ONLY use E offensively when the combo will kill the target, or when you know the enemy jungler’s position and can’t be punished. E defensively = surviving. E offensively without a kill = dying.
- Missing R Consistently: Chum the Waters has a 0.25-second cast time and the lure travels at 1300 speed. At max range (1300), enemies have 1 full second to sidestep. To improve accuracy: throw R from closer range (sacrificing Gigalodon for guaranteed Chomper/Guppy hit), Q toward the enemy first then R mid-dash for point-blank attachment, or throw R into choke points where sidestepping is impossible.
- Not Using W for CS in Lane: Fizz’s mana pool is small early (317 base). Using abilities to trade without W kill refunds depletes mana in 3-4 spell casts. ALWAYS use W to last-hit minions — the kill refund gives back all mana spent and resets CD to 1 second. If you’re out of mana at level 6, you can’t all-in even with a perfect R. Mana management through W CS is essential.
- Going In Without R: Fizz without R is a mediocre champion. Q + W + E deals decent damage but rarely kills a full-HP target without R’s massive burst contribution. Don’t try to all-in without ultimate unless the enemy is already below 40% HP. Your R cooldown IS your kill window — play safe and farm when R is down, go for kills when R is up.
- Forgetting Passive Ghosted Movement: Nimble Fighter lets Fizz walk through minions, meaning you can path directly through the wave to reach enemies. Many Fizz players path around minions out of habit. Walk THROUGH the minion wave to land Q or position for trades — it’s faster and catches enemies off-guard because they expect creep block to slow you down.
⚙️ Recommended Build and Itemization
Core Items
- Lich Bane: Fizz’s optimal first item. Lich Bane’s Spellblade proc adds massive bonus damage to W-empowered auto attacks. The combo: Q (triggers Spellblade) → W auto (Spellblade + W active damage) deals absurd single-hit burst. The movement speed and ability haste further enhance Fizz’s assassin playstyle. With Lich Bane, Fizz’s first rotation can one-shot squishy targets from level 7-8 onwards.
- Zhonya’s Hourglass: Essential for Fizz’s dive-and-survive playstyle. R → Q → W onto the enemy carry, kill them, then Zhonya’s when the enemy team retaliates. Combined with E untargetability, Fizz gets 0.75s (E) + 2.5s (Zhonya’s) = 3.25 seconds of being untouchable. During those 3.25 seconds, your team follows up on the chaos you created. Zhonya’s is typically second or third item depending on matchup.
- Sorcerer’s Shoes: Flat magic penetration amplifies every part of Fizz’s combo: Q, W passive, W active, E, and R. Since Fizz deals magic damage with every ability, Sorcerer’s Shoes provide more effective damage than any other boot option. The earlier you complete them, the harder your level 6 all-in hits.
Situational Items
- Rabadon’s Deathcap: Pure AP multiplier that scales every ability’s damage. With 500+ AP from Deathcap, E alone deals 280 + 475 = 755 magic damage, and max-range R Gigalodon hits for 630 + 450 = 1080. Deathcap transforms Fizz from ‘kill one carry’ to ‘kill two carries in rapid succession.’
- Shadowflame: Flat magic penetration stacks with Sorcerer’s Shoes for near-true damage against targets without bonus MR. Against squishy compositions (ADC + mage + enchanter support), the combined pen makes every Fizz ability hit for effectively unresisted damage. Best against teams without dedicated MR items.
- Void Staff: Percentage magic penetration for when enemies stack MR. If the enemy team builds 2+ Mercury’s Treads or MR items specifically to counter you, Void Staff’s %pen outperforms Shadowflame’s flat pen. Build Void Staff when you see enemies building Spirit Visage, Force of Nature, or Maw of Malmortius.
⚔️ Counter Picks & Matchups
✅ Fizz Counters
1. Mel
Why: Mel is an immobile mage whose abilities require long wind-up times that Fizz exploits perfectly. Her lack of escape means Q guarantees a hit, and her squishy build can’t survive a full Fizz combo. E untargetability dodges her main damage abilities, and R from max range gives no counterplay. Mel represents the ideal Fizz target — immobile, squishy, and ability-reliant.
2. Yone
Why: Yone’s Q3 knockup and R are both dodgeable with Fizz’s E. In melee range, Fizz wins extended trades because W passive rend + active damage outbursts Yone’s autos. When Yone uses E to trade, he’s committed to returning to his body — throw R on his spirit return location for a guaranteed shark hit. Yone’s shield from passive doesn’t help against Fizz’s burst, which exceeds shield + HP combined.
