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Fizz
FizzSquare
General Information
TitleThe Tidal Trickster
PronounsHe/Him
Release DateNovember 15, 2011
Cost1350 BE 585 RP
PrimaryAssassin
SecondaryFighter
Statistics

HP
640 (+ 106)

HPR
8 (+ 0.7)

MP
317 (+ 52)

MPR
6 (+ 0.8)

MS
335

AD
58 (+ 3)

AS
0.658 (+ 3.1%)

RNG
175

AR
22 (+ 4.6)

MR
32 (+ 2.05)
Developer Info
DDragon KeyFizz
Integer Key105
External Links
Universeuniverse.leagueoflegends.com
Game Info Wikiwiki.leagueoflegends.com

Fizz is a champion in League of Legends.

Lore[]

For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
Fizz is an amphibious yordle, who dwells among the reefs surrounding Bilgewater. He often retrieves and returns the tithes cast into the sea by superstitious captains, but even the saltiest of sailors know better than to cross him—for many are the tales of those who have underestimated this slippery character. Often mistaken for some manner of capricious ocean spirit, he seems able to command the beasts of the deep, and delights in confounding his allies and enemies alike.

In ages past, the oceans of Runeterra were home to civilizations far older than those of the land. In the depths of what is now the Guardian’s Sea, a great city once stood—it was here that the yordle Fizz made his home. He lived alongside the artisans and warriors of that proud, noble race. Even though he was not one of them, they treated him as an equal, and his playful nature and tall tales of adventures in the open sea made him welcome at any gathering.

But the world was changing. The oceans were growing warmer, emboldening fierce predators to rise up from the deepest trenches. Other settlements had fallen silent, but the rulers of the great city could still not agree on how to deal with the threat. Fizz pledged to roam the seas in search of survivors, or anyone who knew what had happened.

Then, one dark day, the gigalodons came.

These huge dragon-sharks stunned their prey with fell shrieking, and the avenues of the great city were soon clouded red. Thousands died in a matter of hours, the immense bulk of their killers crushing towers and temples in a monstrous feeding frenzy. Scenting blood in the water, Fizz raced back, determined to join the fight and save the city.

He was too late. There was nothing left of the city to save. When the debris finally settled, not a single living creature remained, nor any stone upon another, and the ravenous shoal had moved on. Alone in the cold depths, Fizz sank into mournful despair. As his yordle magic began to fade, he let himself be carried by the currents, drifting in a catatonic torpor, dreaming away the millennia…

It was only chance that reawakened him. A handful of copper coins fell from above, scattered to the seabed in the wake of a huge, wooden fish that swam upon the surface. This was no gigalodon, but Fizz was alarmed nonetheless—he knew little of the world overhead, but surely no fish could survive up there? He ventured up and peered into the salty air for the first time.

There were people, people who lived outside of the water and sailed in wooden fish of all sizes. Fizz found the thought both frightening and exciting, but the curious gifts they cast into the water made it clear that they wanted to be his friends. In time, following their movements to and fro across the oceans, he came to the port city of Bilgewater.

To the inhabitants of that lawless place, this strange and slippery creature quickly became something of a legend—the Tidal Trickster, a spirit of the ocean itself. It is said that he can summon great beasts to do his bidding, hole a ship’s hull with his stone trident, and breathe air or water as it suits him. Many a misbehaving child has been warned on a moonless night: “Go quickly to sleep, or the Trickster will come and feed you to the fishes…”

Fizz is good-natured, but mischievous even for a yordle, and delights in confounding the people of Bilgewater. The most seasoned fishermen know, just as the ocean may rise and fall, the Tidal Trickster is as likely to lead them into windless doldrums as to an easy catch that would fill their nets. Even so, Fizz does not take kindly to the greedy or selfish, and more than one haughty sea captain hoping to make a quick pile of silver has found that her mysterious guide has led her crew not to safety, but to shipwreck.

"You people can’t even breathe water. You’re boring."

