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Fizz Build Guide by Evya

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League of Legends Build Guide Author Evya

A guide to ranked Fizz, the Tidal Trickster. (+Jungle Fizz)

Evya Last updated on November 20, 2012
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Team 1

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Hello! Welcome to my guide to Fizz. I hope you all like this guide and that it will help you towards victory!
I have been playing Fizz for as long as I've been playing League of Legends itself so I guess I know some stuff about him.
Don't get me wrong, I'm by no ever means a professional player nor do I imply that, this build is solely to show you what I buy and use when I play Fizz and I hope you will try it and tell me if you like or not!
Feel free to correct me on my grammar, my item build, my runes, masteries, or anything else you find an urge to correct me in. I'm openminded and will not flame you for it, in fact I would love to hear your opinion on this.

So, let's start with the guide and I hope you learn something :)

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Greater Mark of Magic Penetration

Greater Glyph of Scaling Ability Power

Greater Quintessence of Ability Power

Greater Seal of Armor

As for runes, I just try to get as much AP as I can without wasting other things. The force glyphs are in my opinion better than potency ones, just because it gives slightly more AP as you get to higher levels. Assuming you will already have your deathcap at around 15/16 you will have an amazing amount of AP right there and you will easily take anyone down middle lane.
The reason why I pick armor seals instead of magic resist is simply because I feel as if Fizz can just dodge spells with his Playful / Trickster. Saying if Morgana was to throw her Dark Binding at you, you can simply jump over it and take no damage at all. That's why I find armor to be more important, because early game you can not avoid trades in which there will be a lot of auto attacks.
You can get magic resist runes, don't get me wrong, it's all up to you, this is just what I like to use for middle Fizz.

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Boots are always important, no matter with which champion you play. This is good for chasing fleeing enemies, or simply to be fleeing when you're low on health.
Seeing as if Fizz already has his Playful / Trickster for fleeing or chasing, I think that that itself isn't enough. Also, building this into Sorcerer's Shoes will help you to get some more magic penetration.

I love Sheen because of its passive. It give you more damage which you will need early game, so that's why I rush to get it. Try to get as much CS in order to be able to purchase this early in game. If you're laning against par example Katarina, she can not avoid your auto attacks because she is also a melee, just like you. Combine this Sheen with your Seastone Trident and you will do a lot of damage, leaving her bleeding.

Building your Sheen into a Lich Bane early is really good for getting some extra damage on your spells and also attacks. This is the first item of your build and you will hold on to it throughout the game. Taking this first, you will get some nice AP and some nice damage which you can play a while with without feeling left behind in damage.

These shoes are what I like and use most on Fizz simply because of the magic penetration. You can also get Ninja Tabi for the armor, it's really just what you prefer. I love these in the middle lane because you rely on your magic damage, so these are the boots that will give you more damage on them.

Not only does this give you an additional 140 AP, it also boosts your AP by 30%. That's some free damage right there!

I never use the passive on this item, just because I have no clue how it works nor do I find it helpful. I get this for the armor on it, because that really helps to tone up the survivability of Fizz. It also gives AP which is nice to pick up along the way, but it's not the reason why I build it. This item can be situational, if you get really fed or the other team just doesn't do much physical damage you can replace this by par example a Rod of Ages or a Doran's Ring.

Obviously I get it for the AP. If you need some damage to finish off a champion quickly with everything on cooldown, or he's chasing and you can't get to him with your Playful / Trickster (because of CD) I like the active on it.

Well, this is pretty self explanatory. It gives you armor and magic resistance, and revives you once every five minutes that you die, restoring some health and some mana. Great item. Love it.

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Avoid Building

On a mid Fizz, these items will not be helpful to you at all. It's your choice to buy them or not, this is just some advice from me why not to get them.

This is more Karthus his item, considering that he pops a lot of abilities. I just don't like this. Fizz his mana pool isn't extremely large, so it seems quite useless too.

You already have an ability that causes 50% healing reduction and bleeding wounds, it's called Seastone Trident. Why would you need this? To duplicate the effect? Or not.

