Wild Rift: FIZZ Build Guide

FIZZ Wild Rift
A
NERFED
183
72 541
5 Feb 2025
Damage
Toughness
Utility
Difficulty

League of Legends: Wild Rift FIZZ, role - Assassin / Mage. Use the guidelines to take your FIZZ Wild Rift champion play style to the next level. Study in detail the build of items, runes, spells, skills that need to be developed in the first place. In order to find out what position FIZZ is in the rating table, go to the - Tier List page.

attackdamage 58 (3.64)
heal 630 (140)
healthregeneration 8 (0.71)
attackspeed 0.8 (0.02)
mana 354 (49)
mpreg 18 (0.71)
movementspeed 345 (0)
armor 30 (5)
magicresistance 38 (2)
criticalstrike 175 (0)


SEASTONE TRIDENT
P

(PASSIVE) SEASTONE TRIDENT

Attacks deal an additional 24 magic damage (20 (+4 perlevel) + 45% abilitypower) over 3 seconds.

Deals 90% damage to monsters.

URCHIN STRIKE
Q

(Q) URCHIN STRIKE

7.8/7.3/6.8/6.3s 50

Dashes through target enemy, dealing 20 magic damage (20/40/60/80 + 50% abilitypower) plus 58 physical damage (100% attackdamage) and applying on-hit effects.

RENDING WAVE
W

(W) RENDING WAVE

9.8/9.3/8.8/8.3s 30/40/50/60

Empowers the next attack to gush water around the target, dealing 50 bonus magic damage (50/75/100/125 + 45% abilitypower) and applying Seastone Trident to enemies hit. Additional attacks within 5 seconds deal 10 bonus magic damage (10/15/20/25 + 40% abilitypower).

Killing a unit with the first attack reduces Rending Wave's cooldown to 1 second.

PLAYFUL / TRICKSTER
E

(E) PLAYFUL / TRICKSTER

16/114/12/10s 85/90/95/100

Vaults to target location, becoming untargetable while balanced on the trident. After 1.2 seconds, Fizz hops down with a large splash that deals 80 magic damage (80/150/220/290 + 80% abilitypower) and slows enemies hit by 40/45/50/55% for 2 seconds.

TRICKSTERRe-cast: Hop down early towards a direction, but deal damage in a smaller splash that does not slow enemies.

CHUM THE WATERS
R

(R) CHUM THE WATERS

85/70/55s 100

Launches a fish in target direction that attaches to the first champion hit and reveals them. After 2 seconds, the fish attracts a shark that knocks up its target and knocks away enemies around them. The farther the fish travels, the larger the shark it will attract, dealing 150 to 300 magic damage (150/250/350 + 60% abilitypower to 300/400/500 + 120% abilitypower) and slowing enemies hit by 40% to 80% based on the size of the shark.

If the fish does not attach to a champion, it will flop on the ground and still attract a shark at its location.

Build Counters Counter Items Tips Con Game Plan Power Spikes

Mid FIZZ Build items and runes

The information below will help you get familiar with the game on the Mid Line FIZZ. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

Key items

TIPS: Start your build with Amplifying Tome Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Amplifying Tome Wild Rift
Amplifying Tome

Amplifying Tome

+25 Ability Power

500

Core
Lich Bane Wild Rift
Lich Bane

Lich Bane
Attacks deal bonus damage aster ability casts

+80 Ability Power
+7% Magic Penetration
+10 Ability Haste

Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP . (1.5s Cooldown) Damage is reduced vs structures.

2950

Lich Bane TIPS: Adds extra burst to your damage output and mainly effective against squishy champions that have low magic resistance. Helps quickly takedown AD Carries, mages and assassins.

Boots of Mana Wild Rift
Boots of Mana

Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration

+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration

Magic Break:  +8% Magic Penetration.

1400

Infinity Orb Wild Rift
Infinity Orb

Infinity Orb
Abilities deal bonus damage

+85 Ability Power
+7% Magic Penetration

Destiny: +5% Move Speed.
Balanced:  +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.

