01 / Fizz
At a glance
Learn Fizz abilities and prepare your first games. Find builds for each supported role.
02
Strengths & weaknesses
Tools to play around
- Urchin StrikeOffers a movement tool for positioning.
- Seastone TridentRewards correctly timed empowered actions.
- Playful / TricksterAdds a utility effect to the champion’s kit.
What can go wrong
- Urchin StrikeDecide where you want to finish the movement before casting. Using mobility to enter a fight can leave fewer options to retreat.
- Seastone TridentWatch the activation condition and attack timing. Practise the empowered action separately so it is not lost during a rushed sequence.
- A completed combo is only useful when your position, resources and follow-up are safe.
03
Abilities & tips
Open an ability to read its effect and a practical use tip.
PNimble Fighter
Fizz can move through units and takes a flat amount of reduced damage from all sources
Practise the hit area and target conditions first. Do not spend the rest of your rotation automatically when the opening damage misses.
QUrchin Strike
Fizz dashes through his target, dealing magic damage and applying on hit effects.
Decide where you want to finish the movement before casting. Using mobility to enter a fight can leave fewer options to retreat.
WSeastone 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.
Watch the activation condition and attack timing. Practise the empowered action separately so it is not lost during a rushed sequence.
EPlayful / 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.
Read the effect and its conditions, then practise it alone. Build your sequence around the effect you can reliably reproduce.
RChum 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.
Use this control to create a follow-up window. Check the target’s defensive spells and your teammates’ range before committing.
05
Game plan by role
Fizz · Mid
Use the wave to control when trades happen. Keep a defensive option if the opposing jungler is missing, and avoid forcing a combo into a large enemy wave.
Move after checking the wave, vision and who can follow. A useful roam should not cost several uncontested waves for no clear opportunity.
Fight from a position where you can repeat your useful spells. Look for an opening after enemy control is spent instead of entering first by habit.
Before your next fight, check: Urchin Strike · Chum the Waters · Combos
Fizz · Jungle
Practise a repeatable clear before adding risky invades. Check nearby lane positions before entering the river or committing to a gank.
Prepare objectives by resetting, checking vision and moving with nearby allies. Avoid starting an objective solely because it has spawned.
Keep Smite and your escape plan in mind around contested objectives. Choose between engaging, covering a carry and keeping access to the objective.
Before your next fight, check: Urchin Strike · Chum the Waters · Combos
06
Matchup preparation
Compare opponents in the build for the role you are actually playing. Then check their key control, escape and defensive spells before choosing your trade.
07
Practice checklist
- Cast each ability alone and identify its range, target conditions and stopping point.
- Practise the first sequence slowly. Repeat it while moving, without skipping the conditions shown on its card.
- After each attempt, identify the spell you would still have available to defend or retreat.
08
Fizz · Builds & runes
Choose a role, then select your rank on the build page for runes, items, skill order and matchup statistics.
