Fizz Build Guide by Music Lion
| Health | 3752 |
| Health Regen | 27.7 |
| Mana | 2120 |
| Mana Regen | 17.25 |
| Armor | 86.59 |
| Magic Resist | 109.56 |
| 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 | 570 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated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
Fizz, Poseidon's prophet
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 JUNGLE to look for trouble KILL CHAMPIONS. 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 was given an enchanted trident from the ruins Poseidon 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 awesomeness angered many jelly 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(<-Fizz plays Skyrim, he knows what to do) 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 become the boss 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.
''Only if you get into your cowgirl outfit.'' -- Fizz, Poseidon's Prophet.
Introduction
Hello everybody!
Hello my name is Music Lion and I'm hear to teach you about Fizz. While not being a novel of a guide, I'm just here to offer some helpful tips and explain how to use Fizz effectively. I'm not here to tell you how to use wards and master every aspect of the game, but if you want to know
Fizz and how to use his abilities correctly, this is the guide.
This is my first guide on MOBAfire and it's my intention to provide helpful information to all Fizz players. If you have any comments, feel free to leave them. If you have found what I've done helpful, please don't hesitate to +rep me. Thank you, enjoy!
Overview
If you are loading a game as you read this and need a quick build, look no further!
If you are new to Fizz, I recommend using the first build. It focuses on being passive aggressive and staying in lane. With the new 9/0/21 mastery build, you are able to keep up in experience if you feel shy and don't want to play with the other kids as much.
This takes the most experience to play, but will shred your opponent if you can pull it off. With the magic pen rune build,
Highly experimental build. The point of this build is to be an inescapable fighter/assassin. Zhonya's Hourglass combined with Lich Bane gives you a decent amount of armor and magic resist. Also, to combined with your boss trident jump, you may go to your happy place in the golden orb for two seconds.
So here it is, the build I have found most successful now that I've really learned Fizz. This is not a jungle build. This is only for soloing mid, which i believe you must do with Fizz to be awesome. This build is powerful, well rounded, and has great utility. I never find myself having to take situational items with this build, it's just perfect for everything.
Pros/Cons
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Pros
+ Durable assassin + Auto Attacks scale with AP + Amazing ganks + Very hard to catch + Can jump over walls + Damage over time + Coolest Ultimate in the game |
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Cons
- Tricky early game - Usually focused - Requires perfect timing - Requires quick reflexes - Melee? (Will go into further detail) - Can miss with his Ultimate - Cannot ride his shark :( |
Masteries
Scroll over each to see them.
Build One
Focuses on experience gain and less on damage if you are learning Fizz. Still puts 9 into the offensive tree to get the crucial
Build Two
Penetration focus (lol). This is a great Anti-Tank build, but has slightly less health. Does not use
Build Three
More of a build to mess around with, not one I recommend heavily. This is suited to be a lane build with the awesome slows. To compensate for lack of ability power I advise
so you can work with your lane partner to slow you opponents to death while you stab away. This uses more of Fizzes 'Fighter' side, rather than his assassin side.
Build Four
Using the 21/0/9 build you deal a bunch of damage and are still able to rejuvenate your mana bar relatively quickly. And you also keep buffs longer, which is way too valuable. Mid game you can take hikes into the woods and go for a gank in another lane. You will have about 640 AP end game just from the items, and about 70ish armor and 60ish Magic resistance. Oh, and about 3200 health. I don't see how it could get any better. And 21 in offensive tree let's you destroy people the whole game.
Another note
Some people think 21/9/0 is a better idea. The problem with this is that 9 in the defensive tree will only help you early game with health and armor, etc. How useful is 2 more armor and magic resist when you have no mana to use?? Not very. Don't put only 9 points into the defensive tree, it's simply an early game safety net for nubs. More mana is better and the jungle buff is useful all game.
Runes
I'm one of those guys who would rather spend IP on champs than on tons of Runes, so I go for the cheap ones that everyone should have. They are the best value, and I recommend them.
Greater Mark of Magic Penetration: Magic Penetration allows Fizz to deal the extreme damage he is capable of right from the start of the game. Most champions have a base magic resistance of 30 and so these help to gut them like a fish.
Greater Seal of Armor: early game armor, helps to shrug off some of the damage from pokes.