3200

Infinity Orb TIPS: This item increases damage to enemies with low health. Indispensable for mages and assassins with magical damage type.

Boots/Enchant
Boots of Mana Wild Rift
Boots of Mana

Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration

+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration

Magic Break:  +8% Magic Penetration.

1400

Stasis Enchant Wild Rift
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Stasis Enchant TIPS: Good against assassins and burst damage.

Е
TIPS: Finally, for your items, you should build Lich Bane Lich Bane (Attacks deal bonus damage aster ability casts) as your first item, followed by Boots of Mana Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Infinity Orb Infinity Orb (Abilities deal bonus damage).

Maybe now it's time to think about upgrading your boot, invest in Stasis Enchant Stasis Enchant (Turn invulnerable).

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
Lich Bane Wild Rift
Lich Bane

Lich Bane
Attacks deal bonus damage aster ability casts

+80 Ability Power
+7% Magic Penetration
+10 Ability Haste

Bane: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD + 50% AP . (1.5s Cooldown) Damage is reduced vs structures.

2950

Lich Bane TIPS: Adds extra burst to your damage output and mainly effective against squishy champions that have low magic resistance. Helps quickly takedown AD Carries, mages and assassins.

Boots of Mana Wild Rift
Boots of Mana

Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration

+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration

Magic Break:  +8% Magic Penetration.

1400

Infinity Orb Wild Rift
Infinity Orb

Infinity Orb
Abilities deal bonus damage

+85 Ability Power
+7% Magic Penetration

Destiny: +5% Move Speed.
Balanced:  +15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.

3200

Infinity Orb TIPS: This item increases damage to enemies with low health. Indispensable for mages and assassins with magical damage type.

Rabadon's Deathcap Wild Rift
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+100 Ability Power
+7% Magic Penetration

Overkill: Increases Ability Power by 20-45%.

3400

Rabadon's Deathcap TIPS: A huge power spike for champions with high AP ratios to increase AP by 20-45% and significantly increase their damage. Most effective against enemy teams that lack magic resistance or have squishy targets.

Crown of the Shattered Queen Wild Rift
Crown of the Shattered Queen

Crown of the Shattered Queen
Blocks an enemy ability

+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000

Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.

Riftmaker Wild Rift
Riftmaker

Riftmaker
Ramping Damage

+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste

Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.

3300

Riftmaker TIPS: This item increases damage over time while fighting.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
Soulstealer Wild Rift
Morellonomicon Wild Rift
Oceanid's Trident Wild Rift
LoL Wild Rift Crystalline Reflector
Takedown increase Movement speed an reduce cooldowns
Riftmaker Wild Rift
Riftmaker

Riftmaker
Ramping Damage

+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste

Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.

3300

Riftmaker TIPS: This item increases damage over time while fighting.

Soulstealer Wild Rift
Soulstealer

Soulstealer
Takedown increase Movement speed an reduce cooldowns

+150 Max Health
+65 Ability Power
+7% Magic Penetration
+20 Ability Haste

Soul Hunt:  +15% Magic Penetration.
Wandering Soul: Every time you take down an enemy champion within 3 seconds of damaging them, your ability cooldowns are reduced by 25%. You steal 10% of their base Movement Speed for 10 seconds and 50% of their Ability Haste until they respawn. Ability Haste stolen this way stacks.

3000

Soulstealer TIPS: Kills and assists steal movement speed and ability haste from defeated enemies until they respawn. Useful if you're a frequent kill-getter.

Kills and assists steal movement speed and ability haste from defeated enemies until they respawn. Useful if you're a frequent kill-getter.
Magic damage reduces enemy healing
Riftmaker Wild Rift
Riftmaker

Riftmaker
Ramping Damage

+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste

Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.

3300

Riftmaker TIPS: This item increases damage over time while fighting.