3. Aurelion Sol
Why: Aurelion Sol is a scaling mage who needs time and space to stack — Fizz denies both. Q dashes through his star zone, W adds burst in melee range, and E dodges his Q stun. ASol has no mobility to escape Fizz’s all-in, and his R is telegraphed enough to E through. From level 6, every R hit means ASol’s stacking game is over because he’s dead.
❌ Fizz is Countered By
1. Diana
Why: Diana’s passive gives her a shield that absorbs Fizz’s burst, and her W further shields against his combo. She outpushes Fizz in lane (passive cleave on minions), outbursts him in all-ins (Q → E reset → W → R), and builds HP items that survive his assassination attempts. Diana’s dash also follows Fizz’s Q, keeping her in melee range where she wins. The matchup gets worse for Fizz as the game goes on because Diana’s teamfight R outscales his single-target assassination.
2. Kassadin
Why: Kassadin’s passive reduces ALL magic damage by 10% — every single Fizz ability hits for 10% less before MR even applies. His Q interrupts channels and applies a magic damage shield that absorbs a portion of Fizz’s combo. Post-6, Kassadin’s R blink lets him dodge Fizz’s R on reaction and reposition instantly. Kassadin outscales Fizz dramatically, reaching a point where his Q + E + auto deals more burst than Fizz’s entire kit with shorter cooldowns.
3. Lissandra
Why: Lissandra’s kit is designed to punish melee assassins. When Fizz Q’s in, Lissandra W roots him instantly (point-blank AoE, undodgeable). If Fizz E’s the root, Lissandra simply walks away and re-engages when E is on cooldown. Her R (self-cast) makes her untargetable + heals her, directly mirroring Fizz’s E but with better scaling. In teamfights, Lissandra R shuts down Fizz’s dive completely by locking him in place.
FAQ
Q: Does Fizz’s E dodge turret shots?
A: Yes. Playful/Trickster makes Fizz completely untargetable, which means tower shots already in flight will miss (they fizzle out), and the tower won’t fire new shots during the 0.75-second duration. This is why Fizz can tower dive effectively — kill the target, E to dodge the turret shot, then walk out. At rank 5 with 8-second cooldown, Fizz can dodge a turret shot every rotation.
Q: What’s the difference between E1 (Playful) and E2 (Trickster)?
A: E1 (no recast) has a larger AoE (375 radius) AND applies a 40-60% slow for 2 seconds, but takes longer to land (0.75s pole + 0.5s hop = 1.25s total). E2 (recast) has a smaller AoE (225 radius) and NO slow, but lands faster because you hop down prematurely. Use E1 when chasing (the slow catches fleeing targets) and E2 when escaping (faster landing = earlier movement) or when you need to cover more distance (E1 400 range + E2 300 range = 700 total).
Q: How does the shark size mechanic work?
A: The shark grows based on how far the lure travels before landing: Guppy (< 455 range) has the smallest area and lowest damage (180/300/420 + 60% AP), Chomper (455-910 range) deals 125% damage with larger area, and Gigalodon (> 910 range) deals 150% damage (270/450/630 + 90% AP) with a massive 450-radius eruption and 80% slow. Always aim for Gigalodon range when possible — it’s literally 50% more damage than Guppy. The Q + R mid-dash trick gives Guppy/Chomper but guarantees the hit.
Q: Can enemies intercept the R lure?
A: Yes. If an enemy champion stands in the lure’s flight path, it attaches to them directly. The attached target is slowed and revealed for 2 seconds, then knocked UP for 1 second (instead of knocked back) when the shark erupts. This can be both good and bad — if the tank bodyblocks your R meant for the ADC, you’ve wasted your ultimate on the wrong target. But if no one bodyblocks, the lure lands at target location. Use fog of war or throw R from angles where bodyblocking is difficult.
Q: What’s the best rune setup?
A: Electrocute with Sudden Impact, Grisly Mementos, and Treasure Hunter primary, plus Scorch and Transcendence secondary. Electrocute procs instantly from Q (hit 1) + W auto (hit 2) + E (hit 3), adding burst damage to every all-in. Sudden Impact gives magic pen after Q dash. Treasure Hunter accelerates Lich Bane purchase. Scorch adds poke damage to level 3 short trades.
Q: Is Fizz good for beginners?A: Fizz has a moderate learning curve. His buttons are straightforward (Q dash, W empowered auto, E dodge, R shark), but maximizing his potential requires understanding lane phase patience (don’t fight before level 3), mana management through W last-hitting, and combo timing (R → Q → W → E sequence). His biggest skill expression is knowing WHEN to go in, not HOW. If you like assassins and don’t mind weak early laning, Fizz rewards aggressive play after level 6.