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Fizz

How to play Fizz — Wild Rift guide, combos & tips

菲兹

How to play Fizz — Wild Rift guide, combos & tips

Fizz, the Tidal Sea Spirit, is a magic-damage assassin in Wild Rift built to dive backline carries, dodge their answer, and walk away with the kill. His identity comes from stacking on-hit magic damage - his passive, Seastone Trident, and his W both turn ordinary autoattacks into real burst - on top of the untargetable hop of Playful/Trickster (E), which lets him leap straight through skillshots and targeted abilities that would otherwise delete him. He wins fights by choosing exactly when to be unkillable, not by outlasting anyone in a straight fight.

Strengths

  • Playful/Trickster (E) makes him briefly untargetable - it dodges skillshots, executes, and any hard engage that needs to target him directly.
  • Strong lane bully in extended trades - Urchin Strike (Q) applies on-hit effects and his passive DoT on top of its own damage, so short trades add up fast even without a full combo.
  • Rending Wave (W) resets on a kill - dropping its cooldown to just 1 second lets him chain empowered autoattacks across multiple low-health targets in a single skirmish.
  • Chum the Waters (R) threatens from long range with scaling damage and a heavy slow - a real teamfight-starter, not just a dueling tool.

Weaknesses

  • Very low durability - once his dodge window closes, almost any full combo from the enemy team kills him outright.
  • E only avoids abilities that need to target him - instant, non-targeted CC or anything already cast still hits him on the way in or out.
  • His all-in is commitment-heavy and brings little for teammates beyond his own damage - if the combo doesn't kill and W's reset doesn't trigger, he's left with long cooldowns, no shield, and no peel to fall back on.
  • Struggles into instant hard CC and shield-heavy duelists (Annie's stun, Diana's shield-and-all-in) that either lock him down before he jumps or simply outlast his burst.

Combos

Skill order: E > Q > W (max E first for the untargetable window's lower cooldown and stronger slow, then Q for dueling and wave clear; level R at 5/9/13)

Early game

Poke with Urchin Strike (Q) whenever you have priority - the dash-through applies on-hit effects and your passive DoT on top of its own damage, and it doubles as a way to reposition around a minion for a safer angle. Once E and W are online around level 3, start looking for real all-in windows: bait out a cooldown or a skillshot, jump in with Playful (E) for the damage and slow, weave in Q, and pop Rending Wave (W) to convert the trade into a kill. Respect anyone with instant, point-blank CC - your jump only beats abilities that still need to target you, so if their stun or root is already up, wait a beat instead of leaping into a guaranteed lockdown. Keep an eye on wave state too, since Fizz falls behind fast once he's zoned off CS.

Mid & late game — teamfighting

By the mid-late game you're a flanker, not a frontline diver - hover at the edge of vision, let the enemy commit their engage or peel formation, then jump the priority target with E, usually the squishiest carry you can reach without dying on the way in. Chum the Waters (R) is strongest either thrown from max range to start the fight on an isolated target as your team arrives, since a longer flight means a bigger shark and more damage, or held back as emergency peel when the enemy dives your own backline. Chain Q and empowered autoattacks onto whoever's lowest to trigger W's kill-reset, so a clean engage turns into two kills instead of one. Always keep the E recast in your back pocket once your damage is spent - it's a full second of extra distance the moment a fight turns against you.

Pro tips