Morellonomicon Wild Rift
Morellonomicon

Morellonomicon
Magic damage reduces enemy healing

+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste

Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2500

Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.

Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Anti-Shielding
Riftmaker Wild Rift
Riftmaker

Riftmaker
Ramping Damage

+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste

Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.

3300

Riftmaker TIPS: This item increases damage over time while fighting.

Oceanid's Trident Wild Rift
Oceanid's Trident

Oceanid's Trident
Anti-Shielding

+200 Max Health
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste

Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.

2600

Oceanid's Trident TIPS: If you're an mage-assassin and the enemy has a lot of shields, pick this item up to make destroying their shields easier.

If you're an mage-assassin and the enemy has a lot of shields, pick this item up to make destroying their shields easier.
Reduce physical damage and deals magic damage back
Riftmaker Wild Rift
Riftmaker

Riftmaker
Ramping Damage

+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste

Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.

3300

Riftmaker TIPS: This item increases damage over time while fighting.

LoL Wild Rift Crystalline Reflector
Crystalline Reflector

Crystalline Reflector
Reduce physical damage and deals magic damage back

+200 Max Health
+45 Armor
+60 Ability Power
+7% Magic Penetration

Mirroed Force: Each ability cast grants a mirror shard that lasts 3 second(s). The shard blocks 8-25 incoming physical damage from enemy champions and deals magic damage equal to 10 + 3% AP + 1% bonus Health to them. Shard durations do not stack.

3000

Crystalline Reflector TIPS: A great item for a mage assassin, it will increase survivability against champions with a physical damage type. It also reflects physical damage back to the attacker as magical damage.

A great item for a mage assassin, it will increase survivability against champions with a physical damage type. It also reflects physical damage back to the attacker as magical damage.

Summoner Spells

If you want to use this FIZZ Mid build, you should take Flash Flash (Teleport a short distance) and Barrier Barrier (Gain a shield) as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Barrier Wild Rift
Barrier

Barrier

Gain a shield that absorbs 120 (120–560 ) damage for 2.5 seconds.

Cooldown: 100s

Ignite Wild Rift
Ignite

Ignite

Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.

Grievous Wound reduces the effectiveness of Healing and Regeneration effects.

Cooldown: 100s

Runes BUILD

For runes, you should pick Electrocute Electrocute (Hitting a champion with successive attacks or abilities deals bonus adaptive damage.) as your keystone, followed by Sudden Impact Sudden Impact (After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit.), Mark of the Weak Mark of the Weak (After an ability damages an enemy champion, causes them to take increased damage.) and Eyeball Collector Eyeball Collector (Gains Adaptive Force after champion takedowns.) in the primary tree, as well as Bone Plating Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Electrocute Wild Rift

Electrocute
Burst Damage

Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.

Damage value: 40-194 () + 40% extra + 25%

Cooldown: 20-13s ()

Electrocute
Burst Damage
Hitting a champion with successive attacks or abilities deals bonus adaptive damage.
Sudden Impact Wild Rift

Sudden Impact
Bonus Damage

For 4 seconds after exiting stealth or using a dash, leap, blink, or teleport, damaging an enemy champion additionally deals 10-80 true damage.

Cooldown: 10s

Sudden Impact
Bonus Damage
After dashing or exiting invisibility/stealth, your next damaging attack or ability deals true damage on hit.
Mark of the Weak Wild Rift

Mark of the Weak
Increase damage taken

Using abilities to deal damage to enemy champions will mark them as weak, increasing damage taken by them by 4-7% (). The mark disappears after they take ability damage 3 times, or after 7s have passed.

Cooldown: 15s

Mark of the Weak
Increase damage taken
After an ability damages an enemy champion, causes them to take increased damage.
Eyeball Collector Wild Rift

Eyeball Collector
Adaptive Force

Gains 1 or 2 after each unique enemy champion takedown, stacking up to 10 times.

At 10 stacks, gain bonus 10 or 20.

