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Spells:
Flash
Smite
Ability Order
Nimble Fighter (PASSIVE)
Fizz Passive Ability
Video Guide
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Hey, and welcome to my
guide. This is my first guide here on mobafire and maybe there will be more to come! I chose
Fizz as my first guide, because theres something... fishy about him.
Oh god. No more bad jokes, I promise.
Anyway,
Fizz is a very versatile Jungle Assassin. His clear time is quick, his ganks are quicker and the opponent finds themselves fearing shark attacks. What more do you want?
Take in mind before you read the rest of this guide,
Fizz is still squishy. He takes reactions and awareness to master. We'll talk more about that in a later chapter.


Oh god. No more bad jokes, I promise.
Anyway,

Take in mind before you read the rest of this guide,

The runes I choose are pretty uncommon. Some ask why the little bit more attack speed? Frankly because you only want enough armour to survive the jungle. If you're dying to an AD user 1v1, you either chose your opponent wrongly, or are fighting badly.
I chose attack speed reds, armour and attack speed yellows and cool down blues with armour pen quints.
Greater Mark of Attack Speed x 9
Greater Seal of Armor x 9
Greater Glyph of Cooldown Reduction x 9
Greater Quintessence of Desolation x 3
This gives the attack speed to survive the jungle and good harass with your
Seastone Trident. (It's devastating when they're low)
Which they will be after a full combo, fufufufu
I chose attack speed reds, armour and attack speed yellows and cool down blues with armour pen quints.



Greater Quintessence of Desolation x 3
This gives the attack speed to survive the jungle and good harass with your

Which they will be after a full combo, fufufufu
The masteries I chose are based on keeping fizz alive, abusing the amazing jungle masteries in the jungle tree, the free tenacity at 21 points, and getting standard AP and Mpen in Attack.
This gives you the damage you need early game to destroy champions, and the defence to stay in the jungle for longer, and to stay in the fight for longer.
This mix of pure defence and damage is incredibly potent on Fizz mixed with his tanky AP items and Will of Ancients makes
Fizz incredibly overpowered.
This gives you the damage you need early game to destroy champions, and the defence to stay in the jungle for longer, and to stay in the fight for longer.
This mix of pure defence and damage is incredibly potent on Fizz mixed with his tanky AP items and Will of Ancients makes

I'll be slightly more in-depth with these and the logic behind choosing each item.
Rod of Ages
This originally wasn't apart of my build, but it solves some mana issues he has, keeps him going for longer without B'ing and gives him some more bulk. A nice stable item.
Mercury's Treads
These are awesome if their team has more than 2 CC. You'll hardly even feel the battle while wearing these and using Playful/Trickster to get around the battlefield!
NOTE: IF YOU NEED MAGIC PEN, DON'T GET
Sorcerer's Shoes TRADE
Will of the Ancients for
Void Staff
Rabadon's Deathcap
Did you know
Chum the Waters has a 1.0 AP ratio?
I think that's all that needs to be said, besides the fact his
Urchin Strike and
Playful / Trickster have amazing ratio's also.
Rylai's Crystal Scepter
This gives you some much needed tankyness to your build, the slow procs with your DoT and it gives a massive 80 AP. A must buy.
Lich Bane
This is probably what makes
Fizz so scary. After you're hitting the 400-500 AP mark,
Chum the Waters does almost 1000 damage in an AoE,
Urchin Strike does almost around 700, and
Playful / Trickster does about 800! Alongside his ridiculously high scaling DoT when activated,
Fizz can nuke down everyone, and as if that wasn't enough you get your AP to your auto attack thanks to
Lich Bane good bye towers and opponents HP.
Will of the Ancients
This used to a
Hextech Gunblade, however it was not cost efficient and
Rylai's Crystal Scepter is all the slow he needs. This item helps out your team and is all the spell vamp you need to keep you sustained.
This should be the FIRST item you trade out for a
Void Staff if you need magic pen.

This originally wasn't apart of my build, but it solves some mana issues he has, keeps him going for longer without B'ing and gives him some more bulk. A nice stable item.

These are awesome if their team has more than 2 CC. You'll hardly even feel the battle while wearing these and using Playful/Trickster to get around the battlefield!
NOTE: IF YOU NEED MAGIC PEN, DON'T GET




Did you know

I think that's all that needs to be said, besides the fact his



This gives you some much needed tankyness to your build, the slow procs with your DoT and it gives a massive 80 AP. A must buy.

This is probably what makes







This used to a


This should be the FIRST item you trade out for a

The skill sequence is pretty wacky, but effective.
Fizz's Trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health.
Passive: Fizz's attacks rend his enemies, dealing 30/40/50/60/70 (+0.35) plus 4/5/6/7/8% of the target's missing health as magic damage over 3 seconds. (Max 300 vs. minions)
Active: For 5 seconds, Fizz's attacks deal an additional 10/20/30/40/50 (+0.35) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.
perfect for jungling and finishing people off, however you just don't need more than two points of it until last. I much favour the burst the other skills give me as 2 points is more than enough to take down enemys who run away. And this isn't even considering red buff.
Fizz strikes his target and runs them through, dealing magic damage and applying on hit effects.
Fizz dashes through his target, dealing normal attack damage plus 10/40/70/100/130 (+0.7) magic damage. This ability can trigger on-hit effects.
your main harass nuke, and it's also amazing for juking.
Fizz hops into the air, landing gracefully upon his spear becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 (+0.75) magic damage to nearby enemies and slowing them by 40/45/50/55/60% for 2 seconds.
Reactiving this ability while Fizz is on top of his spear, causes Fizz to jump again towards your cursor and deal 70/120/170/220/270 (+0.75) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
great for getting in a fight, running away, jumping over walls, clearing creeps- it's the skill of the gods.
Fizz unleashes a magical fish that latches onto enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish and knocking them aside.
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50/60/70%.
After 1.5 seconds, a shark erupts from the earth, dealing 200/325/450 (+1) magic damage in a large area, knocking up the target the fish is attached to, knocking other enemies aside and reducing the movement speed of all enemies hit by 50/60/70% for 1.5 seconds.
GIANT SHARK
LOLOLOLOLOL
But seriously. Epic nuke, epic slow, epic knockup. It's like 3 ult's in one and it's a shark.

