WRFizz was last adjusted in Patch 7.0a (). Across 18 patches, Fizz has received 8 buffs, 6 nerfs, 4 adjustments since release in Patch 1.1.
AbilitiesLeague Wiki
We’ve made some adjustments to Fizz’s kit so that his attacks hit their mark, rather than just making waves.
Urchin Strike
- Bugfix: Fixed an issue where the ability did not properly detect enemies hit.
We buffed Fizz’s ability to consistantly deal damage in mid and late phases of the game, so he spends less time idling around when his abilities are on cooldown.
Stats
- Base health increased from 610 to 630.
- Armor growth increased from 4.3 to 5.
- Health growth increased from 125 to 140.
- Magic resistance growth increased from 1.6 to 2.
Seastone Trident
- Total base damage increased from 22 to 50 (based on level) to 24 to 80 (based on level).
- Total AP ratio increased from 40% AP to 45%.
Rending Wave
- On-hit AP ratio increased from 35% AP to 40%.
Fizz has been making a big splash. These changes will let his opponent come up for air, especially in late-game team fights.
Urchin Strike
- AP ratio reduced from 55% AP to 50%.
Rending Wave
- Empowered attack AP ratio reduced from 50% AP to 45%.
Fizz has been running rampant in the Jungle, flushing out his opponents. We are toning down the fizz just a little bit to give everybody else a chance to catch their breaths.
Seastone Trident
- Damage against monsters reduced from 105% to 90%.
Lately Fizz's performance in the Mid Lane has been fishy, and he needs a surge in his Ability Power. However, we don't want this buff to make Fizz a go-to pick in the jungle, so we’re slightly reducing his damage to monsters.
Seastone Trident
- Damage against monsters reduced from 120% to 105%.
Playful / Trickster
- AP ratio increased from 70% AP to 80%.
Stats
- Base movement speed increased from 335 to 345.
This slippery Mid Laner is on the weak side, so we’re oh-fish-ially lending him a hand and giving Fizz a little extra damage on his main damage spell.
Playful / Trickster
- Base damage increased from 75/140/205/270 to 80/150/220/290.
Chum the Waters
- Cooldown reduced from 90/75/60 seconds to 85/70/55.
Previously, this slippery trickster was a powerful pick that was the nemo-sis of many mid laners, but after our previous nerfs and recent systematic changes he's been floundering. We’re cautiously giving him some power on his Urchin Strike to reward Fizz players for using it directly on their foe rather than using it to pass through another enemy to reach their main target and then use Playful/Trickster as their main source of damage.
Urchin Strike
- Base damage increased from 10/30/50/70 to 20/40/60/80.
This slippery assassin has had too easy of a time killing his foes, so we’re cutting back on some of his base damage.
Playful / Trickster
- Base damage reduced from 85/150/215/280 to 75/140/205/270.
Chum the Waters
- Maximum base damage reduced from 350/450/550 to 300/400/500.
Fizz loves tripping up his opponents with his slippery tricks. However, his high mobility and powerful burst damage has come across more frustrating than playful recently. To reduce the frustration around Fizz’s play pattern, we’re pulling back on how frequently he can all-in, kill a target, and slip away unscathed.
Chum the Waters
- Cooldown increased from 80/65/50 seconds to 90/75/60.
Players have given us feedback about Fizz’s ultimate fish not matching its hitbox—we agree! We’re fixing it to better match its visual so it’s easier to position around.
Chum the Waters
- Hitbox adjusted to better match VFX.
We’re reeling Fizz back in after his recent quality-of-life changes and buffs brought him too far into the deep end of power, particularly in the jungle.
Rending Wave
- Damage against monsters reduced from 150% to 120%.
Playful / Trickster
- Cooldown increased from 15.5/13.5/11.5/9.5 seconds to 16/14/12/10.
Chum the Waters
- Cooldown increased from 65/55/45 seconds to 80/65/50.
Fizz made a large splash with our jungle changes, but is still lacking when it comes to getting lane priority, particularly in skilled play. Additionally, his (2) Rending Wave feels underwhelming, so we want to improve it. Furthermore, there are some interactions skilled Fizz players are able to capitalize on in PC, but these weren’t implemented properly in Wild Rift, so we’re rectifying this too. Due to the large amount of changes coming for the Tidal Trickster, we’ll be extra vigilant in following up on how his performance is affected.
Rending Wave
- New Effect: 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 to targets hit by this splash.
Playful / Trickster
- New Effect: Protobelt Enchant now buffers during Playful instead of cancelling it.
- New Effect: Protobelt Enchant no longer cancels Trickster's fall down splash if he did not re-cast Trickster.
The Tidal Trickster is causing too much mayhem from the jungle, so we are tuning down his damage to monsters.
Seastone Trident
- Damage against monsters reduced from 200% to 150%.
Seastone Trident
- Damage-over-time against monsters increased from 100% to 200%.
Playful / Trickster
- Mana cost reduced from 95/100/105/110 to 85/90/95/100.
- Cooldown reduced from 16/14/12/10 seconds to 15.5/13.5/11.5/9.5.
- Base damage increased from 70/140/210/280 to 85/150/215/280.
Fizz is drowning against early game poke mages in mid. We're throwing him a life ring for his initial mana issues.
Stats
- Base mana regeneration increased from 15 to 18.
