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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
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!
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 Fizz OTP. Welcome to my full guide on who I consider as my favorite LOL Champion. I do have other champions that I main, but Fizz has always been my go to when I really want to win. I hope you can find this guide useful on your mission to learn Fizz! Please feel free to message me about any questions/matchups you have or need help on!Primary Tree: Domination
Electrocute - an essential for Fizz as it has great synergy with his abilities. As Fizz is remarkable for being a one-target assassin, getting on to his target with his kit will guarantee the electrocute proc every time. Electrocute is also great for snowballing as it's extra damage guarantees good trades.
Sudden Impact - an obvious rune choice for Fizz. This can be procced by using Playful / Trickster, or Urchin Strike. Fizz only has Chum the Waters to impair enemies so Cheap Shot is out of the question and Ravenous Hunter strikes out the need to take Taste of Blood.
Eyeball Collection - should always be taken as the goal for Fizz is to snowball early.
Ravenous Hunter - essential in order to survive through the mid/late game. For early game, has great synergy with Corrupting Potion and provides considerable sustain for snowballing. Chum the Waters will have a 42 second ultimate with 40% CDR (assuming your jungler gives you blue) which allows you to cycle through ults in picks/fights. If you don't take Ravenous Hunter, Zhonya's Hourglass is your only chance of survival in teamfights where you'll most likely be trying to dive backline. Living is not given in this scenario so Ravenous Hunter increases the chances of survival greatly.
Secondary Tree: Inspiration
Perfect Timing - a good item for fighting early game. Allows you to buy time during ganks, for diving turrets, and since your getaway cooldowns such as Urchin Strike and Playful / Trickster aren't super low early game, allows you to buy time for your them to come up to finish a kill or for you to make a run for it.
Time Warp Tonic - being a melee champ in the midlane may be rough early game against a lot of mage matchups. Time Warp Tonic with a Corrupting Potion start allows you to get through the early game harass with incredible sustain and a slight increase in movement speed to kill/run.
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 Doran's Shield or Ninja Tabi. It's not a much talked about passive as it doesn't have much effect on the game for Fizz. To be quite honest, I one-tricked Fizz for months and months and if you ever asked, I couldn't even tell you what his passive was. That's how unnoticeable it was and still is.
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. Urchin Strike in some circumstances will also be your way out of sticky situations. Dashing to minions or through champions will help you juke and weasel out of trouble. For instance, you're being ganked and you're being chased to your turret. Walk behind the closest enemy to you and Q them, this will send you closer to your turret as your dash animation has the same travel distance no matter where you cast it from.
NOTE: You can cast Chum the Waters during a Urchin Strike animation. This means when chasing down a enemy champion, you can use Urchin Strike on a minion while casting Chum the Waters to increase the range and catch enemies off-guard.
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 Seastone Trident damage as if you don't kill the minion, your Seastone Trident won't reset and you might lose an entire wave under turret. This ability will also be crucial in early trades. As it is an auto reset, an AA+W will have you 2/3 of the way to proccing Electrocute!
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. Playful / Trickster will serve as your primary source of waveclear. At approximately level 9 when you've finished your Lich Bane is when you'll one-shot the backline of minion waves. This ability provides you with incredible mobility and gives you a split-second or even brief-second of invulnerability depending on how you wish to use it.
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 Playful / Trickster and hold the ability to ensure maximum range, dealing damage to the entire wave.
Combat: This ability does a beautiful job at dodging enemy abilities. Unfortunately this ability no longer counters DoT abilities (i.e. Poison, Bleeds, even Karthus Ult detonation). With fast reaction, this ability can be easily abused in high poke lanes, and to dodge crucial abilities that would kill you (i.e. stuns, roots, etc). As a second flash, Playful / Trickster does more than a fine job at gap closing or for disengaging. Playful / Trickster can also be used to jump multiple thin walls across the map. With a 6 second cooldown with 40% CDR, it gives Fizz the slippery rep we stan.
CHUM THE WATERS (R) - Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits, increasing Fizz's magic damage against the tagged champion by 20% for 6 seconds (Chum the Waters is not affected by this bonus). If it doesn't hit an enemy champion remain on the ground. Regardless of position, after 2 seconds, a Shark will emerge from the earth to eat the fish, damaging, knocking back and slowing enemies for 1.5 seconds.
A downside to Fizz is that two of his abilities call for them to be casted a certain way for maximum effectiveness. First, it was his Playful / Trickster, now it's his ultimate. To sum up the description, Fizz's ultimate does less damage if you cast it from a shorter distance than if you cast it from a longer distance. This can be crucial in situations where you're looking to 100-0 someone or if you're not confident in hitting the skill-shot that opens up the opportunity for you to engage.