Fizz's Trident causes rending wounds in his opponents, dealing magic damage to the target based on their missing health.
Passive: Fizz's attacks rend his enemies, dealing 30/40/50/60/70 (+0.35) plus 4/5/6/7/8% of the target's missing health as magic damage over 3 seconds. (Max 300 vs. minions)
Active: For 5 seconds, Fizz's attacks deal an additional 10/20/30/40/50 (+0.35) magic damage on hit and apply Grevious Wounds to his target, reducing incoming healing by 50%.
perfect for jungling and finishing people off, however you just don't need more than two points of it until last. I much favour the burst the other skills give me as 2 points is more than enough to take down enemys who run away. And this isn't even considering red buff.

Fizz strikes his target and runs them through, dealing magic damage and applying on hit effects.
Fizz dashes through his target, dealing normal attack damage plus 10/40/70/100/130 (+0.7) magic damage. This ability can trigger on-hit effects.
your main harass nuke, and it's also amazing for juking.

Fizz hops into the air, landing gracefully upon his spear becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.
Fizz hops toward your cursor onto his spear, becoming untargetable, and then slams the ground dealing 70/120/170/220/270 (+0.75) magic damage to nearby enemies and slowing them by 40/45/50/55/60% for 2 seconds.
Reactiving this ability while Fizz is on top of his spear, causes Fizz to jump again towards your cursor and deal 70/120/170/220/270 (+0.75) magic damage in a smaller area to enemies nearby, instead of slamming the ground.
great for getting in a fight, running away, jumping over walls, clearing creeps- it's the skill of the gods.

Fizz unleashes a magical fish that latches onto enemies or hovers over terrain, slowing champions if it is latched on to them. After a brief delay, a shark erupts from beneath the earth, dealing damage to enemies around the fish and knocking them aside.
Fizz releases a magical fish toward a location that can bind itself onto enemy champions, slowing their movement by 50/60/70%.
After 1.5 seconds, a shark erupts from the earth, dealing 200/325/450 (+1) magic damage in a large area, knocking up the target the fish is attached to, knocking other enemies aside and reducing the movement speed of all enemies hit by 50/60/70% for 1.5 seconds.
GIANT SHARK
LOLOLOLOLOL
But seriously. Epic nuke, epic slow, epic knockup. It's like 3 ult's in one and it's a shark.












In ranked I play
Fizz as AP stacked as possible. I finish my jungle route fast and gank whatever lane is most over extended. This is especially easy work in solo queue, as someone will always over extend and feel your bite. Later in the game, you can use
Chum the Waters to block chokes and hit many people without even having to hit them with your fish. This devastates team fights and leaves you with a very happy team.
Finish your jungle route like shown in the video and gank either top or bottom. If the situation is right and your team mates aren't completely idiotic you should be able to get first blood. If no opportunity arises go into the enemy jungle and invade. Chances are if they didn't start at blue, they haven't taken it. Ward it and kill them when they try it. Continue to do your rounds until level 6 after your gank.
By now you should at-least have
Mercury's Treads, Sheen], and maybe [[Catalyst the Protector you should focus on disrupting the enemy jungler from whatever they are doing and picking up people who aren't expecting it. Punish over-extending carries, help push lanes and crush everyone who is squishy. Spam you're ult, it has a short cool down and a huge lane.
You are the Assassin.
You disrupt the fight and do massive damage with
Chum the Waters and pick off high value targets such as
Caitlyn
Don't even try to take out people with MR, it is a waste of your skills.


Early Game
Finish your jungle route like shown in the video and gank either top or bottom. If the situation is right and your team mates aren't completely idiotic you should be able to get first blood. If no opportunity arises go into the enemy jungle and invade. Chances are if they didn't start at blue, they haven't taken it. Ward it and kill them when they try it. Continue to do your rounds until level 6 after your gank.
Mid Game
By now you should at-least have

Late Game
You are the Assassin.
You disrupt the fight and do massive damage with


Don't even try to take out people with MR, it is a waste of your skills.
Pro's -
Con's -
- He can assassinate high priority targets in seconds
- He is the juke master, better than
Wukong
- His jungle is fast and reliable
- His ganks are incredible thanks to
Playful / Trickster
Con's -
- He's Squishy
- Completely based of reactions and positional judgement
- Very AP heavy (Base damages suck, ratio's are amazing however)
- Base defences are poor






It's a mini

To put it simply,
Fizz is an amazing Jungler, an amazing Assassin and so ******** slippery. Played in the right hands he can destroy high priority targets, nullify skills and get out unharmed.
Can you handle the king?

Can you handle the king?

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