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Spells:
Ignite
Ghost
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Intriguing introduction~
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// Hello! Welcome to my guide! This is Adeori reporting in for another guide on Mobafire! // This is my second guide on Mobafire, my first being for ![]() // Without further ado, I present to you my indepth guide to ![]() |
- An aesthetically pleasing guide
- Indepth information
- Detailed explanations on everything
- A wide variety of item choices
- Jhoijhoi - For teaching me how to write an aesthetic guide, and informing us about voting!
- Apotheosis - My warding information is from his
Tryndamere which you can find here
- You, the reader - Yes, you, the one reading this! Without you, this guide would be useless, obviously!
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Pros
![]() + Adorable! + Very mobile + Invincibility + Small walljumps + High skillcap |
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Cons
![]() - Difficult - Not much CC - Hardly any range - Low mspeed - Hard to itemize |
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// Although I said some of the cons were uncounterable, they can actually be made less effective to you, for example, 'not much range', 'low movement speed' and 'hardly any ranged skills' can all be countered with a






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// This is the mastery tree that I use for Fizz - With 26 points in offense, which is rather unusual, but oh well, it works just fine, and that's all that matters. I'll give you an explanation why I take certain masteries :
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Nimble fighter - Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less damage from basic attacks.
// This is a great passive - It allows you to run near minions like you don't care, and even if they do focus you, they do less damage.- Use this and your combo in lane to put out some heavy harass easily
- With this and ghost, when you're escaping you may want to run away down the lane
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Urchin strike (Q) - Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional 10 / 40 / 70 / 100 / 130 (+0.7 per ability power) magic damage to it. The ability will also apply on-hit effects.
// A dash, possibly a gapcloser, that locks onto enemies and deals your full atkdamage, and a bit of your AP.- The distance you rush is locked, meaning you can use it to juke enemies
- You can use one target as a target to dash, getting closer to another
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Seastone trident (W) - (Passive) Fizz's autoattacks rend his target, dealing 30 / 40 / 50 / 60 / 70 (+0.35 per ability power) magic damage over 3 seconds that strengthens by 4 / 5 / 6 / 7 / 8 % of the target's missing health. Multiple autoattacks will only refresh the duration.
(Active) Fizz's attacks are empowered by 10 / 20 / 30 / 40 / 50 (+0.35 per ability power) for the next 5 seconds, dealing additional magic damage on-hit and causing grievous wounds to his opponents.
// A nice skill, even when passive. It deals 70 damage over time, and when active, cuts healing by 50%, and deals 50 extra damage on hit.- Use this to harass -
Urchin Strike, attack and walk away
- Use this against healers, cut their healing!
- Use this to harass -
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Playful / Trickster (E) - (Playful) 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 Trickster, he will slam the ground below him, dealing 70 / 120 / 170 / 220 / 270 (+0.75 per ability power) magic damage and slowing nearby enemies by (40/45/50/55/60)% for 2 seconds.
(Trickster) Fizz hops off from his trident to a nearby location, dealing 70 / 120 / 170 / 220 / 270 (+0.75 per ability power) magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.
// One of your most known skills, and for a reason! It's a highly skill-based ability. It gives 0.75 seconds of invincibility, and allows you to bounce away.- Don't use it too much in lane! It has a high mana cost, and you'll find yourself OOM
- This can jump thin walls - You can also juke flashes since it's a double jump
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Chum the waters (R) - 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 200 / 325 / 450 (+1.0 per ability power) magic damage, knocking up and slowing all enemies by 50/60/70)% in the area for 1.5 seconds.
// Great and hilarious ability - You throw a shark on the person or the floor, and suddenly a shark erupts. This knocks up the target, and slows everyone near him.- This knocks up people - Throw it on chasers, or people you're chasing
- Throw it when you KNOW it will hit, don't waste it!

