Fizz Build Guide by herodom
Champion Build: Fizz
| Health | 2692 |
| Health Regen | 19.6 |
| Mana | 2120 |
| Mana Regen | 17.25 |
| Armor | 136.59 |
| Magic Resist | 52.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 405 |
| Gold Bonus | 0 |
| Attack Damage | 107 |
| Attack Speed | 51.005 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 609.85 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 37.47% |
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Mastery Tree Is Outdated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
Introduction
Hello, welcome to my Fizzy (easy) guide to
Read to the end for the most information and also before you comment or vote!!! And please rethink or explain your reasons before downvoting!!! Positive Constructive Criticism is always welcome!!! If I give great replies to your comments, do +REP ME! :D
This guide is recommended for 5v5 Summoner's Rift. Not tested on 3v3 Twisted Treeline nor Dominion Crystal Scar. I don't play any ranked games either so... use at own risk :D
I play on the South East Asian Garena
server, so any updates or changes will be made according to that server.REMINDER: DON'T READ THOSE STATS AT THE TOP. APPARENTLY MOBAFIRE DOESN'T CALCULATE EVERYTHING PROPERLY.
If you're too lazy to read everything, hit Ctrl + F and search for TL;DR. It's the shortform for Too Long; Didn't Read sections. Do take note that not every section has TL;DR areas.
Many thanks for the great comments, upvotes and compliments/criticism! You guys have made this build awesome!
Patch Updates
Fiora Patch
• Base damage increased to 56 from 54
• Armor per level increased to 3.4 from 3.1
•
Chum the Waters mana cost reduced to 100 from 150
- BUFFS!!!!! WHO DOESN'T LOVE THEM! :D
Nautilus Patch
•
Heal and
Clarity summoner spells will now restore health/mana to the caster even if they are untargetable when the summoner spell is cast ( Fizz's
Playful / Trickster}
Ziggs Patch
• Nothing changed.
Sejuani Patch
• Fixed a bug where
Chum the Waters stopped working if
Fizz died (Fix!)
• Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling (I laughed at fizzling, hah. This is considered a fix?)
• Using
Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately (Nerf. It used to jump right out if you tried to remove it, now it drops off. Good thing
Chum the Waters has a short 1.5 sec initiation. Though, you might still be able to barely escape it.)
• Added a 3-2-1 timer like
Zilean's
Time Bomb (If the opponents can see this too, I'll consider it a nerf)
• No longer hits nontargetable units like
Vladimir in
Sanguine Pool (BAD NERF. Now Vlad is immune to Fizz's ulti. Be careful of
Vladimir now.)
•
Urchin Strike ability power ratio reduced to .6 from .7 (BAD NERF. Less burst damage)
•
Seastone Trident active base damage reduced to 10/15/20/25/30 from 10/20/30/40/50 (BAD NERF. Less extra damage if burst doesn't kill. Building tanky on-hit sounds a bit useless now.)
•
Stinger Total cost reduced to 1090 from 1140.
•
Nashor's Tooth Total cost reduced to 2735 from 2885. Ability power increased to 65 from 55.
- YEAHHHH! The main item in my build has been buffed!
Ahri/
Viktor Patch
• Base health regen per 5 reduced to 7 from 9 (This was reasonable i guess. If you have played much with Fizz you will realise he regens health quite quickly. Because of this nerf,
Hextech Gunblade seems quite viable now...)
•
Urchin Strike: ability power ratio reduced to 0.6 from 0.7.
•
Seastone Trident: active base damage on-hit reduced to 10/15/20/25/30 from 10/20/30/40/50.
Fizz - The Tidal Trickster (Pros/Cons)
Firstly, I have to inform you that this Guide is not an exhaustive, very very detailed guide on all aspects of playing with
Fizz. This is a guide to how I play
Fizz, which i believe is a very viable way to play him.
I play him as a 5v5 AP magic burst nuke assasin caster mage laner.
- Things you will learn from this build]: The tips and tricks of
Fizz's skill play. My way with laning as
Fizz. Mana Control. - Things you will not learn from this build: General LoL basic rules, terms, gaming skills... (you should have learnt all these elsewhere), other ways of playing with
Fizz (e.g. Attack Speed
Fizz, Jungle
Fizz)
TL;DR - This is an AP build focused on stacking AP with an amazing 35% cooldown reduction. Extra Survivability / HP will come from an early
I really love
| spaaaaaace |
Pros
+ Big Burst + Escape & Dodge + Initiator + Chaser + Good Scaling + Cooldown King in this build! + Too cute! |
space |
space |
Cons
- Requires good skill to master - Squishy like **** :X - VERY Mana Hungry - Needs constant gold - Not able to solo good AD Carries - Skills not really water-like - Looks Like Stitch xD |
Was going to place a comparison between different types of
Runes
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Cooldown Reduction 9 |
Greater Quintessence of Ability Power 3 |
||||||||||||
There are more benefits in the long run if you use Greater Seal of Defense, but you gotta agree, if your early game was bad, your late game will most probably be bad too. If you're really still unsure, test the runes out first, or mix them together. Maybe around 6 of the former and 3 of the latter.
