Fizz Build Guide by suress

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 suress


suress Last updated on October 18, 2012
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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: 0

Honor Guard

Defense: 21

Strength of Spirit

Utility: 9

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Great mobility
Good ganks
Personal ignite
Great tower diver
Great chaser
When you start a game you can say something smells fishy xD

Not the fastest jungle clearer
Dependent on blue
NO life steal/spell vamp for constant jungling

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Summoner spells

Some say that smite is only good for early game and tend not to pick smite if they are jungling champions like ww and shaco, but this is wrong, if you put a point into "summoner's resolve" you get an extra 10 gold when ever you use smite. This is not the only good use for smite late game it can steal/secure Dragon or Baron. If you secure baron or steal it this could give you the advantage that your team needs to win not to mention the 300 global gold.

Most ap nukes dont get exhaust, but this is a great summoner spell for fizz as he has a lot of mobility from his e and q. He does not need flash because his e can jump walls and cover large distances, and your w covers ignite as it has a heal debuff. Using exhaust on the enemy team's ad carry will reduce their damage to so little that they cant even touch your squishies.

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Alternative Summoner Spells

GHOST its not the best but it works for running / chasing in my opinion its not needed because of Playful / Trickster and Urchin Strike.

TELEPORT can be used for amazing ganks. If you buy sight ward and place them in bushes behind your enemy then teleport to the sight ward you can basically pop out and get a free kill, because they don't expect you to be there.

CLEANSE is a good pick for fizz it can used as a early game Banshee's Veil the only problem is in lower elo games some players find this spell hard to use and time well.

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Why max the defense tree you might ask? Well as it states in Pros/Cons Fizz doesn't have any Life Steal or Spell Vamp. This means that Fizz's only way of getting health back is health potions or runes/masteries. The main reason for going down the defense tree is for the health regen, Armour, extra health and movement speed for ganks.

The main reason for putting points into this tree is for movement speed and Runic affinity for longer blue/red/baron buff Runic Affinity

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"Attack speed" Greater Mark of Attack Speed
Fizz needs the attack speed for his w. This is his main dmg to creeps. You just need the attack speed for early jungle.

"Armour" Greater Seal of Armor
This is used on most junglers because the more armour, you have the less damage jungle creeps will do to you.

"Flat AP" Greater Glyph of Ability Power and Greater Quint of Insight
It is for the early ganks;I don't use AP per level because the first main item is a death cap.

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These items focus on pure NUKE!
Early death cap is surprisingly good with the flat AP runes and sheen, it gives around 200 ap.

Lich Bane : Is a great item for Fizz if used well, if you time your spells to the cool down of lichbane you will deal a significantly larger amount of damage.

Zhonya's Hourglass : as i said before, this build is pure nuke, but, we need aa Zhonya's Hourglass just to use if the enemy team decides to focus you because you are so squishy. Just use it then e/q away, then come back and deal TONS OF DAMAGE.

Void Staff : This to make there magic resist pointless, and gives a nice amount of ap with the deathcap passive.

Banshee's Veil : is used in this build to stop cc, or a stun that will get you caught up in the enemy team when running away, because you are so squishy you cant afford to be cced.

Rabadon's Deathcap : The passive for this item is one of the best in the game it gives such a AP boost you cant afford to replace it

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Alternative Items

will of the ancients

If your finding it hard to stay alive in team fights you might want to buy your self a Will of the Ancients this will give you some sustain if you are new to Fizz.

Rylai's Crystal Scepter

Don't like being so squishy? get your self a Rylai's Crystal Scepter.The slow also goes well with Chum the Waters

Abyssal Scepter

The same amount of AP as a Void Staff but it has 57 magic resist and a magic pen passive. If the enemy team is full of AP i recommend getting this item.

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This jungle route goes from 1 to 5 clearing you entire jungle. After you have finished 1 to 5 you gank and clear jungle while passing lanes.

I will walk you through 1 to 5. When jungling with Fizz use smite early Because your Seastone Trident does more damage to lower health targets.

1 ~Ancient Golem (Blue Buff)
Ask a teammates to protect and leash. Smite it to secure the buff we don't Smite early because the enemy team could be around your jungle wanting to steal your Ancient Golem buff and ruin your game :(.

2 ~Wolves
Your level 2 now, and you have your Playful / Trickster, so run over to wolves and use Playful / Trickster then use Seastone Trident.

