W-Q is a real Fizz tool, not a flashy extra: use it when the burst has to land immediately, keep Q-AA-W for the longer window, and make the enemy cast into E instead of hopping first
Fizz’s best lanes often cash out under tower, where shark or one bad crash turns “safe” space into a dive because E lets him dodge the answer, manage the exit, and leave the opponent with a ruined wave
Fizz gets much worse when the game becomes clean and fully visible, but he stays dangerous in broken fights with burned flashes and blind corners, where shark plus untargetability still punish one bad step
Dive when the wave is helping you and the answer you need to dodge is predictable. The cleanest spots are after you already chunked them on the previous trade, their flash is down or forced, and the incoming crash makes them choose between last-hitting and respecting shark. If you still need E to start the whole play, it is usually too early. You want R or the wave to create the panic, then use E for the tower shot timing, the return spell, or the exit path. If the wave is thin, the jungler is missing, or they still have every defensive button, just take the crash and keep the threat alive.
Fizz can move through units and takes a flat amount of reduced damage from all sources
Fizz dashes through his target, dealing magic damage and applying on hit effects.
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.
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.
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.