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Fizz Build Guide by Show and Tell

Assassin Fizz in your pants (In-depth season 6 Fizz guide) (6.17)

Assassin Fizz in your pants (In-depth season 6 Fizz guide) (6.17)

Updated on September 1, 2016
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League of Legends Build Guide Author Show and Tell Build Guide By Show and Tell 30,817 Views 3 Comments
30,817 Views 3 Comments League of Legends Build Guide Author Show and Tell Fizz Build Guide By Show and Tell Updated on September 1, 2016
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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction

** NOTE: FROM NOW ON I WILL GO VERY IN-DEPTH ON EVERYTHING. IF YOU JUST WANT TO KNOW WHAT TO BUILT READ THE NOTES IN THE FIRST PART OF THE GUIDE **

This guide will also contain a lot of general information around items and skills I use for Fizz.

My summoners name is Show and Tell. I've been playing league since season 3 and I have been a Fizz and Renekton main since I first started playing ranked.

I am currently Platinum on EU west servers and with the start of season 6 I decided to test all the new items on Fizz because there weren't any guides yet. I have played around 100 ranked games in season 6, 300 ranked games in season 5 and 80 ranked games in season 4 with Fizz. I disagree with most of the current guides on mobafire and because I am so experienced with Fizz I thought, why not make a guide myself? Therefore I am now writing my first league of legends guide.

I try to write this guide for a wide variety of readers. Even for people who are more experienced with Fizz or league of legends in general should be able to find something usefull.

If this guide gets any attention I will upgrade it with videos and I will add an in-depth playstyle section.

English is not my mother language so I might make a lot of grammar and/or spelling mistakes. Please try to ignore it and try too just focus on the information I am trying to give you :)
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Pros / Cons

Pros

+ Can snowball really hard and carry the game
+ Can dodge almost any skill with his E
+ Has tons of mobility
+ Outplays and jukes are common
+ Has high skillcap but is not hard to pick up
+ Can engage and disengage with his ult
+ Has no real hardcounters
+ Has really low cooldowns
+ OP mid game and still strong lategame
+ Can built tanky while still dealing dammage (Toplane?)
I have always loved playing mobility champions being able to snowball. Renekton, LeBlanc, Fizz, Zed, Diana, Lee Sin, Katarina are the kind of champions I like to play. I fell in love with one champion above all: Fizz. The most mobile and snowbally champion around. You can endlessly juke people with your Q, E, R and outduel more fed champions in combination with your DoT on your W and your slows.



Cons

- Has some mana problems early
- You can miss your ult and be called noob
- If you lose lane you'll have a hard time safe farming to get back in the game
In my opinion there aren't really many cons on Fizz. Many people say he is weak in lane, but he has one of the best level 3 and level 6 all-ins and if you play it good you can win almost any lane and start snowballing. Early you should really be carefull with using your mana though. Even though Fizz is squishy, you have your E and Zhonya's Hourglass to dodge and outplay your way to being 'tanky'.
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Masteries



VS While Assassin seems like the perfect masterie for a snowbally assassin like Fizz, I still prefer taking Secret Stash in most matchups. Before Crystalline Flask got removed that used to be my standard start. Now my core starting item is Dark Seal and in most matchups I miss the healing I used to have. Secret Stash in combination with the 25% increased healing from Dark Seal will give you a solid 35% increased effectiveness from potions. Add in the 20 extra life you get from potions because of Secret Stash and you will heal for 217(!!!) extra health on your first three potions alone! Besides that I often buy a Corrupting Potion early in the game. You will also have an increased 35% healing on that which is basically an extra stack of healing, really usefull. Overall you can get away with either of these masteries but if you are playing a lane where you will get a lot of harass and you are planning on buying Corrupting Potion and Dark Seal I think Secret Stash is the safer option. It will also save you from Ignite more than once because of the instant 12 health from health potions. If you really don't need the extra sustain in lane you can start Dark Seal+ Refillable Potion and you can take Assassin .