Eyeball Collector
Adaptive Force
Gains Adaptive Force after champion takedowns.
Bone Plating Wild Rift

Bone Plating
Block Combo-damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 30s

Bone Plating
Block Combo-damage
Reduces incoming damage.

Situational Runes

Сhange
Empowered Attack
First Strike
Bonus Damage
Mark of the Weak
Mark of the Weak

Mark of the Weak
Increase damage taken

Using abilities to deal damage to enemy champions will mark them as weak, increasing damage taken by them by 4-7% (). The mark disappears after they take ability damage 3 times, or after 7s have passed.

Cooldown: 15s

Empowered Attack
Empowered Attack

Empowered Attack
Bonus Damage

Every 8 seconds, the next attack will be empowered, dealing 35-50 bonus adaptive damage () to anemy champions.

Template not found: /templates/NEW/rune-tips.tpl
Bonus Gold, Bonus Damage
Electrocute
Electrocute

Electrocute
Burst Damage

Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.

Damage value: 40-194 () + 40% extra + 25%

Cooldown: 20-13s ()

First Strike
First Strike

First Strike
Bonus Gold, Bonus Damage

0.25s after engaging an enemy champion in combat, dealing damage to them grants 10 gold and a First Strike effect that lasts 3s to you, allowing you to deal 8% bonus true damage to the enemy champion. Once the effect has ended, gain gold according to the bonus damage dealt (melee: 100% /ranged: 85%) during the effect.

Cooldown: 20s

Template not found: /templates/NEW/rune-tips.tpl

Skills Order

For the skill order, you want to stick with (E) (W) (Q). You can learn more about abilities order at all levels by studying the diagram below.
URCHIN STRIKE

(Q) URCHIN STRIKE

7.8/7.3/6.8/6.3s 50

Dashes through target enemy, dealing 20 magic damage (20/40/60/80 + 50% abilitypower) plus 58 physical damage (100% attackdamage) and applying on-hit effects.

(Q) URCHIN STRIKE
















RENDING WAVE

(W) RENDING WAVE

9.8/9.3/8.8/8.3s 30/40/50/60

Empowers the next attack to gush water around the target, dealing 50 bonus magic damage (50/75/100/125 + 45% abilitypower) and applying Seastone Trident to enemies hit. Additional attacks within 5 seconds deal 10 bonus magic damage (10/15/20/25 + 40% abilitypower).

Killing a unit with the first attack reduces Rending Wave's cooldown to 1 second.

(W) RENDING WAVE
















PLAYFUL / TRICKSTER

(E) PLAYFUL / TRICKSTER

16/114/12/10s 85/90/95/100

Vaults to target location, becoming untargetable while balanced on the trident. After 1.2 seconds, Fizz hops down with a large splash that deals 80 magic damage (80/150/220/290 + 80% abilitypower) and slows enemies hit by 40/45/50/55% for 2 seconds.

TRICKSTERRe-cast: Hop down early towards a direction, but deal damage in a smaller splash that does not slow enemies.

(E) PLAYFUL / TRICKSTER
















CHUM THE WATERS

(R) CHUM THE WATERS

85/70/55s 100

Launches a fish in target direction that attaches to the first champion hit and reveals them. After 2 seconds, the fish attracts a shark that knocks up its target and knocks away enemies around them. The farther the fish travels, the larger the shark it will attract, dealing 150 to 300 magic damage (150/250/350 + 60% abilitypower to 300/400/500 + 120% abilitypower) and slowing enemies hit by 40% to 80% based on the size of the shark.

If the fish does not attach to a champion, it will flop on the ground and still attract a shark at its location.

(R) CHUM THE WATERS
















Mid FIZZ Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Mid FIZZ. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

FIZZ Wild Rift

Threats

Extreme
[5]
Major
[5]
Even
[16]
Minor
[3]

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Synergies

Ideal
[7]
Strong
[13]
Ok
[9]
Low
[4]

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Mid FIZZ Counter Items

We have prepared a list of items and spells that will help counter Mid FIZZ in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

Magic Resist

Items with magic resistance can help you to survive against FIZZ combo.
Mercury's Treads Wild Rift
Mercury's Treads

Mercury's Treads
Reduces Magic Damage

+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.

