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Fizz
Combos · Mid

Fizz combos

the Tidal Trickster

3 Fizz combos explained key by key: in which order to cast the abilities, when to use them and what each step does. The main combo is R › W › Q › E. Further down: every ability's cooldown, cost and range, and the skill max order measured over ranked games.

Fizz combos

Written guide · based on the official ability texts

The burst

Chum the Waters R Seastone Trident W Urchin Strike Q Playful / Trickster E

When: A carry is within range.

Chum the Waters slows the target and makes a shark surge up, knocking them up and pushing nearby enemies back; follow with Seastone Trident, Urchin Strike and Playful / Trickster.

The trade

Seastone Trident W AA AA Urchin Strike Q

When: An enemy is within range.

Seastone Trident makes them bleed and empowers your attacks; Urchin Strike makes you dash through the target while dealing magic damage.

The dodge

Playful / Trickster E Playful / Trickster E

When: An enemy casts a decisive ability.

Playful / Trickster makes you untargetable; from that position, you can slam the ground or leap again.

Common mistakes

Cooldowns, costs and ranges

A combo only comes back once its abilities are off cooldown: these values (rank 1 to max rank, in seconds) tell how long to wait between two combos. Source: Data Dragon 16.19.1.

AbilityCooldown (s)CostRange
Q · Urchin Strike 8/7.5/7/6.5/6 50 Mana 550
W · Seastone Trident 7/6/5/4/3 30/40/50/60/70 Mana 600
E · Playful / Trickster 16/14/12/10/8 75/80/85/90/95 Mana 400
R · Chum the Waters 120/100/80 100 Mana 1300
Official ability descriptions
Nimble Fighter
PassiveNimble Fighter
Fizz can move through units and takes a flat amount of reduced damage from all sources
Urchin Strike
QUrchin Strike
Fizz dashes through his target, dealing magic damage and applying on hit effects.
Seastone Trident
WSeastone 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.
Playful / Trickster
EPlayful / 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.
Chum the Waters
RChum 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.

Skill order

Max order: E > W > Q51.8% · 56 games
123456789101112131415
QQ●●●
WW●●●●●
EE●●●●●
RR●●

The order shows which abilities reach rank 5 first; the grid shows the most-played level-up sequence with that order (measured over 70 games).

Riot's official tips for playing Fizz

How to play around Fizz's combos

Frequently asked questions

What is Fizz's main combo?

The burst: R › W › Q › E. A carry is within range. Chum the Waters slows the target and makes a shark surge up, knocking them up and pushing nearby enemies back; follow with Seastone Trident, Urchin Strike and Playful / Trickster.

Which ability should I max first on Fizz?

The most-played max order is E > W > Q (56 games, 51.8% win rate).

What is the cooldown of Fizz's ultimate?

Chum the Waters has a 120/100/80 second cooldown depending on its rank.

Build, runes and counters: full Fizz guide · every champion's combos · tier list