VS Many people seem to blindly go for Deathfire Touch . It seems like an obvious choice with the extra dammage over time. But there is a simple reason why Thunderlord's Decree is just way stronger on Fizz. First of all, Fizz is all about the all-ins. He is not a poke-champion like Xerath who would benefit more from the DoT from Deathfire Touch . However the biggest reason why Thunderlord's Decree is that much better is because of the higher base dammage. If you read both masteries again you will see that Deathfire Touch has 8 base dammage with some extra scaling from AP and Thunderlord's Decree has 10 base dammage PER LEVEL. This will give you a solid 180 base dammage at level 18 which is huge compared to the 8 base dammage from Deathfire Touch ! The scaling is minor anyways so Thunderlord's Decree is definately the way to go on Fizz. Thunderlord's Decree also allows Fizz to make very strong level 1 trades.
aa-E(cancel your animation)-aa
and walk away while they are slowed. Also a big chance you dodge their harass with your E.



VS Both of these masteries are strong on Fizz. Precision will give you some usefull extra dammage on both your spells and auto attacks. Fizz is one of those champs that can make use of both the armor and magic pen (same goes for Natural Talent ). This will make your stronger in lane and will still increase your dammage lategame. Intelligence will get you to a solid 45% CDR with the CDR and snowballing builts. Precision is very strong in lane and will help you snowball easier. But at this moment I really like the snowballing Fizz built with 45% so I will be using Intelligence some of the time. But if you need the extra dammage from Precision to win your lane you should go with that. Don't bother taking Intelligence if you don't plan on building 40% CDR.



VS Oppressor will be stronger in lane. With the slows on your Chum the Waters and Playful / Trickster you have a 2.5% increased dammage during your whole combo. The main reason I pick Bounty Hunter over Oppressor is because I just think Bounty Hunter is way cooler. I snowball the majority of my Fizz games and being a bounty hunter to increase my snowballing potential just feels way better. Bounty Hunter outscales Oppressor once you killed two enemy champions. You can get away with either of these skills.



VS Pick Savagery if you need the extra dammage to last hit in lane. Take Wanderer if you are more confident snowballing so you can roam more easily. (Even after so many Fizz games I'm still bad at farming with Fizz. I take Savagery for easier farming).



VS Double Edged Sword is very decent on melee DPS champions. Because we built glass-cannon, 3% extra dammage can make a difference, while 1.5% extra dammage taken is rather negligible because we don't have much life anyways. Our way to survive is not by tanking dammage but by dodging stuff with our E and zhonya. So I would take Double Edged Sword in most matchups. That being said, we don't want to take Double Edged Sword against heavy harass lanes. Take for example Xerath. He will keep his distance and poke you all the time. We give him a free 1.5% increased dammage on all his poke while making no use of the 3% extra dammage early in the lane. That is not a good thing because farming will be rather hard this way. In heavy harass lanes like that we take Feast so they don't get a free 1.5% extra dammage and we get some nice extra sustain, something Fizz lacks. Both are situational. Against very heavy harass lanes you should go Feast + Secret Stash and against easier lanes where you focus more on getting the early kill you could go Double Edged Sword + Assassin .


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Runes

Runes




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Spells


Flash is a MUST on almost any champion, including Fizz.
Anyone saying Fizz doesn't need Flash because of his Playful / Trickster is just wrong. Flash is even stronger in combination with the mobility you already have on Fizz. Also if you don't have Flash it isn't safe to use your E in lane, because a jungle gank is very dangerous without your E or Flash up. Also if your enemy has Flash and you don't they can easily outplay you by dodging your Playful / Trickster. Since we max our E first we don't want this to happen. Your own Flash prevents people from outplaying you.
Example: You use your Playful / Trickster and it would kill someone but they flash away. You flash after them BEFORE Playful / Trickster lands so you still deal the dammage and take the kill. So basically Flash also makes sure you deal your dammage. This example is common to happen a few times EVERY game. It is basically what happens every time I make my first kill in a lane. Long story short: TAKE FLASH!




Ignite gives stronger all-in potential
Ignite will give you a stronger laning phase and a way bigger chance of succesfull all-ins on level 3 and 6. There isn't any other viable option. A very important aspect of Ignite many people seem to forget is the reduced healing. Against many champions this makes sure you can kill them. For example Ryze or Swain or Vladimir would be way harder to kill without Ignite. So the effective dammage it deals becomes way higher if you count in the reduced healing. Especially after Fizz lost the reduced healing passive on his W ignite is a real must. It also works really nice with the DoT from Seastone Trident. You will see MANY people burn Flash and still die to these two combined.