- FizzSquareFizz

THE LUCKY KRAKEN
Bilgewater Legends

Eh! Well, ‘allo there, young ‘uns. Shouldn’t you cheeky little sprats already be a-bed? What’s that? You want a suppertime story from old One-Legged Lars, eh?

Alright, alright, just one ‘afore bed. Gather round. But I don’t wanna hear no cryin’ or whimperin’ this time. This is Bilgewater, after all, and even our bedtime tales have more’n a little darkness in ‘em.

Right. Now, you’ve heard of the Tidal Trickster, the little ocean sprite they call Fizz, ain’t ya? Ye have? Good, good. Well, this is a story about the time old Lars met him. What’s that? Must have been fun? Well, what sort o’ stories you been told? No it weren’t fun, thank you very much! He’s a malign little terror, that one, and you’ll be lucky if you never cross paths with ‘im in all your lives. But I’m gettin’ ahead of me self. Ahem.

Right, so there I was, clingin’ to a rock out in the Jagged Straits. Me ship was sunk don’t matter how it happened, there’s a tale for another night, maybe but that’s as it was. I clung to that rock for three days and nights, with fins a-circlin’.

And just when I was startin’ to give up all hope... he appeared.

All I seen at first were those two big, round eyes, pale as death, as he swam towards me. Them circling sharks took off right away, and no mistake they was a-feared of him, see, just as you all should be. Closer, and closer, and closer ‘e came. I don’t mind admittin’ I were scared, but he’d shooed off them hungry fishes, so I dove into the sea, and started swimmin’ for Bilgewater, as quick as ye like!

But every time I looks back, ‘e was there, with those big eyes peerin’ at me! I finally get to shore, and thought I’d lost ‘im... But how wrong old Lars was!

I got a room in a flea-ridden flophouse down Rat Town way, but it didn’t take long for me to realize... I weren’t alone. What first clued me was the creepin’ stink o’ seaweed and fish in me room. Oh, pooh! That and the little wet footprints on the stair when I awoke in the mornin’...

They call ‘im the Trickster, and he certainly lived up to the name. Put seawater in me porridge when I weren’t lookin’! Tied me bootlaces together, so I fell as soon as took a step! And slipped eels under me blankets! Give me a right proper scare when they started wrigglin’, I’ll tell ye!

And all the time, I hears ‘im laughing. Still makes me skin crawl, just to think of it. For a whole week Fizz haunted me. Drove me fairly to the brink o’ madness! “What do ye want, you little monster?” I screams!

But on the final night, I woke. I heared his webbed feet, flappin’ on the floor. Slap. Slap. Slap.

Closer, ‘e came, and closer. “This is it!” I thought. “He’s come to end me, once and for all,” and I hid me self under the covers.

Slap. Slap. Slap, went his cold, wet feet! And then... silence. I lay there, cowering, for what must’ve been an hour, ‘afore I dared a peek. Slowly, I reaches out, lights the lamp, and do you know what happened next?

Nothin’.

Aye, Fizz were gone, at long last. But he left something for me, on the wooden box ‘aside me bed. A coin, a gold Kraken, no less. This coin here, in fact! Eh, eh, look wi’ your eyes, not your ‘ands! That’s my lucky Kraken, ye know.

But I tell you, rather than make me happy for I hadn’t a penny to me name back then the sight of that coin filled me with dread. ‘Cos this were the very coin that our captain swore he tossed into the ocean, on our way out o’ port. That was his offering to the Bearded Lady for safe passage, but the Tidal Trickster had took it! That was the reason our ship’d sunk! That playful, hateful little imp, he’d doomed the whole crew, and done it with a wicked, fishy grin on his face.

So, I tell you little sprats now, pray you never encounter ‘im, ‘cos while ‘e might seem all fun and games, let me tell you now – he ain’t.

Now, off to bed with ye! And pray you don’t see no little wet footprints on the floorboards when you wake! Hah!

