Fizz Build Guide by KeyboardTurn

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author KeyboardTurn

and I Fizzed, in my paants!

KeyboardTurn Last updated on November 22, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9

Honor Guard

Defense: 0

Strength of Spirit

Utility: 21

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Fizz, the Tidal Trickster

Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Fizz, however, harbored a curious spirit that could not be satisfied living so cushioned a life. Unable to resist the allure of danger, Fizz had a habit of sneaking out of the city to look for trouble. In his many adventures he grew to be a powerful fighter with a keen resourcefulness that let him skirt danger with clever ease. One day, Fizz returned to find the city abandoned: his people had vanished, leaving Fizz without a clue to explain their disappearance. With nothing left in the city to keep him, Fizz salvaged an enchanted trident from the ruins and set out alone.

For years, Fizz wandered the ocean, using the skills he'd learned during his adventures as a young boy to survive. Finally, Fizz discovered the port of Bilgewater. He was fascinated with the existence of life above the water and could not resist exploring the island. In his endless curiosity, Fizz inadverently meddled in the affairs of the humans who lived there and his presence did not go unnoticed. His mischief angered many residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he'd come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creatures' weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. He joined the League of Legends to further serve his new home.

''Fizz makes even the saltiest sailors of Bilgewater look like drunken landlubbers in a fight. Good thing he's on our side.'' -- Miss Fortune, the Bounty Hunter.

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Pros / Cons


    High Burst
    Playful/Trickster is a free flash
    Cannot be targeted during Playful/Trickster
    Strong DoTs
    No unit collision
    Fun ulti to throw around
    Awesome champion

    Can't do damage unless close to enemy

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The runes I take for Fizz are
9 Greater Mark of Magic Penetration
9 Greater Seal of Scaling Mana Regeneration
9 Greater Glyph of Cooldown Reduction
3 Greater Quintessence of Ability Power

The magic pen marks give extra burst in your dots early game, with mana regen seals to let you spam your skills more frequently. The CDR glyphs are obvious, less CD, faster jumping around. I take flat AP quints to boost my AP that much early and late game.

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I take 9/0/21 masteries for Fizz.
The main AP masteries are taken on the offensive tree. Under utility, I take extra exp gained and movement speed, as well as cooldown reduction with mana and mana regen. This setup allows for Fizz to farm efficiently early game and be able to burst down enemies late game as well.

You can also go for a 21/0/9 setup, picking up every AP stat in the offensive branch, for a bigger burst damage, but a lot less survivability.

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Summoner Spells

For me ghost and ignite has worked very well. Ignite to finish off enemies and ghost to switch lanes to gank faster. However other spells can be taken as well.

I recommend:


Take into consideration:

Exhaust (Takes care of those nasty AD carries)
Flash (Who wouldn't ask for a flash)
Teleport (Switching lanes quickly, or surprise ganks)
Surge (Haven't tried it yet but looks useful)
Cleanse (Always nice to have)


Heal (Just why)
Clarity (Cataclyst + Mana Regen Seals)
Revive (No.)
Promote (An extra cannon minion... just slay em all and push >:))
Clairvoyance (Just get a ward.)

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Skill Sequence

Passive: Nimble Fighter - Fizz's dexterity allows him to ignore unit collision and take less physical damage from basic attacks.

Its like having ghost, but without the running fast part. You can walk right through minions and champions, making chases and escapes that much easier. Also, less physical damage lets you survive just a little bit longer.

Urchin Strike - Fizz strikes his target and runs them through, dealing magic damage and applying on hit effects.
Fizz dashes through his target, dealing normal attack damage plus 10/40/70/100/130 (+0.7) magic damage. This ability can trigger on-hit effects.

Your dash into fight ability. Where ever you cast it you'll always dash the same distance, so for instance if you cast it at full range you will end up at the target, and if you cast it right beside it, you will dash through the target and end up further back. It can be used to get into fights, excellent for chasing down targets, and applies on-hit effects such as rylai's or your DoT from Seastone Trident.

Seastone Trident - Fizz's Trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health.
Passive: Fizz's attacks rend his enemies, dealing 30/40/50/60/70 (+0.35) plus 4/5/6/7/8% of the target's missing health as magic damage over 3 seconds. (Max 300 vs. minions)

Active: For 5 seconds, Fizz's attacks deal an additional 10/20/30/40/50 (+0.35) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.

One of your biggest source of damage. Passively, it applies a damage over time that gets stronger the lower health your enemy has. It can be also be applied by Urchin Strike. I max this ability first to harass enemies and farm easier. When you use it actively it stops their healing by 50%.

Playful / Trickster - Fizz hops into the air, landing gracefully upon his spear becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 (+0.75) magic damage to nearby enemies and slowing them by 40/45/50/55/60% for 2 seconds.

Reactiving this ability while Fizz is on top of his spear, causes Fizz to jump again towards your cursor and deal 70/120/170/220/270 (+0.75) magic damage in a smaller area to enemies nearby, instead of slamming the ground.