Other somewhat viable options are Exhaust and Barrier. These spells could 'bait' other people into diving you and making poor decisions. Heal is not recommended mainly because most midlaners will use Ignite and you don't want a summoner spell that is only 60% effective. The reason we don't take Teleport is because Fizz wants to make (early) kills and snowball. Even though you might be able to take kills on botlane with teleport in some games, the majority of your games are won in the midlane.

Long story short: Before the nerfs on your W you could take Exhaust, Barrier or Ignite, but now Ignite is your best option in 99% of your games, especially against champs with healing.
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Abilities




Playful / trickster: This skill is what makes Fizz unique. It is one of the most versatile skills around. It can be used as a dash, it can be used as a slow, it can be used as a spellshield, it can be used as AOE nuke, it can remove focus from minions/monsters and towers, it is a strong waveclear ability and more.

You're going to want to max out Playful / Trickster after your ultimate Chum the Waters and before maxing anything else.

Some people say: why max Playful / Trickster? If you max Seastone Trident you can get more dammage in your all-in. Well the answer is simply that this skill is TOO IMPORTANT not to max first. By maxing this you will reduce the cooldown which will make you the slippery Fizz you are supposed to be. It will also allow you to clear waves, something Fizz can have problems with early on. This will allow you to roam more. It also increases the slow which makes it easier for other teammates to catch up (for example your jungler). With CDR and zhonya it is normal that you can use your Playful / Trickster about 3-4 times in an extended fight. Also it still gives way more dammage than Seastone Trident if you can hit two or more people with it (during a countergank?). MAX THIS FIRST, without any doubt!

Playful / Trickster is a one-of-a-kind skill and many awesome things can be done with it.

Tips and Tricks
  • Playful / Trickster has two parts. First part is playful, second part is trickster. Playful has a much larger hitbox and applies a slow. You should NOT USE TRICKSTER if you want to kill someone or when you are in a teamfight. It will have a smaller hitbox (easier to miss and hit less people) and it doesn't apply a slow. Actually the only reason to use trickster is if you want to use it as a dash. Try to learn to press E only once so you use playful most of the time. Only use trickster if you really know you need the extra distance.
  • You can cast other spells like Flash or Ignite or Smite or Zhonya's Hourglass active DURING your Playful / Trickster. Why is this usefull?
  • When you use your Playful / Trickster and it would kill someone but they Flash away. You can Flash after them BEFORE your Playful / Trickster lands and still take the kill.
  • One of my favourite moves to kill someone in lane is to pretend you will farm or push with your E. You E on the minion wave, then right before you land you Flash in. Your E will hit them and you can instantly W-Q- Ignite for the kill. They won't even have time to Flash or dash away themselves. When they have low enough life to die to an all in but have a way to escape from you use this trick. It will give them no time to react.
  • When you use your Playful / Trickster and it would kill someone but they activate their Zhonya's Hourglass and you will probably die by other enemies after you land. You can also activate your Zhonya's Hourglass while midair. This will delay your Playful / Trickster and makes sure you still hit them for the kill. If they then Flash away after their zhonya's you can combine this trick and the previous trick. There is no escape!
  • Playful / Trickster can be used to remove focus from minions and monsters. This can be usefull in the jungle with the new agrro system but it is also VERY strong in lane. Very often when you all-in someone at level 3 there are minions around. Minions can deal a lot of dammage early on. When I all-in someone they will walk towards their tower, away from the minion wave. If you Playful / Trickster on them with enough distance from the minions you will lose all of their aggro. This will give a bigger chance of succes on your level 3 all-in.
  • Playful / Trickster can be used to remove focus from towers. This makes Fizz one of the best tower-divers in the game! Especially when you are diving with your jungler. Make sure you deal dammage first and take tower aggro while diving someone. Then when you feel like you have taken enough dammage you simply press E. The tower will then proceed to aggro your jungler. You can even use the E dammage to finish someone off, you don't need it to escape. With Playful / Trickster you can divide the tower dammage evenly between you and other people diving with you.
  • Unlike other dashes, you don't really need to dodge enemy skills. You just need to time your Playful / Trickster right. This means you can chase someone, and when they fire their Ethereal Chains you can use Playful / Trickster to both dodge their skillshot and keep chasing them at the same time. This makes it very hard for people to juke you, even when they have cc.
  • Your Playful / Trickster allows you to make very good level 1-2 trades in combination with Thunderlord's Decree . You can auto attack someone, then instantly use your Playful / Trickster to cancel your aa animation. After you land your slow you can aa one more time to proc your Thunderlord's Decree and walk away while they are slowed. There is a big chance they also miss their counter harass because you Playful / Trickster the moment you come into range. This way you can outtrade almost any champion in level 1-2.