Abilities[]

Nimble Fighter Nimble Fighter [Passive]

Innate: Fizz can move through units and takes 4 (+1%) reduced damage from all sources. (Max 50% reduction)
Urchin Strike Urchin Strike [Q]
Cost: 50 Mana Cooldown: 8 / 7.5 / 7 / 6.5 / 6 seconds Range: 550

Active: Fizz dashes through his target, dealing (+100% total) physical damage plus magic damage. This spell applies on-hit effects. Magic Damage: 10 / 25 / 40 / 55 / 70 (+55%)
Seastone Trident Seastone Trident [W]
Cost: 30 / 40 / 50 / 60 / 70 Mana Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds

Passive: Fizz's basic attacks bleed his enemies, dealing magic damage over 3 seconds.
Active: Fizz's next basic attack deals additional magic damage and empowers Fizz's attacks for 5 seconds, dealing additional magic damage on-hit.

If the first attack kills a target, it refunds Mana, resets its cooldown to 1 second but does not grant the 5 second on-hit buff.

Passive Damage: 20 / 30 / 40 / 50 / 60 (+35%)
Active Damage: 50 / 70 / 90 / 110 / 130 (+45%)
Empowered Damage on non-kill: 10 / 15 / 20 / 25 / 30 (+40%)
Mana Refund: 30 / 40 / 50 / 60 / 70
Playful Playful / Trickster [E]
Cost: 75 / 80 / 85 / 90 / 95 Mana Cooldown: 16 / 14 / 12 / 10 / 8 seconds Range: 330 | 270 Area of Effect: 400 | 200

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

Trickster: Fizz cancels the spell early, jumping towards the cursor a second time and dealing magic damage to nearby enemies.

If Fizz does not reactivate, he deals damage in a larger area and slows all enemies hit for 2 seconds.

Magic Damage: 80 / 130 / 180 / 230 / 280 (+90%)
Slow: 40 / 45 / 50 / 55 / 60%
Chum the Waters Chum the Waters [R]
Cost: 100 Mana Cooldown: 100 / 85 / 70 seconds Range: 1300

Active: 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 first travels before attaching, the bigger the shark it attracts, dealing increasing magic damage and slowing based on the sharks size.

Guppy Shark: <455 units, 40% slow, 200 AOE, 150 Knockback
Magic Damage: 150 / 250 / 350 (+80%)
Chomper Shark: 455-910 units, 60% slow, 320 AOE, 250 Knockback
Magic Damage: 225 / 325 / 425 (+10%)
Gigalodon Shark: >910 units, 80% slow, 450 AOE, 350 Knockback
Magic Damage: 300 / 400 / 500 (+120%)

Patch History[]

Patch 9.14
NIMBLE FIGHTER DAMAGE REDUCTION : [3] 4
NIMBLE FIGHTER DAMAGE REDUCTION : [4] 3

Passive reduces all sources of damage.

Nimble Fighter Passive - Nimble Fighter

DAMAGE REDUCTION : [4/6/8/10/12/14 (levels 1/4/7/10/13/16) against basic attacks]
4 (+0.01 AP)against all sources of damage (maximum of 50% reduction)


v8.16
W damage ratio decreased. R damage ratio decreased.

The Fizz buffs last patch overshot a bit, so we're pulling back on some of his newfound damage.

Seastone Trident W - Seastone Trident

ACTIVE DAMAGE RATIO : [0.6] 0.5 ability power
ON-HIT DAMAGE RATIO : [0.4] 0.35 ability power

Chum the Waters R - Chum the Waters

GUPPY DAMAGE RATIO : [0.9] 0.8 ability power
CHOMPER DAMAGE RATIO : [1.1] 1.0 ability power
GIGALODON DAMAGE RATIO : [1.3] 1.2 ability power


v8.15
W active base damage increased. W active and on-hit damage ratios increased. R ability power ratios increased, increased less for larger sharks.

The recent changes to Fizz have left him weaker on damage than intended.

