Guide Fizz League of Legends S6

Nimble Fighter

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

Tips :

The base anti attacks passive

   Reduce harass in the lane
This lets Fizz take less damage from the minions during a harass as well as when he wants to do the wraiths.

This passive is very efficient in the lane for damage trades against your opponent, especially if you will take aggro from the minions!

It also avoids conflict with the sbires, preventing you from getting blocked and letting you run into the minions to escape!

The damage reduction of the passive applies after the reduction of your physical armour!

This apssive stacks with the damage reduction of the defensive branch. The objective is to win trades of harass by reducing the impact of the sbires on trades in the early.   


Urchin Strike (Q)

(Active): Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage to it. The ability will also apply on-hit effects.

  • Range: 550
Tips :


Fizz charges at his target with his trident in front of him!

Fizz's dash!

   Fizz's trident!
This spell deals "on-hit effects" so take care to activate your W before your Q! This also applies Brillance/Lich Bane.

This dash sends Fizz to 550 distance by crossing the opponent targeted, the distance is fixed.

The technique with this spell consists of using it just after a base attack (after having activated the W) to do more DPS! The attack's cooldown will be recovered more during the animation of the spell.

It is a good spell to use to chase but also to escape by using it on the creeps or the neutral monsters for example. However you can't use it on the sbires!

Cross the creeps and the walls if you have vision on a nearby opponent.


    Cost: 50 / 55 / 60 / 65 / 70 mana

    Cooldown: 10 / 9 / 8 / 7 / 6 seconds

    Additional Magic Damage: 10 / 40 / 70 / 100 / 130 (+0.6 per ability power)

Seastone Trident (W)

(Passive): Fizz's autoattacks deal magic damage over 3 seconds that strengthens if the opponent is low on life. Multiple autoattacks will only refresh the duration. The total damage caps at 300 against minions and monsters.

(Active): Fizz's autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and causing Grievous Wounds (50% healing reduction).

  • Cost: 40 mana
  • Cooldown: 10 seconds
Tips :


Fizz benefits from bonus damage from the impact, the sign above shows that this reduces heals on the target.

Heal reduction and magic damage!

   Some damage on impact and DoT
This lets you reduce heals on your opponents that come from their spells or potions, like Vladimir's Q, Volibear's passive or Mundo's ultimate.

This spell deals good damage and lets Fizz to do trades with his auto-attacks. This deals some important damage in the early.

The Q applies the W! However the DoT doesn't stack, don't dream now....

No casting time.

Doesn't work on the towers.


    Passive Total Magic Damage: 30 / 40 / 50 / 60 / 70 (+0.35 per ability power) (+4 / 5 / 6 / 7 / 8 % of target's missing health

     

     

    Active Magic Damage: 10 / 15 / 20 / 25 / 30 (+0.35 per ability power)


    Overall Magic Damage: 40 / 55 / 70 / 85 / 100 (+0.7 per ability power) (+4 / 5 / 6 / 7 / 8 % of target's missing health)

     

     

Playful Trickster (E)

(Active): Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends.

If Fizz does not use it, he will slam the ground below him, dealing magic damage and slowing nearby enemies for 2 seconds.

  • Playful AoE Diameter: 500


(Active): Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. Trickster does not apply the slow.

Tips :


Fizz jumps on his target before falling off!

The spel that makes Fizz so strong in 1 v 1

   A trident that lets you avoid nearly everything!
This is the spell that requires the most training when playing as Fizz. When it is used well you can avoid your enemies' spells while Fizz is on the trident. You can also go back and forth through thin walls.

It is a double jump, giving Fizz a lot of mobility, especially as he can do it where he wants!

You can also avoid a lot of spells by passing through Karthus' ultimate, Swain's E, Sion's Q... However the instant, targeted spells, like Vladimir's Q, cannot be dodged.

Careful, Fizz's E doesn't interrupt Fiddlestick's drain!

If Fizz uses his double jump it will not slow his opponents.


    Cost: 90 / 100 / 110 / 120 / 130 mana

    Cooldown: 16 / 14 / 12 / 10 / 8 seconds

    Slow: 40 / 45 / 50 / 55 / 60 %

    Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)

    Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)

Chum the Waters (R)

(Active): Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay in an area, and it will stick to the first enemy champion that walks into the area. The champion that has the fish attached will be slowed.

Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage, knocking over the target for 1 second, knocking back all other enemies within the area from the center and slowing all enemies in the area for 1.5 seconds afterwards.

  • Cost: 100 mana
  • Range: 1275
  • AoE Diameter: 50
Tips :


Fizz lthrows a cute little fish

A strong engage.

   One fish can catch another.
Fizz's ultimate is a skillshot with a very big range, but which moves quite slowly, so you have to get used to it to use it on your target.

In general, it is advised to aim further than your target so that if he flashes to avoid your ultimate he will still be touched by your fish who will not stop. As such you can benefir from the maximum range of the spell, unless the zone you have chosen blocks a straight passage.

A Quicksilver Sash will make the little fish fall but you need to watch out and run quickly because in a few seconds the shark will be coming to say hello!


Fizz brings his mate!

 


    Cooldown: 100 / 85 / 70 seconds

    Magic Damage: 200 / 325 / 450 (+1.0 per ability power)

    Slow: 50 / 60 / 70 %

Pros

An assassin with a lot of burst.

Excellent champion against mages in 1 v 1.

A very good early game with certain match ups with his E to avoid spells.

Possibility of diving thanks to his E which removes aggro and avoids tower hits.

Fun to play and aggressive. He is not an afk farm champion ZzZz.

Champion who snowballs.

Cons

A weak champion who requires that you master his E to have good vision in the game so that you don't die too quickly.

The ultimate requires a bit of training.

Passing through walls with your E also needs a bit of training.

If you haven't mastered Fizz then the game can be very difficult, in the early especially you can't be content with afk farming, this champion is for agressive and relentless players.