nimble fighter: A very usefull passive for a melee champion like Fizz. This will make it easier to farm in lane because you won't get minion blocked and take less dammage from harass.


Especially in season 6 it feels as if minion block can screw you up like never before. This passive is underrated in my opinion. It also indirectly buffs your movement speed because when chasing someone through a minion wave they will have a different walking path and you will just walk to them in a straight line.



urchin strike: Awesome skill. It is a gapcloser, a high dammage hard to dodge skill, an auto attack reset and it can be used as an escape.

What to max first, Urchin Strike or Seastone Trident? While it is true that Seastone Trident gives you more dammage in an extended fight, and arguably the same burst I still choose to max Urchin Strike first in many of my games. This is mainly because I really like the mobility and low cooldown you get from maxing Urchin Strike. In combination with 40% CDR and Intelligence you can get this skill to a 3 second cooldown, which is insane. Overall I would say: if you are using the standard built and need the extra dammage to kill people and/or the enemy team is stacking health: max Seastone Trident first. If you are snowballing with the 40% CDR built and want the extra mobility to make plays and kill several people in one fight: max Urchin Strike.

Because Urchin Strike applies on-hit effects always activate Seastone Trident before using Urchin Strike. Not only will this apply the passive and active of Seastone Trident but using Seastone Trident will also activate your Lich Bane passive. This will make sure your Urchin Strike deals tons of dammage, even though it has a low base dammage from itself.

Tips and Tricks
  • Urchin Strike dashes a fixed distance. This can be used to juke people using bushes. Walk in a bush, wait until they walk in and you will have a full distance dash in the opposite direction. It can also be used to juke people chasing you without bushes. While running, suddenly step back a bit, and then Urchin Strike through them again in your original running direction.
  • Urchin Strike can be used as an escape by dashing through minions/monsters. The obvious way of escaping is dashing to a minion in a safe direction. But other usefull tricks might be: warding over a wall to get vision of a jungle camp and Urchin Strike through the wall. Or running towards river and Urchin Strike through Rift Scuttler. Overall a very solid escape spell.



Seastone trident: This skill will give you massive dammage in extended fights and works perfectly in combination with your Urchin Strike. It will also help you last hit under tower and deals a lot of dammage against Baron/Dragon.

You max this after Playful / Trickster if you need the extra dammage or the enemy is stacking health. You max this last if you want the extra CDR on Urchin Strike. Whatever suits you.

Tips and Tricks
  • Always activate this skill before using Urchin Strike. This will make sure your Urchin Strike makes use of the Lich Bane passive and the Seastone Trident dammage.
  • With the active you can kill caster minions with one auto attack after they get a tower shot early game. This allows you to farm under your tower.
  • Because of the dammage over time you can outduel stronger bruisers that would normally beat you in a 1v1. Use the bush tactic from Urchin Strike and the slow from Playful / Trickster and Chum the Waters to extend the fight as long as you can. The longer the fight takes, the more dammage your Seastone Trident will do.



Chum the waters: A very strong ultimatae. It can be used as an engage or disengage in teamfights. It can be used as a juke and chasing skill. It can be used to snipe lowhealth targets and it can even be used to steal dragon/baron. The only downside is that it is a skillshot. Make sure you hit!

