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Spells:
Ghost
Ignite
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Special Thanks!

Thank you!
Rys Aberdeen
I am a very well Fizz player, probably not the best, but very good. My Summmoner Name:Neon Glitcher
I have only played 2 ranked games (XD) one of them was a loss forgiven, our Nasus left from lag :(. I won my second ranked game, but don't play ranked much without my friends on. I play normal mostly with 500+ wins. Rys Aberdeen thank you for inspiring me to create a guide. Epic guide and I hope it stays #1!
Bio Of Me and Fizz (NO ****): An amazing champion that swept my brain away, this champion is Ahri's charm, loring him to me, I got 6300 IP in 7 days and bought this champion. After I played him a bit, I've seen how good I am with him. "Everyone's good at him, he's a stupidly OP champ","Anyone can play Fizz and be good with him,"Everyone sucks at him, he's OP","Your not good it's the champion". I've heard all these dumb comments. It takes SKILLS to play any champion, playing Tryn takes skills! Why? "Oh, crit, crit, crit, crit, crit, crit all day!" He may be critting all day, but he can be taked down easily. Learning how to hit your ult at the right time counts too! You can be stunned or silenced and get no ult. Just like any champ, if your stunned, your DEAD! He can't trigger his ult if he is stunned or silenced. I rape Trydn, he sucks to me. Just another champ, okay disagree with me, won't do much. CC=Fail Trydn, If someone can burst Trydn at low hp, he might not know when to ult. Anyways back to Fizz, he takes A LOT of skills. I've seen many Fizz rush lich bane, wrong. Fizz needs that extra HP early game, or he will die easily. Lich bane does help, but not as well as ROE. After I bought Tundra Fizz (NICE SHOT DERRICK ROSE <-- Lol watching NBA :)), I've been playing Fizz and got a 14 win streak, I will soon be playing him and RECORDING videos of my amazing games.
I hope you enjoy this guide, thanks and vote!
I hope you enjoy this guide, thanks and vote!

Fizz, The Tidal Trickster
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 keen resourcefulness that let him skirt danger with clever 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 trident from the ruins and set out alone.
For years, Fizz wandered the ocean, using the skills he'd learned during his adventures as a 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 inadverently 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 creatures' weaknesses to his advantage. Having earned the gratitude and respect of the humans, Fizz decided to stay in Bilgewater. He joined the League of Legends to further serve his new home.
''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.

RUNES








Optional Stuff:
MARKS:

A good option, but if you have insight, TAKE IT!!
This doesn't give you any damage or power, just speed :)
Don't let that disappoint you though!


If you don't like mana regen, this is your next choice. This will help with survivability, if your getting killed too much, or feeding in your recent game, try switching to this.


Fizz has a HUGE amount of cd. This might help you a lot if the extra UMP (damn that is fun to say) isn't helping you much. This will help you decrease your cool-downs for all your abilities and spray your water at your enemy. Pew-Pew


Very nice rune. This will help you if that SUPER UMP isn't working out for you :(
This will help your moves break down their MR and hit directly towards their HP, I personally never tried this rune :)


Offense:
I get Summoner's Wraith because it upgrades


It increase's

It also makes

Nice, double effect for one mastery.




Gives me sweet Cool-Down Reduction and is a way better choice than








I will explain and show you some optional spells here :D
:
Why?
Flash has been nerfed, the range of flashing has now been nerfed lower, flash is still viable, but not as before. I'd rather pick ghost. Using ghost with E could catch up to those escaping opponents. They may flash out, but click that ghost and go AROUND. Use your E to catch up, use q +w to catch up and burst, then finish them off! With Fizz's passive, you might be able to go through terrain XD (I'm kidding...)
:
Why?
Many assassins/burst damage casters use ignite. The explanation is that you can finish the job. I used to use flash and ghost, I hate that combo now. They would always leave with 5 hp, if I had ignite, even if they flashed, I could ghost, ignite, e out of that turret. DEAD.
With the mastery, the extra 5 damage could help... maybe :D
Mmm just hover over the icon, you'll see why this is so awesome. I don't use it though, just because I like using the old spells. I see a lot of Fizz use surge, I barely even notice it >:P
Well, this could be viable also. If you want to use E to initiate or Flash, you can use one of the other to escape. I used to use it with Fizz, but I still don't catch up to them. The movement speed is WAY better. Plus the nerf of flash has made it worse. Not a lot, but enough that it's more of a initiating spell now, not escaping.

Why?
Flash has been nerfed, the range of flashing has now been nerfed lower, flash is still viable, but not as before. I'd rather pick ghost. Using ghost with E could catch up to those escaping opponents. They may flash out, but click that ghost and go AROUND. Use your E to catch up, use q +w to catch up and burst, then finish them off! With Fizz's passive, you might be able to go through terrain XD (I'm kidding...)