Same story here.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

I like to max my Seastone Trident first, because of the healing reduction and the fact that it leaves wounds. Also it does a lot of addition damage to your basic attack for a couple of seconds, which makes you able to easily win trades in early levels, and also in late levels.
As for Urchin Strike, I max it second. In combination with Seastone Trident this is really a great ability to do a lot of damage in just a matter of seconds.
Chum the Waters obviously comes in third, like every ultimate out there. This is a great way to not only slow your target, who might be fleeing or chasing you, it also knocks them up once the shark attacks, making them unable to do anything for 1.5 seconds. So it's great for chasing, and fleeing. Not only that, it's also good for teamfights. If your enemies are all packed onto one spot with 5 of them, throw your fish in it. Every enemy in the range of the shark, will be damaged. So if there is a pit of 5, it doesn't only inflict damage to the enemy it has sticks to, but to all of them in that range. Remember that if you miss it and it does not stick to a champion, the first champion that walks over the area will trigger it to stick to them.
Playful / Trickster comes in last, simply because I only use it to chase, escape, or slow. It doesn't really do great damage, and it costs a lot of mana. I avoid using this before level 6 because it just costs you.

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Summoner Spells

I choose Heal over Flash because of three reasons.
1. Flash got nerfed. Had it's cooldown increased which really sucks.
2. Heal helps a lot in getting first blood, and winning trades.
3. Fizz has his own Flash by using Playful / Trickster. Playful / Trickster has the same range as Flash if used twice (Playful and then Trickster), however it can not be used over thick walls, only over small walls, because its ranged is sliced in two.

I choose Ignite because of one reason only. It finishes of champions. You can use it to avoid tower diving (even though Fizz can tower dive without even getting hit once, but still can be risky at level 1/2), you can finish off enemies without hitting them until they die. So if you are in a fight with par example Lee Sin as a jungler who just ganked you and Gragas as a mid laner, you focus Gragas and ignite him, then you Playful / Trickster back to your turret without Lee Sin having enough time to finish you off while you are busy with Gragas. That's why I love Ignite and will never stop loving it even though it did get nerfed. Again.

Other spells

I love Ghost on Fizz. For one, his passive Nimble Fighter already ignores unit collision (meaning that you can walk through minions or other champion without pushing them away or walking around them), but with ghost too you get a little faster than the rest which is obviously good to run and chase with.

I personally never take Exhaust on Fizz, because I don't really think that he needs it. Exhaust is more for the support type champions, and I assume that every support in a match will take Exhaust into battle. No urge to take this :)

Flash can be really helpful in some types of games. I think that Heal and Flash are equal to each other in a beneficial way for Fizz, I'm just used to playing with Heal and personally find it more efficient. Obviously you must try them both out yourself and decide for yourself whether you want to use Flash or Heal in the upcoming game :)

Only if you're trolling.

I personally never use this nor have I ever, so I can't tell you if it's any good but I don't think so.

I don't use this and I haven't seen it been used. It might be good to clear Ignite when you're about to die, but I guess that where it's magic stops, aside from removing fears and Exhaust effects.
Well like said I don't use this.

This might be very useful early game, as Playful / Trickster eats up a lot of your mana pool, but late game it's pretty useless. Leave this to a support, or, whatever player, I don't recommend it for Fizz solely because of his small mana pool early game.

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Ranked Play

For ranked play, this is really the way to go. I play with this build every single game I have the opportunity to.
I assume everyone once has been in Elo Hell, and if not, you know what it's like. And it's not nice.
With Fizz I managed to get out of Elo Hell. I raised quickly from around 750 Elo to 1500 Elo solely using Fizz, whatever lane whatever build. This is how I learned to play him mid, top, support, jungle, and what ever else you can imagine. You might be skeptical right now, a Fizz as support, but I rather be called a troller than to be in Elo hell forever.

Ranked is really awesome to do with Fizz because of his immense mobility. He can really jump into a fight, finish everyone, and jump back out without dying. For one because of his armor, but mostly because of his ultimate and his damage.

