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Fizz Build Guide by PrestigeGalaxy

Middle [12.18] PrestigeGalaxy's Simple Guide to Fizz!🦈

Middle [12.18] PrestigeGalaxy's Simple Guide to Fizz!🦈

Updated on September 25, 2022
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League of Legends Build Guide Author PrestigeGalaxy Build Guide By PrestigeGalaxy 39 6 104,062 Views 19 Comments
39 6 104,062 Views 19 Comments League of Legends Build Guide Author PrestigeGalaxy Fizz Build Guide By PrestigeGalaxy Updated on September 25, 2022
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Runes: Precision

1 2
Domination
Electrocute
Sudden Impact
Eyeball Collection
Treasure Hunter

Precision
Presence of Mind
Coup de Grace
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

Flash + Ignite
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[12.18] PrestigeGalaxy's Simple Guide to Fizz!🦈

By PrestigeGalaxy

Hey! My name is PrestigeGalaxy and I'm a Katarina OTP! I've played Katarina for almost 4 years and have accumulated 3M+ Mastery Points being one of the most played Katarinas in the world (top 20). I've been getting Diamond with her consistently since season 7 and I reached Master in season 11. I've been playing League of Legends since season 2.

Fizz has always been one of my pocket picks in mid lane. His high burst damage and mobility match my playstyle perfectly. I've played Fizz for longer than Katarina just not as much. I've been streaming my journey at twitch.tv/prestigegalaxy for around 3 years and have been trying to create a community out of it as well! If you enjoyed my guide or found it useful in any way, consider upvoting it and leaving a comment!


PASSIVE - Nimble Fighter



INNATE: Fizz is permanently ghosted.

Fizz takes 4 (+ 1% AP) reduced damage from every instance of damage, up to a maximum of 50% reduction.

Q - Urchin Strike


ACTIVE: Fizz dashes a fixed distance in the direction of the target enemy, and upon colliding with them or if they are still within 200 units when the dash ends, he deals them magic damage plus 100% AD physical damage and applies on-hit effects at 100% effectiveness. Fizz can cast Seastone Trident and Chum the Waters during Urchin Strike, but not Playful / Trickster.


W - Seastone Trident


PASSIVE: Fizz's basic attacks rend enemies on-hit, dealing magic damage every 0.5 seconds over 3 seconds, refreshing on-hit. ACTIVE: Fizz's next basic attack within 4 seconds has an uncancelable windup, deals bonus magic damage and gains 50 bonus range. If Seastone Trident kills its target, its cooldown is reduced to 1 second and refunds mana. Otherwise, if Seastone Trident doesn't kill its target, Fizz's basic attacks deal bonus magic damage on-hit for the next 5 seconds.

E - Playful/Trickster



Playful

ACTIVE: Fizz dashes to the target location while becoming untargetable, balancing on his trident for 0.75 seconds, during which he can cast Playful / Trickster after 0.15 seconds into the duration. Fizz then begins to hop off of his trident over 0.5 seconds, afterwards becoming targetable and landing to create a splash beneath him that deals magic damage to all nearby enemies and slows them for 2 seconds. While hopping off of the trident, Fizz may input movement commands to direct his landing.

Trickster

ACTIVE: Fizz dashes to the target location, hopping down and splashing onto the ground prematurely upon arrival to deal the same damage in a smaller radius but not applying the slow.

R - Chum the Waters


ACTIVE: Fizz throws down a lure at the target location that attracts a shark, granting sight of the area before emerging and chomping at the lure after 2 seconds, dealing magic damage to surrounding enemies, knocking them back and slowing them for 2 seconds. The further the lure travels in its initial flight, the larger the shark that is attracted; increasing Chum the Waters' damage, slow, eruption radius and knock back distance. Enemy champions can intercept the lure while it is in flight, which attaches to them upon contact and causes the shark to emerge at their position after the same delay. The lure's holder is slowed and revealed for the duration and afterwards is impacted by the eruption but is knocked up for 1 second instead of knocked back.

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

Pros


+ High snowball potential
+ Insane Burst
+ Really good for low elo
+ Very fun playstyle
+ Great for punishing enemies
+ Really good for roaming
+ Invulnerable during E

Cons


- Can get poked early game
- Vulnerable to CC (Crowd Control)
- Squishy
- Bad vs tanky teams
- Can be useless when behind

ELECTROCUTE

PASSIVE: Damaging basic attacks, abilities, item effects, and summoner spells, as well as the application of crowd control and damage over time effects, generate stacks against enemy champions, up to one per attack or cast per champion. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning after a 0.25-second delay, dealing them 30 − 180 (based on level) (+ 40% bonus AD) (+ 25% AP) Adaptive damage.

Why Electrocute?

Electrocute is the standard keystone for Fizz. It's affective in doing short trades in lane and bursting low health targets. In the laning phase, Fizz wants to make short trades using his Q > AA > W > E combo. Q > AA > W will be enough to proc [Electrocute]], your E should be used to disengage. You can use your E to engage by dodging abilities such as Katarina's Bouncing Blades.

Sudden Impact

PASSIVE: Dealing damage to an enemy champion within 4 seconds of using a dash or blink, or exiting from stealth, grants 7 Lethality (4.36 − 7 (based on level) armor penetration) and 6 Magic Penetration for the next 5 seconds.


Why Sudden Impact?

Sudden Impact is especially good on a champion like Fizz due to his primary engage tool being his Q.