Why?
Many assassins/burst damage casters use ignite. The explanation is that you can finish the job. I used to use flash and ghost, I hate that combo now. They would always leave with 5 hp, if I had ignite, even if they flashed, I could ghost, ignite, e out of that turret. DEAD.
With the mastery, the extra 5 damage could help... maybe :D

Optional Spells

Mmm just hover over the icon, you'll see why this is so awesome. I don't use it though, just because I like using the old spells. I see a lot of Fizz use surge, I barely even notice it >:P


Well, this could be viable also. If you want to use E to initiate or Flash, you can use one of the other to escape. I used to use it with Fizz, but I still don't catch up to them. The movement speed is WAY better. Plus the nerf of flash has made it worse. Not a lot, but enough that it's more of a initiating spell now, not escaping.

Item Purchase
I start out with




Then


or

or

If you feel you need more CDR go with

If you feel you need more damage go with

If you feel you are dying too much or getting stunned, slowed, etc go with








If their team does not have ANY attack damage (wtf?) or a little, I suggest you take something else. Such as


Optional Items
A new item was just released to classic!











Awesome item.

This is just my favorite.

Abilities:
Urchin Strike - Fizz strikes his target and runs them through, dealing magic damage and applying on hit effects.
Fizz dashes through his target, dealing normal attack damage plus 10/40/70/100/130 (+0.6) magic damage. This ability can trigger on-hit effects.
Cost
50/55/60/65/70 Mana
Range
550

Seastone Trident - Fizz's Trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health.
Passive: Fizz's attacks rend his enemies, dealing 30/40/50/60/70 (+0.35) 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 10/15/20/25/30 (+0.35) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.
Cost
40 Mana
Range
600

Playful / Trickster - Fizz hops into the air, landing gracefully upon his spear becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 (+0.75) 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) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
Cost
90/100/110/120/130 Mana
Range
400

Chum the Waters - Fizz unleashes a magical fish that latches onto enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish and knocking them aside.
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 (+1) 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.
Cost
150 Mana
Range
1275
Your text to link here...
Nimble Fighter - Fizz's dexterity allows him to ignore unit collision and take less physical damage from basic attacks.




Fizz dashes through his target, dealing normal attack damage plus 10/40/70/100/130 (+0.6) magic damage. This ability can trigger on-hit effects.
Cost
50/55/60/65/70 Mana
Range
550


Passive: Fizz's attacks rend his enemies, dealing 30/40/50/60/70 (+0.35) 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 10/15/20/25/30 (+0.35) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.
Cost
40 Mana
Range
600


Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 (+0.75) 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) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
Cost
90/100/110/120/130 Mana
Range
400


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 (+1) 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.
Cost
150 Mana
Range
1275
Your text to link here...




I repeat, Fizz is not a CARRY!
If your team-mates fed like hell and that fed person buys MR, your toast!
Fizz can't carry alone, he needs a REAL carry by his side!
I've had a recent game where my team fed their rumble, giving him a score of 9/2,my score was 8/5 or something :P Everyone else had 4+deaths and 1- Kills -.-
Anyways, this is very short chapter, just wanted to say :)
If your team-mates fed like hell and that fed person buys MR, your toast!
Fizz can't carry alone, he needs a REAL carry by his side!
I've had a recent game where my team fed their rumble, giving him a score of 9/2,my score was 8/5 or something :P Everyone else had 4+deaths and 1- Kills -.-
Anyways, this is very short chapter, just wanted to say :)
Tips
Harass with W+Q, even turret dive if you want too, then use E to escape without getting hurt.
This will take a bit of mana but could still be VERY helpful.





Summoner's Spell:
Smite
Ghost
Why? This will allow you to catch up to the flashing enemy.
Smite of course, if you don't have smite your a noob. The enemy could steal your buff easily without smite. Get it or lose. :D
Masteries: 0/21/9

Thanks TheWeekndOVOXO for the masteries :P, sorry I ain't using your build though :D
Runes: The same kind of this, except attack speed glyph or quentissences.
Items: Armor, 5 HP pots, Boots of speed, Madreds, catalyst, mercury treads, or sorcerers, or Ionian, Rod of ages, madreds blood razer, once you have rod of ages use the guide's build from ROE.
Start out with
Cloth Armor and 5x
Health Potion.
Here's a map of your jungle route:

1. Ask your team for a leash, be careful if they have
Evelynn on their team or
Twitch, they could steal blue easily. Use smite at the very end to make sure you get the kill. Your main part as a jungler is ganking and warding. Your Skill Sequence are still the same, why? You start out with
Seastone Trident for the extra damage, then getting
Urchin Strike will allow you to early gank.
2. Gank at level two or three. I suggest early ganks so your team won't ***** at you and for the gold. If you have ganked after blue, come back to wolf and kill it. Go to wraiths and finish, gank or go get red. If you have too little hp for it go b, if not, go get that red.
Once your done, I suggest you go b, if your crazy get golems or gank.
3. Ganking is simple, try to figure out if the bush is warded or not. To do this without using money, go into the bush, if the enemy retreats, their is a 90% chance that the bush is warded.
How to counter wards? I bet not ALL the bushes are warded, if the enemy is over extending such at top. People usually put bushes at river. Go to the bush directly below their turret and go up. Now they are probably now gonna go into the river. Ghost and catch up to them, if they have flash use E to try to catch up. Now don't ghost right away, if they flash through the terrain the ghost would be a waste. Every gank doesn't have to have a kill, but usually pushing the enemy back.