This ultimate is overpowered if you hit it. So as long as you keep hitting your ultimate you are playing an overpowered champion. I would recommend only using this ult when you are very close to your target. Because it is a slow missile it is very easy to dodge when cast from a long distance.

Tips and Tricks
  • When possible, use this skill when the enemy has no vision on you. For example if someone is chasing you and you walk in a bush. Or you are chasing someone and you are still in the bush and he isn't. Or when someone is cutting a corner. This way they don't see it coming.
  • If you all-in someone try to cast your ult while being very close to them. This will make it very hard for them to dodge it.
  • You can also use your ult as a disengage, for yourself or one of your teammates. Not only will it slow and knockup the champion you hit but it will also force the enemy champions to walk away from eachother.
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Items



*NOTE* Dark Seal GOT BUFFED! COSTS 50 LESS GOLD! You can now get 3x Potion in heavy harass lane and Refillable Potion in easy lane. There is no reason to start anything else than Dark Seal at this point!! *NOTE*

Dark Seal + 3x Total Biscuit of Rejuvenation is an awesome start on Fizz. This item will give you about the same stats as a Doran's Ring. The 25% increased healing will heal for 112 extra health on your first 3 potions. This is better than the 60 health on Doran's Ring because you will get harrassed. Because with Fizz we don't have to poke the enemy and rather have to focus on the all-in the 100 mana is equally good to the mana regeneration on the Doran's Ring.

Why get this if it is equally good to Doran's Ring? There are several reasons. First of all, Dark Seal can get stacks that give up to 30 extra AP(!!!). This is huge. Dark Seal stays usefull way longer as the game continues. Besides that, you have the option to upgrade this into Mejai's Soulstealer in some games where you snowball really hard and don't have a huge risk on dying (not too much cc).

The second reason why this item is so good is because of the increased healing. I get a Corrupting Potion in the majority of my games on my first back. Once you have this potion the 25% healing (112 health, 37 mana) outclasses the 60 health and mana regeneration on Doran's Ring. So basically this item is equally good to dorans from the very first second of the game and outscales dorans heavily later in the game.

Last but not least, Dark Seal can be sold for 245 gold. This is 95 gold more than the resell value of Doran's Ring which sells for only 160. If at some point in the game you decide to sell this (full built or zero stacks left, or that last gold for your zhonya before a baron fight) it will give you a nice boost in gold.

Conclusion: With my way of building Fizz, Dark Seal outclasses Doran's Ring in every way. The only reason for you to build a Doran's Ring would be to survive an all-in by your opponent in the first few levels of the game (before you had the chance to drink your potions). Against a LeBlanc or maybe a Riven this might be the reason you would go for Doran's Ring over Dark Seal. Besides that, Dark Seal is an item PERFECT for Fizz. It might be the most gold efficient item in the game right now and it is UNDERUSED!

In very easy lanes you could start Dark Seal + Refillable Potion. This will save you 150 gold so if you can kill your lane without the 3x potions you will snowball even harder with this start. I always start with 3 potions.



With the inscreased healing from Dark Seal and maybe Secret Stash this potion becomes an extremely powerfull sustain item which even gives some offensive stats. Because Fizz has a lack of sustain we can really use this item to compensate that. Is it worth to get this item as starting item? In my opinion no. Don't start with this item, start with Dark Seal. This will give you far more laning power before your first base and gives you a better opporunity to go for first blood, which happens a lot with Fizz because of his strong lvl 3 all-in potential. I still start potion if I play Fizz top with Teleport but in midlane I prefer getting that early kill and snowball from it. If you feel like you won't have any kill pressure in lane you could still start with Corrupting Potion though.

Buying this item early when we started with Dark Seal is very cost efficient. With the 35% increased healing this potion value increases from 500 to 675. Totally get this at your first base, along with a Doran's Ring. If for some reason you don't have money for both, get a Corrupting Potion if you need sustain and get Doran's Ring + some potions if you want extra kill potential.