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 Chum the Waters while in the Urchin Strike animation. So what that would look like would possibly to Q to whoever is in the front-line and cast your ultimate mid-animation on whoever you're looking to kill by hovering your cursor behind their champion. This ability is also great for CC locking someone when catching picks and starting a fight. In tight areas, Chum the Waters also has great AOE damage potential and is perfect for zoning enemies.
First: Chum the Waters as it allows for great engage in team fights and securing picks.
Second: Playful / Trickster as this allows for maximum AOE damage in teamfights along with nearly instant wave clear (around lvl 9). Playful / Trickster also allows for the ability to engage and by reducing the cooldown with each skill point, allows Fizz to be the slippery bastard he is as his E makes him invulnerable from enemy abilities and drastically increases his mobility.
Third: Seastone Trident allows for incredible burst damage and quick trades with a Q+AA+W (+ Electrocute) combo if you're running Electrocute (as you should).
Lastly: Urchin Strike to top it off.
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 Electrocute is back up. Example
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 Electrocute cooldown is back up. Example
Combo #3: 100 to 0 One Shot
R > Q > AA > W > E > Ignite - Depending on the champion and their items, determine whether you need to cast your ultimate from afar, or up close for enough damage to kill them. See Chum the Waters description under Abilities for a trick to landing your ult from afar. Check for stopwatch or barrier/heal before going in.
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 Urchin Strike allows for a mid-ranged ultimate to be thrown in a quicker time frame. This often might surprise lane opponents and can really set up ganks quite well. Example
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 Yasuo without fear of Wind Wall blocking Chum the Waters and good for gank set up. Combo doesn't necessarily have to be in this order. Main focus/point is an up close, guaranteed ultimate landing after Urchin Strike is used.
Combo #6: Diving Backline (Situational)
E (GAP CLOSER) > W > Q > Ignite - This combo is what you'll most likely be using to reengage fights to finish off a member of the backline. Your Playful / Trickster will be your your gap closer. Activate Seastone Trident before going on your target with Urchin Strike. Ignite will proc Electrocute. This combo is situational in terms of time availability for you to AA or Hextech Rocketbelt to finish the kill. Example
Unless you're going against comps with high crowd control and it's hard to maneuver between, Sorcerer's Shoes are going to be your best bet. Lots of bruisers and tanks will often buy Mercury's Treads and maybe even some more magic resist items during the game so Sorcerer's Shoes would be the easiest way to counteract that (quicker and more cost effective than rushing void staff). You should have your tier two boots completed between finishing Lich Bane and Hextech Rocketbelt Ionian Boots of Lucidity is also something I wouldn't suggest buying ever. It has it's benefit of early CDR, but unless a team refuses to buy any MR, I wouldn't see a reason to buy them because of the fact that you'll receive 30% CDR + 10% CDR from blue buff between mid and late game.
This will always be your first primary item. Forget what anyone says. Hextech Rocketbelt should NEVER be your first primary item! Lich Bane gives you a WAY bigger power spike early game. This is crucial for Fizz players. Sheen is your first big power spike of the game and Lich Bane will boost your power spike humongously. It will also give you 7% movement speed as a substitute for Hextech Rocketbelt and allow you to clear back line of minion waves solely off your Playful / Trickster damage.
This will be your second primary item. Hextech Rocketbelt gives Fizz an edge with an additional 300HP, helping him survival longer throughout the mid-game. This item is also another quick wave clear tool if you're feeling too lazy to Press E. Hextech Rocketbelt further enhances mobility during team fights and can open gateways to the enemy back line. I highly recommend you buy this as your second item.
All assassins must die one day or another. Psych! This is your golden ticket to living. The primary objective of Fizz is diving deep into enemy backline. Getting this as your third item allows you to really get in team fights without dying. For instance, you're snowballing and are currently 5/0/0. Turns out, the enemy ADC is 8/0/2. Zhonya's Hourglass will provide you with a time frame to burst her and call your team to the rescue. Also provides some extra armor to synergy with the HP gain from Hextech Rocketbelt against those ADCs and bruisers!
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 Rabadon's Deathcap over Void Staff depends on whether or not the enemy team has stocked up on Magic Resist items. It's clear to say that Void Staff would be your best option if that's the case.
Thank you for reading!
This is my complete, full guide on how to play Fizz, The Tidal Trickster! I appreciate it if you've made it this far into the guide and I can say nothing, but best of luck to you all trying to either climb soloqueue, or just pick up a new champion. Once again, please feel free to message me about any concerns/questions about Fizz or any matchups you're struggling to win against on him. I hope you guys enjoy playing him as much as I am teaching him! Poleseas16
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