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Fizz Build Guide by Karmals

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Karmals

Fizz the Fish with a little friend

Karmals Last updated on June 17, 2012
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Ability Sequence

3
10
12
13
18
Ability Key Q
1
4
5
7
9
Ability Key W
2
8
14
15
17
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
3/
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Intro

Hey guys so this is my first guide so pls leave comments and pls give me advice . Fizz is a great mid , jungler , and solo top the only really bad thing about fizz is tht hes squishy so dont fight unless u know u can get him.


Guide Top

Fizz (Champion Spotlight)

Centuries ago, an ancient water-dwelling race built a hidden city beneath a mountain in the sea. Though these creatures had their enemies, the city was an impenetrable fortress, and, in the safety it provided, they grew complacent. Fizz, however, harbored a curious spirit that could not be satisfied living so cushioned a life. Unable to resist the allure of danger, Fizz had a habit of sneaking out of the city to look for trouble. In his many adventures he grew to be a powerful fighter with a sharp cleverness that let him skirt danger with ease. One day Fizz returned to find the city abandoned: his people had vanished, leaving Fizz without a clue to explain their disappearance. With nothing left in the city to keep him, Fizz salvaged an enchanted seastone trident from the ruins and set out alone.

Fizz wandered the ocean in search of his people for years, using the skills he’d learned during his adventures as 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 inadvertently meddled in the affairs of the humans who lived there, and his presence did not go unnoticed. His mischief angered many residents who eventually sought to capture or kill him. Fizz found himself cornered, and he prepared to return to the sea despite the fondness he’d come to hold for Bilgewater. As he stood at the docks, a massive dragon-shark attacked the port. Fizz defeated the beast, using his resourcefulness and knowledge of the creature’s weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. To further serve his new home, he joined the League of Legends.

“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


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Items

Items
Boots of Speed : Whats the point of having great chase or escape without boots, right? Kidding, but seriously these will help you gank, land your auto attacks and overall be able to have a greater presence. If you take these early, the pots are a great boost to survivability. Also many people are afraid of Fizz early game because of his DPS, burst and ability to path through minions. By having greater speed it becomes possible to harass the enemy if they insist on staying out of reach. Boots are pretty much standard in any early game situation. I save sorcerers shoes, ionian boots, etc. for mid game though.

Sorcerers Shoes : Big Damage increase. With little magic pen your damage is severely hindered. Check out this chart to see the amount of damage reduced by MR. Anyway movespeed is always useful in teamfights and map control and you can see how much the magic pen helps. Ionian boots are also good. I dont know this really comes down to personal preference. If you focus on W though magic pen is definitely better.

Rod of Ages: What bothers me about any burst champ who relies on auto attacks is the lack of survivability. If your going to throw yourself at the enemy and get in range, then hope they wont focus you, keep playing normal but don't ever try ranked or youll be very sad. Rod of Ages is great for mana issues when regen is not enough. It also gives you the illusion of tankiness as well as great AP. Get this early and it becomes the gift that keeps on giving. From early to late, it remains useful all game. Also Catalyst is your only means of early game sustain
Lich Bane: You can take Rabadon's first but with sheen, its relatively inexpensive and simply gives amazing returns. I could not believe the damage I was doing when I first got this. Imagine Urchin strike applying on-hit with massive burst and physical, then followed by your Spear Hop and Seastone Trident? Its pretty scary. The move speed also helps tide you over till you get sorcerers shoes. I got a comment "Solid AP Guide and nice layout. The only thing that bothers me is your Lich Bane. Aren't you getting it too early? IMO, you should get Deathcap right after Sheen then finish your Lich Bane. Well that is how I do it anyways." This is pretty true but it depends which build your using. To get lich bane you need solid AP otherwise its pretty much useless. I only get it first if RoA is fully charged. Otherwise it is better to buy Rabadons or at least part of it before getting Lich.
Rabadons Deathcap: God mode - On. This is your late game damage and marks the late game for you. Once you have this item your urchin dash should be merkin your opponents not to mention your trickster and magical auto attacks. Theres not much to say for this item except that you need it. Well no, you want it. It means you can kill your opponents and laugh while theyre trying to figure out where you came from.
Deathfire Grasp: This item came to my attention later because I figured, hey, Fizz is a burst mobility champ that needs all the AP he can get. How wrong I was. As a burst champ you dont want more AP, you want to kill the enemy in less than a second. Deathfire allows you to do just that. By initiating with this you put the enemy a great disadvantage. When you Q and E onto your enemy at this point they should already be past half. Once the shark hits doing 6% bonus damage and your W passive kicks in, the enemy should be dead in one rotation. Course you can always chase them through walls if you see fit - for the lolz. Basically this is a necessity against tanky enemies who you cannot seem to bring past 33%.
Deathfire Grasp: This item came to my attention later because I figured, hey, Fizz is a burst mobility champ that needs all the AP he can get. How wrong I was. As a burst champ you dont want more AP, you want to kill the enemy in less than a second. Deathfire allows you to do just that. By initiating with this you put the enemy a great disadvantage. When you Q and E onto your enemy at this point they should already be past half. Once the shark hits doing 6% bonus damage and your W passive kicks in, the enemy should be dead in one rotation. Course you can always chase them through walls if you see fit - for the lolz. Basically this is a necessity against tanky enemies who you cannot seem to bring past 33%.
Abyssal Scepter: Greeeeat Stuff. I take this all the time. This is your situational MR but I get it anyway. Remember the Magic Pen chart I showed you? It does that, but for all of your teammates as well! (Provided your near them) This is a great late game survivability option that keeps up your damage and benefits your team to boot.