Summary of my chosen runes: Early game is important. Runes are there to help us secure a strong early game.
Runes that can be considered at your own choice (not exhaustive list)
Greater Glyph of Scaling Ability Power: More AP damage as you level... compared to
Greater Glyph of Ability Power which only give 0.99 each, or 9 AP[ through out whole game, these are a lot better.
Greater Glyph of Magic Penetration: Extra Magic Penetration... at the expense of Cooldown Reduction.
Greater Glyph of Scaling Magic Resist: If you realise you need more magic resistance. These ones are preferred over
Greater Glyph of Magic Resist because early game, auto attacks gives more damage than magic spells. It's only when your opponent mage grows stronger then the spells start getting pain.
Runes a little frowned upon (not exhaustive list)
Greater Glyph of Mana Greater Glyph of Knowledge Greater Glyph of Replenishment Greater Quintessence of Knowledge
Greater Quintessence of Mana: Mana is good, always good. But if you learn how to control your mana usage early game, as you level on, your mana will be less of a problem and you will realise these runes really go to waste. I'm also speaking here for other mana runes or even mana regeneration runes (though mana regen has more use in the long run).
Fizz has a serious mana problem yes (not as bad as you think), but he needs to worry more about other stuff like damage or survival than mana. More on controlling mana consumption in GAMEPLAY chapter.
Greater Seal of Attack Speed
Greater Quintessence of Attack Speed
Greater Mark of Attack Speed Attack speed runes are not recommended in my build. :D
Don't be afraid of switching up the
Same goes for the early AP
Always keep in mind that if you lose out on early game AP in runes, make sure you make up for it by buying
TL;DR
1) Keep your marks as
2) Make your own rune set according to your own play style. Keep in mind that early game is VERY IMPORTANT. Fizz needs enough armor (or maybe even magic resist) to harass the opponent and be able to farm without taking too much damage. My suggestion is to keep the
3) If you sacrifice early game AP runes for other runes, make up for the early game AP with
4) Mana is also very important for Fizz as he is really mana hungry early game wise. However, I don't recommended mana or mana regens in runes, because you can learn how to control mana properly and reduce mana wastage. Mana runes are also wasted in late game, when mana is much lesser of a problem. Learn how to control your mana in the GAMEPLAY section.
Masteries
This is simple to explain. We go down the AP route in theoffense tree. Adding an extra point into
You can take a point from
There's no need to go down the defense tree.
As for the utility tree, it looks good. Haha :D But as good as it is, do you think you can live without the magic penetration and damage increase in offense? I think not...
How about going down Offense AP 21 and Utility 9? It's your choice. Go down utility for the extra mp and regen from
You can even go 21-8-1. That 1 goes to
TL;DR
Fix masteries according to how you like it, as long as you stay rooted to the offence tree's AP route for the magic penetration, cooldowns and extra damage. Basically, 21-X-X. X, being your choice. If you need HP and MP regen badly, or some other good stuff down the utility tree, by all means add it. If you are still connected to the idea that early game needs more armor, magic resist to harass for
Abilities and Skill Sequence
More detailed statistics and information on Abilities at Fizz's League of Legends Wikia Page
See the skills! Watch the Fizz Champion Spotlight from Riot at the top of this guide!
Nimble Fighter
(Innate):
Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from physical attacks.
Urchin Strike
(Active):
Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage to it. The ability will also apply on-hit effects.
Seastone Trident
(Passive):
Fizz's autoattacks rend his target, dealing magic damage over 3 seconds that strengthens if the opponent is low on life. Multiple autoattacks will only refresh the duration.
(Active):
Fizz's attacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and causing grievous wounds to his opponents.
Playful / Trickster
(Active):
Fizz hops onto his trident in a nearby location, becoming untargetable for 0.75 seconds and gaining the ability to use Trickster before the effect ends. If
Fizz does not use it, he will slam the ground below him, dealing magic damage and slowing nearby enemies for 2 seconds.
(Active):
Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.
