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Choose Champion Build:
Spells:
Exhaust
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
- Two strong item builds


- Jhoijhoi - For teaching me how to write an aesthetic guide, and informing us about voting! Also, for the banners in my guide!
- Apotheosis - My warding information is from his
Tryndamere which you can find here
- DuffTime - For helping me improve my builds, and create the atkspeed build!
- You, the reader - Yes, you, the one reading this! Without you, this guide would be useless, obviously!








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// This is the mastery tree that I use for
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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 ![]() PROS :
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A great item - 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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An alternative to ![]() ![]() ![]() 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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If you find yourself against a team containing a lot of AP champions, you may want to pick this up - It will allow you to survive initial burst, whilst also giving you sustainability in the fight with the amazing health regeneration. PROS :
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A great item with this build, considering we'll be playing ![]() ![]() ![]() PROS :
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Great, considering you'll probably find yourself playing as an anti-carry, hunting down the AD carry and destroying they - This allows you to survive their focus, and also makes them deal less DPS to your team. 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




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.



- Bushes create their own zone - Ward them and you'll remove their zoning
- Minions with no targets have a zone - Go into bushes to drop aggro
- Ranged skills create larger zones - Beware of this
- Try to imagine the range of your enemy - This is his zone, try to stay out of it

// Whilst it is important to get as many creeps are possible, it's important that you don't simply autoattack the waves - This will cause the death of creeps significantly faster, causing you to push the lane forwards - Leaving you open to ganks, and if the enemy pulls off an offensive movement, you probably won't have enough time to safely make it back to your turret - Causing your death. However, this doesn't mean that you shouldn't occassionally push forwards with autoattacking etc. If the enemy goes B, and you have your lane warded, so you can see incoming ganks, you can easily push forwards, deal a lot of damage to their tower, or even push your minion wave to the tower, then go B, shop and come back to find you've hardly missed any CS. Here are some tips and tricks for farming and CSing :
- Try to estimate how fast your creeps deal damage - Get the timing down, and you'll find yourself missing less CS
- If there's 2 CS that will die at the same time, you may want to use a skill on one, and autoattack the other, grabbing 2 CS at the same time
- If you find yourself pushed to a tower, you'll want to learn how to lasthit under the tower - If you want to kill a melee minion, you let it tank 2 tower shots, and do a single autoattack on it, whereas, a ranged minion, you autoattack once, the tower hits, and then you finish it off with a lasthit
- You'll want to try to freeze the lane just outside your tower range, so you don't have to lasthit under the tower, but you also aren't in the middle in the lane, putting you both in equal safety - When you're close to your tower, and the enemy is pushed past the river, they are easily gankable - Meaning you can probably pick up a free kill
- If the enemy dies or goes B, and you know the whereabouts of the jungler, you can easily push forwards and take a cchunk of their turret HP, or even the turret itself, or push the wave forwards, go B and miss hardly any CS.
- Don't forget to harass, but also don't harass too much, or you'll find yourself missing CS