Dissolve: Reduces magic damage taken by 7-12% ().

1350

Spirit Visage Wild Rift
Spirit Visage

Spirit Visage
Increases healing and shielding received

+350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste

Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%.

2800

Spirit Visage TIPS: It is a strong item to amplify in-build sustain (to increase healing and health regeneration). It's good against magic damage champions who deal sustained damage like Vladimir and Swain; against burst mages like Syndra and Veigar to survive their initial burst and heal up quickly.

Force of Nature Wild Rift
Force of Nature

Force of Nature
Stacking Magic Resist and Move Speed

+350 Max Health
+55 Magic Resistance

Storm: +5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.

2750

Force of Nature TIPS: Tank item which is recommended in situations where: 1) enemy team has a lot of magic damage; 2) you need increased movement speed. Effective against champions like Syndra, Brand, etc.

Maw of Malmortius Wild Rift
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.

3000

Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.

LoL Wild Rift: Wit's End
Wit's End

Wit's End
Basic Attack deals Bonus Damage

+45% Attack Speed
+45 Magic Resistance

At Wit's End: Basic attacks deal 15-65 bonus magic damage. While below 50%  Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.

2700

Wit's End TIPS: A good item to build if you want to deal sustained damage and have some defensive stats against magic damage threats. Most commonly bought on champions that can benefit from it’s on-hit damage like Vayne, Irelia or Master Yi.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
Stasis Enchant Wild Rift
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Stasis Enchant TIPS: Good against assassins and burst damage.

Е
Quicksilver Enchant Wild Rift
Quicksilver Enchant

Quicksilver Enchant
Dispels crowd control

Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)

Cannot be used during knock up or knock back effects.

800

Е
LoL Wild Rift: Edge of Night
Edge of Night

Edge of Night
Blocks an enemy ability

+250 Max Health
+50 Attack Damage

Gouge:  +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3150

Edge of Night TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.

Crown of the Shattered Queen Wild Rift
Crown of the Shattered Queen

Crown of the Shattered Queen
Blocks an enemy ability

+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000

Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.

Cleanse Wild Rift
Cleanse

Cleanse

Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.75 seconds.

Cooldown: 100s

Gain a Shield

Gives you a shield that increases your chances of survival against FIZZ.
Sterak's Gage Wild Rift
Sterak's Gage

Sterak's Gage
Taking damage triggers a shield

+400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200

Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.

Maw of Malmortius Wild Rift
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.

3000

Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.

Locket Enchant Wild Rift
Locket Enchant

Locket Enchant
Area of effect magic shield

Locket (Active):  Grants a shield to yourself and nearby allied champions that each absorbs 60-390 damage for 2.5 seconds. (60s cooldown)

This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.

500

Locket Enchant TIPS: Is great on tanks who are good in team fights.

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Gargoyle Enchant Wild Rift
Gargoyle Enchant

Gargoyle Enchant
Shield

Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 14% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end. 

500

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Mid FIZZ Tips

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Mid FIZZ Strengths and Weaknesses

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Mid FIZZ Strategy and Tactics

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Build Counters Counter Items Tips Con Game Plan Power Spikes

Jungle FIZZ Build items and runes

The information below will help you get familiar with the game on the Jungle Line FIZZ. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

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Jungle FIZZ Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Jungle FIZZ. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

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Jungle FIZZ Counter Items

We have prepared a list of items and spells that will help counter Jungle FIZZ in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

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Jungle FIZZ Tips

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Jungle FIZZ Strengths and Weaknesses

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Jungle FIZZ Strategy and Tactics

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Jungle FIZZ Power Spikes

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Solo Baron FIZZ Build items and runes

The information below will help you get familiar with the game on the Solo Baron Line FIZZ. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

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Solo Baron FIZZ Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron FIZZ. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

