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The Tidal Trickster
Release Date: November 15, 2011
Cost: 4800 BE 880 RP
Primary Attribute: Assassin
Secondary Attribute: Fighter
Resource: Mana
Health Mini Icon.png Health: 570 (+ 98)
HealthRegen Mini Icon.png Health Regen: 8.175 (+ 0.7)
Mana Mini Icon.png Mana: 317.2 (+ 37)
ManaRegen Mini Icon.png Mana Regen: 6 (+ 0.8)
MovementSpeed Mini Icon.png Movespeed: 335
AttackDamage Mini Icon.png Attack Damage: 58.04 (+ 3)
AttackSpeed Mini Icon.png Attack Speed: 0.658 (+ 3.1%)
Range Mini Icon.png Range: 175
Armor Mini Icon.png Armor: 22.412 (+ 3.4)
MagicResist Mini Icon.png Magic Resist: 32.1 (+ 1.25)
Base Skin Chroma
Scorch Chroma Pack  (585 RP)
Release Date: 2015-04-30
290 RP
290 RP
290 RP
Chroma Icon.png
Atlantean Fizz Released: 2011-11-15 / 520 RP
Tundra FizzReleased: 2011-11-15 / 750 RP
Fisherman FizzReleased: 2012-04-01 / 975 RP
Void FizzReleased: 2014-04-07 / 1350 RP
Cottontail FizzReleased: 2015-08-10 / 975 RP
Super Galaxy FizzReleased: 2016-05-26 / 1350 RP
Omega Squad Fizz
Chroma Pack  (585 RP)
Release Date: 2017-07-27
290 RP
290 RP
290 RP
Chroma Icon.png
Released: 2017-07-27 / 1350 RP


  • Biography
Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Fizz, however, harbored a curious spirit that could not be satisfied living so cushioned a life. Unable to resist the allure of danger, Fizz had a habit of sneaking out of the city to look for trouble. In his many adventures he grew to be a powerful fighter with a keen resourcefulness that let him skirt danger with clever ease. One day, Fizz returned to find the city abandoned: his people had vanished, leaving Fizz without a clue to explain their disappearance. With nothing left in the city to keep him, Fizz salvaged an enchanted trident from the ruins and set out alone.

For years, Fizz wandered the ocean, using the skills he'd learned during his adventures as a young boy to survive. Finally, Fizz discovered the port of Bilgewater. He was fascinated with the existence of life above the water and could not resist exploring the island. In his endless curiosity, Fizz inadverently meddled in the affairs of the humans who lived there and his presence did not go unnoticed. His mischief angered many residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he'd come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creatures' weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. He joined the League of Legends to further serve his new home.

"Fizz makes even the saltiest sailors of Bilgewater look like drunken landlubbers in a fight. Good thing he's on our side."

-  Miss Fortune


Nimble Fighter.png Nimble Fighter [Passive]

Innate: Fizz's dexterity allows him to perpetually ignore unit collision and take reduced physical damage from autoattacks.
Reduced Damage: 4 / 6 / 8 / 10 / 12 / 14

Urchin Strike.png 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.

Seastone Trident is applied to all enemy units fizz passes through during his dash.

Magic Damage:10 / 25 / 40 / 55 / 70 (+55%)

Seastone Trident.png Seastone Trident [W]
Cost: 30 / 40 / 50 / 60 / 70 Mana Cooldown: 10 / 9.5 / 9 / 8.5 / 8 seconds

Passive: Fizz's basic attacks bleed his enemies, dealing magic damage over 3 seconds.
Active: Fizz's next basic attack deals bonus magic damage. If the target has been marked for at least 2 seconds, this bonus is increased by 300%.

If the Active kills a target it refunds Mana and resets its cooldown to 1 second.

Passive Damage: 25 / 40 / 55 / 70 / 85 (+33%)
Active Damage: 25 / 40 / 55 / 70 / 85 (+33%)
Mana Refund: 20 / 28 / 36 / 42 / 50

Playful.png Playful [E]
Cost: 90 / 95 / 100 / 105 / 110 Mana Cooldown: 16 / 14.5 / 13 / 11.5 / 10 seconds Range: 400

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

Second Cast: 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: 70 / 120 / 170 / 220 / 270 (+75%)
Slow: 40 / 45 / 50 / 55 / 60%

Chum the Waters.png 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.

Seastone Trident applies to the champion the fish attaches to and the targets hit by the shark.

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

Patch History


BASE HEALTH : [558.48] 570

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.png E - Playful / Trickster

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


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

Seastone Trident.png 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)

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.png Q - Urchin Strike

AP RATIO : [0.35] 0.55

Seastone Trident.png W - Seastone Trident

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

Chum the Waters.png 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

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.png 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


  • 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)

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.png 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.png 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.png 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.png 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.
DAMAGE : 150/250/350 (+0.6 ability power)
SLOW : 40%
NORMAL SHARK : If Chum the Waters travels between 455 and 910 units, it will summon a normal (but still terrifying) shark.
DAMAGE : 225/325/425 (+0.8 ability power)
SLOW : 60%
GIGALODON SHARK : If Chum the Waters has traveled at least 910 units, it will summon a massive Gigalodon Shark
DAMAGE : 300/400/500 (+1.2 ability power)
SLOW : 80%
GET OUT OF THE WALL Chum the Water’s fish can no longer be placed inside of terrain.

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.


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

Seastone Trident.png 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.png E - Playful / Trickster

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

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.png R - Chum the Waters

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


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.


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

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.png Q - Urchin Strike

RATIO : [0.3 ability power] 0.35 ability power

Seastone Trident.png 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.png R - Chum the Waters

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

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.png 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)


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.png 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.png 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.png 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.


"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.
  • Urchin Strike.png 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.jpg Q - Urchin Strike
    • COOLDOWN 10/9/8/7/6 seconds ⇒ 11/10/9/8/7 seconds
  • Playful.jpg E - Playful / Trickster
    • COOLDOWN 16/14/12/10/8 seconds ⇒ 16/14.5/13/11.5/10 seconds


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

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.jpg W - Seastone Trident

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)


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


  • Base Movement Speed increased by 25.


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


  • 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


  • 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  Vladimir in Sanguine Pool


  • 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


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


 Fizz released


  • 2015
  • 2013

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