Now this ability has multiple usages. First, it can be used to chase. It moves you forward by quite a distance, and after Rylai's it'll slow them down after impact as well. Secondly, this ability is like a flash. It'll take you over small ledges and thin walls. Something thick, don't bet on it. It works for the wall behind baron and dragon. Thirdly, its your panic button. If you get ganked and really need to get out of there, cast it and dodge anything. You become completely UNTARGETABLE. They can't click on you meaning you can force them to blow their cooldowns and turn the fight around after.

Chum the Waters - Fizz unleashes a magical fish that latches onto enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish and knocking them aside.
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50/60/70%.

After 1.5 seconds, a shark erupts from the earth, dealing 200/325/450 (+1) magic damage in a large area, knocking up the target the fish is attached to, knocking other enemies aside and reducing the movement speed of all enemies hit by 50/60/70% for 1.5 seconds.

This ulti is so much fun. It has a huge range and it does a pretty nice amount of damage. You throw a fish that latches onto the first enemy champion it hits. And a shark comes up in a few seconds, to do some big damage while knocking them up. If the fish you threw didn't hit anyone, no worries, an enemy champion can walk over it and the fish latches on to them anyways! Even if you missed completely, the shark'll come up and make you feel better about yourself by taking out a wave of minions or so.

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I like to start with a Boots of Swiftness with three Health Potion for a better farm early game and the ability to stay in lane.
An alternative option is that you can start with a dorans ring for more damage early game, if you trust your lane mate or you know mid will be an easy first blood.
Then I like to build my catalyst the protector for more survivability and the ability to piss off my enemy lane mates. (Hah! I ain't leavin lane EVER!!)
Build those boots into sorcerers shoes and that cataclyst into a Rod of Ages.
Then build a Sheen for the sexy procs and turn that into a Lich Bane asap.
Then finish off with a rabadons deathcap and you have your core build.

Then you have space for two more optional items.

If you are facing a team of AP champs, get Abyssal Scepter and Banshee's Veil.

If you are facing a team of AD champs, get Zhonya's Hourglass Guardian Angel

If the enemy team is stacking MR like a boss, get Void Staff

If you're winning like a boss, get Rylai's Crystal Scepter mejais soulstealer

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Controlling Fizz

Now Fizz isn't a difficult champion to control. As long as you know what you're doing, and when to step in, all the fights are yours. You can engage as Fizz using either Urchin Strike or Playful / Trickster. Either one you use, you may use the other to get even closer. I recommend going in with Urchin Strike so Playful / Trickster can be used to dodge spells later. Hit Seastone Trident as you start poking at the enemy champions. Try to hit multiple champions at least once to put your DoT on them. Remember, Urchin Strike can also apply your on hit effects. Chum the Waters is a pretty straight forward ulti. You mark them and a shark pops out from under them knocking them up. Throw it at those annoying champs that you'd like to cc. Don't save your ulti as it comes up pretty often, pretty much every team fight it should be up. IMPORTANT! NEVER INITIATE TEAM FIGHTS. Always always wait for the tankier champions to do it. If you go in first, all the stuns silences and cc's land on you, and you won't be able to do that big damage that your team is hoping for.

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Early Game

Farm dem creeps!
You'll need lots of farm to be strong late game, so try to not miss those last hitting. As Fizz you can take mid for big farm, or you can take a side lane as well. Just be sure when you're mid you take opportunities to change lanes and gank. Always enter from the river with playful/trickster, and get a few hits. If you can't take them down no worries, hopefully you've blown one of their flashes and your teammates can take care of the rest.

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Mid Game

By now you should have a couple kills and assists, and maybe a death or two. Oh well. You should have most of your core build and starting on that rabadons. Right now Fizz is quite strong. You can take on most champions your level and help out in some small team fights. Fizz is able to jungle and get himself blue as well, so you might wanna do that. Just keep farming and pushing, and help out with team fights. Fizz isn't too great in team fights but he does well with 1 on 1.

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Late Game

By now, you should have your core items and is deciding which other items to take. By now there should be lots of team fights breaking out. Be sure to stay close to your team, and never initiate on your own. After a tank initiates, dash in with your Q and do damage with your W. When their team starts to focus on you, you can use your hourglass, or if you don't have one you can playful/trickster out of there easily. Be sure to use your ulti in fights as it has a cooldown of about 70 seconds in lategame, or less with blue buff. Throw your ulti at their carries as it knocks them up and leaves them vulnerable. Fizz is a good chaser but he cannot take that many hits. Pick off kills and play smart. A good Fizz player can lead his team to victory.

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In all, Fizz is one of my favorite out of the new champions. He's quick and nimble, and fun to maneuver. Has a great burst and isn't OP like how some of the other champions were when they came out. *cough cough* graves thats you. Overall if you're getting real tired of the game play Fizz for a change. A single good shark toss can turn the game around!

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Thank You

Thanks to everyone who read this guide. Its the first guide I've ever written and I hope all of you learned something from taking your time to read this. Message me if there are any errors I've made and I thank you all for the support :)