Fizz Abilities
B
Mid

Fizz Abilities

Nimble Fighter
Urchin Strike
Q
Seastone Trident
W
Playful / Trickster
E
Chum the Waters
R
Assassin
Assassin
0/3
Win/Loss
<1%
Pick Rate
<1%
Ban Rate

Abilities

Spell Skill Priority
Playful / Trickster
E
Seastone Trident
W
Urchin Strike
Q
100%
20
Urchin Strike
Q
Seastone Trident
W
Playful / Trickster
E
Chum the Waters
R
Abilities until Level 5
Urchin Strike
Q
3
Seastone Trident
W
2
4
Playful / Trickster
E
1
5
Chum the Waters
R
51%
10
Urchin Strike
Q
3
Seastone Trident
W
2
Playful / Trickster
E
1
4
5
Chum the Waters
R
46%
9
Urchin Strike
Q
3
Seastone Trident
W
2
4
5
Playful / Trickster
E
1
Chum the Waters
R
3%
1
Abilities until Level 10
Urchin Strike
Q
3
Seastone Trident
W
2
4
10
Playful / Trickster
E
1
5
7
8
9
Chum the Waters
R
6
51%
10
Urchin Strike
Q
3
Seastone Trident
W
2
8
10
Playful / Trickster
E
1
4
5
7
9
Chum the Waters
R
6
46%
9
Urchin Strike
Q
3
Seastone Trident
W
2
4
5
Playful / Trickster
E
1
7
8
9
10
Chum the Waters
R
6
3%
1

Abilities of Fizz

Spell skill priority is an important winning factor for Fizz. Understanding the abilities of Fizz in League of Legends is another. Below you can find all the relevant information on Fizz abilities. In order for item builds you should check the build for Fizz.

Fizz Passive – Nimble Fighter Passive: Nimble Fighter

Fizz can move through units and takes a flat amount of reduced damage from all sources

Fizz – Urchin Strike Urchin Strike

Fizz dashes through his target, dealing magic damage and applying on hit effects.
Q
Key
550
Range
50
Cost
8/7.5/7/6.5/6
Cooldown

Fizz dashes through an enemy, dealing totaldamage physical damage plus qdamage magic damage.

Fizz – Seastone Trident Seastone Trident

Fizz's attacks bleed his enemies, dealing magic damage over several seconds. Fizz can empower his next attack to deal bonus damage and empower his further attacks for a short time.
W
Key
600
Range
30/40/50/60/70
Cost
7/6.5/6/5.5/5
Cooldown

Passive: Fizz's Attacks cause his enemies to bleed, dealing dotdamage magic damage over bleedduration seconds.

Active: Fizz's next Attack deals an additional activedamage magic damage. If this Attack kills its target, Fizz refunds onkillmanarefund Mana and reduces the cooldown of this Ability to onkillnewcooldown second. If it does not kill, Fizz's Attacks deal an additional onhitbuffdamage magic damage for onhitbuffduration seconds.

Fizz – Playful / Trickster Playful / Trickster

Fizz hops into the air, landing gracefully upon his spear and becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.
E
Key
400
Range
75/80/85/90/95
Cost
16/14/12/10/8
Cooldown

Fizz hops onto his trident, becoming Untargetable for 0.75 seconds, after which he deals edamage magic damage to nearby enemies and Slows them by slowamount*100% for slowduration seconds.

Fizz can Recast this Ability while Untargetable to dash again, which ends the effect early, deals damage in a smaller area, and doesn't Slow.

Fizz – Chum the Waters Chum the Waters

Fizz tosses a fish in a direction that attaches to any champion that touches it, slowing the target. After a short delay, a shark erupts from the ground, knocking up the target and knocking any nearby enemies aside. All enemies hit are dealt magic damage and slowed.
R
Key
1300
Range
100
Cost
100/85/70
Cooldown

Fizz launches a fish that attaches to the first champion hit. The victim is afflicted with True Sight and Slowed by between 40% to 80% based on how far the fish travelled before attaching.

After detonationtime seconds a shark erupts on the target, Knocking Up the target with the fish for 1 second, Knocking Back everything else, and dealing between smallsharkdamage to bigsharkdamage magic damage based on how far the fish travelled before attaching.

FAQ on Fizz

What do you max first on Fizz?

Most Fizz pros max out Playful / Trickster Playful / Trickster first.