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Early Game Items

Early Game Items

Doran's Ring: The fact is lets face it, your squishier than a baby teemo. If you try to go in and harass , chances are minions will take down faster than your opponent. Not only does this item help you keep you alive, it keeps you from falling behind. Without mana and harass your opponent will shut you out and stop you from getting your MUCH needed gold. With dorans you can ensure early harass and then ensure lane control through your great utility (moving through minions to harass).

Sheen: It took me a while to figure out, funnily enough, but this is your cocaine. Once you get this you get like fifty times scarier. Your urchin applies on hit effects and when you follow up on Playful/Trickster with your auto attacks, its that much scarier. This is your main source of early game damage, and don't forget it.

Boots of Speed : Whats the point of having great chase or escape without boots, right? Kidding, but seriously these will help you gank, land your auto attacks and overall be able to have a greater presence. If you take these early, the pots are a great boost to survivability. Also many people are afraid of Fizz early game because of his DPS, burst and ability to path through minions. By having greater speed it becomes possible to harass the enemy if they insist on staying out of reach. Boots are pretty much standard in any early game situation. I save sorcerers shoes, ionian boots, etc. for mid game though.


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Mid Game Items

Mid Game Items


Rod of Ages: What bothers me about any burst champ who relies on auto attacks is the lack of survivability. If your going to throw yourself at the enemy and get in range, then hope they wont focus you, keep playing normal but don't ever try ranked or youll be very sad. Rod of Ages is great for mana issues when regen is not enough. It also gives you the illusion of tankiness as well as great AP. Get this early and it becomes the gift that keeps on giving. From early to late, it remains useful all game. Also Catalyst is your only means of early game sustain

Lich Bane: You can take Rabadon's first but with sheen, its relatively inexpensive and simply gives amazing returns. I could not believe the damage I was doing when I first got this. Imagine Urchin strike applying on-hit with massive burst and physical, then followed by your Spear Hop and Seastone Trident? Its pretty scary. The move speed also helps tide you over till you get sorcerers shoes. I got a comment "Solid AP Guide and nice layout. The only thing that bothers me is your Lich Bane. Aren't you getting it too early? IMO, you should get Deathcap right after Sheen then finish your Lich Bane. Well that is how I do it anyways." This is pretty true but it depends which build your using. To get lich bane you need solid AP otherwise its pretty much useless. I only get it first if RoA is fully charged. Otherwise it is better to buy Rabadons or at least part of it before getting Lich.

Malady : Another Big Damage increase. With each successive auto attack all your attacks get stronger. If you stick to your opponent they will drop very quickly, especially once they get below half. As you auto attack them their MR will drop and you will get stronger. Past 30% health you do another bonus 6%. Your attacks are also even faster because of attack speed bestowed by malady. The argument against this item is that it is best early game but drops your survivability and sustain. I hope to counter that by taking RoA early as well. Even as AP, theres no reason not to get this item because it gives much needed spell pen into a somewhat lacking build and bonus attack speed to synergize with your W.