Seastone Trident W - Seastone Trident

ACTIVE BASE DAMAGE : [40/50/60/70/80]
50/70/90/110/130
ACTIVE DAMAGE RATIO : [0.4] 0.6 ability power
ON-HIT DAMAGE RATIO : [0.3] 0.4 ability power

Chum the Waters R - Chum the Waters

GUPPY damage ratio : [0.6] 0.9 ability power
CHOMPER damage ratio : [0.9] 1.1 ability power
GIGALODON damage ratio : [1.2] 1.3 ability power


v8.14
W no longer deals bonus damage against primed targets. W base damage increased. W now grants on-hit damage if empowered attack does not kill its target.

The mark-priming mechanic on Fizz's W was unsatisfying, asking players to hold one of their damage tools until later. As an assassin, his role is to lay down damage quickly and get out, which made that wait feel particularly awkward. We're removing the priming mechanic, and bringing back an on-hit buff on the active, but keeping the cooldown reset on kills. The new W still does damage over a longer period of time, but more of that damage is front-loaded so Fizz players can more quickly make like a trident and stab.

Seastone Trident W - Seastone Trident
Fizz's next basic attack deals bonus damage. If it kills a unit, W's cooldown and mana cost are partially refunded. If it doesn't, Fizz's subsequent basic attacks are empowered for 5 seconds.

EMPOWERED ATTACK DAMAGE : [20/30/40/50/60]
40/50/60/70/80 (+0.4 AP)
ATTACK RESET? : Yes (unchanged)
COOLDOWN : [10/9.5/9/8.5/8]
7/6.5/6/5.5/5 seconds
COST : 30/40/50/60/70 mana (unchanged)
REFUND ON KILL : W's cooldown resets to 1 second and Fizz is refunded [20/28/36/42/50]
20/28/36/44/52 mana
DAMAGE BUFF ON NON-KILL : 10/15/20/25/30 (+0.3 AP) on-hit damage for 5 seconds
PASSIVE BLEED : 20/30/40/50/60 (+0.4 AP) over 3 seconds (unchanged)
LESS STABBY : W's passive bleed no longer applies to targets Fizz passes through during Q's dash or to targets hit by R's fish or shark


v7.22

BASE HEALTH : [558.48] 570
HEALTH GROWTH STAT : [86] 98


v7.16
E cooldown decreased.

When facing the enemies Fizz should excel against during early laning phase, the nimble Trickster is not faring so well so we’re giving him a bit of power in that front.

Trickster E - Playful / Trickster

COOLDOWN : [18/16/14/12/10]
16/14.5/13/11.5/10 seconds


v7.9

Heading off what would’ve been an unintentionally harsh interaction with Maokai’s updated passive.

Seastone Trident W - Seastone Trident

CAN’T SAP THIS MAGIC : Seastone Trident’s damage-over-time ticks, including the initial application, no longer count as spell hits (matching similar persistent effects like Teemo’s Toxic Shot)


v7.10
W base damages down, ratios up.

Stop us if you’ve heard this one before - a sticky assassin builds primarily defensively and yet still does enough damage to threaten tanks and squishies alike. Fizz’s changes this patch are just another shade of updates past - paring down his base damage while boosting his scaling to compensate.

Seastone Trident W - Seastone Trident

BLEED DAMAGE : [25/40/55/70/85 (+0.33 ability power)] 20/30/40/50/60 (+0.4 ability power)
ACTIVE DAMAGE : [25/40/55/70/85 (+0.33 ability power)] 20/30/40/50/60 (+0.4 ability power)
ACTIVE DAMAGE VS MARKED ENEMIES : [75/120/165/210/255 (+1.0 ability power)] 60/90/120/150/180 (+1.2 ability power)


v7.5
Q AP ratio up. W bleed duration down, mark duration up. R pickup radius at the end of travel distance reduced. Whiffed fishes can no longer be picked up.

Since Fizz’ changes in the assassin update, a lot of his power has been concentrated in Chum the Waters. Landing the shark spells a briny end for the poor soul that catches the bait, but if misplaced, Fizz can feel less effective than a fish out of water. Rather than continue to prop up his ult with a bunch of failsafes, though, we’re kicking the reliability crutches out from under him and transferring that strength into his basic abilities. Hurling slop at the squishy across the screen is still the best way to send them to the deep end, but a stab from Fizz’ trident is now a more painful affair across the (sea)board.