Urchin Strike - I start with this at level 1, simply because it offers more mobility than
Seastone Trident and requires much less mana than
Playful / Trickster, however, I don't max this until last, as unless you're doing an AD build, it does the lowest damage out of all your skills, and level 1 will work for juking people.
Seastone Trident - I max this first, because it allows you to dash in during laning, hit your laning opponent once, then, you drop back and they take damage from the damage over time. Also, if your solo top opponent is sustain heavy, like
Vladimir, if you go to 1v1 them, you'll have to use the active to cut their healing. Also, this is good for fighting 1v1.
Playful / Trickster - Although this is a great skill, and will help you dodge many skills, and leap many walls, it's not all that useful in early laning against people without skillshots, but also, it's VERY mana heavy, and the more you level up, the higher the mana cost is, and the more you get the chance to spam if. By maxing this first, before you have your catalyst the protector, you'll constantly be out of mana.
Chum the Waters - Now, this being your levelling priority is pretty self explainatory - As it's your ultimate. On most characters, who don't have a terrible ultimate, or none at all (
Udyr and
Karma), your ultimate is your main priority. Plus, it's a great skill, with 1.0 AP ratio, a knockup and an AoE slow.
Item Sequence











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Probably the most common boots in the game at the moment - CC reduction may just save your life, and the magic resistance may allow you to survive Mage's burst. You may want to build boots of lucidity for CDR if that's your style. PROS :
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A great item, will multiple purposes - It fits perfectly on ![]() PROS :
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Another great item on ![]() ![]() ![]() ![]() ![]() PROS :
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This may seem a bit stupid at first - But on closer analysis, it's perfect on ![]() ![]() PROS :
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As most players know - ![]() ![]() PROS :
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May seem like another strange choice, just like ![]() ![]() ![]() PROS :
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A possible replacement for ![]() ![]() ![]() PROS :
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A decent item - Not my personal favourite, however, some people like to take this, for all the stats it gives - The AP, to deal more damage, HP, to make you tankier, and also, the amazing passive, which slows people down - Making up for being melee. PROS :
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Finally, an armor item for you to pick! I haven't included any other armor items to pick for ![]() ![]() PROS :
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// Fizz is a rather strong laner in general - He can dodge harass and avoid ganks, or such things like that, allowing him to escape out of many situations, including jungler ganks. Besides that, he has many tricks in his bag that can ruin many opponents, such as his passive,

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Pros
![]() + Higher EXP gain + A lot more gold + Can dodge harass + Great harassing + Avoids ganks |
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Cons
![]() - No ranged harass - No CC for ganks - High mana costs - Can't get buffs - Hard to itemize |
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- High cooldown harrasses, so you can easily dodge with
Playful / Trickster
- Not a lot of point & click CC (
Sion), as ganks may get you then
- Not too much sustainability, so your harass sticks to them
- If they do have a sustainability skill, is it on a long cooldown?


- Skillshot gapclosers like
Lee Sin, dodgeable easily with
Playful / Trickster
- Skill-shot reliant ganks like
Nocturne's
Duskbringer
- Channeled CC like
Nocturne's
Unspeakable Horror
- Slow projectile CC that you can probably dodge with good reactions

- Damage - 51 (+3 / per level)
- Health - 414 (+86 / per level)
- Mana - 200 (+40 / per level)
- Movement speed - 310
- Armor - 13 (+3.1 / per level)
- Magic resist - 30 (+1.25 / per level)
- Health regen - 1.8 (+0.14 / per level)
- Mana regen - 1.22 (+0.09 / per level)
// As you can see, at level 1,










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- If you have 75 spare gold when you go B to shop, buy a ward, or two!
- Always try to place a ward in the bush - That's where most surprises are!
- Take care when placing a ward - You don't want to miss the bush
- When warding, you want to show as many paths as possible
//I'm now going to put an extract from Apotheosis' Tryndamere Resource. Go over and check it out if you want to play

Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.

Order of priority; Use Sight ward and

Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using



Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.

// Anyway, thanks again, I hope you learnt something new from this guide. Also, check out my

SPAAAAAAAAAAAAAAAAAAAAAAAAAAAACE~Adeori
- Jungling guide
- A section on gameplay
- More item choices?
- Videos, perhaps
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