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Fizz Build Guide by FalleN3

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[9.20] Fizz Reforged | FalleN3's Guide to Fizz

By FalleN3 | Updated on October 9, 2019
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Runes:

Domination
Electrocute
Sudden Impact
Eyeball Collection
Ravenous Hunter

Precision
Triumph
Coup de Grace
Bonus:

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

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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

Threats & Synergies

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





About Me
Hi, welcome to my Fizz guide. I'm FalleN3 and I've been playing League of Legends since season 2. I mostly play mid lane or jungle on the EUW server. I enjoy playing aggressive champions that enable me to take risks in my games.

I stream Monday to Thursdays at 6pm GMT+1 until 9pm GMT+1. It's highly unlikely that you will learn anything by watching me on Twitch but I do try to offer a chilled and relaxed stream.



Fizz is an extremely fun champion to play. He is a melee ranged assassin with a very high skill cap. The potential to outplay your opponents is absolutely limitless but it will take you a lot of time and knowledge to achieve this consistently.

He has a lot of damage even in the early game and enemies often don't realise his trading potential pre level 6. His ultimate is a skill-shot shark that deals more damage the further distance from the enemy it has been cast.

Fizz excels after level 6 and is a formidable sight for any enemy bot lane once he roams to it. In team-fights he has the ability to get right into the backline carries for an assassination.

I think his biggest weakness is that he is a snowbally champion and can be difficult to come back if you fall behind. I find that as games go on in length, your potential goes down and down, therefore it's best to end as early as possible. You also are very squishy, just as all assassins are.

Fizz's Troll Poll is his bread and butter, there is so much fun to be had with this but you need to use it wisely.

Laning phase can be difficult if against ranged mages but once you get to level 6, almost every champion in mid-lane should be fair game for you.

He is being banned a LOT in ranked games lately so be sure to have some other champions in your pool that you can play with.

I hope you enjoy reading this guide and can perhaps learn a little bit of something from it.



PROS

+ Very high Damage
+ Amazing Burst Potential
+ Extremely fun to play
+ Lots of outplay potential
+ High Mobility
+ Can delete enemy ADC's
+ Tower dive potential
CONS

- Difficult to master
- High Skill Cap (to play well)
- Squishy
- Difficult to come back if behind
- Can be banned a LOT
- Apart from your ultimate, all other damage is melee range


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Runes







Electrocute:
Hitting a champion with 3 separate attacks or abilities in 3s deals bonus adaptive damage. This is a useful keystone on Fizz because he is an assassin that will naturally utilize this as he goes in for harass or a full engage. It suits his kit perfectly and I would pick it over the others in almost every situation.

Sudden Impact:
Gain a burst of Lethality and Magic Penetration after using dash, leap, blink or teleport. The slight increase in Lethality and Magic Pen is fantastic on Fizz and will certainly help you to get your job done on an all in (assassinating the enemy) or provide extra damage when you are harrassing.

Eyeball Collection:
Collect eyeballs for champion and ward takedowns. Gain permanent AD or AP, adaptive for each eyeball plus bonus upon collection completion. Fizz is an assassin and any extra bit of AP / AD is really going to help you to burst your target down. I prefer Eyeball Collection over Zombie Ward and Ghost Poro because Fizz is all about assassinating. Play sensibly and ward as normal, enjoy the benefits of the extra stats granted from takedowns instead.

Ravenous Hunter:
Unique takedowns grant permanent healing from ability damage. Fizz can land quiet a bit of damage to a carry if he lands a full combo. The extra bit of healing can be enough to give you the last bit of health needed to escape right after a teamfight engage or tower dive.


Coup de Grace:
Deal an extra 8% damage to champions below 40% health. You are playing an assassin so this rune sits perfectly into Fizz kit and will help you to secure some of those kills that would otherwise have walked away with minimal health.

Triumph:
Takedowns restore some of you missing health and grant you a little amount of extra gold. Considering you're playing an assassin, Fizz is very squishy and you will be looking to dive into the backline carries, this is a perfect choice for Fizz and can help you to survive a lot.


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Summoner Spells




Flash is a very useful and 'must have' spell on Fizz. Without it, you are relying solely on your Playful / Trickster for engage and escape. Having Flash gives you some extra safety in lane from the enemy jungler & also allows you to make riskier plays. I take it in 100% of my Fizz games.

Ignite offers extra lane pressure and I take in almost all of my Fizz games. It's also a great spell to take against self healing champions such as Vladimir or Swain. Ignite working alongside your Seastone Trident will give you some extra damage to burst carries down.




