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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Introduction

Hi, and welcome to my guide to

This is my first guide I have ever made on mobafire. I had some trouble at the start, but I figured out how it works. My guide works really simple. I am talking about AP mid fizz in all the chapters, but I got óne special chapter where I am telling you everything about jungle Fizz. Have fun reading! ;)

Before you are getting confused, I am using a lot of abbreviations in my guide
AD = Attack Damage
AP = Ability Power
DoT = Damage over Time
MR = Magic Resist
CD = Cooldown
CDR = Cooldown Reduction
AS = Attack Speed
CS = Creeps (farm)
Pots = Potions
CV = Clairvoyance
CC = Crowd Control
Combo = Combination
AoE = Area of Effect
B = Recall/Back
TP = Teleport

+ Extremely strong mid/late game
+ High burst damage
+ High escape mobilities
+ Hard to focus
+ Nice DoT skill
+ A skin will give you +10 imaginary coolness damage
- Hard early game
- Melee (hard to last hit)
- Gold dependent
- You need to get used to him (Same to every champion)

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I always use 3 ![]() ![]() |
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I take 9 ![]() ![]() |
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I get 9 ![]() |
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Here I get 9 ![]() ![]() |
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You could use the ![]() ![]() |
Greater Seal of Replenishment | The Greater Seal of Replenishment are also usable. Mana regeneration is always useful, but I start with an early Catalyst the Protector, so I think AP seals are better. Also ask your jungler álways for the blue buff. Fizz is really strong with the extra CDR and mana regeneration. You can better take the AP runes if you get the blue buff most of the time. |
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CDR can help out in some cases. Sometimes you are almost death and your E ![]() ![]() |

Offensive mastery page. I take the AP masteries and the extra damage masteries. Also the Cooldown Reduction from


I also got a second and more defensive option:

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In my opinion Flash is a must have summoner ability. It's a great escape tool and you can flash over walls. Almost everyone uses flash and sometimes you need to counterflash. An alternative for Flash could be ![]() |
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I always take ignite when I am AP mid. I do this becouse it is a nice finisher and I hate it when my enemy gets away with low health (Who not?). The combination of Ignite and the DoT from ![]() |
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Ghost is an alternative for ![]() ![]() ![]() |
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Exhaust is an alternative for ![]() ![]() ![]() |
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You can also change ![]() ![]() |
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Cleanse can be used defensive. You can use the ![]() ![]() |
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Smite is a must have summoner ability when jungling. Ofcourse smite is not viable when you are AP mid, but I also made a jungle guide. I will tell you everything about jungle Fizz later on. |
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You don't need to get heal becouse it's useless lategame and only your AD carry needs to take heal. Late game ![]() ![]() ![]() |
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Promote, this skill is only useful for pushing, and pushing early game is really useless. Your jungler can't gank with a pushed lane. No one uses promote. |
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Revive is one of the worst skills in League of Legends. It's very useless, and the Cooldown is very long. Too long to take this skill. |
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Don't take clairvoyance. Clairvoyance is a support skill and your support will take clairvoyance or ![]() |


Fizz' Passive is

The unit collision is nice, because you dont have to walk around minions to take a last hit. Also you can walk trough minions when you are escaping while your opponent needs to walk around the minions. A little bit less damage from basic attacks is never bad. I think Fizz got a useful passive.


This skill is a great assassin skill. You can dash to enemies and the on-hit effects (like red buff and sheen) are great when you use the W + Q combo. I will talk about skill combo's later on.


The active allows Fizz' basic attacks to deal an additional 10/15/20/25/30 + 35% AP magic damage on hit and apply Grevious Wounds to his target. This will reduce the incoming healing of you target with 50%. The active will last for 5 seconds.
The DoT is really nice to finish people with low health, and with your 50% healing reduction you can counter champions that use lifesteal and spellvamp. Also champions that can heal themselves (



Fizz' E is

Reactivating 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 + 75% AP magic damage in a smaller area to enemies nearby, instead of slamming the ground.
This skill is great! You can escape dangerous situations. You can also dodge stuns and other CC abilities. You can jump out of Fiddelsticks'




