Fizz Build Guide by TheWeekndOVOXO
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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.
Champion Build: Fizz
| Health | 3522 |
| Health Regen | 19.6 |
| Mana | 920 |
| Mana Regen | 14.25 |
| Armor | 201.59 |
| Magic Resist | 176.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 405 |
| Gold Bonus | 0 |
| Attack Damage | 157 |
| Attack Speed | 156.305 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 6.03 |
| 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Mastery Tree Is Outdated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
Fishy Introduction
Uh... Introduction? Oh, well! Hi, everyone! My name is Michael and I am 21 years old. Currently studying to obtain my Economics major... OH. GUIDE INTRODUCTION. NOT SELF-INTRODUCTION. SORRY! Carry on...
Hello, this is my first build on Mobafire. If you're looking to jungle the amphibian champion, Fizz, then you're on the right page. Mainly, Fizz is a very adorable champion which reminds us of Stitch (come on, who can't tell that they look alike?). But Fizz can also be a devastating champion.
Enough of the phony introduction, I'll move on.
TLDR: This is a jungle build that excels in Health/on-hit effects.
Disclaimer: There are many other builds for Fizz, so feel free to browse them as well if you are not looking for a jungle/on-hit build. Again, this is not an AP build. I just hope that you all don't judge a book by its cover and try this build out before you make negative comments or downvote.
Disclaimer #2: This build is preferred for ADVANCED players. Beginner players might find it difficult to play this way. Play at your own will, but do not blame me for failures. I have tested this build more than 55 times (with a 2:1 win ratio).
Interesting Pro's & Lame Con's
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+ Can escape if used correctly with + Very versatile and mobile with + A threatening on-hit champion thanks to + A strong ganker + |
SPACE |
Con's - High cooldowns force players to use abilities more carefully - Can be easily countered in jungle (ward dependent) - Squishy at early levels before - Very expensive / gold dependent / item dependent - Slightly high learning curve |
Summoner Spells
+ These summoner spells are the typical ones that any jungler would take. It all boils down to
Masteries
Why 0/21/9? (aka why defensive tree?)
|
SPACE |
+ That's because Fizz needs that deep defensive mastery tree in order to jungle more effectively. It is a myth that junglers always need the experience mastery from utility (last patch increased jungle experience gain, so there's no need for that mastery anymore). + I personally go + Then you have + + + |
|
+
+ + + You will need |
SPACE |
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Another alternative path with
Why would
Honestly, some players will take this over the Magic Resist, but I can tell you that I have tested this and your jungle clearing path will only speed up by 1-2%, which isn't huge. But you can still take it if you believe that it will benefit you.
I take the Magic Resist over
Another alternative path with 21/9/0 (Offensive Tree):
This tree works best if you are seasoned and want to deal more damage. You lose some durability and some survivability, but you gain some offensive threat to your kit. You gain some lifesteal for jungle sustain, some mpen, some attack speed, some arpen as well to do more overall damage.
Runes
| Runes | |||||||||||||||
Greater Seal of Armor 9 |
Greater Quintessence of Magic Penetration 3 |
Greater Mark of Attack Speed 9 |
Greater Glyph of Scaling Magic Resist 9 |
||||||||||||
Recommended Runes
Marks
+ For general junglers, like Fizz in this build, Attack Speed marks are the easy way to go for a faster clear, plus it benefits from Seals
+ Since we will be jungling, you will need armor. I can't think of how many times Armor runes have saved me. Whether from jungling or fighting a physical damage champion, it's great. Note to new players, Armor is really useful in LoL. These seals will keep your jungling top-notch. Me gusta! Quintessences
+ Again, main damage output is magic. |
SPACE |
Glyphs (Three to be considered)
(Recommended)+ A great primary rune that will help you throughout the game. Since my fizz guide focuses on a fairly tanky build, these runes will help even more in terms of survivability.
+ Flat MR Glyphs are good for early game only though. I would rather take the MR/level.