You could still start with this item in some games for the extra health. This could save you in some cases against heavy all-ins from LeBlanc or Riven-like champions.. I would still say Dark Seal is a better start 99.9% of the time. In some matchups or in toplane you could even start Doran's Shield, but I never do this. In season 5 my starting item was Crystalline Flask and then on my first base I would buy 2x Doran's Ring. In season 6 I start Dark Seal and on my first base I get Corrupting Potion and Doran's Ring. So even though I don't start with Doran's Ring anymore I still get one almost every game I play on Fizz.



Core item on Fizz. Before the changes I would always get a Sheen first. Now that it no longer gives AP I sometimes chose to get a Blasting Wand first. Or when I have enough gold I get Amplifying Tome + Sheen. Sometimes I buy Boots but I regret that most of the times because I prefer extra space for getting all seperate parts for my Lich Bane. I like the 10% CDR on Lich Bane because this allows Fizz to built 40% CDR. This item is so awesome on Fizz and (some) other melee assassins, I can't play games without it. Activate your W before using your Q to make sure this item's passive gets procced on your Q. In rare cases where you expect a long duel and you don't need your Q for gapclosing you could activate W and proc your spellblade with an auto attack, and then use your Q as an auto attack reset. This will give you more dammage when you don't need your Q as a gapcloser.



This item is awesome and therefore core on Fizz. You can't play Fizz properly without Zhonya's Hourglass' active. In combination with your E this item makes you super hard to focus and kill, especially in teamfights. By using this active you are granted a few more seconds to live. Within those few seconds your cooldowns will drop and your team may come to help you. You can probably E away again after the active if you play it right. The 10% CDR amplifies this and makes it easy to hit 40% on Fizz.

This item also gives you some armor which is especially usefull on a melee assassin like Fizz because you have to get close to kill people. Without this armor coming close to bruiser-like melee champs would be more dangerous (aka Renekton or Riven). It also helps you tank more dammage from minions and towers.

Tips and Tricks
  • When you use your E to kill someone but they activate their own Zhonya's Hourglass' active to save themselves, you can activate your Zhonya's Hourglass to delay your E and still kill them. Do this if you have a high risk of dying after your E lands.
  • You can still activate this active when you got hit by a snare like Ryze's Rune Prison, Morgana's Dark Binding or Lux' Light Binding. When you got hit by a spell like this it is likely that people will throw their skillshots and ults at you so be ready to use your active.
  • Just like your E this item will drop tower and minion aggro, making you an even better diver.
  • This item can save you from dying to Ignite or other DoT dammage.
  • Try to learn and time this item to dodge skillshots and ults thrown at you. If you time it right they waste their ults on you (same goes for your E). Example of ults to dodge: Zed, Vi, Talon, Katarina, Caitlyn and many other abilities.



& You should buy Boots after your Lich Bane. Finish your tier 2 boots as your third item, after Zhonya's Hourglass. You make Ionian Boots of Lucidity if you are ahead and going 40% CDR built. You built Sorcerer's Shoes if you need extra dammage to oneshot squishies. If you are playing against a full AD team go for the 'Standard built' and use 3x Greater Glyph of Scaling Cooldown Reduction and 6x Greater Glyph of Cooldown Reduction. You'll need Ionian Boots of Lucidity instead of Sorcerer's Shoes to get 40% CDR.



Morellonomicon is the easiest option for Fizz to get to 40% CDR. It gives good AP and because the item is relatively cheap it will help you to keep snowballing once you start rolling. The mana and mana refund is really usefull, especially for a snowballing Fizz. When I am snowballing really hard I go for the 'snowballing Fizz' built, and when I am just ahead I go for the '40% CDR Fizz' built. You don't need an early Rabadon's Deathcap or Void Staff for the extra dammage if you are ahead because you can oneshot almost anyone. That is why we prefer this item first because of its massive utility. The grievous wounds passive is also usefull after they removed the grievous wounds on our Seastone Trident. If you get this item make it as your fourth item. Don't get it sooner because your really need your 3 core items first. Don't get it later because it doesn't give enough raw dammage lategame. The only time we will be building this as our 5th item is if we snowball really hard and bought a Mejai's Soulstealer.