Greater Glyph of Magic Resist: Same as above for magic
- greater quintessence of vigor: 3 quintessences of vigor = 8.1 health per 5. This is equivalent to a
Rejuvenation Bead from the start of the game. A 250 gold value! If Fizz gets a health advantage over his opponents, his trident looks a lot sharper. If they back away, feel free to farm ^_^
Recommended Summoner Spells
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(all credit to SeedsGFX for the artwork.)
Not Recommended Summoner Spells (But still O-K)
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Ability Info
Nimble Fighter: (Innate): Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from autoattacks.
Urchin Strike (Q): (Active): Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage to it. The ability will also apply on-hit effects.
Range: 550
Cost: 50 / 55 / 60 / 65 / 70 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 10 / 40 / 70 / 100 / 130 (+0.6 per ability power)
Seastone Trident (W): (Passive): Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that strengthens if the opponent is low on life. Multiple autoattacks will only refresh the duration.
Passive Total Magic Damage: 30 / 40 / 50 / 60 / 70 (+0.35 per ability power)
+ 4 / 5 / 6 / 7 / 8 % of target missing health
(Active): Fizz's attacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and causing grievous wounds to his opponents.
Cost: 40 mana
Cooldown: 10 seconds
Active Magic Damage: 10 / 20 / 30 / 40 / 50 (+0.35 per ability power)
Playful / Trickster (E):
Playful (Active): Fizz hops onto his trident in a nearby location, becoming untargetable for 0.5 seconds and gaining the ability to use Trickster before the effect ends.
If Fizz does not use it, he will slam the ground below him, dealing magic damage and slowing nearby enemies for 2 seconds.
Cost: 90 / 100 / 110 / 120 / 130 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Slow: 40 / 45 / 50 / 55 / 60 %
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)
Trickster (Active): Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.
Range: 400
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.75 per ability power)
Chum the waters (R): (Active): 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.
Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage, knocking up and slowing all enemies in the area for 1.5 seconds.
Cost:150100 mana (YAY)
Range: 1275
Cooldown: 100 / 85 / 70 seconds
Magic Damage: 200 / 325 / 450 (+1.0 per ability power)
Slow: 50 / 60 / 70 %
Ability Explanation
Nimble Fighter: Not too much to say about this passive. It's mostly a lane passive, but I can see how it would help junglingCorrection, this passive supports jungling as well as laning. Making Fizz viable for each role. I prefer him in lane, but I understand both sides. Anyways, this passive will help running through minions to poke at your enemy, and then run back without taking much minion damage. When junlging, you will take much less damage.
Urchin Strike (Q): This is what is going to put the hurt on your enemies. While not stating it directly, this ability scales with a (+1.0 per attack damage) as well as the (+0.7 per ability power) scaling. This ability will proc the
Rylai's Crystal Scepter for the 35% slow as it is a single target ability. It will also proc the
Lich Bane and deliver the damage on contact. The
Lich Bane defines these builds, I will go into more detail later.
Fun fact for all the people out there that don't know. On an AD vs. AP item choice, AP items will grant you more AP for the price than AD will. Example:
Frozen Mallet vs.
Rylai's Crystal Scepter Each item supports the role. They both give a slow proc. The difference being FM gives 700 health but only 20 attack damage, while RCS gives 500 health but 80 ability power. This fun fact means that RCS will deal .7 x 80 = 56 magic damage while FM will deal 1.0 x 20 = 20 physical damage.
Seastone Trident (W): Ah yes, the beautiful Seastone Trident. Poseidon undoubtedly left the trident behind for Fizz to use in the League, undoubtedly. I will now state the many important facts about this ability.
It deals damage over time, which increases depending on how much health they have missing. This always catches opponents off guard. Especially people who think their good enough to fight you and flash away right before they die. Jokes on them.
As you level the ability it deals additional magic damage over time, further increasing farm ability and destroying opponents who think they have gotten away. Did I mention this ability scales with ability power? WHAT'S THAT? FIZZ'S AUTOATTACKS SCALE WITH AP??? Yes, you heard right, it scales with AP! This is what makes hybrid builds dumb IMO, more on that later.