Fizz R is

After 1,5 seconds, a shark erupts from the earth, dealing 200/325/450 + 100% AP in 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 skill is also great because of the slow and the big amount of damage it deals. You will also knock up and you can engage and start a teamfight with this skill. The AP scaling is also good. You will deal 100% of your Ability Power in damage. It's great for teamfights becouse of the AoE damage and the knock-up! But, this skill is hard to aim.
In lvl 1 you start with your your W,

In lvl 2 you need to lvl up your Q



When you reach lvl 6 it's time to lvl up your ultimate








Start items




It's better to start with some potions than start with a

Early game items
Catalyst the protector +



In the early game I get a Catalyst the protector becouse Fizz' early game is hard and you need some sustain. My first recall is most of the time when I have enough money (1325) for my Catalyst. You also need some damage and that's the reason why I added a Sheen that we can build into a

Mid game items



I can build my Catalyst the protector into a Rod of Ages now. Your damage and sustain will increase over time becouse the stats of your Rod of Ages grow every minit. The lich bane is great for Fizz, especially because his Q applies on-hit effects. The W + Q combo will deal great damage now. When you have rabadon's Deathcap your overall damage will increase more. Your ulti is now great in teamfights with the AoE damage and the 100% AP scaling.
Late game items


Late game I build my




You don't need to buy always the same items every single game. That isn't good. You always need to look to your enemy team and sometimes you need to change your build a little bit. Thats the reason I made some explanations for situational items:
Situational items
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Buy a Void Staff when the enemy is stacking magic resist. The 40% magic penetration will really help you out. |
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A Zhonya's hourglass is a good item for when the primary damage from the enemy team is attack damage. You will get a lot of armor and also a lot of AP. The active can be useful in some cases. |
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An Hextech gunblade is good becouse of the AP and AD. The spellvamp and lifesteal could be good, but spellvamp won't work for the DoT of your ![]() |

Ask your solo top or bot lane to pull the blue/red buff. You don't want to miss exp and last hits, and you are not an AP mid that can pull trough the wall with just 1 basic attack. Also be carefull with leeching the wolves or whraits, because you deal DoT with your

In lane you need to play really defensive at the start, because Fizz' early game is hard. Don't go insane. Just last hit minions and get exp. In lvl 3 you can use your W + Q combo and you can easily dodge their skills and get back with your E. I use this combo when I see a minion low from my side and my opponent comes closer to last hit. But, be carefull! Don't be in a dangerous place in your lane when your E is on cooldown. Their jungler can always gank you and you can't escape ganks easily without your E! Try to gank bot lane and top lane sometimes when your own lane is overpushed and there are great gank possibilities. Personally I don't like to overpush my own lane, but sometimes it's better because you can gank without losing your turret on mid.
In lvl 6 it's time to lvl up our ultimate. Keep using your W + Q + E combo till your opponent is low, but still in lane. Look at your minions and use your ultimate when your opponent wants to last hit. Use your W + Q combo again, but if that wasn't enough for a kill, don't use your E to escape, but to kill him/her. You also got



Fizz can engage really well in teamfights. Always let your tank go in first. Then use your ultimate and get down their squishies. Focus their AD carry and AP carry. It's hard for them to focus you, because you move really fast. Keep in mind that you always need to focus in teamfigths. Just ignore champions like





Because of Fizz' hard early game it could be hard to farm. You are melee and your opponent on mid is ranged most of the time. You can only farm with basic attacks at the start. Mid game you can use your E to jump on minion waves and kill them all. It's a really nice farm skill in mid game. Farming is late game also easy with basic attacks because of the attack speed of your


Well, can Fizz jungle? Yes, he can! His ganks are really strong with his high burst damage. He can jungle very well, but the reason why jungle Fizz is underplayed is because of his build. You need to start with armor but you can still go really strong AP later on. I will show you my jungle Fizz guide!
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I think these runes are a must have for jungle Fizz. He needs the armor to survive in the jungle. Without it he could die. The armor is also good to take a little bit less damage from basic attacks. |
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The attack speed runes are very useful. It's not necessary, but you will hit more basic attacks with the active of your ![]() |
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I take the flat AP glyphs, because else you got no AP runes/masteries while you are an AP carry. This will give you that little bit extra damage you need. |
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You can als take the AP quints, but I prefer the magic penetration quints, because else you won't have any magic penetration runes or masteries. |
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The AS marks are useful, but you can also just take the magic penetration marks becouse most of the people don't have that much IP for different rune pages. |
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You can also take the AP per lvl glyphs becouse that will give Fizz more AP later on in the game. Late game he will be very strong. I normally take the flat AP runes, but it's your own choice. |
defensive masteries because Fizz needs the survivabilty in the jungle. He needs the armor and incoming damage reduction. You can also take more offensive masteries, but it's at your own risk. Also I take

