Every figure shows its source. Where a source is missing, the number is a placeholder — and it is never written as fact.

By GamGem ResearchLast updated 18 Oct 2026

Fizz Build, Counters and Runes — Mid Lane · Patch 26.20

the Tidal Trickster

Patch 26.20 · Stats from the 26.18 Master+ sample (2,652 games).

Fizz, the Tidal Trickster, vaults onto his trident with Playful / Trickster and cannot be targeted while he is up there, and Chum the Waters hooks a champion for the shark. In the Master+ count he is a mid laner first and a jungler now and then, Electrocute is his usual keystone, and Lich Bane is the first item in his two leading paths.

AssassinFighter

Patch 26.18 · Mid · Ranked Solo/Duo · Master+ · EUW · KR · NA · 2,652 games · Preview sample

Role snapshot (Mid)

BTier
Win Rate
49.3%
Pick Rate
4.1%
Ban Rate
1.7%

2,652

Games

High

Confidence

Win rate by lane

  • Mid49.6% · 2,015 games
  • Jungle50.1% · 379 games · small sample

Most common path

268 games

50.7%Win Rate

Start
FlashIgnite

Highest win rate path

109 games

71.6%Win Rate

Start
FlashIgnite

Other first item

88 games

51.1%Win Rate

Start
FlashSmite

Runes

Patch 26.18

This exact page: taken in 24.3% of games·49.1% win rate over 644 games.

Primary

Domination

Electrocute

Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage.

Sudden Impact

Damaging basic attacks and abilities deal bonus true damage to enemy champions after using a dash, leap, blink, teleport, or when leaving stealth.

Grisly Mementos

Collect 1 memento on champion takedowns, up to 18 total. Gain 6 Trinket Haste for each collected.

Treasure Hunter

Unique takedowns grant additional gold the first time they are collected.

Secondary

Sorcery

Manaflow Band

Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana. After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.

Transcendence

Gain bonuses upon reaching the following levels:Level 5: +5 Ability Haste Level 8: +5 Ability Haste Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.

Shards

  • Attack Speed
  • Adaptive Force
  • Health

Other keystones taken

  • Press the Attack18.5% taken · 49.8% win490 games
  • Dark Harvest1.0% taken · 42.3% win26 games
  • Grasp of the Undying0.6% taken · 64.7% win17 games

Tree pairs

  • Domination + Sorcery46.2% taken · 48.3% win1,225 games
  • Domination + Precision33.0% taken · 49.9% win874 games
  • Precision + Inspiration10.3% taken · 50.7% win274 games

Skill Order

Which ability to max first, and the level each point goes in — Fizz's most common path.

Q

Urchin Strike

Fizz dashes through his target, dealing magic damage and applying on hit effects.

Cooldown 8/7.5/7/6.5/6s · 50 Mana
W

Seastone Trident

Fizz's attacks bleed his enemies, dealing magic damage over several seconds.

Cooldown 7/6/5/4/3s · 30/40/50/60/70 Mana
E

Playful / Trickster

Fizz hops into the air, landing gracefully upon his spear and becoming untargetable.

Cooldown 16/14/12/10/8s · 75/80/85/90/95 Mana
R

Chum the Waters

Fizz tosses a fish in a direction that attaches to any champion that touches it, slowing the target.

Cooldown 120/100/80s · 100 Mana

Max Order

EWQ

Max E first, then W, then Q. Take R whenever available (6 / 11 / 16).