Well this high-risk high-reward item is awesome on Fizz. Why? Because by now I think you know I like to snowball with Fizz. And this item makes Fizz snowball like never before. Because Dark Seal is our core starting item now, Mejai's Soulstealer only costs 1000 gold and starts with 10 stacks when you buy it! Even though this item is very strong and fun you should really think twice before you buy it.
When to buy a Mejai's Soulstealer
  • ONLY buy this item if you snowball really hard and got 8+ stacks on your Dark Seal before you buy this.
  • Get this item after your Lich Bane if you have 10 stacks and have no high risk of dying (nobody on enemy team is fed, they got no risky cc). Get this after your Zhonya's Hourglass if you will need it to survive (you will against snares like Ryze, Lux, Morgana or risky ults from Zed).
  • Don't buy this item if the enemy team has a lot of cc and/or risky cc like Warwick or Amumu or Malzahar. They can focus you down too easy and you will lose 15 stacks.
  • Don't buy this item in a ranked game if you are not experienced with Fizz yet, because the risk is rather high.



This item just gives so much AP. Without it you will fall off lategame so you will need this item sooner or later. The passive of this item becomes more usefull the more AP you have so it is better to get most of your other AP items first. The item is really expensive so don't bother building it early as it will slow you down and gives absolutely no utility. If you really need the dammage to kill people because you are behind you get this as your 4th item, never sooner. If you are ahead you get a Morellonomicon first and get this as your 5th or 6th item.



This item will keep your dammage high even when people are building magic resist. Don't get this item early as people rarely built magic resist early. This is an item similar to Rabadon's Deathcap. It gives a lot of dammage if you already have other AP items but it doesn't give any utility. Rabadon's Deathcap + Void Staff make sure you still deal dammage against full built people so only built this as your 5th or 6th item. You don't need this item if you are ahead. If I snowball and the enemy team doesn't stack magic resist I don't even get this item at all.



Good item if you get focussed down in teamfights. It will give you some extra magic resist and armor which is also somewhat usefull but you mainly buy this for it's passive. If you go for 'snowballing Fizz' built you probably don't need more dammage and everybody will try to focus you down. With this item they can't focus you anymore in teamfights. In combination with your Zhonya's Hourglass and your Playful / Trickster on 40% CDR this will make it very hard to kill you. This will also prevent you from losing Mejai's Soulstealer stacks. Perfect to finish our 'snowballing Fizz' built with. If you go for the 'standard built' most of your other items focus on having dammage. This allows you to oneshot someone but after that you are vulnerable because of your high cooldowns (no CDR). Guardian Angel allows you to use your combo at least twice in a teamfight. If you are ahead and go for the 40% CDR built (without mejai's) you could get this item instead of Void Staff. Get GA if you are focussed down too fast in teamfights to combo twice. Get Void Staff if you have less risk of dying and/or enemy is stacking magic resist.



When do we get a Banshee's Veil instead of a Guardian Angel? Banshee's Veil is better than GA if you have a risk of getting oneshot before you can even land your full combo. This is mostly against heavy fed AP mages with cc. Examples are Annie, Veigar and LeBlanc. It can also be very usefull against champions with strong initiations like Malphite, Blitzcrank, Ashe or Warwick. Having a banshee shield up allows you to be almost impossible to initiate on, in combination with your E and Zhonya's Hourglass. Also buy banshee very lategame when you are full-built and you already used the passive on your Guardian Angel. You should sell your GA and buy a Banshee's Veil or a Void Staff.



The good thing about this trinket is that your wards don't expire. Some people use this like they would use Clairvoyance, and sometimes this is needed. But in my opinion the best way to make maximum use of this trinket is to spam it on every cooldown reset and place it someplace where it has the least chance to get removed (your own jungle somewhere). If you have two people in your team spamming this trinket you will have your whole jungle warded for a good part of the game. It is also very usefull to put this around the corner at dragon and baron as people only tend to walk in there if they are going to contest it. Very usefull trinket overall.


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How to lane with Fizz

If this guide gets some attention I will upload videos for the tips and tricks (some are hard to understand without a video).

Then I will start making in-depth sections about:

* Fizz laning (different styles and matchups)
* Fizz mid- and lategamne
* Fizz teamfighting (with videos)

Thanks for reading this guide. Hope you learned something and I hope I will be expanding this guide soon :)
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