Note - This skill does not drop effects already on you... such as Fiddlestick's
Drain or
Ignite.
Chum the Waters
(Active):
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. The champion that has the fish attached will be slowed by 50%.
Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage, knocking up the target, knocking back all other enemies within the area from the center and slowing all enemies in the area for 1.5 seconds.
I'll elaborate more on using your skills in the GAMEPLAY section.
Summoner Spells
Ignite
Ah, what's a burst AP assasin mage to do without
Ignite?! This skill is awesome for most people that bursts out their opponents and realise they just have a litttttttleee more to go before they get that coveted kill. So what? Let the enemy run? NO!
Ignite! There goes the fiery poison! Muahhaha. *You have slained an enemy!*
Flash
You must be thinking i'm mad to be taking
Flash when it's been nerfed so bad into the ground. Yeah I probably think i'm mad too. Only reason why this is still here is because i'm an old timer kind of person, I still love
Flash for its uses, though now there's not enough range to escape, only enough to use offensively, which is good enough for me. Also, people in the SEA server still use
Flash... :D
Flash is more or less not as useful to
Fizz, since
Fizz has
Playful / Trickster, which is kinda like a mini
Flash with a little invincibility added in. By all means if you think
Flash is lousy, pick something else :D
Other possible spells that can be picked:
Ghost
The more preferred alternative to
Flash nowadays. It makes more sense to pick this considering it helps u escape a lot more than
Flash and also has a shorter cooldown. However, it's still different from
Flash much. Ghost can't be used that offensively as
Flash can.
Flash is more instant and more surprising in battle.
Exhaust
This spell slows someone, reduces their damage by a hefty amount, and lights them up like a lightbulb :S It's a great spell.... for
Tryndamere maybe. Most burst casters rarely pick
Exhaust, though its under consideration because there are definitely uses for it. Like, stopping a carry from dealing damage in a team fight, slowing someone down to kill...
Fizz has more uses for
Exhaust than other Burst mages because
Fizz's
Seastone Trident works with auto attacks. But this skill might turn him into an auto-attacker kind of fighter. We're a burst mage. Our killing blows should come from our skills. Not slashing a person under exhaust.
Surge
This is a great new spell with much potential. It synergies so well with
Fizz's abilities and way of attack. It will give a hefty amount of damage to
Seastone Trident (more attack speed during the active is a lot more damage) or any of
Fizz's other skills. It's an amazing skill, but it might also turn
Fizz into an auto attacker kind of mage. :X
Items
Doran's Ring
Whenever in doubt, start with a Doran's. It gives health, AP, mana regen. Signifies a good starting :D Though if you already have starting AP of about 20, then the
Doran's Ring is not really needed unless you're really afraid for your health.
Boots of Speed
Health Potion
If you don't get the
Doran's Ring, head for the
Boots of Speed and 3
Health Potion.
Sorcerer's Shoes
Build the Boot's of Speed into
Sorcerer's Shoes after your probably first or second or third trip back. In other builds, second tier boots would have probably been bought a bit later on after the necessary items are built, but I decided to rush this first, considering
Fizz is melee based, therefore needing the movement. Also, more magic penetration means more damage.
Catalyst the Protector
Get the
Catalyst the Protector next for extra health and mana and sustain (you can continue to farm and level up to regain health and mana, instead of recalling often), which will be built into the
Rod of Ages later.
Fiendish Codex
Fiendish Codex next for extra AP, a little cooldown reduction, and more mana regeneration to help in lane.
Sheen
We should get the
Sheen now. It will give some AP, some mana. Most importantly, your next physical attack deals 100% extra base damage. Power!!
Needlessly Large Rod
Needlessly Large Rod should provide us with a large amount of AP now... I actually didn't include this item here first, but I realised, in order to keep up with the mages that rush Needlessly Large Rod first, we should get this ASAP, even if we're a bit later than them...
At this point, all the standard items we need should have been bought by now. These items give AP, Mana Regeneration, Mana Penetration, Movement, Health, Mana and Cooldown Reduction, which will greatly help in lane... Keep in mind that to get these items as quickly as possible, you need a huge and great amount of farm. Focus on farming, instead of killing... Fizz is a late game champion anyway, his early game is quite weak. Also, if at any point of time in any game, you feel that an item doesn't fit your gameplay or game situation, feel free to change it. Different items fit different situations.
Rod of Ages
Up till this point, you probably have about some than 150-200 AP (which actually is enough AP to assassinate squishies at this point). It's definitely a bit slower than most mages. But don't fret. You're an assassin. If you go around farming well or killing well, your money will rise soon. Build the
Catalyst the Protector into the
Rod of Ages now. An early rod of ages will be more beneficial in the long run.