I play him mid often because that's the way he was originally intended, as an AP Carry. Sometimes I like to vary this with going solo top or going as jungler, but I don't do that very often because it's just not that great as going middle lane.

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Laning against

Laning against Morgana is really easy, for one you counter her because you can simply dodge every spell she throws at you with your Playful / Trickster, but also because you inflict immense damage to her and you can get to her quickly with your Urchin Strike and Seastone Trident.

Also Gragas is easy to lane against because again you can dodge his barrels with your Playful / Trickster. Basically, he can't do much to you unless you walk into his barrels or have your Playful / Trickster on cooldown. He might be a bit harder to take down than Morgana, but it should be fairly easy. Also, if your jungler ganks a lot, he shouldn't be trouble to you at all and you should be able to out farm him so easily, putting him behind in the game and maybe even losing his lane early.

Zyra might be a little bit trickier. You can infact again dodge her things with Playful / Trickster like her cage, but you can't dodge the plants. Of course they don't do damage, like at all, and you can easily destroy them. However if you're low and running back to your turret thinking you made it, it will be frustrating to see some plants right there awaiting you to hit you, forcing you to go around your turret and maybe even finding their jungler in the river while you do so.
Her ulti is hard to dodge too, as it knocks you airborne, but all in all Zyra shouldn't be a big problem for you to lane against.

If there is one champion I don't like to lane against, it must be Ryze. He's a ranged mage, which makes you vulnerable to his auto attacks, and his spells. If he cages you, you can't dodge the rest of his rant on you. This is why Ryze is a counter to Fizz. You should really be careful if you consider laning against Ryze and you must be sure of what you're doing. I don't recommend doing this at all as it will probably be negative for you and your team. Obviously I never do this, only if it has been a normal blind pick and I'm very unlucky or if I get countered picked in ranked. I will never ever pick Fizz if I see that the other team has a Ryze. Never. But that's my opinion.

I believe that Akali is very weak early game. Fizz however is super strong early game. Getting some kills on her before level 6 can really help you against her in lane, and might even put you ahead. She can get dangerous after level 6, because of her ulti she is super sticky. However, the fun thing about laning against her is, that you can easily out skill her. If she uses her Twilight Shroud to escape you low on health, simply throw a Chum the Waters in the middle of it and it will hit her 100%. This is one of the fun tricks I use when she thinks she's smart enough to get away alive, just to frustrate her and let her know that she is in no way a match for me.
I don't think that Akali should be a counter to Fizz because I always win my lane against an Akali. Maybe I'm just lucky or all Akali players I have encountered do not know how to play her decently, but then again I can't be that lucky.

As an experienced Fizz player, there has not been a single game that I have won against an Diana middle lane. She out skills me, which is really hard to beat when it comes to Fizz. I would never recommend taking Fizz against Diana middle lane, just because it will be negative for you and your team and you will lose your lane. You will not get any proper CS against Diana so you will not be able to buy anything. Don't, ever, lane against her unless you're completely sure that you can handle it.

Well, again, this should not be a counter in my opinion. Just because he can push like crazy and easily harass me, doesn't mean that he can kill me and win the lane. I will always play defensive against a Mordekaiser and rely on my jungler and his ganks to kill him, but I will not be out laned or out farmed by him simply because I can't get close to him or the creeps. At least that is how I feel about it. Of course some experienced Mordekaiser players can really destroy me as Fizz, and I never said that they couldn't, it's just that I don't really see him as a threat when I'm laning, and I don't constantly feel pressure upon me while I'm killing creeps. That's the truth.

I find Malzahar easy to kill, as a Fizz, and also easy to dodge with my Playful / Trickster, so I again don't understand why this could be a threat to me in the middle lane. I think Fizz and Malzahar are equal to each other in skills and that it comes to the player to be the one that makes the difference.

Yes, Gangplank is a threat to me and he does counter me. I hate playing against Gangplank because he kills me all the time and his ultimate really gets me.

I don't ever play against Riven middle lane, simply because she doesn't play middle lane. So I can't tell you much on this part. I have had Riven's in my team or in the opposing team as solo top, and they might have killed me some times, but I never took notice of this as a counter.