+ Whenever cooldown is a problem, this can be used as well. |
Skills & Passive
Nimble Fighter: This passive is awesome. Not only it allows our amphibian friend to pass through units, but what's really important and to be considered is the fact that it takes less damage from basic attacks. A good jungler passive.
Urchin Strike: This ability is tricky. You dashes through your targeted unit, not ON TOP of the targeted unit. So if you're chasing someone down, it is the ideal ability to use. But remember, if you are fighting someone face to face, it is useless to use this ability since it dashes through your target.
Seastone Trident: This is the big reason why Fizz is so strong. It is incredible the damage output of this ability's passive itself alone.
Playful/Trickster: This is your escape/chasing/slow ability. The targeted location of your cursor is where you will land your
Playful / Trickster at. If you do not activate it again, after 0.75 seconds, you will smash the ground and slow enemies around you in a melee range. But if you activate it after the initial use, you can hop to where your cursor's location is.
Note: I only use the second activation to escape. I always use the initial activation purposely to land my slow to chase down enemies.
Chum The Waters: This is the reason why Fizz can be played as a team player. The slow is so useful in team fights. This ability is a skill-shot which is quite similar to
Morgana's
Dark Binding. Approximately the same range. If you succeed to land this ability, a fish will bind to the target and a Shark will emerge from the ground to damage, slow, and knockback nearby enemies in that fish's melee range.
Ability Sequence
Firstly, I tend to max
Secondly, I max
Lastly, I max
TLDR: Check the cheatsheet out.
Ganking / Combo / Escape Tips
Even Derpina and Derpette knows that in order to possibly win games, you will need to obtain gold. What is the best way to obtain gold? It is to get kills!
Ganking/Assassinating
For example, in a 1v1 fight, you know you can kill someone. You will begin by activating
Seastone Trident then target the enemy with
Urchin Strike. If your enemy is fleeing, use
Playful / Trickster without activating trickster to slow your enemy down. If your enemy is trying to
Flash or
Ghost, counter by using either
Chum the Waters,
Flash/
Ghost, or use
Urchin Strike if it's up. Use your summoner spells cautiously since they have a higher cooldown compared to
Urchin Strike which is a steal with a lower cooldown.
TLDR: W -> Q -> E -> R -> Q if needed again.
Escaping
If you find yourself overwhelmed by enemies, a good trick would be to time an enemy CC (ie
Taric) and use Playful, then Trickster as far as you can and activate
Ghost to escape (or
Flash if you chose that instead).
Jungling
DISCLAIMER: Many thanks to Saintvicious' Fizz video. It showed me that I should switch target on every hit to apply DoTs on every hit.
EDIT: THIS IS BEFORE THE JUNGLE BUFF. JUNGLE IS EASIER TO CLEAR NOW. BUT THIS PATH CAN ALSO BE TAKEN IF YOU WANT. NORMALLY AND IDEALLY, START AT RED OR BLUE..
DISCLAIMER #2: I am not responsible of your jungle failures.
Fizz has a high learning curve so you have to practice before getting better at clearing jungle..
DISCLAIMER #3: This is a simple jungle route. If you are an advanced player, you can start at wolves @ 1:40, then go to blue.
Jungle path

0. Make sure your team is covering you before you jungle, in higher end games, there might be a
Shaco or a
Twitch trying to steal your blue. Also, make sure teammates ward sometimes for you or even you buy your own wards at times. Do not be cheap, buy a
Vision Ward in your blue's side of the river to prevent that from happening.
1. You start by blue golem. Try asking for a leash if possible from teammates that will benefit a lot from it. If you know you're safe for the killing blow, use
Smite right away on the big blue golem**, then activate
Seastone Trident. Attack top small minion, then bottom small minion, then attack the blue golem, rinse and repeat. This will apply stronger DoTs from
Seastone Trident since each hit applies a different DoT that will amplify damage over time. Don't forget to use a health potion here.