Level-up Order

  • Q
  • W
  • E
  • R
Ability123456789101112131415161718
QUrchin StrikeQQQQQ
WSeastone TridentWWWWW
EPlayful / TricksterEEEEE
RChum the WatersRRR

Matchup map (Mid)

How Fizz performs against enemy mid laners

Levels 1 – 18 · Master+40%60%Fizz's win rate
≥ 60%Very favorable
55 – 60%Favorable
50 – 55%Even
45 – 50%Unfavorable
40 – 45%Hard
< 40%Very hard

Conditional build matrix

Recommended items by enemy team composition

Master+ · Patch 26.18
Mythic / CoreFirst major item
Core 2Second item
Core 3Third item
BootsBoot slot
SituationalPick as needed

Scaling — minute 10–30

FizzMid average

Gold

102030

Damage to champions

102030

CS

102030

Counter plan — how to beat Fizz

  • Deny the reset — it wants a kill to come back out; a warded exit removes it

  • Avoid extended fights — its sustain grows with every trade it survives

  • Punish the cooldown — Fizz is exposed while its rotation is down

  • Ward the flank — vision is what turns its best opening into a worse one

  • Respect the spike — Riot rates the kit 6/10, so a practised player gets more out of it than the average

Ability details

  • P

    Nimble Fighter

    Fizz can move through units and takes a flat amount of reduced damage from all sources

    Passive — never cast

  • Q

    Urchin Strike

    Fizz dashes through his target, dealing magic damage and applying on hit effects.

    Cost 50 ManaCooldown 8/7.5/7/6.5/6sRange 550

  • W

    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.

    Cost 30/40/50/60/70 ManaCooldown 7/6/5/4/3sRange 600

  • E

    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.

    Cost 75/80/85/90/95 ManaCooldown 16/14/12/10/8sRange 400

  • R

    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.

    Cost 100 ManaCooldown 120/100/80sRange 1300

Fizz balance history

Riot's notes from patch 25.S1.1 to 26.20 change Fizz in 4 patches. The latest is patch 26.4, published 2026-02-18.

  1. Patch 26.42026-02-18

    WSeastone Trident

    • Bonus Monster Damage60to90
    Why, in Riot's words

    Fizz jungle made a splash in our big jungle patch last season, but his pick rate quickly dwindled. We know he'll need more than just clear speed to stay afloat, though this change will help us test the waters before making any changes that affect him in both mid and jungle, and hopefully helps some of his new builds with W max and/or Dusk & Dawn thrive.

  2. Patch 25.232025-11-18

    Base Stats

    • Base Armor22to26

    PNimble Fighter

    • Increased by 10 against jungle monsters (now 14 + 1% AP)

    WSeastone Trident

    • Active and on-hit damage deals +60 damage to monsters

    RChum the Waters

    • Cooldown100 / 85 / 70to120 / 100 / 80
    Why, in Riot's words

    While Fizz wins an appropriate number of games in mid lane, he's incredibly feast-or-famine and often relies on simply leaving his lane to go kill other champions, so we'd like to make him more robust in playing out his laning phase. In order to do that, we're improving his early resilience so that he can take more trades and compensate elsewhere to make him a little less ult-reliant. We're also taking a swing at enabling jungle Fizz. We think this new role is a bit of a stretch and may not pan out in the end, but we're swinging hard to get his first jungle clear into something comfortable and seeing if players will enjoy him here.

  3. Patch 25.202025-10-07

    WSeastone Trident

    • Passive Damage over Time20 / 30 / 40 / 50 / 60 (+ 30% AP)to30 / 45 / 60 / 75 / 90 (+ 25% AP)
    • Tower Damage: Damage over time no longer affects structures
    • We Did the Math: Damage over time now displays total damage to target
    • Active Burst Damage50 / 70 / 90 / 110 / 130to50 / 75 / 100 / 125 / 150
    • On-Hit Damage10 / 15 / 20 / 25 / 30 (+ 35% AP)to20 / 25 / 30 / 35 / 40 (+30% AP)

    RChum the Waters

    • Guppy Damage150 / 250 / 350 (+ 80% AP)to180 / 300 / 420 (+ 60% AP)
    • Chomper Damage225 / 325 / 425 (+ 100% AP)to225 / 375 / 525 (+ 75% AP)
    • Gigalodon Damage300 / 400 / 500 (+ 120% AP)to270 / 450 / 630 (+ 90% AP)
    Why, in Riot's words

    Fizz is a little weak right now (some might say he's floundering) and is incredibly reliant on snowballing, as his base damages are appropriate in the early game but generally don't scale well without gold. We're looking to make some power-positive adjustments to make him less reliant on snowballing while still asking him to build primarily AP assassin items. As a whole, these changes should be positive for his up-front W burst damage, make his ultimate a bit weaker, and open up a few new item choices.