Exhaust can be a go-to item for playing against AD Assassins such as Zed or Talon. It's not a favorite of mine but definitely an option.

Ghost will offer you some extra mobility, escape potential and engage. It is a great spell for chasing enemies down.

Teleport can be used if you want to pressure other lanes, especially bot lane where you can one shot the enemy ADC. Just remind your bot lane to ward in the brushes.




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Items



Starting Choices:

Doran's Ring is a solid choice to start with. It gives you some ability power, health and some useful mana regeneration that can help you to sustain in lane.

Boots of Speed will help you to dodge skill-shots and make it a bit easier to position in the early laning phase. Consider starting Boots of Speed against enemies with ranged skill-shots like Lux, Syndra, Morgana, Nidalee etc...

Dark Seal can be taken if you are confident that you 'will win' the lane and want to start snowballing quickly. Only take this as your starting item if you are sure that the enemy laner is not going to get a kill on you.

Corrupting Potion can be purchased first if you are playing against a heavy poke mid-laner. Considering you are a melee champion, this is almost every enemy. It's a better choice over Doran's Shield because it offers you some extra mana regen. I don't start with this item often but it's worth a mention seeing as it's a popular start among Fizz players.

Cloth Armor can be purchased first if you are playing against an AD champion. It's a part of the Seeker's Armguard which means you will be able to pick it up faster. Remember, you do not need to finish Seeker's Armguard into a Zhonya's Hourglass right away. I 'do not' necessarily recommend this as a starting item but it might be worth considering.



Standard Items:

Hextech Protobelt-01 Great item for extra engage/disengage. Excellent item to wave clear with! And don't we all just love some extra cooldown reduction!

Liandry's Torment can be taken if the enemy team consists of high health tanks and the extra health will help you out when in extended fights. This item synergizes really well with Rylai's Crystal Scepter.

Void Staff Great to have the extra Magic Pen, especially if the enemy 'carries' are stacking magic resist. However, even if the enemy team is not stacking MR Void Staff will add a lot of damage to your burst so it's a solid choice in any game.

Morellonomicon is a perfect item to help you shut down 'healing champions' such as Swain, Sona, Dr. Mundo, Maokai, Soraka, Garen, Vladimir etc.. It also gives you some flat magic penetration from it's Oblivion Orb component which will help you to assassinate squishy targets!

Luden's Echo gives you a decent amount of damage at +90 Ability Power which will give you some extra burst. It's passive 'Haste' gives you and extra 10% Cooldown Reduction and it's passive 'Echo' will help you to wave clear. You also get a decent amount of mana from it too, healthy amount of +600 Mana

Rabadon's Deathcap When you just need some more raw ability power, this is a great item. It will give you +120 Ability Power and increases your total AP by +40% Ability Power which is an amazing increase to your burst potential. This can be a big boost of damage when you are already stacked with ability power from other items.

Zhonya's Hourglass Great active that can save you countless times. You can engage deep into the enemy backline (carries) and you won't die instantly if you use your Zhonya. This allows you to burst a carry down and get back out with your Troll Poll to safety. It really is important that you don't just die after killing a carry.

Banshee's Veil Gives you +75 Ability Power, +60 Magic Resist and 10% Cooldown Reduction. It's passive grants a spell shield that blocks the next enemy ability. It refreshes after no damage is taken from enemy champions for 40 seconds. It is an excellent item for when you're matched against an AP heavy team.

Abyssal Mask is decent item to get against heavy AP Teams or if the enemy team has a lot of Magic Damage. It is not an ideal item on Fizz but will certainly offer you some extra survivability.

Rylai's Crystal Scepter is not a great item to buy on Fizz. Sure, it offers some HP and AP and the utility of it's slow is pretty nice but there are definitely better items to choose.

Mejai's Soulstealer is a fun item if you are far ahead and not really in danger of dying. Perhaps leave this item to the big boys :)

Guardian Angel can be useful if you think you need some extra armour and an extra life to try escape with or secure that kill on the backline in a team fight.


Not Recommended:

Spellbinder gives a decent amount of flat AP and a 10% movement speed increase, however I do not recommend you take it on Fizz. This can be a very good item to purchase if you're ahead and want to continue snowballing. Otherwise it can be an item that you can pickup in the very late game by selling your boots. You will gain a charge on this item every time an ally or enemy uses an ability up to 100 charges which can then be activated to gain an additional '1-100' movement speed boost & ability power increase for 4 seconds.
Rod of Ages will definitely add some sustainability but I don't think it fits on a standard 'assassin' build for Fizz. It will certainly help you to survive enemy engages but I think the lack of damage will likely hurt you more in terms of assassinating carries.