**
Seastone Trident works better and does more damage when your target has lower HP, hence the reason why you should start with
Smite (source from Saintvicious' video on him doing blue golem)
2. You should be level 2. Take on the wolf trio. Start off by activating
Seastone Trident, and dash one target with
Urchin Strike and focus a small wolf down, then switch target between the two remaining wolves to apply DoTs and keep repeating that until they die while taking out the remaining small wolf out first. Take a health potion.
3. Now, you must be on the wraiths. Start off by activating
Seastone Trident and
Urchin Strike on the big wraith to finish him off first, then switch targets between small wraiths to apply DoTs all over them. Use a health potion.
4. Your smite is up. Start
Smite the red lizard to get a jump start for
Seastone Trident to be stronger (which you will activate now), kill a small minion by using
Urchin Strike then switch targets from the red lizard and the remaining minion. Use a health potion. Don't forget to keep using
Seastone Trident once it is up to ease up the kill.
5. You should have one last health potion. And you should have 1 level in
Playful / Trickster now. Use a potion and do the
Playful / Trickster &
Seastone Trident &
Urchin Strike drill and switch targets.
Important Note: Sadly,
Fizz will not be able to solo Dragon in the low levels as opposed to other champions like
Fiddlesticks. Sadeface. Yes. Boohoo :(. The point of jungling Fizz here is to let your top solo get a little bit of an edge on experience and help gank bottom lane for fast two kills.
Items
To start off my jungle journey, I start off with
Cloth Armor and 5x
Health Potions.
**
Eventually, your core build will consist of 5 items:
For the 6th item, you could consider
± I actually recommend this 6th item if you're looking to synergize with
± You could always swap this off with
± Decent item. If you're going to consider this item, replace
± This item has great offensive stats and a good active ability with an average cooldown. However, this item is situational. I can see why some players will want to get this, but I can see why this can be passed too. It's expensive.
± An item with all-around stats. What's good about this item is the extra attack speed, movement speed and some health. Did I mention the passive? It can spike your damage by a bit between every seconds of a new cast to activate the passive. Definitely nice item to add on the 6th if you find Fizz a bit slow.
± Attack speed, cooldown reduction, and mana regen. It's not an elite item, but can be helpful in some cases.
± This item is boss. Slows enemies down and has a huge health increase. I used this item once and it's fun. It makes Fizz more tanky, and it annoys the hell out of the enemies. Only con about this item is that the attack damage is really low. No attack speed, or any other on-hit boosts.
± Must have if enemy team has too many CC like
± If ever you find the cooldown is a big problem, use these shoes instead. 15% CDR is great if you're not scared of being in CC.
± Sorcerer's Shoes can give a lot of extra damage. That's only if you think you can handle crowd control correctly, you could use these instead. Most of your damage will be magic anyways, so these works very well if you find the other team is stacking up MR.
Additional notes: Once you switch to
Also,
Why
*OR*
Why
Playstyle
From level 1-6, you will mainly focus on jungling.
But if anytime you get a red buff or you have your
Chum the Waters ready, you can start ganking bottom lane for a quick double kill along with your
Chum the Waters.
Level 6 and onwards, focus on assisting lanes while keeping a blue and a red up and gank.
Note: Do not stay in jungle way too long. This is a common mistake that most junglers tend to do and end up losing the game (sometimes).
Teamfights
Fizz is not just a selfish champion. This amphibian newcomer can help tremendously in team fights.
Chum The Waters
+
Chum the Waters is an useful spell in team fights. Remember that this is a skillshot and you have to predict the enemy movement in order to place a well-placed fish bait location for your shark to eat ... and to slow enemies down, damage a bit, and to knock them back and put them in a bad position. I said bad positioning. What do I mean by that? Simply put, that spell knocks back people from the shark. Thus, your team can kill the enemy closest to you and secure that kill. And that might make the enemy team flee since they've been knocked back.
Playful / Trickster
+
Playful / Trickster is a good spell that can slow people down, or help you escape or chase enemies. But in this case, it can also act as a bait. You can juke enemy abilities via Playful (ie
Annie's stun, or a big damage from
Lux's ultimate). Why does this screw up the enemy team? Because you've countered their initiation, therefore, your team can counteract and jump in for the counterattack.