Urchin Strike Q - Urchin Strike

AP RATIO : [0.35] 0.55

Seastone Trident W - Seastone Trident

BLEED DURATION : [4] 3 seconds (total damage unchanged)
MARK DURATION : [4] 6 seconds

Chum the Waters R - Chum the Waters

GO FISH : When fishes reach their target location without attaching to anything, the check for a nearby target to attach to is now less generous
STICKY SCALES Whiffed fishes are no longer picked up by enemies that walk over them


v6.24
Clarity improvements around how whiffed R fishes attach to enemies that step on them.

One of the side effects of Chum the Waters growing with distance is that when Fizz misses, the fish pick-up radius tends to be much bigger than before. That increased size exposed some shortcomings in terms of how that pick-up mechanic is displayed, so we’re making a few visual improvements.

Chum the Waters R - Chum the Waters

CAUTION TAPE : Whiffed fishes now display their attachment radius to enemies
ENTHUSIASM : Whiffed fishes now visually hop onto enemies they attach to, rather than instantly teleporting onto them
IT’S DEAD, JIM : Fishes that can’t attach to enemies (dropped after hitting a spell shield or when the original target dies) don’t display the attachment ring and instead flop over onto their bellies

Bugfixes

  • Fixed a bug where W - Seastone Trident’s cooldown wasn’t refunded if it killed an enemy champion with a post-death form (ex. Karthus, Sion)


v6.22
R now grows as the fish travels along its path, resulting in different sizes of sharks.

As one of our more all-or-nothing assassins, Fizz occupies a tricky spot on the balance spectrum. On one hand, it’s easy for Fizz to feel shut out of a matchup due to his lack of laning tools. On the other, thanks to the effectiveness of using Chum the Waters up close, it’s pretty difficult to avoid Fizz’s all-in when he decides to get frisky. Our changes this patch are aimed at embracing what makes Fizz unique among assassins—best-in-class ranged initiation—while better telegraphing the moments when he’s able to go in for the kill.

Urchin Strike Q - Urchin Strike

COOLDOWN : [10/9/8/7/6 seconds] 8/7.5/7/6.5/6 seconds
COST : [50/55/60/65/70 mana] 50 mana at all ranks
FIXED : Sheen now properly activates when used on targets right next to Fizz

Seastone Trident W - Seastone Trident
Passively, Fizz’s basic attacks cause his enemies to bleed for magic damage. When activated, Fizz’s next basic attack deals magic damage, increased by 300% if the target has bled for at least 2 seconds.

COOLDOWN : [10 seconds] 10/9.5/9/8.5/8 seconds
COST : [40 mana at all ranks] 30/40/50/60/70 mana
PASSIVE DAMAGE : [20/30/40/50/60] 25/40/55/70/85
PASSIVE RATIO : [0.45 ability power] 0.33 ability power
PASSIVE DURATION : [3 seconds] 4 seconds
SEEYASTONE No longer empowers Fizz’s basic attacks for 6 seconds
SUPER TRIDENT Now resets Fizz’s basic attack timer and empowers his next attack
ACTIVE DAMAGE : [10/15/20/25/30] 25/40/55/70/85
BLOOD IN THE WATER If Fizz’s target has bled for at least 2 seconds, Seastone Trident’s damage increases to 75/120/165/210/255 (+1.0 ability power)
ALMOST GOT THE RESET If Seastone Trident’s active kills a unit, 20/28/36/42/50 mana is refunded and its cooldown is set to 1 second
MORE TRIDENT In addition to basic attacks, Seastone Trident’s passive is also applied onto enemies Fizz dashes through during Urchin Strike and any enemies affected by Chum the Waters