Nashor's Tooth
This is a MUST HAVE item on
Fizz no matter what. (I actually belive
Fizz was made for this item, or this item made for
Fizz!!) It gives an AWESOME 25% cooldown reduction. There's also 55 AP for magic damage. 10 Mana per 5 Sec for awesome mana regen that you definitely need at this time. And what's most important, ATTACK SPEED! This item synergies so well with
Fizz's skills. And provides some much needed relief to the problems of
Fizz. The attack speed is really needed because you can't break any towers with that slow base attack speed of
Fizz.
At this point. things get quite tricky already.
Rabadon's Deathcap
Lich Bane
From here on, we gotta gauge what should be bought first and what later. If it's important that you get extra mana or some magic resist or faster movement speed, then build into the
Lich Bane first. If it's not important to get the
Lich Bane first, then I would suggest you build both of them together at the same time; which sub-item bought first will be based on the amount of money you have on hand at that time you recalled back to base.
Zhonya's Hourglass
Lastly, your Zhonya's Hourglass should be bought now. It will give some armor, tons of AP and a useful stasis ability if you are focused in teamfights. It can be used in the
Playful / Trickster state too!
I placed these items in strategical order. Unless u have some very good reason you don't like my order, I suggest you follow this order. :D Try not to recall that often, only if you have enough Gold for the next item / sub-item!
Total price of all items =
The beauty of LoL is the ability to adjust your item choices according the game situation and your needs.
Viable items in different situations of gameplay within the AP items: (not exhaustive list)
It is recommended that your set of core items should be
If you sacrifice your
Useful if you need that Magic Resistance against some magic damage heavy enemies. Of if you want to lower your enemies magic resist by 20. Best used when your enemies don't stack magic resist and you want to reduce their base 30 MR to just a mere 10. :D If your teammate gets one of this already, and you don't need to buy another one for the MR, then don't get this.
This solves all mana problems; period. But it is not as viable on
Cheap AP, Health and magic penetration if you really think you should have it before building to bigger stuff. You should lose this item when you are more farmed later on.
For when you think you'll be on killing sprees! Snowball items work best when you're on a roll already. U can decide to keep this till the end game or throw it for something else later. Snowball items are really only much useful when able to be stacked fully.
If you prefer the slow over
This is a must buy for most mage casters dealing with people who like to stack magic resistance. It's best use is when your opponents magic resistance is sky high. Don't buy this if they don't even buy MR. This is item is not very good for
A more sensible item would be the
[EDIT: With the nerf on Fizz's base HP regen in the AHRI patch, the sustain (lifesteal, Spell Vamp) this item provides can be really useful. Therefore i moved this from the 'Items less desired' section to here.]
I'm actually pretty interested in this item. It gives some much needed Lifesteal and
Items less desired within the AP items:
Wonderful item for a CC and magic heavy opponent team. Must less useful on
This item is VERY SIMILAR to
I've seen
I don't think i've seen people buy this in Normal Games...... Not worth because only 50AP. And tenacity doesn't stack, if you've decided to buy
This item is just NO. Spellvamp doesn't work well on Fizz.
Gameplay
Here's some tips and tricks copied from the
Fizz League of Legends Wikia page.
Urchin Strike always moves you forward a set distance, meaning that you will move some distance past your target.- You can use
Playful / Trickster to jump over several thinner walls. (Takes practise, but very useful) - If
Urchin Strike is used on a target on the opposite side of a wall,
Fizz will pass through both. You will not move though the wall if your target is on the same side of the wall. (Can be used to escape, but the opportunity rarely presents itself) - The active on
Seastone Trident does not deal extra damage to structures. - During
Playful / Trickster, he can not be targeted by the nexus obelisk or by abilities such as
Karthus'
Requiem or
Caitlyn's
Ace in the Hole. (DODGE MANY ULTIS!!!!!!!!!!!!!) - A current bug makes some kinds of active auras, as well as spells like
Heal and
Clarity, unable to effect you while in
Playful / Trickster (including friendly and your own). - You can activate items like
Zhonya's Hourglass while untargetable in
Playful / Trickster. (Awesome, extra untargetable time!)
Chum the Waters deals 6 true damage over 1.5 seconds as a 3-2-1 countdown before the knockup occurs.