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Abilities




-Skill Order-

> >

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
W
E
Q
E
E
R
E
W
E
W
R
W
W
Q
Q
R
Q
Q



Your [Q] Urchin Strike is a great spell but you should never start with it. It is a single-targeted dash and can allow you to go through walls if you have vision on a close enough camp/enemy on the other side of it. Your Seastone Trident will proc with your [Q] Urchin Strike. Don't max this ability, one point in it is enough throughout the game.

Generally I try to start with a point in [W] Seastone Trident. It is a good choice against mellee champions but for ranged mages you may want to consider starting with [E] Playful / Trickster.

Your [E] Playful / Trickster is pretty much your bread and butter ability. It can be used for engage, escape, gap-closing and general Troll Poll antics when fighting an enemy. It might be a good idea to start with a point in [E] Playful / Trickster if you are playing against a ranged champion. This ability combined with Flash allow for some serious plays and risky combo's.

Your ultimate [R] Chum the Waters is a skill shot & the further the ability is cast, the larger the shark will be increasing its slow, eruption radius and knockback distance. Be sure to max it at levels 6, 11 and 16.

Keep an eye on who your target is though as your shark can be removed by Cleanse, Quicksilver Sash, Mikael's Crucible, Unbreakable Will, Remove Scurvy, Decisive Strike, Dark Frenzy, Highlander and Ragnarok.

If an enemy has Banshee's Veil your shark will drop to the ground instead of sticking to the target. It will still appear and deal damage around the fish after the normal decay.


Nimble Fighter

Nimble Fighter: With this passive Fizz has the dexterity to walk through units. You will take less damage from enemy basic attacks. It is a very useful passive while trading with your opponent in laning phase and you won't get minion blocked when trying to escape. The damage reduction of the passive applies after armor reduction.



Urchin Strike

Urchin Strike: Fizz dashes a fixed distance through his target dealing 100% of his AD damage plus additional 10/25/40/55/70 (+55% of ability power) magic damage to it. The ability will also apply on-hit effects.

It can be used as a gap closer or an escape ability and also to pass through walls but only if you have vision of a unit on the other side of the wall.

It is a single-targeted dash ability and will apply on hit effects such as Rylai's Crystal Scepter. The physical damage can be dodged, parried, blocked and can miss if you are blinded. Spell shilds such as Banshee's Veil will block this abilites damage.



Seastone Trident

Seastone Trident: Passive: Fizz's basic attacks rends enemies on-hit dealing them 20/30/40/50/60 (+ 35% AP) magic damage over 3 seconds.

Active: Fizz's next basic attack is empowered, which give him an additional +50 bonus range and deals 50/70/90/110/130 (+ 50% AP) bonus magic damage.

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 basic attacks gain bonus on-hit magic damage for 5 seconds.

Seastone Trident allows Fizz to trade effectively using auto attacks and it packs quiet a punch in the early game. Magic damage will be mitigated by spell shields but Banshee's Veil will 'not' block Seastone Trident.

Seastone Trident resets Fizz autoattack timer.



Playful / Trickster

Playful / Trickster: FIRST CAST: Fizz hops onto his trident towards the target location, becoming untargetable for 0.75 seconds, before splashing onto the ground below him, dealing 70/120/170/220/270 (+75% Ability Power) magic damage to nearby enemies and slowing them 40/45/50/55/60% for 2 seconds.

SECOND CAST: Fizz immediately hops off his trident towards the target location, dealing the same damage to nearby enemies but without applying the slow.

Playful / Trickster will 'not' break tehters such as Drain or Decrepify. It can be used to junmp over certain walls and can be used to avoid spells like Requiem, Ace in the Hole, or Death Mark being applied. Playful cannot be used for approximately 0.5 seconds after using Urchin Strike. This is your Troll Poll, it's easy to use but very difficult to master. You can gap-close, engage, escape with it and it can be used to slow an enemy.



Chum The Waters

Chum the Waters: Fizz throws a lure forward in a line that attracts a shark, causing it to emerge after 2 seconds, dealing magic damage, knocking back surrounding enemies and slowing them for 1.5 seconds. The further the lure travels in its initial flight, the larger the shark that is attracted, increasing its slow, eruption radius and knockback distance.

If Chum the Waters travels less than 455 units, it will summon a Guppy Shark, dealing 150/250/350 (+80% of ability power) magic damage in a 200 area of effect, slowing enemies by 40%.

If Chum the Waters travels between 455 and 910 units, it will summon a normal shark, dealing 225/325/425 (+100% of ability power) magic damage in a 325 area of effect, slowing enemies by 60%.