Eyeball Collection

PASSIVE: Collect 1 Eyeball whenever scoring a takedown against an enemy champion, up to 10. Gain 1.2 bonus Attack Damage or 2 Ability Power (Adaptive) per Eyeball collected, up to 12 bonus Attack Damage or 20 Ability Power (Adaptive). Completing your collection awards an additional 6 bonus Attack Damage or 10 Ability Power (Adaptive).

Why Eyeball Collection?

When getting multiple kills this will help you snowball harder giving you more damage.

Treasure Hunter

Gain 70 Gold (+ 20 Gold per Bounty Hunter stack) per unique takedown, up to 550 Gold at 5 unique takedowns.

Why Treasure Hunter?

With Ravenous Hunter being removed, Treasure Hunter is by far the best "hunter" rune to take. It helps you snowball even harder and helps you colkplete your items faster!

Presence of Mind

PASSIVE: Scoring a takedown against an enemy champion restores 15% of your maximum mana or 15% of your maximum energy after a 1-second delay.
Damaging an enemy champion increases your mana regeneration by (1.5 − 11 / 1.2 − 8.8) (based on level) mana per second for 4 seconds. When triggering this effect, energy users regenerate 1.5 energy per second instead.

Why Presence of Mind?

Fizz tends to use up a lot of mana when using his combo. Trading with Presence of Mind helps keep his mana pool up allowing you to combo more. When you get takedowns you get a lot more mana as well allowing you to dominate fights.

Coup de Grace

PASSIVE: Deal 8% increased damage (except true damage) to champions below 40% maximum health.

Why Coup de Grace?

This is extremely useful on champions such as Fizz. Dealing extra damage when enemies are low grants you a higher chance of getting a kill, especially when they won't expect the damage.

Biscuit Delivery

PASSIVE: Receive a Total Biscuit of Everlasting Will at 2:00, 4:00 and 6:00. If the inventory is full while receiving a biscuit, the biscuit(s) will appear as soon as a slot in the inventory is available.
Consuming a Biscuit will instantly grant 50 mana and permanently increase your maximum mana by 50, in addition to its effects. You will also gain the increased mana if you sell Gold sell the biscuit for 5 Gold 5.

Why Biscuit Delivery?

If you reall need the extra sustain in lane, even after buying Corrupting Potion you can pick this.

Time Warp Tonic

PASSIVE: Consuming a potion or biscuit immediately restores 50% of the health and mana (if applicable) it would restore. Health/mana per tick is then reduced by half for the effect's regular duration. If consumables are stacked, the instant restoration is applied after the duration of the initial consumable ends.
Additionally, you gain 5% bonus total movement speed while under the effect of a potion or biscuit.

Why Time Warp Tonic?

Synergizes really well with Corrupting Potion and Biscuit Delivery.
Before the minions spawn make sure you stand in bushes close to your junglers blue/red buff in order to check if the enemy will invade or not. Make sure you trach what lane leashes the enemy jungler so that you have a rough idea of his pathing.

If you know what buff he will take second ward that side of the lane at approximately 2:30-3:00 mins and play/hover around the other side to avoid potential ganks. When the laning phase begins make sure to stay out of AA and spell range to keep your HP up and ready for future trades.

At level 1 you want to take a point in either your E or your W. If you think you can take advantage of your laner by dodging their abilities then take E. For example you can dodge Katarina's Bouncing Blades. If you want to secure minions and you don't see a need to take your E level 1 then start W.

Fizz get his biggest powerspike in lane at level 3. You can engage at level 2 however without his Q it will be a little difficult to secure a kill or even disengage. One you hit level 3 you want to look for trades. His basic combo is Q > AA > W > E in or out. You can also engage with your E followed by AA > W > Q in or out. At level 6 you unlock your primary one-shot tool. You can either throw your Ult before you use any of your abilities followed by either Q > AA > W > E or E > AA > W > Q. You can also Q through a minion and hit your R mid Q annimation to surprise your enemy.

When backing try aim for your small powerspikes such as Sheen, Dark Seal, Corrupting Potion, Sorcerer's Shoes.
You can roam to either bot or top if the enemy laners are over extending and get a free kill by landing your R on them. If needed help your jungler with objectives.

When laning phase ends try look for picks with your R since it's such a great engage tool. You can also side lane to increase your xp/gold lead.

In teamfights try to focus the squishies like the adc. If you get caught out use your E to escape and reposition. If you all in a squishy and somehow manage to not kill them press Zhonya's Hourglass and wait for your cooldowns to come up.
When you're almost full build or even full build you can almost one-shot everybody in the game (except tanks). You're sieging power is also really strong with your Lich Bane. As mentioned above don't get caught out and wait for the perfect moment to engage on a target you can guarentee will die.

If your win condition is not teamfighting or playing around your team then go split with your Lich Bane and take sidelane towers. You can also use your R to try to steal/secure objectives.
In conclusion Fizz is a very fun/high damage/high mobility assassin that excells in deleting the enemy carries while also managing to escape/stall a fight with his E/ Zhonya's Hourglass. I hope you found this guide useful and I wish you the best of luck on the rift! If you learned something or enjoyed reading this guide and want to help me out leave a like rating and a comment! In addition I will be updating this guide regularly! If you want to contact me go to the following links:


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[12.18] PrestigeGalaxy's Simple Guide to Fizz!🦈

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