Mr. m's Razors : I take this as a core item only when I’m jungling mainly because it makes use of the early claws but for a number of other reasons as well. Fizz has no ablities that scale with AD making this stat a poor choice in maximizing DPS. However he does proc on-hit effects and scales with AS by greatly improving the damage done on his W. Madred’s does damage based on % health and grants bonus attack speed, both which work well with Fizz. Considering your passive does damage on % of health missing it stacks well with Madred’s as they both ignore armor and increase based on max health. Together, they are very effective against tanks. The fact is as a jungler you are not a carry. You are a DPS offtank - at least in the current metagame. Getting Madred’s and maxing W mid-game as a jungler allows me to deal large amounts of damage to any target meaning that you can stick around and support your team against tanks and squishies alike. Also to anyone who thinks that the early claws are not mandatory when your jungling, have fun being under leveled to the point of being a menace to your own team. Jungle speed on Fizz is not under par without masteries but madred’s it is greatly improved. You can count on the enemy jungler getting them.
EDIT: Now the Volibear patch came out, jungling has changed drastically. Stand by for further updates.

Berserker Greaves : This item gives early game attack speed where you might otherwise be lacking. The problem with an AS build is that you are still building AP till midgame and so to give you the feeling of early game AS berserker's greaves do that very well. They also give the biggest early game DPS increase of all the boots. By increasing the amount of auto attacks and speed whilst W is active your overall DPS on your W alone increases by 25%.

Mercury Threads : If you go AP/attackspeed Fizz, you are forced to put yourself in more danger. In order to keep up your DPS you will have to stay within attack range of the enemies. Merc Treads will reduce the amount of time you will be CCed meaning that if you know when to leave the party, you will be able to stay out of trouble. Also with less AP and and a build that already maxes CDR, getting Ionian or Sorc shoes will have a smaller benefit.

Ionian Boots of Lucidity : With so little spell pen I really don't recommend this. Look at the armour and MR chart and you'll notice how important spell pen really is. Still it I suppose its viable on a pure nuke build as the reduced CD's would increase your DPS drastically, however on the AS build with Nashor's, runes and masteries, its somewhat useless.

Sorcerer's Shoes : Big Damage increase. With little magic pen your damage is severely hindered. Check out this chart to see the amount of damage reduced by MR. Anyway movespeed is always useful in teamfights and map control and you can see how much the magic pen helps. Ionian boots are also good. I dont know this really comes down to personal preference. If you focus on W though magic pen is definitely better.


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Late Game Items

Late Game Items

Rabadon's Deathcap: God mode - On. This is your late game damage and marks the late game for you. Once you have this item your urchin dash should be merkin your opponents not to mention your trickster and magical auto attacks. Theres not much to say for this item except that you need it. Well no, you want it. It means you can kill your opponents and laugh while theyre trying to figure out where you came from.

Rylai's Crystal Scepter: Honestly, I'm not a big fan of this item but late game is situational and should you find yourself in need of health, this is going to be the best choice. It synergizes with all of your abilities and so theres no reason not to take it. Mind you once your in late game its situational whether you want damage, health or resist. If I'm against someone with lots of true damage Ill go health but if they are all AD, take thornmail or Zhonya's Hourglass. If all depends what you need at this point.

Zhonya's Hourglass : This is your situational armor. If you are getting focused, not necessarily DYING, especially by AD champions you should pick this up. Granted you should be hard to target but this is your go to item for resist because it synergizes the best. Sometimes I'd take a thornmail but your not an easy target so normally I don't.

Abyssal Scepter: Greeeeat Stuff. I take this all the time. This is your situational MR but I get it anyway. Remember the Magic Pen chart I showed you? It does that, but for all of your teammates as well! (Provided your near them) This is a great late game survivability option that keeps up your damage and benefits your team to boot.

Nashor’s Tooth: Replaced Guinsoo’s with this baby. Gives AP, CDR and attack speed. Basically all the skills needed to max Fizz’s DPS. By giving up some burst potential you are able to deal much more damage over 5 seconds than as flat AP. I don’t really feel the need to go indepth justifying this item because all of its stats synergize with Fizz. If you are building DPS rather than burst, I feel this explanation should be enough.

