Fizz

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Fizz
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The Tidal Trickster
Release Date: November 15, 2011
Cost: 4800
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880
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Primary Attribute: Assassin
Secondary Attribute: Fighter
Resource: Mana
Statistics
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Health:
558.48 (+ 86)
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Health Regen:
8.175 (+ 0.7)
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Mana:
317.2 (+ 37)
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Mana Regen:
6 (+ 0.8)
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Movespeed:
335
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Attack Damage:
58.04 (+ 3)
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Attack Speed:
0.658 (+ 3.1%)
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Range:
175
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Armor:
22.412 (+ 3.4)
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Magic Resist:
32.1 (+ 1.25)
Skins
Base Skin Chroma
Scorch Chroma Pack (590
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)
Orange
Black
Red
Chroma Icon.png
Atlantean Fizz Released: 2011-11-15 / 520
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Tundra FizzReleased: 2011-11-15 / 750
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Fisherman FizzReleased: 2012-04-01 / 975
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Cottontail FizzReleased: 2015-08-10 / 975
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Super Galaxy FizzReleased: 2016-05-26 / 1350
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Lore

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, the Bounty Hunter

Abilities

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


QUrchin StrikeBanshee's Veil.png
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(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
Cost: 50 mana
Cooldown: 8 / 7.5 / 7 / 6.5 / 6 seconds
Additional Magic Damage:10 / 25 / 40 / 55 / 70
(+35% of Ability Power)


WSeastone TridentCleanseQss.png
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(Passive) 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.

(Active) Fizz's next basic attack deals bonus magic damage. If the target has been bleeding for at least 2 seconds, this bonus is increased by 75/120/165/210/255 (100% ability power)

Seastone Trident: If Seastone Trident’s active kills a unit, 20/28/36/42/50 mana is refunded and its cooldown is set to 1 second
Cost: 30 / 40 / 50 / 60 / 70 mana
Cooldown: 10 / 9.5 / 9 / 8.5 / 8 seconds
Passive Magic DoT: 25 / 40 / 55 / 70 / 85
(+33% of Ability Power)


EPlayful / TricksterBanshee's Veil.png
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(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.

Range: 400
AoE Radius: 250 (estimate)
Cost: 90 / 95 / 100 / 105 / 110 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Slow: 40 / 45 / 50 / 55 / 60%
Magic Damage: 70 / 120 / 170 / 220 / 270
(+75% of Ability Power)
(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.
Range: 400
AoE Radius: 150 (estimate)
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Magic Damage: 70 / 120 / 170 / 220 / 270
(+75% of Ability Power)


RChum the WatersBanshee's Veil.pngCleanseQss.png
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(Active) 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.
Cost: 100 mana
Range: 1300
Cooldown: 100 / 85 / 70 seconds
Guppy Shark: 150 / 250 / 350
(+60% of Ability Power)
Normal Shark: 225 / 325 / 425
(+80% of Ability Power)
Gigalodon Shark: 300 / 400 / 500
(+120% of Ability Power)


Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
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2014 NA LCS Spring Round Robin 0 1 0 1 0 0.9
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2014 EU LCS Spring Playoffs 0 2 0 2 0 10
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2014 EU LCS Spring Round Robin 0 4 2 2 50 3.5
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2014 EU Challenger Series Spring Playoffs 0 3 1 2 33.3 17.6
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2014 GPL Spring 2 15 12 3 80 18.9

Patch History

v6.10

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

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


v5.22

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.

Mana

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


v5.17
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

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

v5.7
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)

v5.2

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.

v5.1

"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.
Excellent."
  • 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

v4.7

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

v4.4
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
    • ACTIVE ABILITY POWER RATIO: 0.15 ⇒ 0.25

v3.13
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)

v3.10

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

v1.0.0.152

  • Base Movement Speed increased by 25.

v1.0.0.140

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

v1.0.0.135

  • 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

v1.0.0.132

  • 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

v1.0.0.131

  • 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

v1.0.0.130

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

v1.0.0.129

 Fizz released


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