Fizz Statistics in North America

  • Game patch: 9.22
  • Game count: 138,760
  • Average match length: 29:10
  • Game type: RANKED SOLO
  • Map: Summoner's Rift
Fizz

Fizz

the Tidal Trickster

  • P Nimble Fighter

    Nimble Fighter

    Fizz's dexterity allows him to move through units and take 4 (+ 1% bonus Ability Power) less physical damage from all sources of damage (capped at 50% maximum reduction).

  • Q Urchin Strike

    Urchin Strike

    Cooldown: 8/7.5/7/6.5/6Cost: 50 manaRange: 550

    Fizz dashes through his target, dealing 100% Attack Damage physical damage plus 10/25/40/55/70 (+55% bonus Ability Power) magic damage. This spell applies on-hit effects.

    Seastone Trident is applied to all enemy units Fizz passes through during his dash.

  • W Seastone Trident

    Seastone Trident

    Cooldown: 7/6.5/6/5.5/5Cost: 30/40/50/60/70 manaRange: 600

    Passive: Fizz's basic attacks bleed his enemies, dealing 20/30/40/50/60 (+50% bonus Ability Power) magic damage over 3 seconds.

    Active: Fizz's next basic attack deals an additional 50/70/90/110/130 (+50% bonus Ability Power) bonus magic damage and empowers Fizz's attacks for 3 seconds, dealing an additional 10/15/20/25/30 (+35% bonus Ability Power) magic damage on hit.

    If the first attack kills a target, it refunds 20/28/36/42/50 mana, resets its cooldown to 1 second and does not grant the 3 second on-hit buff.

  • E Playful / Trickster

    Playful / Trickster

    Cooldown: 16/14.5/13/11.5/10Cost: 90/100/110/120/130 manaRange: 400

    Fizz hops on his trident towards the cursor, becoming briefly untargetable.

    Reactivation: Fizz cancels the spell early, jumping towards the cursor a second time and dealing 70/120/170/220/270 (+75% bonus Ability Power) magic damage to nearby enemies.

    If Fizz does not reactivate, he deals damage in a larger area and slows all enemies hit by 40/45/50/55/60% for 2 seconds.

  • R Chum the Waters

    Chum the Waters

    Cooldown: 100/85/70Cost: 100 manaRange: 1300

    Fizz launches a fish that attaches to the first enemy champion it hits, slowing them and attracting a shark. After 2 seconds, the shark erupts out of the ground, knocking its target up and knocking other enemies aside.

    The farther the fish travels before attaching, the bigger the shark it attracts, dealing 150/250/350 (+80% bonus Ability Power) to 300/400/500 (+120% bonus Ability Power) magic damage and slowing by 40% to 80%.

    Seastone Trident applies to the champion the fish attaches to and targets hit by the shark.

Statistics by Role

Summoner Spells

  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Ignite

    Ignite

    Cooldown: 180 seconds
    Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.

Frequent Runes

Domination

Hunt and eliminate prey
Burst damage and target access

Precision
Become a legend
Improved attacks and sustained damage

Skills Order

Q
Urchin Strike

Urchin Strike

Fizz dashes through his target, dealing magic damage and applying on hit effects.
3
14
15
17
18
W
Seastone Trident

Seastone Trident

Fizz'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.
2
8
10
12
13
E
Playful / Trickster

Playful / Trickster

Fizz 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.
1
4
5
7
9
R
Chum the Waters

Chum the Waters

Fizz 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.
6
11
16
Win Rate:52.34%
Ban Rate:14.97%
Pick Rate:7.65%
Kills: 8.83
Deaths: 5.81
Assists: 6.00
Minions Killed:133
Gold Earned:11,316
Gold Spent:10,381
Double Kills:1.00
Triple Kills:0.00
Quadra Kills:0.00
Penta Kills:0.00
Killing Sprees: 2.00
Largest Killing Spree: 3.47
Largest Multi Kill: 1.67
Wards Killed: 1.67
Wards Placed: 7.94
Vision Wards Bought: 1.00
Tower Kills: 1.00
Win rate by Game Length
This graphic shows you the average Win Rate for Fizz based on game duration.

With this information you can get an idea about when this champion performs better during the game.
Damages

This graphic breaks down the different types of damages this champion generally deals.
You have to take into consideration that this doesn't strictly tells you that a champion is purely AD (Attack Damage) or AP (Ability Power). There are hybrid champions with abilities that does AD AND AP damage.
Some champions use items as part of their core builds which makes hybrid damage too, which is included in this graphic.

The Damage Taken information though depends on the enemy team composition and doesn't give you that much information about a champion. It's here just because we have that data.

Minions Per Minutes

This graphic shows you the average amount of minions a champion generally kills per minute at different times.
It's a common pattern that due to the game nature at later phases of the game this statistic tends to decrease.

Minions Difference Per Minutes

This graphic shows you the average difference between the amount of minions a champion generally kills per minute versus the same statistic of the champion's enemy laner.
This can give you an idea wether some matchups are harder for a champion in terms of keeping up with the farming.

A negative value means that the champion tends to have a farming disadvantage against their opponents. This doesn't limit the farming to the original lane.
A positive value means that the champion tends to have a farming advantage against their opponents. This doesn't limit the farming to the original lane.

