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Fizz General Guide by Huntless22

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League of Legends Build Guide Author Huntless22

~AD Bruiser Fizz~ The Iron Fish

Huntless22 Last updated on April 19, 2016
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Ranked #40 in
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Win 47%
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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.


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 18

Dangerous Game

Cunning: 0

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 12

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Hello and welcome to my first guide on MobaFire.
My name is Huntless22 and I have been playing League of Legends since the end of Season 4.
I soon realized, that my agressive play-style was perfect for playing Fizz and other champions, such as Renekton.
I started to play Fizz in Season 5, and experienced his immense snowball potential, but also some of his strong downsides, such as his squishiness and his infamy in the community.
This guide will try to focus on the tank aspects of Fizz and his underrated bruiser play-style.

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+ Amazing Fighter
+ Unexpectedly Tanky
+ High Base Damage
+ Two Gap closer
AD Bruiser Fizz has an amazing synergy with Fervor of Battle and Titanic Hydra which allows him to still maintain his bursting potential in an extended close-combat situation, while not taking too much damage. His two gap closers allow him to chase/reach his targets and/or escape with apparent ease.

- Early Game
- Auto Attack reliant
- Item reliant
- Teamfight
AD Bruiser Fizz struggles against champions with high sustain and high damage, such as Nocturne and Renekton. His abilities aren't scaling with AD and because of that reason, he needs an additional item that provides him with enough damage. Titanic Hydra provides such damage, but this makes Fizz also Auto Attack reliant.
It is true, that Fizz can still burst single-targets, but there are still four other members in the enemy team, that are capable of stopping your rampage.

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Greater Quintessence of Attack Damage

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Mark of Attack Damage

Greater Quintessence of Attack Damage provides you with a lot of Attack Damage, which makes your last-hitting and your fights easier/faster.
Greater Seal of Armor decreases your damage taken by Attack Damage and makes your survival against Attack Damage Champions higher.
Greater Glyph of Magic Resist decreases your damage taken by Magic Damage and makes your survival against Ability Power Champions higher.
Greater Mark of Attack Damage provides your with even more Attack Damage and makes your last-hitting and fighting easier/faster.

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Why did I pick those masteries?

Fury : Provides you with even more Attack Speed and allows you to attack faster.
Feast: Gives you extra sustain in the laning phase.
Vampirism : Gives you some life-steal/spellvamp.
Bounty Hunter : Can be changed with Oppressor , because Bounty Hunter is risky.
Battering Blows : Gives you some extra armor penetration in fights.
Fervor of Battle : The bonus damage is insane, if you are using AA canceling with your ablities.
Recovery : Provides you with even more life-Regeneration.
Tough Skin : This mastery in synergy with Nimble Fighter reduces your received damage strong.
Runic Armor : This is like the dream mastery, because it empowers life-regeneration and shields.
Perseverance : Let's you survive a little bit longer in sticky situations.

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~Summoner Spells~

Flash provides you with an extra gap closer, which can turn many situations.

Teleport gives you the ability to teleport back to your lane and/or close to objectives/teamfights.

Ignite deals true damage over-time and cuts the self-healing by 40%

Exhaust reduces: damage dealt, resistance and attack speed/movement speed.

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~Skill Explanation~

Nimble Fighter

This passive ability makes your tank life a lot more comfortable. You will not only take less damage from basic attacks, you have the ability to walk through units.

Urchin strike

Great ability, which improves your bursting potential and allows you to make some great plays. It deals your total attack damage + a little magic damage and it synergys extremly well with Fervor of Battle and Titanic Hydra. Use this abitliy to cancel your autoattack animation.

seastone trident

This ability is one of the main reasons, why AD Bruiser Fizz is viable. It also has a great synergy with Fervor of Battle and Titanic Hydra and even without any AD scaling, the base damage + %damage over time are dangerous.


The Play Maker. This ability allows you to jump over small obstacles and makes you untargetable by enemys for a very short period of time. You are able to dodge almost anything with Playful / Trickster and it even has a slow.

Chum the waters

Your ultimate provides you with a slow, which will slow all enemys in the surrounding and a knock-up, which deals high base damage to the target/surrounding enemys after 1.5 seconds. A well placed fish can turn the tide into your favor.

