Fizz Build Guide by LamestOne

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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.

League of Legends Build Guide Author LamestOne

Seaworld's Got Nothin' on This!

LamestOne Last updated on November 18, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 9

Honor Guard

Defense: 0

Strength of Spirit

Utility: 21

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So. Intro time! I'll admit, I'm new to Fizz. At the same time though, I've spent more time with him than most (got him a few hours after release. ^>^), and absolutely love him. Personally, I feel his playstyle is reminiscent of LaBlanc, but with a lategame. I don't know, though, that might just be me. In my first game as him, I fell in love.

Anywho, this is obviously a work in progress so suggestions would be great!

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Summoner Spells

While I feel that the Summoner Spells shouldn't need explaining, I'm sure that some of you will prove me wrong (:P), so here we go.

Go For It!:

This is one that I just love to use on Fizz. Early game, it's useful just to get away from that first gank. You know, the one where you remind your teammates that MIAs are useful. Yeah, that one. While I am not quite positive about this (servers are down, so I can't test atm.), it seems that the distance of Playful / Trickster is partially dependent on your movement speed, making this an excellent getaway combo. Some of you will complain that due to Nimble Fighter, Fizz doesn't need to bring Ghost. All that I can say is that if you consider the primary benefit of Ghost to be the fact that you move through mobs, you've got more problems than any Guide can help.

This guy is nice on a people who always find themselves letting their opponent get away with that little bit of left over health. It sucks. I know. Luckily, Ignite] solves those problems! In addition to nerfing lifesteal (I'm looking at you, Warwick!), this spell puts on a nice little DoT, which, coincidentally, stacks well with [[Seastone Trident. Because your DoT deals damage based on a percentage of how much damage your opponent has taken, they might run away at a quarter health, thinking that they'll be fine, only to realize that their HP bar is suddenly gone. Makes you all warm and fuzzy inside, doesn't it?

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Pros / Cons


  • Great initiator.
  • Superb chaser (or flee-er, whichever the case may be!)
  • 2 Slows, 2 dashes, and a knock-up
  • Great mobility
  • An amazing ult with a cd that probably is too low!
  • Bursts like a boss.
  • Doesn't need feed to not be useless late game
  • Has a W with a passive that destroys tanks who linger too long
  • Can dodge ults!
  • Incredibly fun to play!


  • First few levels aren't that great
  • Super Squishy
  • At early levels, the CD for his getaway abilities can get you killed.
  • Super Squishy
  • Mana hungry
  • Super Squishy
  • Did I mention he's super squishy?

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Okay, the build for Fizz is fairly straightforward, but here's a rundown of why I suggest the items I do.

Starting Items:

+ x3
This is a standard setup for champs that need to get in and out of combat for a good reason. It works. Personally, I play fairly defensively early game, so sometimes I end up just selling the pots. Even so, they are incredibly useful for those times when you have enough damage that you can't afford to go in again, but not so much that you need to head back right away.

Early Game:

The Rod of Ages is a great item to rush for two reasons. First, you aren't nearly as squishy with the extra health it gives you. This allows you to play more offensively without thinking "Oh ****, my E is down. I'm dead." just because you see an enemy champ. Second, it's Unique Passive means that the earlier you get it, the better. This thing takes 10 minutes to get to it's max potential. While this isn't really all that long, it means you can't really get it later on and expect to suddenly be stronger. Yeah, it doesn't work that way.

The boots are a different matter. Generally, you want to go with Sorcerer's Shoes. Occasionally, however, you might find that Ionian Boots of Lucidity will suit your early game style better. While I advise against this if you are able to get blue (i.e. someone else doesn't need it more), the CD reduction is very nice for your E, which, again, will be saving you time and time again. If you do get the Ionian Boots of Lucidity, however, you should plan on swapping out for the [[Sorcerer's Shoes] eventually, as your CD gets very nice without any additional items later game.