The active. You thought his passive was awesome? Welcome to beast mode. Empowers his trident for 5 seconds dealing additional magic damage which scales with AP. It also causes grievous wounds, meaning it reduces healing of struck opponents. Early on, when you see an opponent using a
Health Potion,Use
Urchin Strike then hit them with your
Seastone Trident. The damage not only makes them mad, but it makes them waste their
Health Potion, making them more mad, bro.
This package has a cost of 40 mana at all levels, what a good deal.
Playful / Trickster (E): The best utility ability in the game at the moment, no questions asked. Why? Let me tell you.
Playful - To use Playful, put your mouse in the direction you want to jump and press E. You will then jump a fair distance where you will plant your trident in the ground. Do not press E again but instead click in the direction you want Fizz to jump off and run. Fizz will jump off after .5 seconds in the direction you chose with a large splash. This will deal a significant amount of damage due to his high ability power scaling, and cause a significant slow to all around him.
Trickster - To use Trickster, you must press E again while you are on your Trident. This will cause you to quickly jump in the direction of your mouse but without the same splash. Another important part to remember is that Trickster does not have the slow that Playful does, but it will still proc the 15% slow from
Rylai's Crystal Scepter.
Offensively, the trick (heh) to this ability is to choose whether to use Playful vs. Trickster. You should use trickster to get off your Trident quickly to deal damage and get moving. If you will want to chase your opponent, do not press E again and splash 'em with Playful. This ability also sets up surprising ganks in the jungle as it allows jumps over the smaller walls.
Defensively, yes, this is what makes you unkillable. This will negate all damage to you from target spells for .5 seconds. This requires perfect timing, but if used properly can negate all damage from fatal ultimates. This includes
Requiem,
Pyroclasm,
Ace in the Hole, and many other painful abilities. Also escaping in the jungle is easy as you can jump over the smaller walls. This ability also helps to dodge AOE spells of course.
Chum the waters (R): This ability is just awesome. I laugh every time I use it. Now, why is this Ultimate so good? Many reasons which I will now outline.
The first and most important thing to understand about this ultimate is that it should be used for initiation, not last hitting someone. With many huge ultimates, you can see it coming (example: The famous surprise party
Crowstorm). What's so awesome about the shark? The fish is hardly noticeable when being thrown and enemies won't be expecting it. You should not get into the situation where your enemy is running and the only thing you have left is your fish to throw. In this situation they will be watching closely for the fish and will most likely dodge it if smart enough.
WHEN GANKING: Sit in the bush next to the lane you wish to gank. This ultimate has a range of 1275, an underestimated factor. Wait till the enemy you wish to gank is autoattacking, then throw the fish and charge in. The fish will have hit them by the time they see you, and they will just have to watch themselves die. The slow/knock up from
Chum the Waters will prevent any sort of easy back-up escape plan they had in mind. From there apply the slow from Playful and finish them with
Urchin Strike and
Seastone Trident (Which by being maxed will deal the extra 8% of health missing).
WHEN IN LANE: If your enemy is at roughly half health and not hugging tower, it means a free kill. What to do: Pretend like you are not paying attention and auto attack a few minions. Have
Chum the Waters aimed directly at your enemy, and as soon as you see them autoattack or move to get a last list near you, let the fish fly!. Like I said before, the fish is hard to see. As soon as the fish lands,
Playful / Trickster over to them, stab them a few times with
Seastone Trident, and finish with Urchine Strike. Easy food for you and your shark.
Why is the above possible and easy? The fish doesn't give a care for minions, neither do you. Your opponent has this false hope of hiding behind the little things like they can against so many other champions. Fizz parts the seas of minions. As soon as the shark lands run strait through the minion wave like it was nobodies business.
WHEN TEAM FIGHTING: Your objective is to kill those with 2000 health or less, and you are very good at it. If there is a stale mate, leave and go around to the side. Surprise is everything in team fights. Get in the bushes and aim your fish. You can throw it a long ways, so try and aim for a cluster of the enemy team. Charge in directly after and go strait for those with less than 2000 health. Don't use
Playful / Trickster unless you must dodge a stun or fatal ultimate. In this situation getting stunned can mean death, as you will mostly likely be the priority target. Use
Urchin Strike with
Seastone Trident to break their lines and kill the carries, then get back to your team with
Playful / Trickster. The enemy team should now be at least one carry down. Business as usual.