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Solo Baron FIZZ Counter Items

We have prepared a list of items and spells that will help counter Solo Baron FIZZ in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

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Solo Baron FIZZ Tips

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Solo Baron FIZZ Strengths and Weaknesses

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Solo Baron FIZZ Strategy and Tactics

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Solo Baron FIZZ Power Spikes

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Wild Rift FIZZ Ability and Tips

SEASTONE TRIDENTSEASTONE TRIDENT
P
URCHIN STRIKEURCHIN STRIKE
Q
RENDING WAVERENDING WAVE
W
PLAYFUL / TRICKSTERPLAYFUL / TRICKSTER
E
CHUM THE WATERSCHUM THE WATERS
R

(PASSIVE) SEASTONE TRIDENT

SEASTONE TRIDENT

Attacks deal an additional 24 magic damage (20 (+4 perlevel) + 45% abilitypower) over 3 seconds.

Deals 90% damage to monsters.

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(Q) URCHIN STRIKE

URCHIN STRIKE

7.8/7.3/6.8/6.3s 50

Dashes through target enemy, dealing 20 magic damage (20/40/60/80 + 50% abilitypower) plus 58 physical damage (100% attackdamage) and applying on-hit effects.

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(W) RENDING WAVE

RENDING WAVE

9.8/9.3/8.8/8.3s 30/40/50/60

Empowers the next attack to gush water around the target, dealing 50 bonus magic damage (50/75/100/125 + 45% abilitypower) and applying Seastone Trident to enemies hit. Additional attacks within 5 seconds deal 10 bonus magic damage (10/15/20/25 + 40% abilitypower).

Killing a unit with the first attack reduces Rending Wave's cooldown to 1 second.

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(E) PLAYFUL / TRICKSTER

PLAYFUL / TRICKSTER

16/114/12/10s 85/90/95/100

Vaults to target location, becoming untargetable while balanced on the trident. After 1.2 seconds, Fizz hops down with a large splash that deals 80 magic damage (80/150/220/290 + 80% abilitypower) and slows enemies hit by 40/45/50/55% for 2 seconds.

TRICKSTERRe-cast: Hop down early towards a direction, but deal damage in a smaller splash that does not slow enemies.

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(R) CHUM THE WATERS

CHUM THE WATERS

85/70/55s 100

Launches a fish in target direction that attaches to the first champion hit and reveals them. After 2 seconds, the fish attracts a shark that knocks up its target and knocks away enemies around them. The farther the fish travels, the larger the shark it will attract, dealing 150 to 300 magic damage (150/250/350 + 60% abilitypower to 300/400/500 + 120% abilitypower) and slowing enemies hit by 40% to 80% based on the size of the shark.

If the fish does not attach to a champion, it will flop on the ground and still attract a shark at its location.

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Wild Rift FIZZ Skills Combo

🥇HARD 🥈MEDIUM 🥉EASY

Fizz Surprise Assassination

Execution

Q
R
E1
E2
AA
W
eAA

Use this combo to unexpectedly All-In an enemy in lane.

Use (Q) URCHIN STRIKE on a minion to gap close. Cast your (R) CHUM THE WATERS while dashing to hide its animation. Instantly follow up using (E1) PLAYFUL and (E2) TRICKSTER onto the enemy. Finish with AA, (W) RENDING WAVE and eAA upon landing.

Combo Video

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Our has already collected more than 1000+ different skill combinations for all LoL Wild Rift champions!

FIZZ Change history

BUFFED 09 JAN 2025 (PATCH 6.0)

(PASSIVE) SEASTONE TRIDENT
Bonus damage: 20+champion level*2+40% Ability Power → 20+champion level*4+45%Ability Power.