Deathfire Grasp: This item came to my attention later because I figured, hey, Fizz is a burst mobility champ that needs all the AP he can get. How wrong I was. As a burst champ you dont want more AP, you want to kill the enemy in less than a second. Deathfire allows you to do just that. By initiating with this you put the enemy a great disadvantage. When you Q and E onto your enemy at this point they should already be past half. Once the shark hits doing 6% bonus damage and your W passive kicks in, the enemy should be dead in one rotation. Course you can always chase them through walls if you see fit - for the lolz. Basically this is a necessity against tanky enemies who you cannot seem to bring past 33%.


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Pros/Cons


Pros.
1. Fizz can get away easily with his e
2. He can mid and jungle and solo top
3. HES A FISH


Cons.
1. Hes very squishy if you don't build him right.
2.He gets targeted alot.


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Moves

MOVES



Dash a set distance towards or through target dealing significant burst damage This spell has several uses. When target draws near use it to escape or stay out of range. This can be followed by Playful/Trickster as a basic combo. Used as a gap closer to land a few auto attacks and harrass or sse to dash to minions or jungle creeps to escape.


Fizz passively gets auto attacks that 'rend' people - a DoT based on missing health. Active gives auto attacks bonus magic damage Perfect mage spell because it does not need AD or ArPen to help it scale. Perfect assassin spell because helps you burst down low health targets even more easily. I use it a lot in lane for cheap easy harass.


Fizz can use his trident as a pole-vault making him untargetable while in the air then slowing nearby enemies as the slams back down. If you double tap E he does a double jump and goes further but loses his slow. Hardest skill to master but also the most useful. Use it in a lane to dodge harass then counter with your own. This serves as your main burst. It is also great for chasing and escaping but remember - it only works on small walls.


Throws a fish that sticks to its target and slows them. A shark will then come eat the fish and knock up any nearby enemies dealing damage as well. This spell means certain death to anyone it hits in a teamfight. Also use it to follow up on your Urchin and Trickster combo to CC/burst your opponent till your other spells come off cooldown. Take your time and make sure to land it and dont use it to run away.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


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Moves in deph



Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less physical damage from basic attacks.


Explanation:

Blocks minion aggro, and allows Fizz to move through minions. This is very helpful in turret dive escapes as well as escaping foes who must run around the minions. This ability is greatly helpful during the early game when harassing your opponent with Seastone Trident or even your basic auto attacks. It also allows you to control your zone in a way that might confuse your opponent. As enemies underestimate your durability they may try chasing you into a turret thinking they can finish you with an auto attack only to leave you with 3 health or when duking it out under minion aggro, their health will pool down much quicker than yours. Of course, remember that your are not invincible, it takes only an extra auto attack or two to take you out.
While the damage reduction may seem almost insignificant, taking aggro from 6 minions equates to about 18 damage per round of attacks at lvl 1. Basically you can shut down any melee AD champ in lane by outmaneuvering them and out tanking them.
This passive also makes Fizz a very viable jungler.
e


Q:

Fizz dashes through his target, dealing normal attack damage plus 10 / 40 / 70 / 100 / 130 (+70% of ability power) as magic damage. This ability can trigger on-hit effects.

Explanation:

A very strong spell for any type of build or play style as it is a gap closer as well as escape on a short CD. It supports on-hit and AP making it very good with sheen. This skill dashes a set distance and learning when to use it is one of the more difficult aspects of Fizz. Especially in the early game when it can make or break your success. By applying on-hit remember it applies your W and so if you harass your opponent make sure to constantly apply this when they are below 50% health. Let's say they have 450 hp, and their health is now down to 100. You are at level 1 with 50 attack damage and 38 ability power. This means that your attack does: 50 physical damage, 30 + 0.35*38 = 43 magic damage (DoT)4% of missing health (350 hp) = 14 magic damage. That is over 100 damage and will kill them. The cooldown is decent though and it as a point seven AP Ratio which means you can use this for some nice burst and with Lich Bane it deals even more damage in a AP Build getting up to a 1.7 AP Ratio after taking the unique passive into account. The way this ability works late game as a gap closer and escape is the set distance you dash. When you target an enemy, and Fizz dashes a set distance in the direction of that enemy while damaging them. This means that if you are far from the enemy you will dash into him, but if you are close you will dash through and away from them a set distance. This allows you to gain a head start when retreating.

