Arrr, good patterns
- Arrr, threatens reachable priority targets through burst, mobility or an unusual angle.
- Arrr, combines damage and durability in committed skirmishes or extended exchanges.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
the Tidal Trickster
Fizz be a burst-focused champion who looks fer a reachable priority target and a course back aboard out. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Since Fizz can move through units, seek opportunities in course to walk through minions and apply Seastone Trident's passive - following it up wit' th' trick's active attack after a few seconds.
Fizz's ultimate trick, Chum the Waters, can be aimed at an foe or towards th' area where ye think they'll be going.
Fizz's spells scale off Trick Power - consider getting gear like Zhonya's Hourglass or Banshee's Veil agin' teams that have high burst threat - and gear like Lich Bane or Rabadon's Deathcap if ye think ye can survive without th' Hull.
Fizz's attacks becomes more booty deadly fer a few seconds after he uses his empowered attack - keep him astern while his trident be glowing!
Fizz be a slippery target when his tricks be nay on cooldown - bait him into using them early and follow up wit' crowd control or hard-hitting attacks!
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.
Track th' key setup and highest-impact cooldown. A missed or blocked opening can create a safer window afore th' full rotation returns.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
A clean angle matters more booty than attacking th' nearest unit immediately. Keep an exit, reset th' course or follow-up course in mind afore committing.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.
Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Fizz be normally played Mid and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Fizz be normally played Mid and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Fizz has an established central-course course wit' access to waves, both sides o' th' river and meaningful pressure betwixt prizes.
Old chart, matey. Recommendations await inspection. Fizz be normally played Mid and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Fizz be normally played Mid and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, Situational AP purchase
Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.
Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.
Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.
Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.
Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.
Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.
Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.
Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishFizz can move through units and takes a flat amount of reduced damage from all sources
Arrr, practical readNimble Fighter be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

Arrr, what it doesEnglishFizz dashes through his target, dealing magic damage and applying on hit effects.
Arrr, practical readUrchin Strike contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

Arrr, what it doesEnglishFizz'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.
Arrr, practical readSeastone Trident changes a following cast rather than acting as an isolated control. Pick th' version needed afore committing, then inspect th' present tooltip fer each upgraded effect.

Arrr, what it doesEnglishFizz 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.
Arrr, practical readPlayful / Trickster be part o' Fizz's E pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

Arrr, what it doesEnglishFizz 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.
Arrr, practical readChum the Waters contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 640 | 317 Mana, arr | Pick th' first aboard basic trick |
| 2 | 716 | 354 Mana, arr | Stow another basic trick or rank |
| 3 | 796 | 394 Mana, arr | Stow another basic trick or rank |
| 4 | 880 | 435 Mana, arr | Spend one trick point |
| 5 | 968 | 478 Mana, arr | Spend one trick point |
| 6 | 1,059 | 522 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,154 | 569 Mana, arr | Spend one trick point |
| 8 | 1,252 | 617 Mana, arr | Spend one trick point |
| 9 | 1,354 | 667 Mana, arr | Spend one trick point |
| 10 | 1,460 | 719 Mana, arr | Spend one trick point |
| 11 | 1,570 | 773 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,684 | 829 Mana, arr | Spend one trick point |
| 13 | 1,801 | 886 Mana, arr | Spend one trick point |
| 14 | 1,922 | 946 Mana, arr | Spend one trick point |
| 15 | 2,046 | 1,007 Mana, arr | Spend one trick point |
| 16 | 2,174 | 1,070 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,306 | 1,134 Mana, arr | Spend one trick point |
| 18 | 2,442 | 1,201 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.