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Recommended Items
Runes: Domination/Inspiration

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:

Flash
Ignite
Items
Ability Order Ability Sequence
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Malzahar
Your worst nightmare if you're playing Fizz. As a melee champion, it'll be incredibly difficult to win trades if his passive shield is up. You won't be able to all in at any stage of the game as his ult will stop you in your tracks. You'll be forced to CS under turret early game until help with a gank.

Lee Sin
Strong damage early game. Fast and somewhat fault-proof engage and gank setup. Strong follow-up. Can bring the enemy to you! Kill can easily turn into added map pressure and control over dragon/herald in the early game. Even extra vision if you're lucky!
Synergies

Lee Sin
Strong damage early game. Fast and somewhat fault-proof engage and gank setup. Strong follow-up. Can bring the enemy to you! Kill can easily turn into added map pressure and control over dragon/herald in the early game. Even extra vision if you're lucky!
Champion Build Guide
Hello!
I'm Poleseas16 and I am currently a PlatinumIII
Primary Tree: Domination
Secondary Tree: Inspiration
Bonus - you'll always want to take double adaptive runes for the extra AP as it will be more beneficial throughout the game. Take armor or magic resist based on lane matchup or enemy team comp.
NIMBLE FIGHTER (PASSIVE) - Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less damage from basic attacks. The amount is increased every 3 levels. Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less damage from basic attacks. The amount is increased every 3 levels.Fizz's dexterity allows him to ignore unit collision and take (4/6/8/10/12/14) less damage from basic attacks. The amount is increased every 3 levels.IMO, this passive is pretty useless. Basically a weaker
URCHIN STRIKE (Q) - Fizz dashes a fixed distance in the direction of his target, dealing his total attack damage as physical damage plus additional 10 / 25 / 40 / 55 / 70 (+55% of ability power) magic damage to it. The ability will also apply on-hit effects.A short physical damage dealing dash. This ability is your best friend for initiating trade.
NOTE: You can cast
SEASTONE TRIDENT (W) - Passive: Fizz's basic attacks rend enemies on-hit, dealing magic damage over 3 seconds. Fizz's next basic attack is empowered, dealing bonus magic damage and gaining 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 gain bonus on-hit magic damage for 5 seconds.This is your best friend for CSing. Being super mana effective, it's best to be safe and use the 10 mana rather than risking 14-90 gold per cs. Be careful in knowing your
PLAYFUL / TRICKSTER (E) - 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. Trickster (Active): Fizz hops off from his trident to a nearby location, dealing 70 / 120 / 170 / 220 / 270 (+75% of ability power) magic damage nearby enemies in a smaller area than Playful. This ability will not slow enemies.Boys and Girls, we've made it. One of the most OP abilities in all of League of Legends.
CS: When approaching a wave, you'll want to attract the melee minions by walking to the back of the wave to the caster minions. This will group the minions together for an easier time wave-clearing. Use your
Combat: This ability does a beautiful job at dodging enemy abilities. Unfortunately this ability no longer counters DoT abilities (i.e. Poison, Bleeds, even
CHUM THE WATERS (R) - A downside to
This is your main form of engage in terms of teamfighting (especially late game when you have to target prio backline). To ensure Sharky hits, a great method would be to use the Q+R trick! Fizz can cast his
First:
Second:
Third:
Lastly:
NOTICE: NOT EVERY COMBO WILL WORK IN EVERY SITUATION
Combo #1: Quick
Electrocute Proc
Q > AA >
W >
E (OUT) - Best form of trade during laning phase. Try to use this combo in matchups you can't necessarily 100-0 every time your Combo #2: Extended
Electrocute Proc
Q > AA >
W >
E > AA - This is an extended trade that will win melee matchups with low to moderate poke champs or squishy mages early game (i.e. yasuo, katarina, azir, syndra, etc). Alternate between this combo and combo #1 when Combo #3: 100 to 0 One Shot
R >
Q > AA >
W >
E > Combo #4: 100 to 0 With Style (Situational)
Q >
R (DURING Q ANIMATION) >
E > AA >
W - This combo is essentially combo #3 with a tad bit more style for fun. Casting chum the water while using Combo #5: Up Close Ult (Situational)
Q >
R > AA >
W >
E - Use this combo when catching picks on tanks/frontliners. Also super useful in a lane matchup against Combo #6: Diving Backline (Situational)
E (GAP CLOSER) >
W >
Q >
Unless you're going against comps with high crowd control and it's hard to maneuver between,
This will always be your first primary item. Forget what anyone says.
This will be your second primary item.
All assassins must die one day or another. Psych! This is your golden ticket to living. The primary objective of
It's now at that stage of the game where deciding from one of these two final items becomes more and more clear. The determining factor of whether you would buy Thank you for reading!
This is my complete, full guide on how to play









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