Note: Auto attacking an enemy and then using the ability will cause Fizz to run back to attack the enemy after dashing away therefore path away right after dashing to cancel the auto attack when retreating.
ace


W:

Passive: Fizz's attacks rend his enemies, dealing 30 / 40 / 50 / 60 / 70 (+35% of ability power) plus 4 / 5 / 6 / 7 / 8 % of the target's missing health as magic damage over 3 seconds. Max 300 vs. minions.

Active: For 5 seconds, Fizz's attacks deal an additional 10 / 20 / 30 / 40 / 50 (+35% of ability power) magic damage on hit and apply Grievous Wounds to his target, reducing incoming healing by 50%.

Explanation:

This is Fizz'z most powerful skill and the reason you max this first or at least take it early is because for one it provides exceptional early game harass especially combined with Q and passive. Every time your opponent pops a potion you can ensure 50% reduced healing meaning if you took potions as well, you can outlast anyone in lane. Also it scales on AP and missing health, meaning we can build CD/attack speed and still have a very, or even more so, efficient build. The reason you always max this first on hybrid build is because offers very powerful early-mid game DPS when activated and combined with attack speed. By increasing your AS, you are effectively increasing the amount of hits allotted in the 5 secs greatly increasing the amount of damage done every time the ability is activated. Also remember that the passive remains while the active is on CD. Don't be stingy, activate the ability every time you go into attack. The passive gives nice bonus damage as DoT, which grows with declining enemy health. This stacks well with the AP bonus and causes some serious harm to the enemy late game when they don't flash out until 3 seconds later and realize it's too late. However it is also important to note that the DoT doesn't stack, it only renews with each hit. This means that if you attack for 3 seconds, hitting 5 times, you only get 6 seconds worth of passive damage. Attack speed still stacks with the passive but also think about it; each attack triggers more bonus damage because it is based on missing health and so with more attack speed you are also doing more damage and therefore the damage on the passive is increased as well. Being an ability that increases AD though magic damage it is slightly unique. Bonus damage is not returned by Thornmail since it is on-hit magic damage and but being blinded will negate ALL the damage if your attack is dodged.



E:

Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70 / 120 / 170 / 220 / 270 +(75% of ability power) magic damage to nearby enemies and slowing them by 40 / 45 / 50 / 55 / 60% for 2 seconds.

Reactiving 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 +(0.75 of ability power) magic damage in a smaller area to enemies nearby, instead of slamming the ground.

Explanation:

This skill is key to playing Fizz. Mastering the timing of this skill and its situational uses will allow you to control the game, dominating team fights and escaping all but the most co ordinated ganks. Think of this as you own Zhonya's or Vlads pool allowing you to completely ignore damage for 1.5 seconds. It neutralizes projectiles (makes them vanish) such as sions stun or Cait’s ultimate - ace in the hole- and you can use it to hop walls. Keep in mind the distance of wall hopping is short and jumping walls such as the dragon wall in 3v3 is finicky. Do not rely on wall jumping for an escape. The distance it creates should be enough. With all this it also deals damage at a 0.75 AP Ratio and then once you land it also slows the target. This means it can be used for initiating to slow as well as chasing to finish or escaping. The ability is used on the same basis as Flash - place the cursor in the direction you want to jump and press e. Then you can wait and do AoE damage as well as slow in half a second, or jump again in the direction of the cursor by pressing e again, doing AoE damage at the target location. While the distance of each jump is quite short, a double jump can greatly assist in chasing an enemy. Use this skill when: finishing a champion at their turret then hopping on the trident to avoid the incoming missile as well as moving out of turret range, clearing minion aggro after attacking a champion, escaping CC or escaping enemy harass. This ability has only one flaw - its cooldown is quite high (16/14/12/10/8). This is why you must have max CD reduction for Fizz.
ce


R:

Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50 / 60 / 70%. If the fish misses an enemy champion, it will remain on the ground for a brief time, binding to any enemy champion walking over it.