Damage Taken Diff. Per Minutes

This graphic shows you the average difference between the amount of damage a champion generally takes versus the same statistic of the champion's enemy laner

A negative value means that the champion tends to take less damage than his opponent. This include damage received from all sources.
A positive value means that the champion tends to take more damage than his opponent. This include damage received from all sources.

Damage Taken Per Minutes

This graphic shows you the average amount of damage a champion generally takes at different frame times of the game.

Gold Per Minutes

This graphic shows you the average amount of gold a champion generally earns at different frame times of the game.
This includes minion kills, champion kills, assitances and objectives.

Exp Difference Per Minutes

This graphic shows you the average difference between the amount of experience a champion generally earns versus the same statistic of the champion's enemy laner.

A negative value means that the champion tends to earn less experience than his opponent. This include experience from all sources.
A positive value means that the champion tends to earn more experience than his opponent. This include experience from all sources.

Experience Per Minutes

This graphic shows you the average amount of experience a champion generally earns at different frame times of the game.

Core Items

This statistic shows you a list of a set of three items that are usually bought for this champion and the frequency on which these items are bought.

This usually varies depending on the matchup and enemy team composition.

Starting Items List

This statistic shows you a list of starting items that players buy for this champion. This usually varies depending on the matchup and the players play-style.

First back items

This statistic shows you a list of items that players usually buy on their first back to base.

First back items when ahead

This statistic shows you a list of items that players usually buy on their first back to base when they have a gold advantage over their enemy laner.

This includes kills, assistances and objectives.

Spells List

This statistics shows you the most frequent Summoners Spells that players use for this champion. It generally depends on matchups and enemy team composition.

  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Ignite

    Ignite

    Cooldown: 180 seconds
    Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration.

Pick Rate

95.85%
  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Teleport

    Teleport

    Cooldown: 360 seconds
    After channeling for 4 seconds, your champion teleports to target allied structure, minion, or ward.

Pick Rate

3.61%
  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.
  • Heal

    Heal

    Cooldown: 240 seconds
    Restores 90-345 Health (depending on champion level) and grants 30% Movement Speed for 1 second to you and target allied champion. This healing is halved for units recently affected by Summoner Heal.

Pick Rate

0.27%
  • Barrier

    Barrier

    Cooldown: 180 seconds
    Shields your champion from 115-455 damage (depending on champion level) for 2 seconds.
  • Flash

    Flash

    Cooldown: 300 seconds
    Teleports your champion a short distance toward your cursor's location.

Pick Rate

0.17%
Domination

Hunt and eliminate prey
Burst damage and target access

Precision
Become a legend
Improved attacks and sustained damage

Pick Rate

53.49%
Domination

Hunt and eliminate prey
Burst damage and target access

Precision
Become a legend
Improved attacks and sustained damage

Pick Rate

22.70%
Domination

Hunt and eliminate prey
Burst damage and target access

Precision
Become a legend
Improved attacks and sustained damage

Pick Rate

9.53%
Domination

Hunt and eliminate prey
Burst damage and target access

Precision
Become a legend
Improved attacks and sustained damage

Pick Rate

7.81%
Domination

Hunt and eliminate prey
Burst damage and target access

Precision
Become a legend
Improved attacks and sustained damage

Pick Rate

2.57%
Q
Urchin Strike

Urchin Strike

Fizz dashes through his target, dealing magic damage and applying on hit effects.
3
14
15
17
18
W
Seastone Trident

Seastone Trident

Fizz'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.
2
8
10
12
13
E
Playful / Trickster

Playful / Trickster

Fizz 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.
1
4
5
7
9
R
Chum the Waters

Chum the Waters

Fizz 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.
6
11
16

Pick Rate

42.26%
Q
Urchin Strike

Urchin Strike

Fizz dashes through his target, dealing magic damage and applying on hit effects.
3
14
15
17
18
W
Seastone Trident

Seastone Trident

Fizz'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.
1
8
10
12
13
E
Playful / Trickster

Playful / Trickster

Fizz 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.
2
4
5
7
9
R
Chum the Waters

Chum the Waters

Fizz 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.
6
11
16

Pick Rate

39.06%
Q
Urchin Strike

Urchin Strike

Fizz dashes through his target, dealing magic damage and applying on hit effects.
3
14
15
17
18
W
Seastone Trident

Seastone Trident

Fizz'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.
1
4
5
7
9
E
Playful / Trickster

Playful / Trickster

Fizz 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.
2
8
10
12
13
R
Chum the Waters

Chum the Waters

Fizz 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.
6
11
16

Pick Rate

8.04%
Q
Urchin Strike

Urchin Strike

Fizz dashes through his target, dealing magic damage and applying on hit effects.
2
14
15
17
18
W
Seastone Trident

Seastone Trident

Fizz'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.
1
8
10
12
13
E
Playful / Trickster

Playful / Trickster

Fizz 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.
3
4
5
7
9
R
Chum the Waters

Chum the Waters

Fizz 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.
6
11
16

Pick Rate

3.40%
Q
Urchin Strike

Urchin Strike

Fizz dashes through his target, dealing magic damage and applying on hit effects.
3
8
10
12
13
W
Seastone Trident

Seastone Trident

Fizz'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.
1
14
15
17
18
E
Playful / Trickster

Playful / Trickster

Fizz 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.
2
4
5
7
9
R
Chum the Waters

Chum the Waters

Fizz 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.
6
11
16

Pick Rate

2.96%

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