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Fizz Build Guide by Kasugunai

Middle [10.15] Quick Challenger Fizz Guide

By Kasugunai | Updated on July 27, 2020

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Sudden Impact
Eyeball Collection
Ravenous Hunter

Coup de Grace

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist


LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


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Middle Lane
Ranked #15 in
Middle Lane
Win 53%
Get More Stats

Champion Build Guide

[10.15] Quick Challenger Fizz Guide

By Kasugunai

Hey, I'm Kasugunai and welcome to my Fizz guide. I've been playing League of Legends since August 2010, having peaked Challenger rank 2 in April 2018.

I have been doing individual coaching (multiple games) since 2014 and played professionally for nearly a year from September 2015 to May 2016. Earlier last year I started my path to a more serious career in League of Legends esports, having worked in the German national league (ESLM) as an analyst for 2 weeks, in the Portuguese one (DreamcupPT) as a coach for 1 month and most importantly as the Head Analyst for Beşiktaş Esports in TCL 2019 Summer.

I took a break from esports until the end of this year's spring split for personal reasons, so in the meantime I figured I could write some short guides to assist people looking for updated setups and gameplay.

You can also follow my social media:
Getting Started Back to Top
Before anything else, I want to make it clear that my guides are highly focused on how to play the champion to its highest level so I won't go into general concepts. For that you'd need to look up an extensive general guide but even then, it might be too much to cover without a proper coaching session.

Feel free to ask me any questions in the comments, I usually reply within a day unless I'm away from home. Alternatively, in the case that I'm live, you can also tune into my stream and ask me any questions and I'll answer if I'm not in-game.

All the information in my guides comes from working with professional players or dedicated champion mains.

Here's what you'll find in my guides:
  • Updated builds, rune sets and skill orders
  • Major region Challenger gameplay videos
  • Opinions shared among Challenger one tricks and pros

Here's what you'll NOT find in my guides:
  • Champion background/lore
  • General lane or jungle concepts
  • Summoner Spell explanation
Abilities Back to Top

Nimble Fighter (Passive)
INNATE: Fizz is permanently ghosted, and takes 4 (+ 1% AP) reduced pre-mitigation damage from each tick of damage, up to a maximum of 50% reduction.

Ability Details:

Urchin Strike (Q)

Target Range: 550
Cast Time: None
Cost: 50 mana
Cooldown: 8 / 7.5 / 7 / 6.5 / 6

ACTIVE: Fizz dashes a fixed distance towards the target enemy, dealing them 10 / 25 / 40 / 55 / 70 (+ 55% AP) magic damage plus 100% AD physical damage.

Urchin Strike applies on-hit effects.

Ability Details:

Seastone Trident (W)

Cast Time: None
Cost: 30 / 40 / 50 / 60 / 70 mana
Cooldown: 7 / 6.5 / 6 / 5.5 / 5

PASSIVE: Fizz's basic attacks rend enemies on-hit, dealing 20 / 30 / 40 / 50 / 60 (+ 40% AP) magic damage every 0.5 seconds for 3 seconds, refreshing on-hit.

ACTIVE: Fizz's next basic attack becomes unstoppable, deals 50 / 70 / 90 / 110 / 130 (+ 50% AP) bonus magic damage and gains 50 bonus range.

If Seastone Trident kills its target, its cooldown is reduced to 1 second and refunds 20 / 28 / 36 / 44 / 52 mana. Otherwise, if Seastone Trident doesn't kill its target, Fizz's basic attacks gain 10 / 15 / 20 / 25 / 30 (+ 35% AP) bonus on-hit magic damage for 5 seconds.

Seastone Trident resets Fizz's basic attack timer.

Ability Details:

Playful (E)

Target Range: 330
Effect Radius: 400
Cast Time: None
Cost: 90 / 95 / 100 / 105 / 110 mana
Cooldown: 16 / 14.5 / 13 / 11.5 / 10

ACTIVE: Fizz becomes untargetable and vaults toward the target location over 0.25 seconds while balancing on his trident. Fizz gains the ability to cast Playful / Trickster after a 0.15-second delay until he begins to jump off the trident.

Fizz then hops off his trident and splashes onto the ground below him over 0.75 seconds, dealing 70 / 120 / 170 / 220 / 270 (+ 75% AP) magic damage to nearby enemies and slowing them by 40 / 45 / 50 / 55 / 60% for 2 seconds.

Ability Details:

Trickster (E)

Target Range: 270
Effect Radius: 200

ACTIVE: Fizz dismounts from his trident and dashes toward the target location in quick succession. Upon landing, he deals magic damage to nearby enemies. The damage dealt is the same as Playful's, but in a smaller radius, and without applying the slow.

Both Playful's and Trickster's dashes may be directed separately.

Ability Details:

Chum the Waters (R)

Target Range: 1300
Speed: 1300
Cast Time: 0.25
Cost: 100 mana
Cooldown: 100 / 85 / 70

ACTIVE: Fizz throws down a lure at the target location that attracts a shark, revealing the affected area before emerging and letting out a crushing bite at the lure after 2 seconds, dealing magic damage, knocking aside surrounding enemies and slowing them for 2 seconds. The further the lure travels in its initial flight, the larger the shark that is attracted, increasing its damage, slow, eruption radius and knockback distance.

GUPPY (<455): 40% slow, 200 eruption radius and 150 unit knockback distance.

150 / 250 / 350 (+ 80% AP)

CHOMPER (455-910): 60% slow, 325 eruption radius and 250 unit knockback distance.

225 / 325 / 425 (+ 100% AP)

GIGALODON (>910): 80% slow, 450 eruption radius and 350 unit knockback distance.

300 / 400 / 500 (+ 120% AP)

Enemy champions can intercept the lure while it is in flight, which attaches to them and causes the shark to emerge at their position. The lure's holder is slowed and revealed for the duration and knocked up for 1 second instead of away.

Chum the Waters will cast at max range if cast beyond that.

Ability Details:
Gameplay Back to Top
League of Legends Build Guide Author Kasugunai
Kasugunai Fizz Guide

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[10.15] Quick Challenger Fizz Guide
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