Items
Core Items
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C O R E
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ROA Core Build
Total Cost: 4610g
A generally well rounded core. As opposed to Rylai's core, this provides you with an excellent starting mana pool to work with and a good amount of ability power and health. If you wish to stay in lane for as long as possible, take this core. |
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C O R E
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Rylai's Core Build
Total Cost: 4680g
Rylai's offers very similar stats to an ROA. The difference being a nice slow instead of a mana boost. You have to reserve your mana a bit more, but early game ganks are extremely effective with this start. This core is more oriented to a roamer type of player. |
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C O R E
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Off the platform
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S T A R T
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Boots of speed + 3 health potions
Ah, so you noticed I don't include these in any of my builds
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S T A R T
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S T A R T
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This is what you want as your starting item, no exceptions
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S T A R T
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Proof of Insurance

Also not entirely related... But there is one game with Fizz I played :D
This is not all!!!

This guide is not complete!
Do not be alarmed, I will continue to flesh out this guide. My time is limited but I STRIVE TO DELIVER THE BEST! I owe the community a solid guide, so a solid guide they will get.
Please, comment and tell me what you think of the guide.
If you like what you see, and you have a new revelation about the universe, send me an up vote :)
If you see something wrong, be a bro, and let me know.
Please refrain from troll voting though, I'm not here to waste your time, I'm here to help everyone.
If you want to troll, go play AD
Soraka!
Changelog
11/15/11 Fizz arrived on his shark mount, sparkling with awesome.
11/16/11 Guide is released, but more research must be done! OFF TO THE LEAGUE!!
11/17/11 I found the man with the plan. Thank you JhoiJhoi, all credit to you and your buds for the format. Today I put in several key elements to the guide, specifically the ability info. There is much more for me to add.
11/18/11 Plenty of time put into research today. I found that 21/0/9 is the way to play if you want to use Fizz at his best. For this research I used the first build, but used the 21/0/9 masteries with great results. Check 'Proof of Insurance' To look at my games today (and one from the 16th). I will add the section about chum the water this weekend. I also hope to get to the items as soon as I can. Check back again and I will teach you the ways of Fizz!
11/19/11 Wow... Just finished an intense game. With more research being done, I will be adding a fourth build that seems to be a combination of the first three. I used this new build to acquire an end score of 38/10/6. I should have died less, but the other team got smart and focused me :( They had a singed and a tanky riven that became a problem late game. I should have a new winning gallery posted soon that includes that game.
11/20/11
1/13/12 SO.... It's been awhile, not going to lie. But you know what, I like to play games in League rather than just talk about them all the time. Sorry I've been gone, I hope to finally finish this guide in the next week or so. Thanks to every up voter!
1/17/12 Added more to the Summoner Spells section. Did some minor edits, spelling edits, updates to
1/18/12 You may have noticed I bought Malzahar the other day. He seems pretty fun, didn't do poorly my first game. BUT there is a ton of snow and thus thar be no school tadarrr! So plenty of time for research and guide editing. Hopefully get the item section up soon. Added more to mastery section and a few edits here and there.
1/25/12 Changed a few sections to make it look a bit better. Added quite a few pictures to ease the eyes. Also working on item section currently.
2/1/12 A bit of editing here and there. Sorry for not adding too much recently. But there is a reason:
Flurry: attack speed bonus reduced to 40% from 50%.
Sonic Wave: missing health to bonus damage ratio reduced to 8% from 10%
And of course they buff
And of course I have been awaiting Ziggs for some time now. Just bought him and the major skin (AWESOME). So, I will finish the items section when I can. Sadly though it must be put on hold for the time being. I also am thinking of maining Ziggs to replace Lee. Make a guide for Ziggs? ..... Maybe. I'm very much considering it. (Hint:
2/14/12 Happy Valentines Day!!!! Been working on my Ziggs guide, and playing Nautilus like no tomorrow.
3/1/12 Been working on my
Base damage increased to 56 from 54
Armor per level increased to 3.4 from 3.1
Chum the Waters mana cost reduced to 100 from 150
YAY!!!!
4/9/12 Just want to let everyone know that I'm currently working on my guide for
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