Trickster E - Playful / Trickster

THAT’S THE ACTUAL SIZE : Now shows Fizz an indicator of the area damaged before he lands. Enemies see a red flash of this area after he lands.
COST : [90/100/110/120/130 mana] 90/95/100/105/110 mana
FIXED : Zhonya’s Hourglass now properly delays Playful / Trickster’s damage

Chum the Waters R - Chum the Waters

DELAY BEFORE SHARK : [1.5 seconds] 2 seconds
SHARK WEEK Fizz summons different sharks based on how far the fish traveled before latching onto an enemy. The further the fish travels, the larger and more damaging the shark.
GUPPY SHARK : If Chum the Waters travels less than 455 units, it will summon a Guppy Shark after 2 seconds.
GUPPY AREA OF EFFECT : 200
DAMAGE : 150/250/350 (+0.6 ability power)
SLOW : 40%
KNOCKBACK : 150
NORMAL SHARK : If Chum the Waters travels between 455 and 910 units, it will summon a normal (but still terrifying) shark.
NORMAL AREA OF EFFECT : 325
DAMAGE : 225/325/425 (+0.8 ability power)
SLOW : 60%
KNOCKBACK : 250
GIGALODON SHARK : If Chum the Waters has traveled at least 910 units, it will summon a massive Gigalodon Shark
GIGA AREA OF EFFECT : 450
DAMAGE : 300/400/500 (+1.2 ability power)
SLOW : 80%
KNOCKBACK : 350
GET OUT OF THE WALL Chum the Water’s fish can no longer be placed inside of terrain.


v6.12
Fizz’s hitbox is larger. W base damage down, E cooldown up.

Stop us if you’ve heard this one before - a sticky assassin builds primarily defense and is hard to interact with. Snark aside, Fizz’s changes this patch are just another shade of Ekko’s from updates past - namely, cutting the amount of base damage he has access to and limiting his effectiveness with cooldown reduction. Expanding on that last point, cooldown reduction was previously a hard stat to come by - making things like ‘8 second cooldown on Playful/Trickster’ feel more acceptable, given the inherent sacrifices in Fizz’s build. Now that we’re embracing CDR heavy builds, limiting what Fizz (and other assassins like him) can do when capped is key to their long-term health. In the end, these changes should make Fizz less threatening when he’s not investing in the necessary offense.

General

HITBOX RADIUS : [30] 55 (now matches Teemo)

Seastone Trident W - Seastone Trident

DAMAGE OVER TIME : [4/5/6/7/8% target's missing health over 3 seconds] 4/4.5/5/5.5/6% target's missing health over 3 seconds

Trickster E - Playful / Trickster

COOLDOWN : [16/14/12/10/8 seconds] 18/16/14/12/10 seconds


v6.10
R’s fish can’t be cleansed.

Due to the changes to Quicksilver Sash only removing crowd control, a nasty bug surfaced where any ability that cleansed slows (like Garen’s Q - Decisive Strike) would completely detach Fizz’s shark from the target. Rather than just reverting it to its previous behavior, we’re instead making it consistent with QSS’s debuff interaction. Cleansing the slow will allow you to move at full speed, but won’t detach the shark. Like with QSS’s interactions with other high-profile abilities (ex. Zed’s R - Death Mark and Fiora’s R - Grand Challenge), we’ll be closely monitoring how these changes affect Fizz’s performance.

Chum the Waters R - Chum the Waters

SHARKBAIT Cleansing Chum the Waters’ slow no longer detaches the shark from the target.


v5.22

In a world without mana potions (and generally less early mana regeneration), we've identified a few champions for some emergency rations, giving early mana boosts until they can get their footing and purchase items to make up the deficit. This also means we can really understand which champions relied on mana potions as a crutch to limp through the early to mid game, and we can give additional love if necessary.

Mana

The following champs have +50 base mana and -3 mana scaling (net -1 mana at level 18):


v5.17
Q and W AP ratios slightly up. W active on-hit damage down. R only amps magic damage.

We’ve covered this concept a number of times here in the Patch Notes, so let’s review: cool offbuilds are neat-o, provided that you aren’t completely covering your weaknesses while doing it. We actually talked about this extensively back in 5.15’s Ekko section, if you want to go read up on that. We’ll wait.