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Smite is a must have when jungling. Ofcourse there are a few champions that have the possibilities to jungle without smite (![]() ![]() |
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You can choose out of flash and ![]() ![]() |
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You can also escape dangerous situations using ghost. It can also be really usefull, but you already have your passive and you can already ignore unit collision. Also with ![]() |
In lvl 1 I start with



In lvl 6 you lvl your ultimate (ofcourse). Your ganks will be even more powerfull now with your slowing ultimate and assassin skills. Try to throw your ultimate on your enemies before they see you coming. You could miss if they see you coming and walk back. If you are an advanced Fizz player it isn't needed to throw your ult very early. You are skilled enough to aim your ultimate to the right position.
When I am jungling I prefer to lvl up my Q before my E. Becouse I buy a





Start items






It's really important to start with these items. You could die if you don't start with Cloth armor and 5 health potions. You can now clear the jungle and gank with your double buff. Fizz is really strong with the double buff, becouse of his Q that applies on-hit effects (red buff).
Early game items






Ofcourse you need to pick up boots for being faster in walking from jungle camp to junge camp. You can also buy more potions. You could need the survivability. The madred's razors will greatly increase your jungle speed. Catalyst the protector is also nice when jungling becouse of the mana and health regeneration after leveling up. You have also more sustain, and that's what Fizz needs in his hard early game. The sheen is pure for damage and the CDR of your fiendish codex will let you clear the jungle even faster. Also upgrade your boots of speed into Sorcerer's shoes or Beserker's greaves. Your ganks will be really strong now.
Mid game items





Buy a recurve bow and upgrade it into a Madred's Bloodrazor later on. This will greatly increase your damage output out of your


Late game items



I take the Nashor's Tooth becouse of the 25% cooldown reduction and the attack speed will increase the hits of your

I suggest you to start with the blue buff, but if you are a proper jungler you can start at the wolves. If you start at the wolves ask your teammates to deal a little bit damage to the wolves. Ofcourse you need to last hit the wolves. Get the blue and go to the whraits. If you start at the blue buff go to the wolves after the blue and then go to the whraits. After you got the red buff you will lvl up to 3 and then you can decide to gank or keep jungling (get the golems). I normally look every lane and if I see great gank opportunities I am going to gank. If all lanes are overpushed you can better keep jungling.

Always try to claim the blue buff. But if the AP mid is in trouble and needs the blue buff, give it to the AP mid. Make the blue buff low and let the AP mid last hit it. Always ping the AP mid and the blue buff, because sometimes the AP mid doesn't know that you want to give it to him or her. An other option is to steal the enemy blue buff. Most junglers start at blue and it respawns between 7:00-7:20. You can kill the blue buff really quick because of you Madred's Razors. Make sure you have a ward on your own blue buff so you can give that to your AP mid without it is stolen.

When you play ranked or draft pick mode you can see the mid/jungler of your opponents. Here I have a list that could be useful.
Fizz is strong against:
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Fizz is weak against:
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Neutral:
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Fizz is strong against:
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Fizz is weak against:
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Neutral:
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My guide is still not finished, I will constantly update it. I will add more stuff later on. Also I made a pentakill and some quadra kills with Fizz. I will upload them as soon as possible. Thank you very much and feel free to comment and vote! ;)
16-07-2012 : Changed some details and made the guide more clear
01-07-2012 : Added gameplay chapter for AP mid
30-06-2012 : Added jungle guide and jungle chapter
29-06-2012 : Added cool pictures and made a better lay-out
28-06-2012 : Added item explanation and counterlist
27-06-2012 : Guide created
To do list
- Make a better Lay-out
- More specified gameplay
- Gameplay Chapter
- More rune opportunities
- Upload Pentakill
- Check grammar
Thanks to:
- JhoiJhoi, She helped me out sometimes with her 'getting started' guide
- Pimboy12, He helped me making some cool pictures
- Sykkuno, I used some of his brilliant phrases

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