Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Fizz

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.

MidArrr, mostly magic damageArrr, melee attacks
Arrr, usual roleMid
ClassArrr, assassin · Fighter
DifficultyArrr, medium · 6/10
Arrr, basic attacksMeleeArrr, melee basic attacks · 175 range.
Arrr, damage profileArrr, mostly magic damageMost normal kit pressure be magic. Magic resistance may lend a hand, but control, penetration and true damage still matter.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Fizz does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

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.

Arrr, limits to respect

  • Arrr, a failed commitment can leave no clean exit and little value until cooldowns return.
  • Can be worn down or controlled afore reaching th' range where th' kit be strongest.
  • Basic attacks require belay access, so foe range, slows and displacement can deny a clean trade.

Arrr, riot ally tips

Use these while learning th' champion
1

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.

2

Fizz's ultimate trick, Chum the Waters, can be aimed at an foe or towards th' area where ye think they'll be going.

3

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.

Riot foe tips

What an foe be told to watch fer
1

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!

2

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, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Fizz in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily magic pressure

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.

Arrr, fight rhythm

One short window carries much o' th' threat

Track th' key setup and highest-impact cooldown. A missed or blocked opening can create a safer window afore th' full rotation returns.

Arrr, range and access

Needs belay access fer basic attacks

Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.

Typical crew job

Arrr, threaten a reachable priority target

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.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Do nay buy a counter that has no target

Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Fizz?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Mercury's Treads most often fit better

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.
DisplacementSlows
Arrr, mAGIC DEFENCE

Arrr, magic defence

Kaenic Rookern · Force o' Nature

Magic resistance can reduce th' broad spell profile.

Pick a role-appropriate option only when repeated or burst magic damage be th' problem.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

Arrr, Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects. Airborne and displacement effects be nay solved simply by stacking Tenacity.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Arrr, Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Arrr, bURST WINDOW

Arrr, burst window

Arrr, Zhonya's Hourglass · Banshee's Veil · Edge of Night

Stasis or a spell shield can deny one decisive engage or spell when th' gear fits th' loadout.

These do nay replace positioning, vision or ordinary durability.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Fizz fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopUnestablished course

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.

Inspect this role
JungleUnestablished course

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.

Inspect this role
BotUnestablished course

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.

Inspect this role
SupportUnestablished course

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.

Inspect this role

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

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, Start with the component

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, Finish when it fits the fight

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, Coordinate coverage

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, Will the fight last long enough?

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

Fizz tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Nimble Fighter

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.

Q
Q trick

Urchin Strike

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.

CooldownArrr, 8/7.5/7/6.5/6 secCost50Arrr, listed rangeArrr, 550 units
Movement

Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

W
W trick

Seastone Trident

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.

CooldownArrr, 7/6/5/4/3 secCost30/40/50/60/70Arrr, listed rangeArrr, 600 units
E
E trick

Playful / Trickster

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.

CooldownArrr, 16/14/12/10/8 secCost75/80/85/90/95Arrr, listed rangeArrr, 400 units
R
Ultimate

Chum the Waters

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.

CooldownArrr, 120/100/80 secCost100Arrr, listed rangeArrr, 1300 units

Arrr, levels 1–18

Fizz · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1640 Health, arr317 Mana, arr
Arrr, level 3796 Health, arr394 Mana, arr
Arrr, level 61,059 Health, arr522 Mana, arr
Arrr, level 111,570 Health, arr773 Mana, arr
Arrr, level 162,174 Health, arr1,070 Mana, arr
Arrr, level 182,442 Health, arr1,201 Mana, arr

Cooldown Data Dragon 16.20.1

Q
Basic trickUrchin Strike

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 8 secArrr, rank 2Arrr, 7.5 secArrr, rank 3Arrr, 7 secArrr, rank 4Arrr, 6.5 secArrr, rank 5Arrr, 6 sec
W
Basic trickSeastone Trident

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 7 secArrr, rank 2Arrr, 6 secArrr, rank 3Arrr, 5 secArrr, rank 4Arrr, 4 secArrr, rank 5Arrr, 3 sec
E
Basic trickPlayful / Trickster

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 16 secArrr, rank 2Arrr, 14 secArrr, rank 3Arrr, 12 secArrr, rank 4Arrr, 10 secArrr, rank 5Arrr, 8 sec
R
UltimateChum the Waters

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, rank 1Arrr, 120 secArrr, rank 2Arrr, 100 secArrr, rank 3Arrr, 80 sec
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1640317 Mana, arrPick th' first aboard basic trick
2716354 Mana, arrStow another basic trick or rank
3796394 Mana, arrStow another basic trick or rank
4880435 Mana, arrSpend one trick point
5968478 Mana, arrSpend one trick point
61,059522 Mana, arrFirst aboard ultimate rank normally available
71,154569 Mana, arrSpend one trick point
81,252617 Mana, arrSpend one trick point
91,354667 Mana, arrSpend one trick point
101,460719 Mana, arrSpend one trick point
111,570773 Mana, arrArrr, second ultimate rank normally available
121,684829 Mana, arrSpend one trick point
131,801886 Mana, arrSpend one trick point
141,922946 Mana, arrSpend one trick point
152,0461,007 Mana, arrSpend one trick point
162,1741,070 Mana, arrArrr, final ultimate rank normally available
172,3061,134 Mana, arrSpend one trick point
182,4421,201 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Fizz buildsArrr, prepare a matchupArrr, browse champions