Laning against her is quite easy because you can again dodge all her abilities with your Playful / Trickster, but it might be hard if the player is experienced and knows how Fizz works. I never had any troubles though.

One thing, dat ulti + Playful / Trickster = 0 damage. I always lol when Karthus tries to finish me off with his ultimate after he died and I dropped somewhat. That Karthus always starts to rage in the chat when he doesn't get the kill that he expected and wonders why. I never tell.

I always ask my team leader not to ban Kassadin because I counter him so easily. Whenever I lane against Kassadin my team does extremely well and in like 50% of those games I get extremely fed because I just start roaming right after I kill Kassadin in the middle lane. It's fun to see them struggle.

Lux should be support, not middle. If she is middle, she's just weak. Everyone can counter that.

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Pros / Cons


    Can easily dodge skill shots
    Does a lot of damage to carries (AP or AD)
    Counters a lot of middle champions
    Is hard to kill/chase/avoid when fleeing
    Great team fighter
    High mobility

    Vulnerable when
Playful / Trickster is on CD
Skill shot ultimate
Gold reliant
Somewhat hard to master his abilities

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Jungle Fizz!

Build 2

Summoner Spells

For jungle Fizz I love to get Ghost, simply because of the extra mobility he gains from it. This is great for ganking any lane, and really sticking to your enemy or walk out like nothing ever happened if your gank fails.
Obviously I take Smite, every jungler must have it and junglers that say they don't need it don't know what they're talking about. Smite all the way.

Skill Sequence

As for jungle Fizz, I basically have the same Skill Sequence. This is because using your Seastone Trident in the jungle is very effective. After using Smite, this ability will do much damage to finish off those monsters earlier, saving you time, to par example gank a lane. It might seem like it's not a big difference, and it might not be, but it does help.
However, you will use Playful / Trickster to get in or out of ganks, that's why I max it last in the jungle build too. I don't find slowing jungle monster effective too.


For jungle I tend to get as much armor as I can, as you might get in trouble early level considering that you don't have an ability like Hungering Strike like Warwick or Meditate like Master Yi.
Also some strength helps you clear out the jungle faster.


For jungling, I tend to get some more HP before getting my AP items. Therefore I get a giants belt and build it into a Frozen Mallet. The Phage should help a lot with clearing the jungle too, same for the boots I choose to get as a jungler.
Now, after this, I start building my AP for late game action which will help to get more damage on my abilities. If you carry on building AD you will not do as much damage in team fights as you should be able to do, which is a waste of gold. In late game you don't really jungle a lot anymore, because you are defending or attacking a base.
Smite is still useful in this stage for par example baron or dragon.

Overall jungle summary

Fizz is a really good jungler in my opinion, not because he can do a lot of damage to the monsters and kill them in a matter of seconds, but because his ganks are very effective. The only reason I play Fizz in the jungle is because of his ganking abilities. A Warwick must rely on his ultimate to par example get close to an enemy he is ganking that isn't in range or will start running as he approaches, Fizz can just use his Q or hes E to get close without wasting his ultimate.
Also, Fizz has a lot more of CC opportunities than other junglers might have. Of course there is Dr. Mundo with his cleaver, Olaf with his Axe, and Nunu with his icecube, but other junglers like Warwick and Evelynn don't have much CC and must rely on their ultimate for it.

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Magic Pen Build

As seen build 3 is really when you need more magic penetration, and more damage early game. Sometimes, well, all the times, you need to adapt your build to what your opponents buy. This might be a build that will fit you perfectly if they start to buy things with magic resistance, however, I'm not saying that you should follow this completely.
I hope it might help you in further games though :)

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Well, that's all for my Fizz guide. Obviously I will update this a lot and also when the new jungle comes out.
I hope you learned something and I hope that you're willing to try out my build on Fizz.
He's the champion I personally love the most in LoL and I will never stop playing him!

Please leave a comment on what to improve if you're done reading, I greatly appreciate it. <3