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Fizz Wild Rift Patch HistoryWR

Fizz

Assassin / Mage

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Fizz 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.

Abilities
Seastone TridentWR
Passive - Seastone Trident

Innate: Fizz's basic attacks rend enemies on-hit, dealing 24 - 80 (based on level) (+ 45% AP) total magic damage over 3 seconds, refreshing on subsequent hits.

Seastone Trident deals 90% damage against monsters.

Urchin StrikeWR
Ability 1 - Urchin Strike
Cost: 50 Mana
CD: 8 / 7.5 / 7 / 6.5
Cast Time: None

Active: Fizz dashes a fixed distance in the direction of the target enemy. If they are in range upon arrival, he deals magic damage plus 100% AD physical damage and applies on-hit effects.

Magic Damage: 20 / 40 / 60 / 80 (+ 50% AP)

Rending Wave and Chum the Waters can be cast during the dash.

Rending WaveWR
Ability 2 - Rending Wave
Cost: 30 / 40 / 50 / 60 Mana
CD: 10 / 9.5 / 9 / 8.5
Cast Time: None

Active: Fizz empowers his next basic attack within 4 seconds to have an uncancellable windup, gain 50 bonus range, and deal bonus magic damage to the target and surrounding enemies. Enemies damaged by this ability are applied Seastone Trident.

Bonus Magic Damage: 50 / 75 / 100 / 125 (+ 45% AP)
Bonus Magic Damage On-Hit: 10 / 15 / 20 / 25 (+ 40% AP)

Afterwards, Fizz's basic attacks deal bonus magic damage on-hit for the next 5 seconds.

If Rending Wave's empowered attack kills an enemy, the cooldown is reduced to 1 second.

Rending Wave resets Fizz's basic attack timer.

PlayfulWR
Ability 3 - Playful
Cost: 85 / 90 / 95 / 100 Mana
CD: 16 / 14 / 12 / 10
Cast Time: None

Active: Fizz dashes to the target location while becoming untargetable, balancing on his trident for 0.75 seconds, during which he can cast Trickster after 0.15 seconds into the duration.

Magic Damage: 80 / 150 / 220 / 290 (+ 80% AP)
Slow: 40 / 45 / 50 / 55%

He then begins to hop off of his trident over 0.5 seconds, afterwards becoming targetable and landing to create a splash that deals magic damage to nearby enemies and slows them for 2 seconds.

While hopping off of the trident, Fizz may input movement commands to direct his landing.

TricksterWR
Ability 3 - Trickster

Active: Fizz dashes to the target location, hopping down and splashing onto the ground prematurely upon arrival to deal the same magic damage in a smaller radius but not applying the slow.

Magic Damage: 80 / 150 / 220 / 290 (+ 80% AP)
Chum the WatersWR
Ability 4 - Chum the Waters
Cost: 100 Mana
CD: 85 / 70 / 55
Cast Time: 0.25

Active: Fizz throws a lure in the target direction, granting sight of the area as it travels and stopping upon reaching maximum range and remaining at the location for 2 seconds. After the duration, a shark emerges to chomp at the lure, dealing magic damage to nearby enemies, knocking them back, though not through terrain, and slowing them by 40% for 2 seconds.

Minimum Magic Damage: 150 / 250 / 350 (+ 60% AP)
Maximum Magic Damage: 300 / 400 / 500 (+ 120% AP)

The further the lure travels in its initial flight, the larger the shark that is attracted; increasing Chum the Waters' damage, slow, eruption radius, and knock back distance. The slow is increased by up to 40% for a maximum of 80%.

Enemy champions can intercept the lure while it is in flight, which attaches to them upon contact and causes the shark to emerge at their position after the same delay. The lure's holder is slowed and revealed for the duration and afterwards is impacted by the eruption but is knocked up for 1 second instead of knocked back.

Base Stats

Health: 630
Health Per Level: 140
Mana: 345
Mana Per Level: 49
Attack Damage: 58
AD Per Level: 3.6
Attack Speed: 0.8
AS Per Level: 2.2
Armor: 30
Armor Per Level: 5
Magic Resist: 38
MR Per Level: 2
Movement Speed: 345
Range: 175
Health Regen: 7.5
HP Regen Per Level: 0.68
Mana Regen: 18
Mana Regen Per Level: 0.9
Patch 7.0aChange

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.
Patch 6.0Buff

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%.
Patch 5.0aNerf

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%.
Patch 4.4cNerf

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%.
Patch 4.2bChange

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%.
Patch 4.2Buff

Stats

  • Base movement speed increased from 335 to 345.
Patch 3.5aBuff

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.
Patch 3.3Buff

Chum the Waters

  • Cooldown reduced from 90/75/60 seconds to 85/70/55.
Patch 3.2cBuff

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.
Patch 3.0bNerf

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.
Patch 2.6aNerf

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.
Patch 2.5Change

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.
Patch 2.4aNerf

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.
Patch 2.4Buff

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.
Patch 2.3bNerf

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%.
Patch 2.3Buff

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.
Patch 2.2cBuff

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.
Patch 1.1New

Fizz added to Wild Rift

Stats

  • Base mana regeneration reduced from 18 to 15.