3 ~Wraiths
Repeat the same process that you used for Wolves.

4 ~Golems
Same as Wolves and Wraiths. DON'T Smite HERE you will need to use some health potions though.

5 ~Lizard Elder (Red buff)
Playful / Trickster onto them and then use your summoner spell Smite. Then activate Seastone Trident and use Urchin Strike every time its off cool down.

From here on out all you need to do is run lane to lane ganking and clearing jungle.


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When ganking you want to Playful / Trickster into the lane, but don't hit it 2 times you have to hit your Playful / Trickster one time to activate the slow. If you hit it again you jump again but don't get the slow. If they are further away from the gank bush you should Urchin Strike then slow with Playful / Trickster not forgetting that your Chum the Waters is great for tower diving, just make sure that you Playful / Trickster is off cool down.

In team fights your main goal is to disrupt the enemy team and make them split with your Chum the Waters. If they do split it makes it easier to focus there carry. If they don't split then you have a second goal this is to take down there spell vamp/life steal champions usually the ranged or melee ad carry's like Nocturne or Ashe you do this because of your Seastone Trident witch reduces healing by 50% while active, this will destroy there sustain and they should get destroyed by aoe and you.

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Tower diving

When tower diving before level six or when Chum the Waters is on cool down.
Before diving make sure your Playful / Trickster is off cool down. Activate Seastone Trident and Urchin Strike to the target, you Activate Seastone Trident before you dash because Urchin Strick will apply on hit effects. After taking too many tower hits or getting the kill, you want to use Playful / Trickster to avoid a tower hit. Make sure to activate the move twice to travel the most distance possible in the fastest time possible.

Diving with Chum the Waters
Its really the same as diving with out it there is just a few differences. The first being you
start by landing your shark on the target you want then follow up with Seastone Trident and Urchin Strike.Once again you use your Playful / Trickster to avoid tower hits and get away from the tower. There is another way you can dive with you Chum the Waters you land your shark same as above but this time you Playful / Trickster to get to your target. Then you use Urchin Strike to dash to a minion further away. This takes more planing to do and its harder to perform but it is still a great way to tower dive.
/league-of-legends/ability/chum-the-waters-443 SOME CHAMPIONS WILL TAKE ADVANTAGE TO YOUR TOWER DIVING ABILITY'S

You want to try to avoid tower diving champions like Sion and Nasus because these champions have stuns / slows and a lot of life steal. So if you tower dive a Sion and he Cryptic Gaze you then Cannibalism he will kill you with the help of his tower and life steal.

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Nimble Fighter = Fizz can walk through monsters and champions you also take less damage from auto attacks. This is what makes Fizz such a good chaser and tower diver the amount of times that i have glitched out on creeps and minions is endless, and basically every time i have died of lost a kill because of it. It also helps with jungle as you take less damage from auto attacks.

Urchin Strike: a dash with 550 range it also will apply on hit effects. This is used for ganking and jukeing not to forget its damage. This is also a reason lichbane is such a good item for Fizz as when you Urchin Strike to a champion o low hp it will use your lichbane and Seastone Trident heal debuff if you activate it before dashing.

Seastone Trident: Fizz's auto attacks rend his target dealing damage over time. When activated fizz dose bonus damage with auto attacks and applies a healing debuff with reducing healing by 50%. This is the main spell you will use to clear jungle as it gives extra auto attack damage.

Playful / Trickster activate = fizz stands on his trident and goes undtargetable for a small amount of time, when he lands he slows all near by enemys. If you activate your Playful/trickster while Fizz is untargetable fizz will jump forward and deal a reduced amount of damage but will not slow near by enemys. Using this spell to avoid enemy's spells in lane can really waste their mana, but this is not the best thing about this spell, you can avoid tower hits with it if the tower shoots you and the shot is traveling towards you, and you activate Playful/Trickster the attack will disappear and you will not take any damage. This is what makes fizz such a good tower diver. you can also use this spell to jump walls when running or chasing enemy's.

Chum the Waters: a large ranged skill shot. Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. If it doesn't hit an enemy champion it will stay on an area, and it will stick to the first enemy champion that walks into the area. The champion that has the fish attached will be slowed by 50%.
Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage, knocking up the target, knocking back all other enemies within the area from the center and slowing all enemies in the area for 1.5 seconds.

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Counter Building

Abyssal Scepter: This iteam is EPIC