If Chum the Waters travels between at least 910 units, it will summon a massive Gigalodon Shark, dealing 300/400/500 (+120% of ability power) magic damage in a 450 area of effect, slowing enemies by 80%.

If an enemy champion intercepts the lure as it flies, it binds to them and causes the shark to emerge at their position. The lure's holder is slowed for the duration and knocked up for 1 second instead of away.

Chum the Waters is a skill shot & the further the ability is cast, the larger the shark will be increasing its slow, eruption radius and knockback distance.

Keep an eye on who your target is though as your shark can be removed by Cleanse, Quicksilver Sash, Mikael's Crucible, Unbreakable Will, Remove Scurvy, Decisive Strike, Dark Frenzy, Highlander and Ragnarok.

If an enemy has Banshee's Veil your shark will drop to the ground instead of sticking to the target. It will still appear and deal damage around the fish after the normal decay.

Rylai's Crystal Scepter will apply a 20% sow for 1 second.
This ability is considered to be a projectile for Unbreakable and Wind Wall.




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Combos



HARRASS / TRADING:

#1 : + AA + + AA +
Q + AA + W + AA + E (Disengage)

This is a decent combo to harass / trade with an opponent. You can use your (E) to disengage, for extra damage or to avoid enemy CC. It is not always wise or necessary to use (E) Playful / Trickster for every trade, use some common sense here. You may need it to escape a gank and it is mana heavy. Depending on the situation it's possible to lead this combo with your (E) Playful / Trickster instead and use your (Q) to pass back through your opponent, *see next combo.






#2 : + AA + + AA +
E + AA + W + AA + Q (Disengage)

Sometimes it works better to engage with (E) Playful / Trickster and then use your (Q) to disengage. Assuming the enemy has low mobility, missed their CC ability, have no Flash or your jungler has CC'd them while ganking your lane. If necessary, it's possible to walk slightly past your opponent and use your (Q) Urchin Strike on them to pass through them towards safety or on a minion for the same effect.
(However, for the most part I recommend that you use Combo #1 above and try to extended trades as long as possible using your (Q), (W) and AA's to deal most of your damage and holding onto your (E) to escape)






ALL IN:

#3 : + + AA + + AA +
R + Q + AA + W + AA + E

Begin this combo by casting your ultimate (R), the further the distance the more damage it will do. A good tip can be to cast it from a bush which has a Control Ward in it. Once (R) has been cast, you should then move up to them to cast (Q) Urchin Strike to gap close / damage them. Now you want to AA + (W) Seastone Trident + AA and you can either use your (E) to disengage the fight or for more damage.







#4 : +
E + Flash

It is possible to Flash while using Playful / Trickster and doing so will allow you to gap-close to an enemy while ensuring the full effects of a single cast Playful / Trickster hits them. To do so, cast (E) Playful / Trickster *ONCE* and while Fizz is on the pole you can cast Flash. It might take some practice to get the timing correct.







#5 : + +
E + Flash + E

You might happen to be playing Fizz jungle, or against one on the enemy team. It is possible for Fizz to (E) Playful / Trickster over a wall + Smite an objective and then (E) Playful / Trickster back over the wall. This can be done over any wall that Fizz can use Playful / Trickster over.






#6 : + +
E + Flash + E

It is possible for Fizz to (E) Playful / Trickster over a wall + Ignite, Exhaust + Smite an enemy or objective and then (E) Playful / Trickster back over the wall. As with the above combo, this can be done over any wall that Fizz can use Playful / Trickster over.







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How To Play




Levels 1-6 can vary slightly depending on who you are up against. Farming is of the utmost importance with any champion in early game so be sure to concentrate as much as you can on getting your Creep Score (CS) up. You will need to learn how to farm under tower as Fizz as this can make a big difference to your game.

At level 1, I tend to take Seastone Trident in as many match-ups as I can, but if enemy is going to bully me a lot, like Syndra, Xerath etc... I may pick Playful / Trickster as my first ability. I think it really depends on my confidence in a particular game but Playful / Trickster is definitely the safer start.

Fizz is very squishy so when last hitting with him you will want to stay close to the back of your minion wave until their creeps get low. At this point you will want to move towards the low hp enemy creeps and last hit them. Now you want to move back again. You need to try not give a ranged champion lots of free harass on you. If the enemy happens to hit you with an ability or an Auto-Attack at level 1, they will aggro your minions and therefore take some damage. As long as you have minions, the odd AA (I don't mean let them trash you around) as you farm should be of no harm.