  4. Patch 25.142025-07-15

    WSeastone Trident

    • Cooldown7 / 6.5 / 6 / 5.5 / 5to7 / 6 / 5 / 4 / 3 seconds

    EPlayful / Trickster

    • Damage80 / 130 / 180 / 230 / 280 (+ 90% AP)to80 / 130 / 180 / 230 / 280 (+ 95% AP)
    Why, in Riot's words

    Fizz has been underwater for a while as a mid lane threat, despite the fact he should be doing well as some of his best matchups are currently quite popular. We're looking to add some power to reel him back into relevance this patch by giving his W more uptime come late game and more damage on his E in all cases.

Fizz skins (14)

Riot's data lists 14 looks for Fizz with their own art, the base skin included and 30 chroma variants.

ARAM performance

EstimateA
Win Rate
52.4%
▲ 1.1%
Pick Rate
1.9%
▲ 0.6%
Ban Rate
1.9%
▲ 0.9%
Damage dealt
100.9%
Damage taken
99.7%
Healing
93.5%
Shielding
100.2%
Ability Haste
+23

Best ARAM build

Patch timeline

This champion’s win rate on each patch the preview sample spans, over its own games there. What actually changed each patch is in Riot’s own notes.

  1. 26.1950.1% over 794 games · small sample+0.4
  2. 26.1848.9% over 1,432 games-0.1
  3. 26.1749.5% over 414 games · small sample—

Fizz's base stats against all 173 champions

StatFizzRankMedian
Base health640=48th620
Health per level106=66th104
Base armor26=110th30
Armor per level4.6=82nd4.6
Base magic resist32=32nd32
Magic resist per level2.05=4th1.55
Base attack damage58=95th59
Base attack speed0.658=54th0.656
Attack speed per level3.1%=40th2.5%
Move speed335=74th335
Attack range175=87th175

Fizz at level 1 and level 18

  • Fizz reaches 2442 health at level 18 — 640 at level 1 plus 17 × 106, the 59th-highest of 173 champions on patch 26.20.
  • Fizz reaches 1201 mana at level 18 — 317 at level 1 plus 17 × 52, the 39th-highest of 145 mana users on patch 26.20.
  • Fizz reaches 104.2 armor at level 18 — 26 at level 1 plus 17 × 4.6, the 70th-lowest of 173 champions on patch 26.20, shared with 3.
  • Fizz reaches 66.85 magic resist at level 18 — 32 at level 1 plus 17 × 2.05, the 5th-highest of 173 champions on patch 26.20, shared with 69.
StatLevel 1Per levelLevel 18Rank at 18
Health640+106244259th of 173
Mana317+52120139th of 145
Armor26+4.6104.2=101st of 173
Magic resist32+2.0566.85=5th of 173

Riot Data Dragon 16.20.1. Growth curve: League of Legends Wiki — Champion statistic.

Riot's tips for Fizz

Playing Fizz

  • Since Fizz can move through units, find opportunities in lane to walk through minions and apply Seastone Trident's passive - following it up with the ability's active attack after a few seconds.
  • Fizz's ultimate ability, Chum the Waters, can be aimed at an enemy or towards the area where you think they'll be going.
  • Fizz's spells scale off Ability Power - consider getting items like Zhonya's Hourglass or Banshee's Veil against teams that have high burst threat - and items like Lich Bane or Rabadon's Deathcap if you think you can survive without the Health.

Playing against Fizz

  • Fizz's attacks becomes more deadly for a few seconds after he uses his empowered attack - keep him away while his trident is glowing!
  • Fizz is a slippery target when his abilities are not on cooldown - bait him into using them early and follow up with crowd control or hard-hitting attacks!

