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Fizz Build Guide by CUBANRAFTRIDER

AP Carry *UPDATED* Fizz - The Friendly Murloc

AP Carry *UPDATED* Fizz - The Friendly Murloc

Updated on October 28, 2012
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League of Legends Build Guide Author CUBANRAFTRIDER Build Guide By CUBANRAFTRIDER 10 4 24,491 Views 4 Comments
10 4 24,491 Views 4 Comments League of Legends Build Guide Author CUBANRAFTRIDER Fizz Build Guide By CUBANRAFTRIDER Updated on October 28, 2012
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RULES OF FIZZ

THERE IS BUT ONE RULE, AND THAT IS... NEVER UNDER ANY CIRCUMSTANCE'S USE TO INITIATE A FIGHT... EVER
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Pro's & Cons

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PROS:

  1. High Damage
  2. Best Escape in Game
  3. Heal Reduction
  4. Low CD ultimate WITH CC
  5. Great ganker
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CONS:

  1. VERY squishy
  2. Loses effectiveness late game
  3. Long Cool downs early game


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Masteries, Runes, and Summoner Spells.

Summoner Spells














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Summoner Spells


I chose Flash for 2 reasons. Number 1; it's the most versatile summoner spell, both offense and defense, it can save your life. Or it can give you the little extra push you need to land a skill. Number 2; makes making big plays such as stealing Baron, much easier.


I also carry Ignite, mainly for the fact that the extra damage that it gives you works incredibly well with Seastone Trident and Urchin Strike allowing you to win almost any skirmish in mid.


I threw in Heal as a third option, not because I use it. Because it's the third most common spell that I see; except for Flash and Ignite. The reason being is since Fizz already has 2 jumps... instead of getting the third with Flash they take Heal. It works great, but personally I feel that Flash just fits his kit much better.





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Masteries


My masteries are pretty generic for AP, get Mental Force , Blast and Archmage for the extra Ability Power. Sorcery for the Cooldown reduction. Arcane Knowledge for Magic Penetration and last but certainly not least; Executioner for the increase in damage dealt to low health champions. I also got Summoner's Wrath since I carry Ignite; a little extra Ability Power never hurts!

The rest I put in the defensive tree, Resistance because more often then not, I will be fighting another AP in mid. So having 6 Magic Resistance helps a lot more than you might think. Now if you get Heal then get Summoner's Resolve , it increases the effect of Heal by 10%. If not then put then put the point in Hardiness so it opens further down the tree. Next, I put points into Durability for extra health. I feel it is more helpful than Vigor . The last point goes into Veteran's Scars for 30 extra health.







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Runes


My runes are very simple, but effective. I get Greater Mark of Magic Penetration x9 which give me Magic Penetration. Greater Glyph of Ability Power x9 gives me my Ability Power. Greater seal of replenishment x9 gives me Mana Regeneration, and last Greater Quintessence of Ability Power which also gives me Ability Power.
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Greater seal of replenishment




Summary


Okay, so after seeing my Runes, Masteries and Summoner Spells you can probably see how I play Fizz. With my Runes and Masteries I like to invest in Ability Power and Damage, ( Greater Quintessence of Ability Power, Archmage ). The reason being, with Fizz's skill set ( Urchin Strike, and Playful / Trickster ) along with Flash as my main Summoner Spell. I have 3 great ways to escape, so instead of buying runes like Greater Glyph of Scaling Magic Resist or Greater Glyph of Magic Resist I go pure damage, and Greater seal of replenishment to be able to maintain that damage.

I am NOT saying that my Runes are the best and that you NEED to use them, they are just my personal preference and they fit my playstyle much better. Experiment and find what works best with you.
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Skills

Nimble Fighter


Fizz's dexterity allows him to perpetually ignore unit collision and take 4/6/8/10/12/14 reduced physical damage from autoattacks.



Urchin Strike

Cooldown:10/9/8/7/6
Cost:50/55/60/65/70
Range:550
Damage:10/40/70/100/130(+60%AP)
Description: 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


Cooldown: 10 seconds
Cost: 40 mana
Damage:
30/40/50/60/70 (+35%AP) (+4%/5%/6%/7%/8% of target's missing health) FOR PASSIVE

10/15/20/25/30 (+35%AP) FOR ACTIVE
Description:
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. The total damage caps at 300 against minions and monsters.

Active: Fizz's autoattacks are empowered for the next 5 seconds, dealing additional magic damage on-hit and causing Grievous Wounds (50% healing reduction).



Playful / Trickster


Playful


Cooldown:16/14/12/10/8
Cost:90/100/110/120/130
Range:400
Damage:70/120/170/220/270(+75%AP)
Slow:40%/45%/50%/55%/60%
AOE:500
Description: 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.

Trickster


Cooldown:16/14/12/10/8
Cost:90/100/110/120/130
Range:400
Damage:70/120/170/220/270(+75%AP)
AOE:300
Description: Fizz hops off from his trident to a nearby location, dealing magic damage nearby enemies in a smaller area than Playful. Trickster does not apply the slow.