After 1.5 seconds, a shark erupts from the earth, dealing 200 / 325 / 450 (+100% of ability power) 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.

Explanation:

First of all it as a 1:1 AP Ratio which is why AP Fizz is so viable. It's a skill shot and the range is quite far meaning it is great for ganking, initiating or even just chasing. The best part is that it deals AoE damage and acts as a slow as well as knock up. Basically catch a stray champion with this and they are as good as dead. This ability is your handy dandy CC and nuke, slowing and dealing great damage. As opposed to Fizz's other skill, the CD is quite low for an ulti (100,85,70), reaching 42 seconds with max CD reduction, which makes this a very versatile skill. The most common uses for it are; the slow for 3 seconds + knock up a fleeing enemy, Mid team fights to break up clustered enemies, or in late team fights to finish off low health enemies, separate an enemy from the rest of the group if they are fleeing, ganks, use with Deathfire Grasp to nuke late game tanks, or in the early laning phase to get an instant kill at lvl 6 on your opponent - granted they are below 50% health.


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Normal Runes

Ability Power Quints: Fizz is primarily a burst damage champion. Even his auto attacks do damage based on AP and missing health rather than amour pen or AD. Flat AP will give you the ability to control your early game lane as well as land successful early ganks. Here you do have a few options though, mainly CDR and mana regen. Fizz is very difficult to master in lane and so for newer players I recommend just because between dodge and harass you will be mana starved quickly. With this build lacking CDR, that is a viable choice as well.

Magic Pen Marks: Here you only really have two viable options: magic pen or armour pen Magic pen is useful throughout the game on all your spells, even your auto attacks. Remember penetration is the key to dominance.


CDR Glyphs: The thing is fizz had pretty long cooldowns. You could change these for flat AP but with a 10 second cooldown, 10% is already one second. It adds up to a lot in the long run but its more of a personal preference thing here. If you go all out AP glyphs, seals and quints it tends to work well on most burst champs but I have yet to try it out. CDR is nice but if your feeling frisky I'd say go AP.

MP/5 Seals: Stamina is the key to victory. If you lack stamina how will you ever maintain your dominance? Here it would be viable to take more flat AP but you wouldn't be able to harass very long. The return is greater on Mana/5 and considering how mana heavy fizz is in the lane it would be frustrating IMO not to have these. To avoid harass it is mandatory to learn how to use Playful/Trickster but this ability does cost a lot of mana and so regen is very important. Even if you take mana regen quints, it still helps because if you get mana starved early on say goodbye to your lane control and a whole bunch of gold with it.


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Other Runes

Magic Pen Quints These are just as good if not better than AP. See the chart I include in the item sections on the effects of magic pen. I would say health quints but they got nerfed waaay to hard for me to even look at them. They just remind me of 6000 wasted IP. Sometimes its just too hard to look back.

Attack Speed Marks: Meeh if your building AS route these are very viable. If you are maxing W first these will definitely give you the best returns. Take magic pen quints if you do this though. Remember speed is not a substitute for power...

AP Glyphs: Yeaaa these are pretty necessary. Like if you don't take cooldown I would recommend MR just because the early game damage is so important. If you read my laning section you'll see that Fizz is a veryyy aggressive laner. Without strong harass you will need more harass which will leave you at lower health with less mana.

Armour Seals: So some people dont like mana regen. Ok, I get that. These a great boost to your survivability and stack great with your passive. If you harass in lane it minimizes the damage taken from minions as well.


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Spells


Well ghost is alot better than flash since it has been nerfed and with ghost u can get away alot quicker.The fact is Fizz already has a blink that makes him invincible for a moment so flash in unnecessary. Use your already great mobility to make up for not having flash (e.g be more careful with e.)



For a burst damage caster, this is much more useful than exhaust. The enemy will be dead before they realize what is happening. Also fizz has slightly long cooldowns and so it may be difficult to chase after his initial burst, ignite enables you to finish your kills much more easily. Also ignite and your auto attacks synergize perfectly and are probably why fizz is considered an assassin.


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Summary

Thx for reading this guide and pls coment so i can edit some things btw this is my first guide ever :).
http://images.wikia.com/leagueoflegends/images/4/4a/Fizz_FishermanSkin.jpg