Fizz Build Guide by Sankat
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PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Build 1 (Cheat Sheet)
Champion Build: Fizz
| Health | 3112 |
| Health Regen | 19.6 |
| Mana | 2320 |
| Mana Regen | 14.25 |
| Armor | 136.59 |
| Magic Resist | 185 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 405 |
| Gold Bonus | 0 |
| Attack Damage | 107 |
| Attack Speed | 1.005 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 589.85 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 10% |
Recommended Runes
Ability Sequence

3
4
7
9
10

1
5
8
12
13

2
14
15
17
18

6
11
16

Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduccion
Welcome to my Fizz guide! As you may see through the guide, this guide it is not perfect, and it is not one of that "must follow" guides. You can and will have to change it according to your needs or the enemy team!
Also, feel free to give feedback and share your opinions! I will take every single comment into account and even modify this guide according to what this community thinks!
About Fizz
Before Starting with the masteries, runes, items, etc. I wanted to speak about Fizz and his capabilities.
Fizz is one of the best AP carries of the game, with his
Playful / Trickster he can dodge every skill shot in the game and many directed skills also! in addition your
Seastone Trident +
Urchin Strike +
Chum the Waters does tons of damage which can take down lots of champs in a matter of seconds.
A good Fizz can win you a game, and a one can lose you one too...But we dont want that...do we? So the main purpouse of this guide is to give you the tips and tricks to carry your team to victory every time you play as this wonderful champion!
The lonely champion lore
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.
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.
Pros and Cons...wait a minute...What cons?
Pros / Cons
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Pros
+ Incredibly good early game + Great burst damage + Great initiator + You can not escape from fizz, no one can + You can dodge almost everything |
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Cons
- With this build you will have to be passive the first 3 levels - Very item dependant - Lacks range (You have a very good gapclose though) - Your whole race is dead :foreveralone: |
Masteries
As Every AP You will need Ability Power in order to work well, so we are choosing a 21/9/0 set. We will need to get as much AP as possible, also we need to amplify that damage (that is what
Executioner
is for). This will allow us to have a very a good damage output early game and also some defensive stats that let us avoid being super squishy.
Runes
Greater Quintessence of Ability Power: Well Here we have an easy choise, what is better than a bit of AP at the beggining of the game? Yes! More AP! So we need three
Greater Quintessence of Ability Power to increase our damage.
Greater Mark of Magic Penetration: Okay, we have the AP, but our enemy has Magic Resistance, what can we do? Again you were right! We need to penetrate that Magic resist, our
Greater Mark of Magic Penetration will help us with that.
Greater Glyph of Magic Resist: We will be going mostly mid so we will be facing many AP based champions, Personally I prefer starting with a
Greater Glyph of Magic Resist. Although some people like getting an extra abilty power or some Cooldown reduction I think it is better to be a better more protected, especially if we face champions with heavy burst damage like we are. I like to combine this glyphs, with 4
Greater Glyph of Scaling Magic Resist to get some Magic Resist per level also.
Greater Seal of Armor: The enemy team wont we only based on AP champions, we need some armor also. So we are getting some armor form our
Greater Seal of Armor to counter this.
Summoner Spells
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Ability Explanation
Nimble Fighter: This passive allows fizz to ignore unit collition and take reduced damage from phyisical attacks. This is a great passive which lets you exchange hits at low level without being scare of minion aggro. Also you use it to escape from chasing opponents, just run through a minion wave, you will pass like them like if nothing happened and your enemies will have to avoid them.
Urchin Strike (Q) Great initiator and escaping tool. This ability does a lot of damage early, mid and late game. this ability will always cover the same distance, so if you hit an opponent which is next to you with
Urchin Strike you will get away from him. This is an awesome skill for juking also.
Seastone Trident (W): This ability has two effects, your passive applies a posion which does small amounts of damage for each basic attack you make, When you activate it Fizz will deal magic damage with his attacks depending on the enemy missing health.
Playful / Trcikster (E): Dodge, Escape, Chase! This skill does EVERYTHING you need. I think it is one of the most usefull skills in the game. It is a bit hard to master, in order to use this ability to the max you will need to activate it twice, one before jumping nad other one will in the air, this will make you jump further and became untargeatable for more time!
Chum the water (R): A great ultimate for an awesome champion. With your shark you can slow enemies, initiate fights, finish opponents, catch up with them. Do not underestimate it`s damage, when maxed you literally make the most squishy opponents life bar dissapear when you combo it with
Urchin Strike and
Seastone Trident
Ability sequence
As almost every champion in the league, your best skill is your ultimate, in this case a badass shark, max it whenever you can. After that it is just a matter of opinion, I personally prefer
Items
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: Ok, we have to melt our enemies down, but we need more AP as the game goes on and on. well, just buy a Rabadon's deathcap and melt everybody down
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: The mana and AP from
Sheen plus the MR of the
Null-Magic Mantle and the AP from the
Blasting Wand all combined in one item?!!?! Are we in heaven!?!?! An incredible item for fizz
-
: OK, so here we get plenty of HP thanks to the
Giant's Belt and a decent amount of AP from the
Amplifying Tome and
Blasting Wand combo. A must have on fizz!
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: A good Item if you can press the hotkey in middle of a battle and throw it, if you are not used to doing this and you have the gold just build a
Banshee's Veil.
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: If no one else in your team is building it get it! you will get lots of AP from the
Blasting Wand and a good Magic resistance from the
Negatron Cloak. Also it gives a great unique aura, You will reduce the MR of nearby enemy champions by 20 with a very good range (1000 range). Just ensure that you are the only one in your team building it. If someone else has already built it a
Void Staff will do. Some people preffer a
Void Staff over the
Abyssal Scepter, If you are one of those people just build a
Void Staff
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: An awesome Item, here we get some good armor from our
Chain Vest and our
Cloth Armor and a great Magic resist thank to the
Null-Magic Mantle. Also it revives you when dead and it has a relatively short cooldown (5 minutes). Another must have.
Teamfights
This is where
Fizz shines! It does not matter if you initiate or not, most of the times you wont, but if you have to, initiate with your
Chum the Waters, ALWAYS, also, try to hit the enemy squishiest member. Your combo will be always the same! Or at least most of the time. Wait for an enemy out of position (remember, you are an assassin, take out always the squishy tragets) and simply do your
Seastone Trident +
Urchin Strike combo, if he survives
Chum the Waters will do the trick (I know I said you should always initiate with
Chum the Waters, this is when you catch an enemy out of position, never waste your ult in only one enemy). i have seen lots of fizz saving their ults to chase enemies or escape, this is good, but never do it in a 5v5. A well placed ult in the middle of the enemy team can lower half of the their HP bar, dont underestimate you damage, NEVER. Most of the times you and your AD carry will be focused, so watch out for this. Never be out of possition or it is game over for you...and your team you will need to survive as long as you can in teamfights....Besides all that if you have a little common sense you should be fine.
End of the line!
Here it ends guys! Thank you all for reading this guide! please leave your feedback for further discussion. I just wanted to say a few things here, first of all this is my first guide and I really hope you liked it. I Fizz as a mid (although I am a dedicated support player), so I can say I know many things about this little guy.
Please feel free to upvote or downvote if you feel necesary, but as I said before, please leave feedback.
I would like to give special thanks to jhoijhoi for the awesome guide on how to make a guide!
To access the guide just click here.
See you later guys!
I would like to give special thanks to jhoijhoi for the awesome guide on how to make a guide!
To access the guide just click here.
See you later guys!
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