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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


You should always max Chum the Waters, because it has a knock-up, high base damage and a slow.
After that, you should prioritize Seastone Trident, because you are auto attack reliant and the extra magic damage of Seastone Trident is by all means not to be understimated.
I'm maxing Playful / Trickster first instead of Urchin Strike, because base damage and the utility.
There are a lot more possibilities to make plays with Playful / Trickster than Urchin Strike.

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Start Items
Your start item at the beginning of the game can decide between a laning phase which feels like heaven and a laning phase, which let's you taste the horror of despair. If you are, sure that you will win, you might consider to buy yourself Doran's Ring. It may sound like a bad joke at first, but this item provides you with health, ability power, a base mana regeneration and an amazing passive, which gives you even more mana for last hitting. The downside of this item is, that you are trading damage with defense.

If your lane opponent is something like Jax, I recommend to buy Doran's Shield, because it provides you with more health, health regeneration and a passive, which blocks some damage of basic attacks/singe-target spells.

Perhaps you might have already noticed, that there are champion kits, that try to make your early game a living hell. In nearly 90% of the cases, you are playing against an AD lane bully, such as Darius. If that is the case, I highly recommend to get yourself Cloth Armor + 4 Health Potions. These items allow you to sustain some of their damage dealt. This only serves one purpose: That you reach the mid game without feeding.

Early Game
Most of the time, you are going to have a bad time in the laning phase. To prevent yourself from feeding, you should get yourself a counter item against your laning opponent. You should consider to buy yourself either a Sunfire Cape, for a better wave-clear against AD opponents or Randuin's Omen, which strength is the reduce of attackspeed and a "not to be laughed at" active slow. If your lane opponent is something like Maokai I suggest to build yourself Spirit Visage, because the stats of this item are great. At some rare circumstances, you may witness, that you are destroying your lane opponent already. If that is the case, you could buy yourself Titanic Hydra.

Mid Game
The first towers are falling and your time to shine has come. I highly recommend to build your Titanic Hydra if you didn't already. It provides you with physical damage, health, an autoattack cancelling active with high damage and the cleave passive. Both, active and passive, will deal damage to enemys in a cone behind your target.

Late Game
Even the most glorious times fade with time, and so does your importance in the late game. You should consider to get yourself more tankiness against the game changing positions like Thornmail against ADC. Otherwise, you could also get yourself Zz'Rot Portal for constant push on lanes or Blade of the Ruined King which allows you to fight tanks directly. You shouldn't forget to focus squishy champions, because they are most of the time the game changers.

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AD Bruiser Fizz has the job to attract as much attention as possible and/or take out one/all of their carrys. Don't peel your carry/carrys, because you have no/weak CC ( Chum the Waters excluded).
Your main targets in the teamfights are as followed:
First priority: Attack Damage Carry
Second priority: Ability Power Carry/Assasin
Third priority: Squishy Champions
Fourth priority: Tanks

The reason, why I have structured it like this is as followed:
An ADC, who is capable of fighting safely in the backline, is your nightmare. He can deal constant high damage, if he isn't taken care of quickly.
Example: Tristana
Same goes to the APC/Assasin, who is capable of taking one/multiple targets out.
Example: Fizz.
The squishy champion is often referred to the jungler/supporter who is indeed capable of /CCing your team, but it isn't comparable to the ADC/APC/Assasin damage output.
Example: Soraka
Under all circumstances: Don't focus the tank. At least as long as there are more vulnerable targets. There are reasons why they are called tanks. The first reason is their ability to tank huge amounts of damage. The second reason is their low damage output, but there are some excepetions. ( Tahm Kench, Late Game Thresh)
Example: Malphite

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AD Bruiser Fizz is exciting to play, because his small size doesn't let you think, that he is capable of tanking so much damage and still deal quite strong damage himself.

I hope this guide helped you and if it did so, leave an upvote!
If you didn't, leave a downvote and a comment, so I may try to fix my mistakes.

Happy fishing!

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~Hall of Fame~

As big as the ocean, and yet undiscovered...


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