- 1 - You should probably be defending your jungler if he starts small golems on the Purple side, or Golem if he starts on the Blue side. If he isn't starting at these camps, just leave it and go to your lane. If you do get an early game encounter, you should try to scare them off, or deal some significant damage.
- 2 & 3 - Peacefully farm - Lasthit minions, and attempt to zone your target away, you may attempt harassing, but try not to get out of mana, or miss CS. If you spend too much time harassing, you'll set yourself as far behind as you set the enemy back.
- 4 - At this point, you will of unlocked your full combo, you should show the enemy what you're made of, by doing
Seastone Trident, then doing
Urchin Strike, finishing off with
Playful / Trickster and autoattacks, this should get them relatively low, and possibly force them back. Go back to farming some more, and if the enemy is foolish to get too close again, unleash your combo again, forcing them back, or maybe grabbing a kill.
- 5 - If you did successfully in level 4, you should of forced them back, continue farming freely for a while - You're beginning to gain an advantage over your opponent, this means you'll hit level 6 before they do - Meaning you can probably get a kill before they get their ultimate. You should save your mana to allow for a full combo.
- 6 - If you completed level 4 and forced them back, your opponent will still be level 4 - 5, this means you can attempt an easy kill. Lead in with
Chum the Waters, then, activate
Seastone Trident and
Urchin Strike in, they'll be knocked up at this point if you did it fast enough, keep autoattacks going. When they land, do
Playful / Trickster if they can possibly get away, otherwise just use more autoattacks. If they flash, just
Urchin Strike back onto them.
- 7 - 10 - Farm some more, you should already have a significant lead over your opponent, and be outfarming them by a lot, if you lasthit well, you should have around 110 CS by 15 minutes or so. When you have atleast 2585 gold, you can opt to go B, and collect your catalyst the protector and
Sheen, however if you aren't too low, you should wait until 3285gold to go B, and pick up
Ionian Boots of Lucidity too, and possibly a bit longer to grab some more
Health Potions and sight wards.
- 11 - 14 - Go back to lane and farm up some more. You'll probably end up with both
Playful / Trickster and
Seastone Trident maxed, this will give you some nice damage. You should keep pressuring your lane, and possibly pop down to other lanes to gank, grabbing some more kills. When you have around 3920 gold, you should go B and complete your
Rod of Ages and
Lich Bane.
- 15 - 18 - You're fully in lategame now, you'll want to group up with your team and start teamfighting now. You'll want to grab CS if your team is grouped in a lane, slowly farming towards your endgame items, such as
Rabadon's Deathcap,
Madred's Bloodrazor etc; I'll cover what you should do in teamfights in the next section.






// As for the on-hit secondary build, you'll want to maintain the same focus order - However, this time, you won't have to bounce in and out of fights - The build provides quite a reasonable amount of survivability, whilst also giving you amazing damage - Even on high HP targets! Also, you're a great problem for the enemy team - If they don't focus you, you quickly destroy the enemy team, therefore forcing them to focus you, however, when they focus you, the AD and AP carry on your team aren't receiving incoming damage - Causing the same problem again, the AD and AP carry quickly destroys their team.



// The next section will detail all the jungle monsters, and the buffs they give, and information on how useful they are. I suggest you learn the respawn timers to counterjungle and control Dragon effectively - You should always note Dragon/Baron/Blue/Red in the chat, which is done by simply adding 6/7/5/5 minutes onto the current time respectively.

BARON
NASHOR ![]()
BARON
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Baron Nashor
Baron Initial Spawn: 15:00
Baron respawns in 7 minutes Total XP: 900 Global Total Gold: 300 Global // Baron is an extremely important jungle monster - He's the strongest of them all, boasting high damage, a lot of HP and decent defenses - It'll probably take you 3 of your teammembers to take this beast down, however when you do take him down, he provides a large boost in XP and gold, whilst also giving a gamechanging buff - Giving extra AD, AP and regeneration. |
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BARON
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DRAGON
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DRAGON
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Dragon
Dragon Initial Spawn: 2:30
Dragon respawns in 6 minutes Total XP: 900 Total Gold: 25 + 190 Global // Dragon is also a rather important jungle monster - However, it's much easier than Baron, which much less value - However, it still gifts significant global gold and XP, and letting the enemy team get consecutive dragons uncontested will give them a lead. |
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DRAGON
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ELDER
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Lizard
Initial Spawn: 1:55
Respawns in 5 minutes Total XP: 260 Total Gold: 80 // Lizard is a ganker with little crowd control's best friend. The on-hit slow is great for keeping people in range, whilst the DoT works well with ![]() |
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ELDER
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Golem
Initial Spawn: 1:55
Respawns in 5 minutes Total XP: 280 Total Gold: 80 // Golem is the buff for mages and mana dependant junglers. You'll find either you, or mid, wanting this buff. Give this to mid after maybe the second clear, assuming they use mana. |
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ANCIENT
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WOLVES
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Wolves
Initial Spawn: 1:40
Respawn in 1 minute 40 seconds Total XP: 190 Total Gold: 57 // Wolves are 1 of 3 minor camps - They grant no buffs, but give XP and gold, so they're needed for levelling up. |
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WOLVES
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WOLVES
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SPAAAAAAAAACE~Adeori

- 20th of Nov 2011 - Guide released
- 20th of Nov 2011 - Added a laning section
- 20th of Nov 2011 - Editted the build
- 21th of Nov 2011 - Added Jai's banners to my guide! Thanks!
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