Chum The Waters


Cooldown:100/85/70
Cost:100
Range:1275
Damage:200/325/450(+100%AP)
Slow:50%/60%/70%
AOE:500
Description: 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. 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 for 1 second, knocking back all other enemies within the area from the center and slowing all enemies in the area for 1.5 seconds afterwards.
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Skill Sequence

This is how I level my skills

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

--> --> -->

Basic Combo


Explanation:

  • I max my Seastone Trident first; reason being is because since Fizz is a melee AP you are going to be fighting up close. Second reason, if you read the passive effects it does damage over time based on a percentage of their health. So it's also a good ability to use to farm (IF YOU CAN'T LAST HIT, LAST HITTING IS VERY IMPORTANT WITH ANY CHAMPION), as well as harass since you are able to escape easily with Playful / Trickster.
  • The reason I max Urchin Strike second is because it applies on-hit effects, so it works perfectly with Seastone Trident.
  • Lastly, I max Playful / Trickster I do this for the simple fact that I ONLY use it for escape purposes, to me it is to valuable a skill to waste on a kill, when it can be easily done with Seastone Trident, Urchin Strike, and Chum the Waters.



Alternative Skill Guide

This skill sequence is becoming MUCH more popular, although it's not what I prefer, I will show it anyways
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Explanation:

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Build

Build Sequence

Item Sequence

Lich Bane 3100
Rabadon's Deathcap 3600
Void Staff 3000
Abyssal Mask 2400
Zhonya's Hourglass 3250




Starting Items



This is my favorite starting build because combined with his passive Nimble Fighter and the extra movement speed, you control the lane. And its nearly impossible for the enemy champ to get away.

If you chose to get resist runes, or movement speed quints, then I recommend Doran's Ring It's easy AP, gives you that extra health which can be a life saver, and more sustain, less chance to run OOM if your jungle doesn't get you blue buff.






First time back



Either finish your boots, Sorcerer's Shoes for the Magic Penetration.

Or buy an item that builds into Lich Bane; I chose Sheen, but Blasting Wand or just grabbing the Null-Magic Mantle will work.




Mid-Game



By now Lich Bane should be finished, this is your main core item, used with Urchin Strike and Seastone Trident to dish out all kinds of crazy!

You should also have Rabadon's Deathcap or be on your way to finishing it by having either Blasting Wand or Needlessly Large Rod. This item is important for ALL AP's increasing AP by 30% is invaluabe.




Mid-Late Game



This is certainly an OPTIONAL item, it's one of my favorites however, and thats why I decided to put it in the build. I like it because of the 40% Magic Penetration which can be vital if there team decides to build Magic Resistance. But a great subsitute would be Deathfire Grasp. Which actually WILL be going into the alternative build!

PERFECT item for Fizz. Since Fizz needs to jump into the fight to do damage with all but one ability, grabbing Abyssal Mask and lowering all enemies Magic Resistance by 20 is a great way to both assist your team and do so bonus damage.


Both of the items SHOULD be completed by this time, Mid-Late Game is a very broad time range but if you have been keeping up with farm and participating in team fights you should be golden.




Late Game



Great item for AP and Armor if they have a pesky AD carry, and the Passive is incredible; granting 2 seconds of invulnerability can be crucile if you are waiting for Urchin Strike or Playful / Trickster to come off cooldown.


By now you should also know EXACTLY what the problem is on the enemy team, and what you need to stop them, thats why I threw in Void Staff because it's an easy replaceable item. You may need Deathfire Grasp or Guardian Angel, it's entirely situational.
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Alternative Build

Build Sequence

Item Sequence

Deathfire Grasp 3100
Rabadon's Deathcap 3600
Lich Bane 3100
Guardian Angel 3200
Zhonya's Hourglass 3250




Starting Items








First time back



kage's lucky pick
Buy kage's Lucky Pick and hopefully if you can Blasting Wand you will be turning this into Deathfire Grasp




Mid-Game



First chance you get, go back and buy Deathfire Grasp. It does 25% Magic Damage based of a percentage of the enemies current health... and increase by 4% for every 100 AP. This will be your core item... use it on the enemy champion before you use your combo to get the best effects off of it.





Mid-Late Game




Gives both Armor and Magic Resistance, and allows you to be a crazy as you want thanks to passive which revives you. As soon as you revive, Urchin Strike or Playful / Trickster out of harms way.




Late Game





For detail's on items I left blank, refer to first build!
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Helping the Team

  • Now, if you are a good Fizz and are playing him correctly, you SHOULD be winning your lane.
  • Once the other mid realizes that if you land your ult he will be killed, he will play VERY defensively. Take advantage of this.
  • Go help out your team and gank, Fizz does a better job at ganks then most junglers due to his skill set.
  • Go bot, or top... wait for opportune moment, throw your Chum the Waters and then use your combo, its that simple.
  • Fizz can tank turrets well due to Playful / Trickster so you draw the turret aggro, then when you feel you should get out... jump out.
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PATCHES

Items


Deathfire Grasp Is no longer a core item on Fizz its massive nerf doesnt make it a dominate item anymore. It can still be used, I just advise against it.
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FIN

Well, now hopefully you are ready to play Fizz!!! I will leave you with one more piece of GOLDEN information...

THE Fizz power song..........
Special Thanks to Dragon20217, Alpha Potato, and throatslasher. This was my first guide and they gave me the advice with what needed to be changed, added, or removed!
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