Quick answers about Fizz

What class is Fizz?
Riot classes Fizz as Assassin and Fighter. This site files the champion under Mid.
How hard is Fizz to play?
Riot rates Fizz's difficulty 6 out of 10.
What resource does Fizz use?
Fizz's abilities spend Mana.
What is Fizz's attack range?
175 units — the 60th-lowest of 173 champions on patch 26.20 (shared with 27 others).
What are Fizz's abilities?
Passive — Nimble Fighter, Q — Urchin Strike, W — Seastone Trident, E — Playful / Trickster and R — Chum the Waters.
How many skins does Fizz have?
Riot's data lists 14 skins with their own art, the base look included, plus 30 chroma variants.
How much health does Fizz have at level 18?
2442 — 640 at level 1 plus 17 × 106 per level, Riot's own values, before items and runes.
What is Fizz's ultimate cooldown?
Chum the Waters (R): 120/100/80 seconds by rank, before ability haste, in Riot's Data Dragon 16.20.1.
When did Riot last change Fizz?
Patch 26.4, published 18 February 2026 — the latest of 4 patches that change Fizz in Riot's notes from 25.S1.1 to 26.20.

Fizz at a glance

Fizz, the Tidal Trickster, is a Assassin and Fighter champion in League of Legends. Riot rates the kit 6/10 for difficulty, 6/10 for attack, 4/10 for defense and 7/10 for magic. Fizz spends Mana and has 14 skins with their own art.

Attack6/10
Defense4/10
Magic7/10
Difficulty6/10

Fizz's story

Fizz is an amphibious yordle, who dwells among the reefs surrounding Bilgewater. He often retrieves and returns the tithes cast into the sea by superstitious captains, but even the saltiest of sailors know better than to cross him—for many are the tales of those who have underestimated this slippery character. Often mistaken for some manner of capricious ocean spirit, he seems able to command the beasts of the deep, and delights in confounding his allies and enemies alike.
— Riot Games, Data Dragon 16.20.1. League of Legends Universe

Share cheat sheet

Methodology

Data window
Preview sample — a one-time snapshot of 65,406 ranked games (Master+, EUW/KR/NA, patch 26.18), counted by GamGem while our Riot production key is under review. Figures will update daily once it is approved. Counted 26–27 Sept 2026; patches 26.18 (35,477) · 26.19 (18,580) · 26.17 (11,048) · 26.16 (293) · 26.15 (8); by server EUW 22,382 · KR 21,922 · NA 21,065 · EUNE 20 · TR 17. 642 games without a result — remakes ended by vote in their first minutes, and games recorded with no winner — were not counted.
Rank aggregation
Master, Grandmaster and Challenger, pooled — the three ladders the count read its players from. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under every lane that holds at least a tenth of its counted games — the position the match itself reports, not the champion’s class. Its headline win rate is across all of them; each lane’s own win rate and games are counted too, and a lane’s tier list ranks by them.
Counters
The two champions in the same position on opposite teams, over that pairing’s own counted games — ranked on the edge pulled toward zero by its sample size, printed raw.
Minimum sample
None — no figure is hidden for being thin. Every rate prints its games, and the confidence band is its 95% margin: Very High within ±1.5 points, High ±2.5, Moderate ±3.1 (1,000 games), Low wider.
Why a build is not a cause
An item is counted when the match ENDS with it, so late items show long games and an item bought when already ahead shows games that were being won. Correlation is what a rate can show; it is not evidence that buying the item caused the win.
Where the numbers come from
Names, classes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates, builds, keystones, spells and matchups are counted by GamGem from Riot's ranked match records. An estimate, not a count: this panel is not in the preview sample, and is labelled so.

Fizz on video

Published by League of Legends on YouTube, 15 November 2011.

14 years old. League of Legends has been patched since, so watch it for how the kit plays, not for numbers — the rest of this page is written for the current patch.

It plays in YouTube’s own player once you press play. Nothing is downloaded or re-hosted here, and nothing loads from YouTube until then.