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Competitive Jungle/Solo Top AD Bruiser Fizz

Last updated on May 17, 2012
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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.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Introduction - Viability of AD Fizz

I'm going to show you guys the mechanics of AD Bruiser Fizz. Trust me, in ranked game-play when the game strikes about 15 minutes in and people begin looking at their fellow teammates' builds, they'll certainly be wondering why their own Fizz has Wriggle's Lantern, Sheen and is building a Phage. They may scold you, troll you, or even rage completely about it and deny the viability of AD bruiser Fizz, but there is only one thing you must do: Ignore them. I don't mean mute them in game, I just mean "tune it out." Once mid-late game comes and your 6 hitting their carries like its nothing, they'll understand how Fizz is viable as an AD bruiser. In case YOU don't believe me, I bet you don't know how bad-*** a fed AD Fizz is (believe me, its SO easy to get fed). All of his skills compare to those of other AD champions like Lee Sin's Q, Jax's Dodge Ability, etc. Also, just because Tristana scales with AP doesn't mean AD isn't good?

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Pros / Cons

Extremely mobile champion
Great harasser, and easy to win harass trades
Great assassin/chaser
So much utility, as well as potential
Great fight initiator
Good anti-carry
Almost impossible to kill with his pole
Great counter jungler
Snowballs hard

Pretty squishy early game
Semi-Mana dependent
Rarely played, even seen as a troll

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Skill Sequence

Obviously, with Jungle or AD Fizz, you want to maximize your damage output with auto attacks, so your W active is going to offer that additional magic damage proc, as well as a nice damage over time. However, you are going to want to have all 3 basic abilities available after at least level 4, because his toolkit has so much utility you don't want to waste!

For combat combinations, it goes:
W - Q - AA (3x) - E (Let it fall on it's on the opposite side of the target) and then auto attack until your Q is off cool down.
If you are chasing someone, it's best to do this:
R - W - Q - AA (3x) - E (let it fall so you get the slow effect) - AA (3x) - W - Q

  • Passive (Nimble Fighter):
    • Effect: Fizz's dexterity allows him to perpetually ignore unit collision and take 4 / 6 / 8 / 10 / 12 / 14 reduced physical damage from autoattacks.
    • Analysis: Ignoring unit collision, naturally is a great passive, allowing you to go through minions and last hit effectively without having to go around the whole wave. The reduced physical damage is quite underpowered, but helps a little bit in the jungle. Overall I feel the passive on Fizz is wasted and unappropriate.
  • Ability - Q (Urchin Strike):
    • Effect: Fizz dashes a fixed distance (550) in the direction of his target, dealing his total attack damage as physical damage plus additional magic damage (10 / 40 / 70 / 100 / 130 (+ 60% of ability power)) to it. The ability will also apply on-hit effects.
    • Analysis: This is just one part of what makes fizz perfect for an AD bruiser build. As you can see, it applies on-hit effects allowing for Lich Bane/Trinity Force procs, as well as procs from your W. It also can be used as a dash, escape, juke, kill secure, etc. because of its "fixed distance in a single direction." This will close any distance between your enemy and possibly put you ahead of him. Use this wisely, however. Like Lee Sin's Resonating Strike, this may put you out of position and invulnerable.
  • Ability - W (Seastone Trident):
    • Effect:
      • Passive: Fizz's autoattacks rend his target, dealing magic damage (30 / 40 / 50 / 60 / 70 (+ 35% of ability power) (+ 4 / 5 / 6 / 7 / 8% of target's missing health)) over 3 seconds that strengthens if the opponent is low on life.
      • Active: Fizz's autoattacks are empowered for the next 5 seconds, dealing additional magic damage (10 / 15 / 20 / 25 / 30 (+ 35% of ability power)) on-hit and causing Grievous Wounds (50% healing reduction).
    • Analysis: This is the Bread and Butter of Fizz. The active and passive will help you with any jungle camps, as well as help secure the kill with the damage over time effect. Also, if the enemy team has a Volibear or Swain, you can easily shut them down with your active's Grevious Wounds. This ability maximizes your damage, especially on a target with low health.
  • Ability - E (Playful / Trickster):
    • Playful:
      • Effect: 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. If Fizz does not use trickster, he will slam the ground below him, dealing magic damage (70 / 120 / 170 / 220 / 270 (+ 75% of ability power)) and slowing nearby enemies (400 range) by (40 / 45 / 50 / 55 / 60%) for 2 seconds.
      • Analysis: This starting ability gives Fizz the full potential of his abilities. This ability leaves Fizz untargetable for 0.75 seconds, making skill shot dodging, ult dodging, wall hopping, and troll poleing a large possibility. Also with the magic damage and slow, it makes Fizz a great ganker and early game chaser. However you use this ability, it can always be defensive and offensive, however like Vlad's pool you should never start it while initiating a team fight. You are able to dodge Karthus' ult, Caitlyn's ult, Nautilus' ult, and pretty much any targeted/delayed ult. This alone gives Fizz so much utility which is great for an AD bruiser.
    • Trickster:
      • Effect: Fizz hops off from his trident to a nearby location, dealing magic damage (70 / 120 / 170 / 220 / 270 (+ 75% of ability power)) to nearby enemies in a smaller area than Playful. Trickster does not apply the slow.
      • Analysis: This second ability makes Fizz the ultimate chaser, escaper, and juker there is. Because this does not apply the slow from Playful, it is better to not use this, however when chasing/escaping/jumping over walls do not hesitate to use this branch ability.
  • Ultimate - R (Chum the Waters):
    • Effect: Fizz throws a fish in a line that will bind itself onto the first enemy champion it hits. The champion that has the fish attached will be slowed by 50%. Regardless of position, after 1.5 seconds, a Shark will emerge from the earth to eat the fish, dealing magic damage (200 / 325 / 450 (+100% of ability power)), knocking up the target, knocking back all other enemies within the area from the center and slowing all enemies in the area by (50/60/70%) for 1.5 seconds. (AOE Radius: 250)
    • Analysis: This ability gives Fizz so much utility for a melee AD bruiser, giving him an initial 50% slow, a large AOE damage nuke, an AOE knockup, and AOE 70% slow. This alone is a great teamfight initiator allowing you and your team to pick off a straggler. This is also what makes Fizz a great anti-carry, able to focus and take a pesky fed AD carry or AP carry out of the fight immediately.

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As always, there are situational times to buy certain items. I like to start with cloth + 5, however if you're going against a skill-shot oriented champion, or an AP champion that would be quite stupid.

Versus a hard AP lane / team, buy the following: (Only if you are laning)
Boots of Speed size=64 + Health Potion size=64x3 => Doran's Blade size=64 x2 => Hexdrinker/Wit's End
Versus a hard AD lane / team, buy the following: (Only if you are laning)
Cloth Armor size=64 + Health Potion size=64x5 => Wriggle's Lantern => Phage

There are multiple other items you may want to consider, and I will explain them:
Randuin's Omen size=64: I would definitely recommend this item for Fizz, however more as a replacement for Hexdrinker/Maw. Definitely not a good buy if their AP carry is extremely fed, however.

Maw of Malorthius size=64: This is a great damage item that offers magic resistance as well. It also helps Fizz in tanking magic damage when low as well. Usually get this if their AP carry is a threat to you.

Mercury's Treads size=64: Obviously this is the number one choice, considering the tenacity and boost for MR, however Ninja's Tabi and other things are viable.