RiftCalc

League of Legends · Summoner's Rift

Fizz

The Tidal Trickster

Range
Melee
Damage
Magic
Resource
Mana
Released
Nov 15, 2011
Last changed
Patch 26.04
Damage
Toughness
Control
Mobility
Utility
Difficulty
Wiki
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.
Targeting
Passive
Affects
Self
Q

Urchin Strike

Cooldown
8 / 7.5 / 7 / 6.5 / 6 s
Cost
50 Mana
Range
550
Target range
◎ 550
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
Unit
Affects
Enemies
Damage type
Physical Magic
Spell effects
spell
Spell shield
True
Grounded
True
Knockdown
True
Parry
true
W

Seastone Trident

Cooldown
7 / 6 / 5 / 4 / 3 s
Cost
30 / 40 / 50 / 60 / 70 Mana
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.
Seastone Trident resets Fizz's basic attack timer.
Targeting
Auto
Affects
Enemies
Damage type
Magic
Spell effects
special
Spell shield
True
Parry
Special
E

Playful

Cooldown
16 / 14 / 12 / 10 / 8 s
Cost
75 / 80 / 85 / 90 / 95 Mana
Target range
25 - 400
Effect radius
◎ 375
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
Location
Affects
Enemies
Damage type
Magic
Spell effects
spellaoe
Spell shield
True
Grounded
True
Knockdown
special
E

Trickster

Target range
75 - 300
Effect radius
◎ 225
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
Location
Affects
Enemies
Damage type
Magic
Spell effects
spellaoe
Spell shield
True
Grounded
True
Knockdown
true
R

Chum the Waters

Cooldown
120 / 100 / 80 s
Cost
100 Mana
Target range
1300
Speed
1300
Cast time
0.25 s
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
Location
Affects
Enemies
Damage type
Magic
Spell effects
spellaoe
Spell shield
special
Projectile
special