Why? This will allow you to catch up to the flashing enemy.
Smite of course, if you don't have smite your a noob. The enemy could steal your buff easily without smite. Get it or lose. :D
Masteries: 0/21/9


Thanks TheWeekndOVOXO for the masteries :P, sorry I ain't using your build though :D
Runes: The same kind of this, except attack speed glyph or quentissences.
Items: Armor, 5 HP pots, Boots of speed, Madreds, catalyst, mercury treads, or sorcerers, or Ionian, Rod of ages, madreds blood razer, once you have rod of ages use the guide's build from ROE.
Start out with


Here's a map of your jungle route:

1. Ask your team for a leash, be careful if they have




2. Gank at level two or three. I suggest early ganks so your team won't ***** at you and for the gold. If you have ganked after blue, come back to wolf and kill it. Go to wraiths and finish, gank or go get red. If you have too little hp for it go b, if not, go get that red.
Once your done, I suggest you go b, if your crazy get golems or gank.
3. Ganking is simple, try to figure out if the bush is warded or not. To do this without using money, go into the bush, if the enemy retreats, their is a 90% chance that the bush is warded.
How to counter wards? I bet not ALL the bushes are warded, if the enemy is over extending such at top. People usually put bushes at river. Go to the bush directly below their turret and go up. Now they are probably now gonna go into the river. Ghost and catch up to them, if they have flash use E to try to catch up. Now don't ghost right away, if they flash through the terrain the ghost would be a waste. Every gank doesn't have to have a kill, but usually pushing the enemy back.
Fizz Lane
Laning as Fizz is hard. He is a very hard champion to master, but is very fun to play.

Early Game: Get your


Mid game: Now I'm not sure what items you have now, just if you killed them a lot, farmed a lot, or not, it should be like 10 or 15 min into the game. Start farming a bit and look at the other lanes. Now it's your turn to overextend. Push your minions and once they are EXACTLY at turret, run bot or top to gank. Ganking is simple, try to figure out if the bush is warded or not. To do this without using money, go into the bush, if the enemy retreats, their is a 90% chance that the bush is warded.
How to counter wards? I bet not ALL the bushes are warded, if the enemy is over extending such at top. People usually put bushes at river. Go to the bush directly below their turret and go up. Now they are probably now gonna go into the river. Ghost and catch up to them, if they have flash use E to try to catch up. Now don't ghost right away, if they flash through the terrain the ghost would be a waste. Every gank doesn't have to have a kill, but usually pushing the enemy back. Now as other characters, team fights should start soon, get into them.
Team Fighting & Late Game: Team fighting is very important. Your an assassin so aim the squishy. Let your tank go in first and ult the most squishy person or the person nearly next to everyone. That will push the enemy back and damage them. Now W+Q the squishy one. Kill them with your incredible burst and E out. One dead. Now your team should fully be in the team fight. Use the combo W+Q to the next squishy to the next and to the next. Use E to escape and initiate if the enemy is trying to escape. Use ghost to catch up to escaping enemies and ignite to make sure the kill is secure. This is pretty much your late game other than pushing. Use W to push harder and get blue. This will secure mana problem and give you some CDR. Usually people don't finish their build with Fizz, cause you RHAPE the enemy before they got the chance :)
Hey guys, I'm not done yet.
Got a super nice match history? Got a nice game you'd like everyone to see? Or a penta-kill with Fizz that you want to show? Message me the picture! I'll be glad to put it here.
I had a 11 win-streak with Fizz once, but I never took a picture of it, to show you this guide is legit, here is a recent game of mine:
Your text to link here...
Now here are other people pictures:
(Don't have any yet.)
Got a super nice match history? Got a nice game you'd like everyone to see? Or a penta-kill with Fizz that you want to show? Message me the picture! I'll be glad to put it here.
I had a 11 win-streak with Fizz once, but I never took a picture of it, to show you this guide is legit, here is a recent game of mine:
Your text to link here...
Now here are other people pictures:
(Don't have any yet.)
1/12/12: 12:49 PM Started Guide, Fixed a picture, added 4 chapters, added more pictures to chapters, added tags, published guide
1/24/12: 5:59 PM Added More Chapters, changed icon's size, added more tags, found some grammar errors, added more pictures, added more tips
1/24/12: 6:02 PM Fixed Summoner Spell Chapter (Had Insight, instead of ignite LOL)
1/24/12: 5:59 PM Added More Chapters, changed icon's size, added more tags, found some grammar errors, added more pictures, added more tips
1/24/12: 6:02 PM Fixed Summoner Spell Chapter (Had Insight, instead of ignite LOL)
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