Like Ekko before him, Fizz having the luxury of building a heavy defense and focusing his damage output through basic attacks and cooldown reduction doesn’t really play well for a champion whose balance is derived from having downtime and tension between cooldowns. Cutting some of the free power ‘Bruiser Fizz’ was coasting on while nudging AP ratios means his assassin builds shouldn’t foot the bill for the changes made to keep his fighter side in line.

Urchin Strike Q - Urchin Strike

RATIO : [0.3 ability power] 0.35 ability power

Seastone Trident W - Seastone Trident

ACTIVE ON-HIT DAMAGE : [10/20/30/40/50 on-hit] 10/15/20/25/30 on-hit
ACTIVE ON-HIT RATIO : [0.25 ability power] 0.3 ability power

Chum the Waters R - Chum the Waters

LET’S GET PHYSICAL No longer amps physical damage on Fizz's target by 20% (still amplifies magic damage)

v5.7
Moving the execute damage back to W's passive DoT and putting the AP ratio back to W's active on-hit.

"Back in 5.2 we made some changes to Fizz that reduced the amount of reliable damage he did with his in-and-out pattern, leaving him feeling a little less tricky (and certainly less playful) than usual. By switching the passive and active components once again, we're aiming to help Fizz's AP builds chum the waters of success by landing sharks and capitalizing at key moments. We'll continue to monitor Fizz's performance, but the hope is to have him back up to his old 'risky assassination tricks' and less 'building full tank and killing everybody'. "
  • Seastone Trident W - Seastone Trident
    • PASSIVE DAMAGE (OVER TIME) : 20/30/40/50/60 + (0.45 ability power) over 3 seconds 20/30/40/50/60 (0.45 ability power) + 4/5/6/7/8% of target's missing health over 3 seconds
    • ACTIVE DAMAGE (ON-HIT) : 10/20/30/40/50 + 4/5/6/7/8% of target's missing health over 3 seconds 10/20/30/40/50 + (0.25 ability power)

v5.2

Fizz's damage against an opponent tagged with R is increased by +20%. Q's damage has been significantly reduced in base damage and scaling, W no longer applies Grievious Wounds, deals missing health damage on active, and deals less passive damage over time.

"When talking about flashy assassins, it's never long before Fizz comes up. Always a crowd-pleaser, this playful trickster can devastate teams lacking lockdown with a few troll-poles and a well-placed shark. These days however, Urchin Strike + Seastone Trident's active end up doing most of the work, often leaving Chum the Waters either irrelevant or overkill. Pulling power from Fizz's basic spells and loading them into his ultimate makes sure skilled Fizz players can still slip in and take out priority targets, but now gives some room to breathe when he doesn't line up his shark-bait just right.
Second thing: back in 5.1 we made a change to Fizz's Urchin Strike where if you flashed before he physically hit with his Q, you could dodge the damage completely. A: our bad for not documenting the change. B: this is definitely a power nerf to Fizz, but it's one we're intentionally committing to, if just to give a slight amount more 'reaction potential' for his fishy victims. Not a whole lot, but it's something. We may examine other champions with abilities like this in the future - for the sake of consistency - but it'll definitely be something we weigh on a case by case basis in relation to their entire kit."
  • Urchin Strike Q - Urchin Strike
    • DAMAGE : 10/40/70/100/130 (+0.6 ability power) magic damage 10/25/40/55/70 (+0.3 ability power) magic damage
    • BUT CAN YOU DODGE A FISH? : Fizz no longer deals damage to the target if they move out of range of Urchin Strike before it completes
  • Seastone Trident W - Seastone Trident
    • [REMOVED] SO THEMATICALLY CONFUSED : No longer applies Grievous Wounds
    • ACTIVE ON-HIT DAMAGE : 10/15/20/25/30 (+0.25 ability power) magic damage 10/20/30/40/50 (+0.0 ability power) + 4/5/6/7/8% missing health as magic damage
    • PASSIVE DAMAGE OVER 3 SECONDS : 30/40/50/60/70 (+0.35 ability power) (+4/5/6/7/8% of target's missing health) over 3 seconds 20/30/40/50/60 (+0.45 ability power) over 3 seconds
  • Chum the Waters R - Chum the Waters
    • [NEW] SHARKS MAKE EVERYTHING BETTER : Fizz's damage against the tagged champion is increased by +20% for 6 seconds. Chum the Waters is not affected by this bonus.