(W) RENDING WAVE
Empowered damage of following Basic Attacks: 10/15/20/25+35% Ability Power → 10/15/20/25+40% Ability Power.
 ADJUSTED 09 JAN 2025 (PATCH 6.0)

BASE STATS
Base Health: 610 → 630.
Health per level: 125 → 140.
Armor per level: 4.3 → 5.
Magic Resist per level: 1.6 → 2.
NERFED 01 FEB 12.2024 (PATCH 5.0A)

(Q) URCHIN STRIKE
Damage: 20/40/60/80 + 55% Ability Power + 100% Attack Damage → 20/40/60/80 + 50% Ability Power + 100% Attack Damage.

(W) RENDING WAVE
Empowered basic attack: 50/75/100/125 + 50% Ability Power → 50/75/100/125 + 45% Ability Power.
NERFED 06 DEC 2023 (PATCH 4.4C)

(PASSIVE) SEASTONE TRIDENT
Damage to monsters: 105% → 90%.
 ADJUSTED 28 JUN 2023 (PATCH 4.2B)

(PASSIVE) SEASTONE TRIDENT
Damage ratio to monsters: 120% → 105%.

(E) PLAYFUL / TRICKSTER
Ability Power bonus: 70% → 80%.
 ADJUSTED 25 MAY 2023 (PATCH 4.2)

BASE STATS
Base movement speed +10.
Crit damage rate:200% → 175%.
BUFFED 30 NOV 2022 (PATCH 3.5A)

(E) PLAYFUL / TRICKSTER
Base damage: 75/140/205/270 → 80/150/220/290.
BUFFED 29 JUN 2022 (PATCH 3.2C)

(Q) URCHIN STRIKE
Base damage: 10/30/50/70 → 20/40/60/80.
NERFED 03 MAR 2022 (PATCH 3.0B)

(E) PLAYFUL / TRICKSTER
Damage: 85/150/215/280 → 75/140/205/270.

(R) CHUM THE WATERS
Maximum base damage: 350/450/550 → 300/400/500.
NERFED 15 DEC 2021 (PATCH 2.6a)

(R) CHUM THE WATERS
Cooldown: 80/65/50s → 90/75/60s.
 ADJUSTED 14 OCT 2021 (PATCH 2.5)

(R) CHUM THE WATERS
Hitbox adjusted to better match visual.
NERFED 18 AUG 2021 (PATCH 2.4a)

(PASSIVE) SEASTONE TRIDENT
Damage to monsters ratio: 150% → 120%.

(E) PLAYFUL / TRICKSTER
Cooldown: 15,5/13,5/11,5/9,5s → 16/14/12/10s.

(R) CHUM THE WATERS
Cooldown: 65/55/45s → 80/65/50s.
 ADJUSTED 07 JUL 2021 (PATCH 2.4)

(W) RENDING WAVE
[NEW] Now applies its initial bonus magic damage from the first attack in a 175 radius splash area around the target hit and applies Seastone Trident (P) to targets hit by this splash.

(E) PLAYFUL / TRICKSTER
[NEW] Protobelt now buffers during Playful instead of cancelling it.
[NEW] Protobelt no longer cancels Trickster’s fall down splash if Fizz did not re-cast Trickster.
NERFED 30 JUN 2021 (PATCH 2.3B)

(PASSIVE) SEASTONE TRIDENT
Bonus damage to monsters: 200% → 150%.
 ADJUSTED 02 JUN 2021 (PATCH 2.3)

(PASSIVE) SEASTONE TRIDENT
Passive Damage Over Time now deals 200% damage to neutral monsters.

(E) PLAYFUL / TRICKSTER
Mana: 95/100/105/110 → 85/90/95/100.
Cooldown: 16/14/12/10s → 15,5/13,5/11,5/9,5s.
Base damage: 70/140/210/280 → 85/150/215/280.
BUFFED 12 MAY 2021 (PATCH 2.2C)

BASE STATS
Base Mana Regen: 15 → 18.
NERFED 06 DEC 2020 (PATCH 1.1)

BASE STATS
Mana regen: 18 → 15
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Comments (1)

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2+3+2=
  1. Fish
    +2
    Fish Poro 28 Jan 2024
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