At level 2, I take Playful / Trickster unless I have taken it as my first ability. IMO Fizz gets a decent power spike at level 2 but a much safer spike at level 3. I tend to wait until level 3 before I try to trade with an enemy, assuming I can do so. Some games they just have too much pressure on a Fizz so it's best to play it safe. In the early laning phase it can be a good idea to only use your Playful / Trickster as a means of disengage, this is definitely a safer option, especially if you've not taken flash. If you are guaranteed a kill with your Playful / Trickster though, by all means go for it.

Try to farm until level 6 but keep an eye on your jungler and other things around the map so you can try to help him in a 1v1 with the enemy jungler etc.. Be sure to keep warded and try to get to level 6 without giving away free kills to the enemy. Farm, Farm, Farm...

Level 6 is a big power spike for Fizz. You can either call for jungler gank in mid lane, roam to another lane that is being pushed or try to all in your enemy laner by yourself. Remember that your ulti will do more damage the further you are from the enemy when you cast it. Be sure to observe what summoner spells they have though as Cleanse or Barrier etc.. can really ruin your all-ins!




As with any champion, farming is still a crucial part of levels 6-9. The math makes it (give or take) that 19 CS = 300g (1 Kill) so you need to be aware that for every 19 CS you fall behind the enemy it is the same as falling behind by 1 Kill in terms of gold. On the flip side, every 19 CS you are ahead of the enemy, you are more or less 1 Kill up on them.

However, now that you most likely have an item and your ultimate is available the time has come to get some kills. If possible, you can try to get some kills from your enemy mid laner and put them behind. If you don't think you have enough burst to do it alone yet, or if they have the likes of Barrier or Heal available you can call for jungler help. Perhaps your jungler has CC and this can really help you to secure a kill.

Your other option is to roam, preferably to bot lane where you are more likely to be able to burst down the enemy ADC. Don't ignore a Top Lane gank altogether though but use your common sense at any given moment when you are going to roam and deciding which lane you should go to. Is your top laner low on HP and looks like the enemy might dive him, perhaps it might be a good idea for you to go and 'clean up' the kills. The same goes for bot lane. Are the enemies low on HP and you can make a tower-dive play? Be aware of the enemy jungler though and take note if the enemy mid-laner roams after you.

You have the ability to dive towers due to your Playful / Trickster and Flash so you should use and abuse this as much as you can. You can tank the tower to begin the dive and when you see the need to, use Playful / Trickster to swap aggro to a teammate.

So to summarise levels 6-9 and into mid game: Farm as much as you can and roam as much as you can and be sure to place wards!



Ok, so it's mid game. You should by now at least have your core items. If you are behind, you need to keep farming as a priority and consider picking up a defensive item. If you are ahead or even you should continue to farm as much as possible but concentrate on trying to secure kills with your team-mates.

At this point in the game other players will begin to roam and group up for ambushes, ganks or to secure and objective (Towers, Dragon, Rift Herald etc..) Large scale Team-fights and smaller skirmishes will begin to occur. Victory or Loss of these fights at this stage can sway the outcome of the game. Don't underestimate how important the objectives are, in the end this is how we win the game & it won't matter how many kills you have when a nexus falls.

You will want to keep vision on the map and try your best not to get caught alone, therefore potentially giving away free kills/objectives.

In the skirmishes and team-fights you will want to focus the 'HIGHEST' priority carry on the enemy team: AP Carry or AD Carry. It's likely that they will have a least some amount of peel so keep an eye out for them to be out of position or otherwise engaged.

Try to keep your CS up... Remember roughly every 19 CS is the same in gold as 1 kill.



Fizz's kit excels very well at quick 'in-and-out' assassinations. In a team-fight you will want to assassinate one of the enemy squishy carries, preferably the one with the highest priority (biggest threat potential to your team).

As Fizz, it is possible for you to initiate a fight or you can wait for the fight to break out before you go in. It is also possible for you to flank the enemy, an example would be if all players are mid lane and you engage on a carry from behind or over a wall etc..

Sometimes the enemy team comp will include chamions like Lulu, Kayle, Tahm Kench etc... or something like Malzahar and this will likely make assassinating a carry impossible in a team-fight. If this happens, you will need to hope your team can blow the enemies CC and peel, hope for picks or simply just focus on whoever your team goes on.




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Conclusion



Well that's it for my guide to Fizz. I hope you have found it an interesting read and that it might help you to improve. If not that, at least some food for thought, so to speak.

Fizz is one of my favourite champions and I hope you enjoy playing him as much as I do.

It's not all about winning/losing guys, at least we get to play the game!


Thanks for stopping by,
FalleN3




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[9.20] Fizz Reforged | FalleN3's Guide to Fizz