Know your role in some team fights! You can either assassinate one enemy summoner and neglect your team, or help your team get 3 kills while you're grabbing assists but slowly and steadily help your team win the game through strong teamwork.
Reminder: Do not play too selfishly! Or the troll gods will descend to you and bring karma upon your life.
Summary - Outro
Alright, thanks if you took the time to look into this guide. It is my first time writing a whole guide and I took the time to do this.
Remember,
Fizz is an awesome champion and can be played different other than just a full AP assassin.
Thanks again.
PS: I appreciate all constructive criticism and hate will be accepted too, lol. Also, I will reply to EVERY COMMENT.
AND NOT TO FORGET,
IN MY PANTS.
Fizz in my pants



More to come!
Special Thanks
SirSpankAlot
For reviewing my guides several times
and for the constructive criticism!
FAQs
FAQ #1: Why would you jungle Fizz? He's way better otherwise.
- Honestly, if you bought Fizz, you should try jungling once and see how it works and why it works. The reason behind why it works is his passive,
Nimble Fighter. Before I tested jungle, I laned with Fizz and realized that by level 3-7, the minion who hit me were doing very minimal damage. Therefore, I created a new rune page solely with Armor, Magic Penetration, Cooldown, and decided to jungle in a custom game. With 9x
Greater Seal of Armor, monsters in the jungle hits you for nothing. Plus
Seastone Trident is really efficient for jungling. By the time you reach level 9-10, almost all the monsters in the jungle does zero damage to you (in exception of the blue golem and red lizard).
FAQ #2: Okay, but aren't other heroes a better jungler than him?
- Arguably, yes and no. Fizz is capable to gank easily just as other heroes like
Warwick. Fizz can jungle very fast and is very mobile making him a very dangerous target in a Summoner's Rift game.
FAQ #3:
SHouldn't AP Fizz be better? Why don't you go AP?
Heh, non-AP
Fizz is viable as well. I know that AP build makes him more of an assassin and a burst champion, but if you're an advanced player, you should know that Fizz is playable otherwise. In this build, he acts as a tanky dps and he's able to do a lot while staying in fights and out-surviving others.
Changelog
November 17th:
[*] Removed
[*] Replaced with
[*] Removed
[*] Replaced by
[*] Changed jungle route
[*] Added more information and tips for jungling (thanks Saintvicious)
[*] Changed skill rotation for ganks/1v1 fights
[*] Changed skill sequence by just a bit (not noticeable)
[*] Added more information in the items section
[*] Working on Masteries chapter
November 18th:
[*] Urchin strike at level 2 makes it easier for jungle and full clear is shorter
[*] 14/16 full clear jungle, once I got counter-jungled, and another time no one leashed
[*] Tweaked defense mastery
November 20th:
[*] Fixed some errors in the guide
[*] Cleaned up the guide and trying to make it look nicer
[*] Added
[*] Permanently promoted
[*] Fixed the items section (again)
November 21st:
[*] Added
[*] Fixed the Teamfights chapter and added more information
November 23rd:
[*] Added icons to pro's and con's section
[*] Spellcheck & grammar fixing in effect
[*] Cleaning up the summoner spells section
December 5th:
[*] Added information on Masteries section
[*] More grammar and spellcheck
[*] Some cleanups
[*] Wrote new disclaimer note on Jungling section (old pre jungle buff video)
December 15th:
January 3rd:
[*] Changed masteries tree
[*] Changed masteries section (updated & looks cleaner)
[*] Started to play some more
[*] THANKS AGAIN GUYS
January 9th:
[*] Changed summoner spells section (updated/edited & looked better now)
[*] Flat HP Quints on Fizz not necessary as tested
[*] Thanks to SirSpankAlot endlessly for reviewing me a couple times and giving me strong constructive criticism
January 11th:
January 24th:
[*] Updated runes chapter
[*] Removed
[*] Replaced by
[*] Removed
[*] Replaced by
February 14th:
[*] And Happy Valentine's Day!
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