Chum the Waters will not affect "untargetable" foes (such as champions using
Sanguine Pool,
Twisted Advance, or
Alpha Strike).- If the marked champion dies, the secondary effects of
Chum the Waters will activate. - If
Quicksilver Sash is used, the fish will drop to the ground instead of activating immediately. - Crowd Control removal such as
Cleanse and
Remove Scurvy, will only remove the slow, not the secondary effects. (The only way to counter this ulti, is don't walk into it, use an ability shield, buy quicksilver sash, or become untargetable like
Vladimir, or with Zhonya's Hourgalss.) - If a champion uses
Teleport with the
Chum the Waters debuff, the debuff will teleport along with the champion and activate on arrival. - If
Chum the Waters hits an invisible Enemy the fish will disappear, but the shark will still appear when it attacks.
Warning: This section is text-heavy with little pictures.
Lane Dominance, Harassment, Farming
In any LoL match, obtaining Lane dominance is very important for ease of farming and ease of harassment. Lane Dominance is when you are free to do your thing in the lane, not afraid of taking damage and not being forced to retreat all the time.
How to obtain lane dominance? An easy way to obtain lane dominance is by laning with someone that can sustain themselves and can assist you in gaining lane dominance by harassing the opponent badly. Probably somebody like a TANK or ranged champion.
The harder way, is probably gaining lane dominance by yourself. Try to pick champions that can't deal much damage to you, or don't regen health that quickly. Like this, they will be more scared of you, and will stay further away, leaving you to farm safely. Here's the combo I use to harass champions. I will turn on my
So, what if you can't gain Lane Dominance? See if you suit other lanes better. Try switching around with your teammates.
At this point, you should never get cocky and think you can kill your opponent with ease. No. That's not the way.
This combo enables us to damage the opponent with
After doing this combo a few times, you would have probably lowered your opponents health to around half (in a duo lane, you will have help from your teammate), while probably keeping about 80% health. At this point in time, you will either 1) have no more mana or 2) skills are on long cooldown. All you have to do at this time is farm and regen mana & health. Last hit your way to lane dominance while your opponent stays back. When your have more mana and your skills no longer on cooldown, start repeating the combo again.
When harassing, always take note of minion aggro. And also take note of your mana u can use. Don't
Make sure when you obtain Lane Dominance, you try to control the bushes. When you enter bushes, you opponents probably will be too scared to enter them. You can farm in bushes, or just hide there. Be careful of opponents that can set traps though. If you're worried about ganks, set up wards. They are very useful. Obtaining bush control is obtaining more safe land for yourself to stand on. It's the same with Lane Dominance. The bigger your dominance, the more your opponent falls back, allowing you to have more space to farm.
Don't use
When facing melee champions, while farming, you might wanna sneak in one or two auto-attacks on them and then back away from the minion aggro. Your
While farming, you might wanna use
What if the situation is bad and you end up turret hugging? This opens up a new paragraph on tower farming xD. Let the melee minion take 2 turret shots, and do a single auto attack on it. For the ranged minion, hit it once, the turret will shoot, and then you finish it off with an auto attack. Even when hugging turret, remember to play safe. Try to harass the opponents that come nearer to damage your turret.
Mana Control
I've been talking about mana control throughout the guide. It's nothing complicated.
Jungling
I can't say much about Jungling, because I've never tried jungle
Teamfights
In teamfights,
As
In the event that you're confident your team will win the fight but nobody is eager to initiate a team fight, you should initiate it with your
Changelog
ALL DATES ARE UTC +8 Singapore time.
27/2/2012 Achieved #2 on Fizz build list with 85%! :D
- Minor Changes to patch notes to introduce Nautilus.
- Added one line of Notes under skills section.
11/2/2012
- Minor Fixes of typos and images not showing, etc.
- Added one 'bug' tip obtained from League of Legends Wikia Fizz Page
- Added more information to Void Staff.
- Edited 'Patch Update' section
- Edit Stinger, Nashor's Tooth, and total price calculation because of buffs on the item.
- Furthur clarified my view on Jungling with this AP Based Build.
- Added a few more item analysis.
4/1/2012
- Switched items around (Rod of Ages bought earlier, Cheaper items bought first)
Summary
Thanks for reading! Please do comment on areas you think are lacking or confusing or just plain stupid to you. I'll gladly answer if I can.
Just to mention again: Please rethink or explain your reasons before downvoting!!! Positive Constructive Criticism is always welcome!!! Also, comment or vote after reading and testing the WHOLE guide!!!
Have fun with Fizzzzzzzzzzzzzzzz.
I do not own any of the following:
Garena Logo // Copyright Garena
Fizz Champion Spotlight // Copyright Riot Games
Many thanks to JhoiJhoi's 'making a guide' guide & templates available here!
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