v5.1

"Previously, Urchin Strike wasn't applying sheen effects when it was used too close to his targets. Now you can Q in without fear of your spells...fizzling.
Excellent."
  • Urchin Strike Q - Urchin Strike
    • NOW WE STRIKE : Fixed a bug where Fizz wouldn't proc Sheen if Urchin Strike was used too close to the target

v4.13(Crystal Scar)

Higher cooldown on Q and E

"Fizz's mobility and damage are a little too high for the "skirmishy" nature of Dominion. With some CDR, Fizz could jump in and out of fights with ease. Increasing his cooldowns will force Fizz to be more careful when using his mobility."
  • UrchinStrike Q - Urchin Strike
    • COOLDOWN 10/9/8/7/6 seconds ⇒ 11/10/9/8/7 seconds
  • Playful E - Playful / Trickster
    • COOLDOWN 16/14/12/10/8 seconds ⇒ 16/14.5/13/11.5/10 seconds

v4.7

  • Playful E - Playful / Trickster
    • BUGFIX: Fixed some cases where Fizz could be stunned or rooted while on his troll pole

v4.4
Lich Bane's a pretty key item for Fizz, so we're giving the little fish dude a buff to compensate for the item change.

  • SeastoneTrident W - Seastone Trident
    • ACTIVE ABILITY POWER RATIO: 0.15 ⇒ 0.25

v3.13
Summary: The active ability power ratio of Seastone Trident has been reduced significantly.

Context: We’re aiming to reduce some of Fizz’s late game damage so that he has to rely more on successfully landing his ultimate or finding a way to stall until his next set of cooldowns come up in order to successfully assassinate targets in late game fights.

  • Playful / Trickster
    • Fixed a bug where Fizz became targetable while still descending from Playful (he now only becomes targetable after landing, just like Trickster)
  • Seastone Trident
    • Active Ability Power ratio reduced to 0.15 (from 0.35)

v3.10

  • Playful/Trickster
    • Fixed a bug that occasionally caused rapid casts to deal no damage

v1.0.0.152

  • Base Movement Speed increased by 25.

v1.0.0.140

  • Fixed a bug where Playful / Trickster would prevent Fizz from casting spells for longer than intended

v1.0.0.135

  • Base damage increased to 56 from 54
  • Armor per level increased to 3.4 from 3.1
  • Chum the Waters mana cost reduced to 100 from 150

v1.0.0.132

  • Implemented the following changes to Chum the Waters which were in Ahri patch changelog, but not actually moved into the patch:
    • Fixed a bug where Chum the Waters stopped working if Fizz died
    • Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling
    • Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately
    • Added a 3-2-1 timer like Time Bomb
    • No longer hits nontargetable units like VladimirSquareVladimir in Sanguine Pool

v1.0.0.131

  • Base health regen per 5 reduced to 7 from 9
  • Chum the Waters
    • Fixed a bug where Chum the Waters stopped working if Fizz died
    • Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling
    • Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately
    • Added a 3-2-1 timer like Time Bomb
    • No longer hits nontargetable units like Vladimir in Sanguine Pool
  • Urchin Strike ability power ratio reduced to 0.6 from 0.7
  • Seastone Trident active base damage reduced to 10 / 15 / 20 / 25 / 30 from 10 / 20 / 30 / 40 / 50

v1.0.0.130

  • Urchin Strike
    • Targeting updating to hit targets slightly earlier
    • Attack component can no longer be dodged

v1.0.0.129

FizzSquareFizz released

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